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Releases: Remmyboy/sanctuary-mods
Release list
Ladder Reporter 0.6.1
Ladder Reporter connects Sanctuary to the SanctuaryDB ranked ladder (www.sanctuarydb.net). Queue for ranked 1v1, 2v2 and 3v3 from the game's Play screen or the site; it launches a matchmade 1v1 straight into the game, reports the result of ladder games it launched, and can upload a match's stats and replay or stream your games live if you opt in.
New in 0.6.1: match found alerts.
- When a match is found the game comes to the front straight away (not only when the game launches). If Windows won't let it, its taskbar button flashes.
- Windows' notification sound plays.
- A Windows notification says who and where, while the game isn't the window in front.
- Each has its own switch under F8 > Ladder Reporter > Alerts (BringToFront, Sound, Notification), all on.
- A match to host by hand (2v2 and 3v3 for now, or a 1v1 that couldn't launch itself) is explained in the game, no website needed: the map, who you're with and against, who is hosting, and the start to take in a 1v1.
Still from 0.6.0: the Ranked Ladder section on the Play screen with how many are queued in each mode, the factions a 1v1 may launch you as, a strip on every menu screen while you're queued with a Leave Queue button, and leaving the queue when you join a lobby or start another game. Turn the in-game queue off with F8 > Ladder Reporter > Queue > Panel. Needs Steam and Matchmaking > Enabled.
- ModManager - the mod, for an install that has the Sanctuary Mod Manager (install that first if you haven't). Extract into the game's
enginefolder; it appears under UI Mods.
Client-side only: never changes the Lua files or the simulation, so a modded client stays lobby-compatible with unmodded players. Like any BepInEx plugin it runs as full-trust code inside the game, so only install it from a source you trust. Built for the game update of 11 October 2026 (0.0.1.21.1).
Ladder Reporter 0.6.0
Ladder Reporter connects Sanctuary to the SanctuaryDB ranked ladder (www.sanctuarydb.net). It reports the result of ladder games it launched, can launch a matchmade 1v1 straight into the game, and can upload a match's stats and replay or stream your games live if you opt in.
New in 0.6.0: queue for the ladder from the game.
- The Play screen has a Ranked Ladder section above Multiplayer / Skirmish: Ranked 1v1, 2v2 and 3v3, each showing how many are queued. Click a mode to queue, click again to leave. You can queue for several modes at once.
- Pick which factions a 1v1 may launch you as (EDA, Chosen, Guard) just above the modes.
- While you're queued, a small strip in the top right of every menu screen shows your modes and time in queue, with a Leave Queue button.
- The game holds the queue itself, so no browser tab is needed: a 1v1 found while queued launches on its own, as before. 2v2 and 3v3 matches are not launched automatically yet; the game tells you who is hosting and links to the match page.
- Queue on the site's Play page with the game open and the page hands the queue to the game, so you can close the tab. Opening Play in the game picks up a queue you started on the site.
- Joining a lobby, or starting or loading any other game, takes you out of the queue.
Turn the in-game queue off with F8 > Ladder Reporter > Queue > Panel. Needs Steam (the ladder signs you in with your Steam account) and Matchmaking > Enabled.
- ModManager - the mod, for an install that has the Sanctuary Mod Manager (install that first if you haven't). Extract into the game's
enginefolder; it appears under UI Mods.
Client-side only: never changes the Lua files or the simulation, so a modded client stays lobby-compatible with unmodded players. Like any BepInEx plugin it runs as full-trust code inside the game, so only install it from a source you trust. Built for the game update of 11 October 2026 (0.0.1.21.1).
Balance Patch 0.2.9
A rebalance as a gameplay mod. 0.2 redesigns the economy from the top down: first the pacing a match should have, then numbers chosen in an economy simulation that follows the game's own rules, calibrated on real games. The economy is simulated and only lightly played: this release is for playtesting it.
New in 0.2.9
Rebuilt for the game update of 11 October 2026 (0.0.1.21.1). That update moved 19 numbers this patch checks before changing, so 0.2.8 skipped them on the new game, and some of its multipliers stacked on the developers' own buffs (T3 fighter shells would have flown at 225). 0.2.9 applies every change, with none skipped.
Air is left as the game has it. The developers' own anti-air pass (T3 fighters lead their shots, anti-air missiles at 50, faster turrets, splash on T1 anti-air) moved most of what the Air section rested on, so the Air section is gone. The 0.2.6 aim, anti-air that hits most of the time, isn't measured against the game's new anti-air yet. Tell us how air feels.
- Aircraft cost 40 energy per alloy at T1-T3 (were 20, Chosen 10). This patch's generators make twice the game's energy, so 40 is the game's energy burden in generator time. T4 and T5 aircraft keep the game's price.
- Shields cost more and hold less: T2 300 alloys for 6000 (were 150 for 10000), regen 60, 200 energy a second to run; T3 1000 alloys for 15000 (were 600 for 20000), regen 110, 500 energy a second.
- Alloy Furnaces use 2000 energy a second (were 1000).
