1.3.4.3 Public Beta Available
Posted: Fri Jan 30, 2026 11:32 am
Hi everyone,
Please try this new beta and let us know if it helps your game. We encourage you to start a new game as there may be changes that only take effect upon starting a new game.
To facilitate frequent beta iterations as needed, this beta is only available for now on Steam and GOG. All Matrix customers also have a free Steam key available (through your My Page) which can be activated if desired to install DW2 via Steam and test this Beta there.
On Steam, you can switch to it by going to Distant Worlds 2 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game on the bottom right.
On GOG, you can switch to it by going to Distant Worlds 2 in your GOG Library, selecting Distant Worlds 2, then clicking on the button next to "Play" that looks like two horizontal lines with small offset circles, choosing Manage Installation -> Configure then picking the latest Beta from the Beta channels drop-down list and allowing GOG to update.
The Core game engine has been upgraded to use newer versions of Stride and .NET. We now include .NET in the game executable, so no additional external .NET redistributables are required.
IMPORTANT NOTE: If you still experience crashes with 1.0.6.4 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. DXVK is only guaranteed to work with the SDR (Standard Definition Rendering) option in your game settings. It may work with some HDR (High Definition Rendering) settings, but we do not advise trying those at this time. The DXVK option will likely resolve many issues caused by driver bugs or incompatibilities.
If you try this setting and the game does not launch, please note the command line option in the changes below to switch back to DirectX 11. (To force DirectX on launch, add --use-dx11 as a command-line argument to DistantWorlds2.exe)
Changes in 1.3.4.3 (January 29th , 2026):
CRASH FIXES
- fixed some rare crashes
STEALTH AND DETECTION
- tweaked values used to determine ship and base visibility (utilizing stealth, role- and empire-masking). This change will make ships less detectable/knowable when at the limits of scan range. Note: this was added in v1.3.4.0, but note left out by accident.
PLAGUES
- somewhat reduced plague frequency, length and spread
GOVERNMENT
- modified Feudalism government to be more viable: less disruptive leadership changes, reduced colony happiness penalty (improves viability of Mortalen as AI empire)
- modified Military Dictatorship government to be more viable: less disruptive leadership changes, reduced colony happiness penalty, removed population growth rate penalty (improves viability of Boskara as AI empire)
- modified Hive Mind government to be more viable: reduced research penalty (improves viability of Boskara as AI empire)
POLICIES
- altered default Haakonish preferred weapon families to better match their race-specific tech (i.e. DealBreaker Beams)
SHIP GRAPHICS
- fixed some minor problems in Haakonish ship models
DATA
- minor tweaks to some Teekan and Haakonish ship components
COLONY INVASIONS AND RAIDS
- colony invasions and raids now have short preparation period after first invading troops landed but before battle begins. This time window (10-15 seconds) better allows invading forces to land as a group prior to commencement of battle
- changed how colony raids are resolved: colony raids can now successfully conclude prior to the elimination of all defending troops. After a period of time the success of the colony raid will be evaluated based on overall strength of raiding troops versus the defending forces. If the raiders are still stronger than the defenders then the raid will typically be successful, obtaining loot from the colony. Colony raids will thus never be longer than one minute, and often shorter than that. This change minimizes damage to defending colony troops, population and quality.
TROOPS
- improved fleet and ship troop loading so that better handle garrison status at colonies (i.e. more likely to find troop load location)
SHIP SALVAGE
- majority of abandoned ships in Debris Fields are now unrepairable and instead must be salvaged (Pick Up command) to obtain bonuses
PLANETARY FACILITIES
- upgrade arrow overlay now more prominent when a planetary facility has upgrades available
EVENTS
- improved event placement for generated independent colonies so that more likely to select planets or moons that are naturally more suitable to the colony race
START NEW GAME SCREEN
- updated Start New Game screen art
EMPIRES
- ensure standard empires always filtered out from Diplomacy list when eliminated
PIRATES
- fixed pirate factions sometimes not being properly eliminated when lose last base
ADVISOR
- ensure Build Research Station advisor messages always contain research bonus description, even when bonus is from resources
FLEETS
- removed UI option for fleets to raid or capture abandoned ships or bases (these missions are non-functional for abandoned ships or bases)
HAAKONISH
- ensure extra starting Haakonish Mining Ship matches the current tech of the empire (e.g. no hyperdrive if not yet researched)
Changes in 1.3.4.0 (January 6 th , 2026):
CRASH FIXES
- fixed a number of crashes
- now notify player of any modding-related file loading issues (XML errors, etc), with suggestions to disable offending mods
COMBAT RELATED
- updated weapon hit calculations with better consideration for stationary or very slow targets (e.g. bases). Net effect is that countermeasures now matter more on bases
- tweaked raid values on Assault Pod components so that can launch subsequent raids sooner, but with lower strength
EVENTS
- added minimum interval to Teekan Salvage Kings event so that does not trigger too often
- Lost Colony ruins event will now place lost colony much closer to discoverer home
ADVISOR
- fixed Build Base advisor suggestion messages not pinging galaxy map location when hovered
MUSIC
- added new expanded music option that adds music from Distant Worlds Universe to the track list. Note that this option should be disabled when streaming gameplay
Please try this new beta and let us know if it helps your game. We encourage you to start a new game as there may be changes that only take effect upon starting a new game.
