Update v0.3.1-beta.3 | Available on Experimental
Vectorio Patch Notes — May 30, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello everyone!
A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.
How to opt into experimental:
Locate Vectorio in your Steam library
Right click and go to "properties"
Find the "betas" branch
Using the dropdown, select "Experimental"
Experimental Info:
Testing Cycle: ~2 weeks
Experimental Saves: Disabled
Backwards Compatible: Up to v0.3.0
Update Type: Experimental Patch
Contains Spoilers: Yes
Questions? Comments? Concerns? Let me know below or on our Discord server:
Patch Notes
The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.
NEW CONTENT:
Added a new long-range power pole unlocked in ALTAR, the Power Pylon.
GAMEPLAY CHANGES:
Crits now break armor, and explosions no longer break armor.
Updated cluster graphing to make portal throughputs FAR more accurate; you will likely notice a major reduction in resource imports.
Increased HUB storage capacity from 70 to 1000.
Increased all Crafter input buffers from 1x to 3x
LEVELS & XP:
Redid most of the Shotgunner's levels & stat buffs to better suit its role.
QUALITY OF LIFE
Builder drones will now prioritize builder ports, if they can afford it, before building anything else.
Buildings destroyed by enemies that are in range of a builder port will automatically re-queue themselves as a ghost.
OTHER CHANGES:
Changed the Ranger and Marksman descriptions to more accurately reflect their purposes
BUG FIXES:
Enabled the Critical Damage multiplier & Critical Chance stats to actually work
Fixed the Stabilized Flux recipe from requiring Stabilized Flux as an input
Swapped the Marksman tech back to the Ranger tech
Switched the Ranger and Lancer techs position in the tree
Fixed hub resources not being saved across reload
KNOWN ISSUES:
Bullets sometimes enter a state of limbo when hitting a hive; I may have fixed this by adding a secondary guard to the collision state, but it is unconfirmed as I have been unable to produce this bug in the editor.
There are various bugs with multiplayer, especially in the Abyss.
Balance Changes
The following is a list of changes relating to the balance of the game. These may or may not affect pre-existing base layouts depending on the severity of the changes.
Gilded Crystal
⇧ Increased crystallite requirement from 2 to 3
⇩ Reduced gold requirement from 3 to 1
Shotgunner
⇧ Increased pellet damage from 2.5 to 4
⇧ Increased pellet lifetime from 0.8s to 1.0s
⇧ Increased range from 8 tiles to 9 tiles
⇧ Increased barrel rotation speed from 65 to 80
⇩ Reduced firerate from 0.83s to 0.67s (1.2s -> 1.5s cooldown)
Status Chamber
⇩ Reduced tile range from 16 tiles to 10 tiles
Hex
⇧ Increased power value from 6w to 10w
⇧ Increased burn time from 2s 8s
Stabilized Hex
⇧ Increased power value from 6w to 15w
⇧ Increased burn time from 2s to 10s
The Abyss
⇩ Reduced the initial Stabilized Hex cost from 500 to 100
Datawing
⇩ Reduced attack range from 10 tiles to 9 tiles
⇩ Reduced detection range from 25 tiles to 15 tiles
Fighter
⇩ Reduced attack range from 30 tiles to 9 tiles
⇩ Reduced detection range from 30 tiles to 15 tiles
Lancer
⇧ Increased explosion radius from 1 tile to 2 tiles