- Guardian Crucible (T4 generator): 3x the cost and build time (150000 alloys), same output. Its new death explosion does 50000 damage out to 40, friendly fire on.
- Generators: T2 still make 600 (the game now makes 300, was 200). T3 take the game's new 2750 and keep this patch's 2800-alloy cost.
- T1 point defences see 27, their new range (the game raised it from 25).
- Dropped because the game does it now: the EDA T3 fighter's second launcher, the TALEN's tier, the Guardian T1 fighter's speed, T1 fighter bullet lifetime. The Chosen T2 point defence still needs this patch to raise its barrel above level.
- Left as the game reworked them: the Chosen Comet bomber and the Chosen big bot's speed (now 1).
Nothing in 0.2.9 is simulated or played: the simulation doesn't model air, shields or furnaces, and its pacing table doesn't move.
New in 0.2.8
The T2 factory upgrade costs 1000 alloys + 10000 energy (was 1500 + 15000) and takes 90 s (was 80). It drained about 19 alloys and 188 energy a second while it ran; now about 11 and 111. At 1500, T2 arrived after T1 tank spam had already decided the game.
The catch: a T2 rush is cheaper too. In the simulation the fastest T2 factory is now about 2:45 (was about 4:05), since the 500-alloy starting bank pays half of it. That's accepted for now; tell us if rushes win games.
New in 0.2.7
T4s re-scored. 0.2.4's maths ignored splash (most T4 main guns splash 3-4, hitting several bunched tanks) and range (60-100 against T3 tanks' 34), so the big bot and others beat far more than their cost in T3 tanks. Each T4 is now set to about 0.8 of a T3 tank's health x damage per alloy, splash and range counted, split evenly between health and damage: the single-target beam bot gets more of both, the splashing big bot less. No T4 is faster than a T3 tank any more.
Unit Alloys HP Ground DPS Speed
Behemoth (EDA) 10,000 136,000 4,564 3
Centaur (EDA) 10,000 127,000 2,170 2.25 range 80
Quasar (Guardian) 10,000 67,000 3,111 2.25 artillery
Beam bot (Guardian) 12,000 160,000 5,620 3
Tripod (Chosen) 12,000 158,000 3,686 2.25
Ares (Chosen) 15,000 189,000 4,435 3
Djinn (Chosen) 20,000 234,000 5,320 2.75
Big bot (Chosen) 25,000 297,000 5,109 2.25
- Guardian Nitro (T3 raider): 3000 HP (was 1500), +25% damage. A bit lighter than a T3 tank and hits harder, like a T2 raider scaled up.
- Guardian T2 anti-air (tower and mobile): half damage. Their shells splash 5 and 10 (Chosen 2 and 3), so with anti-air now hitting, each shot hurt every aircraft in a group.
- T2 point defences: were barely tougher than T1 at 2.5-3x the price. Now 3000-3800 HP (was 2000) and 1.5-1.9x damage, about 0.65 of their cost in T2 tanks (FAF's T2 point defences are about 0.6).
- Chosen T3 point defence: 7000 HP (was 6500), 2.24x damage (about 615 a second): a fragile hard-hitter.
All worked out from the unit files, not played.
New in 0.2.6
(The Air section was removed in 0.2.9.)
Anti-air hits most of the time, and T4s are toned down.
Anti-air. Shots hit a thin line against the aircraft's box, so the projectile's look never mattered: what decides a hit is shot speed, drop, spread and the box.
- Beam fix: the EDA T2 anti-air tower and the Guardian T1 tower and mobile anti-air are beams that were aiming ahead of planes (our mistake since 0.1.0), so they missed anything crossing. They now aim at the plane.
- Faster shots: all anti-air shells 1.5x; the slowest (T2 towers and mobile AA, Chosen and Guardian T3 fighters, Guardian T3 tower, Chosen big bot) 3x, the Guardian T2 tower 6x. Those lose their spread.
- Missiles: 1.5x as fast, turn twice as fast.
- No drop: shells only anti-air fires no longer fall under the target.
- Aircraft hitboxes 1.5x bigger.
| Model: average hit rate, 24 AA weapons vs 5 aircraft | 0.2.5 | 0.2.6 |
|---|---|---|
| Flying straight | 38% | 82% |
| Moved around every 1-2 s | 27% | 75% |
| Hard weaving | 28% | 71% |
The catch: air now takes roughly 2-3x the real damage from anti-air, so air may need retuning once played. The hit rates are from an offline model of the game's hit code, not from games.
T4s: toned down to 0.8x (numbers superseded by 0.2.7 above).
New in 0.2.5
Radar costs more to run:
- T2 radar: 250 energy a second to run (was 150).
- T3 radar: 2800 alloys + 28000 energy to build (was 700 + 7000), 1400 energy a second to run (was 350).
- T3 radar range: EDA 750 (was 450), Chosen 850 (was 550), Guardian 1000 (unchanged).