To facilitate frequent beta iterations as needed, this beta is only available for now on Steam and GOG. All Matrix customers also have a free Steam key available (through your My Page) which can be activated if desired to install DW2 via Steam and test this Beta there.
On Steam, you can switch to it by going to Distant Worlds 2 in your Steam Library, right-clicking on it, choosing Properties -> Betas -> then choosing the latest beta branch from the drop-down list and allowing Steam to update your game. If it updates correctly, you should see the latest beta version listed as your version in-game on the bottom right.
On GOG, you can switch to it by going to Distant Worlds 2 in your GOG Library, selecting Distant Worlds 2, then clicking on the button next to "Play" that looks like two horizontal lines with small offset circles, choosing Manage Installation -> Configure then picking the latest Beta from the Beta channels drop-down list and allowing GOG to update.
The Core game engine has been upgraded to use newer versions of Stride and .NET. We now include .NET in the game executable, so no additional external .NET redistributables are required.
IMPORTANT NOTE: If you still experience crashes with 1.0.6.4 or later, especially crashes in battle, please try the new DXVK rendering option in the game settings. This can be found under "Rendering Mode", which can be switched from DirectX 11 to DXVK. DXVK is only guaranteed to work with the SDR (Standard Definition Rendering) option in your game settings. It may work with some HDR (High Definition Rendering) settings, but we do not advise trying those at this time. The DXVK option will likely resolve many issues caused by driver bugs or incompatibilities.
If you try this setting and the game does not launch, please note the command line option in the changes below to switch back to DirectX 11. (To force DirectX on launch, add --use-dx11 as a command-line argument to DistantWorlds2.exe)
Changes in 1.3.4.3 (January 29th , 2026):
CRASH FIXES
- fixed some rare crashes
STEALTH AND DETECTION
- tweaked values used to determine ship and base visibility (utilizing stealth, role- and empire-masking). This change will make ships less detectable/knowable when at the limits of scan range. Note: this was added in v1.3.4.0, but note left out by accident.
PLAGUES
- somewhat reduced plague frequency, length and spread
GOVERNMENT
- modified Feudalism government to be more viable: less disruptive leadership changes, reduced colony happiness penalty (improves viability of Mortalen as AI empire)
- modified Military Dictatorship government to be more viable: less disruptive leadership changes, reduced colony happiness penalty, removed population growth rate penalty (improves viability of Boskara as AI empire)
- modified Hive Mind government to be more viable: reduced research penalty (improves viability of Boskara as AI empire)
POLICIES
- altered default Haakonish preferred weapon families to better match their race-specific tech (i.e. DealBreaker Beams)
SHIP GRAPHICS
- fixed some minor problems in Haakonish ship models
DATA
- minor tweaks to some Teekan and Haakonish ship components
COLONY INVASIONS AND RAIDS
- colony invasions and raids now have short preparation period after first invading troops landed but before battle begins. This time window (10-15 seconds) better allows invading forces to land as a group prior to commencement of battle
- changed how colony raids are resolved: colony raids can now successfully conclude prior to the elimination of all defending troops. After a period of time the success of the colony raid will be evaluated based on overall strength of raiding troops versus the defending forces. If the raiders are still stronger than the defenders then the raid will typically be successful, obtaining loot from the colony. Colony raids will thus never be longer than one minute, and often shorter than that. This change minimizes damage to defending colony troops, population and quality.
TROOPS
- improved fleet and ship troop loading so that better handle garrison status at colonies (i.e. more likely to find troop load location)
SHIP SALVAGE
- majority of abandoned ships in Debris Fields are now unrepairable and instead must be salvaged (Pick Up command) to obtain bonuses
PLANETARY FACILITIES
- upgrade arrow overlay now more prominent when a planetary facility has upgrades available
EVENTS
- improved event placement for generated independent colonies so that more likely to select planets or moons that are naturally more suitable to the colony race
START NEW GAME SCREEN
- updated Start New Game screen art
EMPIRES
- ensure standard empires always filtered out from Diplomacy list when eliminated
PIRATES
- fixed pirate factions sometimes not being properly eliminated when lose last base
ADVISOR
- ensure Build Research Station advisor messages always contain research bonus description, even when bonus is from resources
FLEETS
- removed UI option for fleets to raid or capture abandoned ships or bases (these missions are non-functional for abandoned ships or bases)
HAAKONISH
- ensure extra starting Haakonish Mining Ship matches the current tech of the empire (e.g. no hyperdrive if not yet researched)
Changes in 1.3.4.0 (January 6 th , 2026):
CRASH FIXES
- fixed a number of crashes
- now notify player of any modding-related file loading issues (XML errors, etc), with suggestions to disable offending mods
COMBAT RELATED
- updated weapon hit calculations with better consideration for stationary or very slow targets (e.g. bases). Net effect is that countermeasures now matter more on bases
- tweaked raid values on Assault Pod components so that can launch subsequent raids sooner, but with lower strength
EVENTS
- added minimum interval to Teekan Salvage Kings event so that does not trigger too often
- Lost Colony ruins event will now place lost colony much closer to discoverer home
ADVISOR
- fixed Build Base advisor suggestion messages not pinging galaxy map location when hovered
MUSIC
- added new expanded music option that adds music from Distant Worlds Universe to the track list. Note that this option should be disabled when streaming gameplay