QANGA Update - Patch Notes v0.0.21a
QANGA Patch Notes — June 3, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Greetings, Cyborgs.
A new major update has been deployed to QANGA, and it stands on a brand-new foundation: the entire game has moved to a newer engine version (Unreal Engine 5.7). On top of that upgrade we've rebuilt the enemy AI from the ground up, added new threats and content, brought a wave of optimizations, and cleared a long list of multiplayer and dedicated-server issues.

🚀 Highlights
A New Engine Foundation
QANGA has migrated to Unreal Engine 5.7, the single biggest change under the hood. It modernizes the rendering technology that draws the entire world and gives us a far more solid, future-proof base to build on. Everything else in this update stands on top of this upgrade.
A Brand-New AI System
The old enemy AI has been removed entirely and rebuilt from the ground up, with all-new navigation and behaviors. The new system is more efficient and more scalable: it can drive many more enemies at once and works dynamically across the world, instead of relying on the heavy pre-built navigation data the old approach needed. In practice that means bigger, smoother encounters and enemies that read the world more naturally, giving chase, coordinating as a group, and pressing in for the kill before falling back to patrol.

New Threats
Two entirely new enemy types arrive in QANGA: armed pirates and police cyborgs, neither of which existed before. They patrol, hunt you down when they spot you, take real firing angles and flank as a group, backed up by drones. Sangline infestations received a full visual overhaul, new nests and hive structures ranging from small nests to towering spawners, with destructible weak points: shoot the cocoon on smaller ones, while larger ones pack multiple individual cocoons, each with its own health pool.

Rideable Trams
Trams now have rideable seats: walk up, sit down, and stay seated as the tram travels its route, you can even leave your seat while it's moving. Each tram now fires glowing animated thrusters that tilt through turns and kick up dust and smoke on takeoff and landing.

Smoother Multiplayer
A major pass on dedicated servers: the new AI drives enemies for every connected player, quest objectives now complete reliably online, rewards and items reach the correct player, and a range of server crashes and freezes are gone.

🤖 Enemies & AI
New Navigation & Scale : A completely new navigation system that's far lighter and more scalable, it can handle many more enemies at once and adapts to the world on the fly, instead of leaning on heavy pre-built navigation data.
Group Tactics : Enemies commit to a chase and coordinate as a group, pressuring you from several angles and pressing in for melee, then fall back to patrol when they lose you.
Creature Variety : Each creature fights in its own way, burrowing Sand Diggers that ambush from below, poison-spewing Gaz Sacs, dive-bombing Flyers that coordinate their passes, and the spike-throwing Super Sangline, all of these have been ported and reworked to work with the new AI system.

🎮 Gameplay
Knockback : Bumping into a Sangline no longer launches you backward, and Infected knockback was toned down so only the heavier ones still shove you.
Health Readout : Your health bar is now the single source of truth, no more taking a sudden death while it still shows life left.
Vehicle Handling : Hovercraft steering has been reworked, it's smoother and less twitchy on keyboard, with handling tuned per vehicle so cars, pods and bikes each feel different.

🌎 World & Environments
Sangline Infestations : New nest and hive structures ranging from small nests to towering spawners, with new effects, decals, retextured surfaces and sounds.

Streamlined Interiors : The Lab and Refuel Center interiors have been cleaned up.

Your Builds Carry Over : Existing builds load correctly through the update, including very large bases with millions of placed pieces, so your work survives the move to the new version.

⚡ Optimizations & Performance
Rendering & Lighting : Rendering, lighting, shadows and the interface have all been optimized, with sharp frame-time spikes largely smoothed out.
Busy Areas & Big Fights : Crowded areas like the capital handle lots of vehicles far better, and the new AI keeps large fights running smoothly even with many enemies on screen. The game should feel smoother overall, especially on lower-end and older machines.
Severe Freezes Fixed : Approaching or streaming into large outdoor areas no longer causes harsh, stuttering freezes, these regions now load smoothly.

🖥️ Interface & HUD
Quest Markers : Main quests, side quests and failed quests are now color-coded (orange / blue / red) on the tracker and on in-world markers.

Settings Sliders : Reworked into a normal draggable slider that keeps your cursor visible and only applies the new setting when you let go, instead of stuttering on every tiny movement.

Effects-Loading Indicator : A small indicator window now appears near the minimap in the top right of your screen while shaders are compiling, so brief hitches are no longer a surprise.


🛠 Bug Fixes
Dedicated Servers & Quests : Quest objectives now complete reliably on dedicated servers (talk-to-NPC, kill, pick-up, buy, sell and mining), kills count exactly once instead of twice, spawn steps spawn the full number of enemies, and rewards, items and notifications reach the correct player instead of the wrong inventory or everyone.
Failed objectives no longer reactivate, and quests resume cleanly when you reconnect or stream into a new area.
"Reset Player Data" now properly clears mission and objective progress instead of restoring old progress on reconnect.
Stability : Fixed crashes when disconnecting from a server, during world and memory cleanup, during large enemy spawns, when ships are destroyed or cleaned up, from certain enemy spawners, and from an unstable background browser feature.
Fixed a server-listing issue that kept a server from appearing in the browser.
Scanner & Trackers : Scan icons now appear in about a quarter of a second instead of being heavily delayed, revealed in sync with the scan wave so nearby objects light up first, scanned items no longer disappear randomly, on-screen trackers no longer blink or vanish, and the scanner now detects more enemies and spawn points, with neutral cyborgs shown as non-hostile.
Vehicles : Vehicles now rest properly on terminal landing pads instead of floating above them, sliding, glitching and exploding, terminal platforms no longer shove parked vehicles, and vehicles no longer endlessly bob, spawn on top of each other and explode at their spawn point, or vanish a few seconds after being spawned.
Added the missing elevator and door open/close sounds on the big vehicle spawners.
Audio : Removed the loud music that drowned out the repair-pod NPC.
Missing Head : Fixed an issue where dying from a headshot would make your newly respawned cyborg miss its head.

This update rebuilds QANGA on a new engine foundation, hardens multiplayer, and sets the stage for what's coming next. We can't wait to see how you handle the new threats out there.
As always, hop on our Discord to share your feedback!