New in 0.2.4
T4s are game enders for long 512 games, spammable as the game goes on. They cost 10000-25000 alloys (2-3x before), and their health and damage are raised so that per alloy they beat the average T3 tank by about 10%. The long-range Djinn and Chosen big bot match it, and the Quasar is measured against T3 artillery.
(Numbers superseded by 0.2.6 above.)
- Centaur (railgun sniper): range 80 (was 40) for a little less damage. It still sees only 20, so it needs radar or spotters.
- T1 factories cost 200 alloys (were 300). Simulated: about 85 units built by 10:00 on 256 maps and 117 on 512 (were 72 and 104).
- The catch: T4 damage is worked out from the unit files, not measured in fights. The Athena mobile shield is unchanged for now.
New in 0.2.3
- Reclaim is 3x as fast: a wreck still holds half the unit's alloys, you just get it three times quicker.
- Wrecks last 6 minutes before they disappear (were 3).
- T4 bots move at 2.5-3.5 (were all 2), by role:
- 3.5, brawlers: EDA Behemoth, Chosen Ares, Guardian beam bot, with faster turning and main guns swinging at 90 deg/s (were 45).
- 3, hover and escort: Chosen Djinn, Athena mobile shield.
- 2.5, long range and heaviest: EDA Centaur, Guardian Quasar, Chosen Tripod and the Chosen big bot.
None of 0.2.3 is simulated. Walk animations may slide a little at the new speeds.
New in 0.2.2
T2 and T3 are cheaper, and T3 economy pays for itself inside a normal game.
- Factories: upgrading to T2 costs 1500 alloys (was 2500), to T3 4000 (was 6000).
- T3 extractors make 15 alloys a second (were 10): the upgrade pays back in 200 s instead of 400 s.
- T3 generators make 2500 energy a second for 2800 alloys (were 4500 for 5000), about the same energy per cost in a smaller step.
- T3 tanks (Kodiak, Glaive, Auger) cost 30% less, move at 3.3 like T1 tanks (were 2.5-2.7), turn faster and track with their guns much faster.
- Guardian Nitro (T3 raider): 30% cheaper, moves at 4.5 (was 3.3) with a quick gun, but 1500 health (was 2250): one EDA T3 tank volley kills it.
- Sniper bots and other T3 units are unchanged.
The catch: in the simulation the fastest T2 factory is now about 4:20 (6:37 in 0.2.1), earlier than the 7-minute target. The T3 changes aren't simulated at all; tell us how T3 feels.
New in 0.2.1
- Commander storage back to 500 alloys and 5000 energy, and you start with it full.
The economy targets: 256 maps over in 5-15 minutes, 512 maps in 20-30, about 60-80 units each at 10 minutes, and nobody on T2 before about 7 minutes without being overrun.
Playtesting: please note when you first upgrade an extractor and a factory, whether the first two minutes feel right, and whether 200-alloy factories hold back factory spam without making the opening drag. Replays help most.
What the mod does
Every section is a lobby option, on by default:
- Fixes
- Targeting freeze: a weapon with no muzzles (Guardian T1/T3 bombers, Chosen T3 bomber, EDA T2 raider) no longer stops every other unit's targeting.
- Shields: an aircraft's shots from inside an enemy shield's bubble hit the shield. Land units are unchanged.
- Chosen T2 point defence: can raise its barrel above level, so it stops shooting the ground.
- T1 bombs: they live long enough to land.
- Economy: commanders make 3 alloys and 30 energy a second (were 5 and 50) and start with full storage. Extractors make 1 / 5 / 15 alloys at T1 / T2 / T3; T1 and T2 generators 20 / 600 energy, and...
Unit Restrictions 0.1.2
Unit Restrictions: a gameplay mod where the lobby host takes units out of the
match.
- Sections: no land units, no air units, no naval units, no experimentals.
Sections never take engineers or commanders, and leave factories standing
(they still make engineers). Experimentals are every tier 4 unit and
structure. - Restricted units: in the lobby's Mods panel, "Choose restricted units"
opens a grid per section (land, air, naval, structures): a column per
faction, a row per kind of unit under its tech level, each cell the unit's
strategic symbol and name. Click a unit to restrict it alone (just the EDA
Puma), or a kind, a faction or a tech level to restrict all of it.
Structures, factories and their upgrades are there too. - Restricted units leave every build menu, and the host refuses them if
anything queues or places one anyway.
New in 0.1.2:
-
Works with the game update of 11 October 2026 (0.0.1.21.1): the host's
refusal of a restricted unit follows the game's new build queue commands.
Needs Mod Manager 0.17.0 (Mod API 1.10.0) for every player. -
ModManager - extract into the game's
enginefolder, so the mod lands inSanctuaryMods\UnitRestrictions\. Needs the Sanctuary Mod Manager. -
Every player needs this same copy. The host opens Mods in the lobby and switches it on; Start waits until everyone matches.
This is a gameplay mod: it changes the match's Lua, but only in lobbies where the host picks it. Outside those the game runs vanilla. Built for the game update of 11 October 2026 (0.0.1.21.1).
SanctuaryDB HUD 0.18.0
SanctuaryHud is a client-side HUD for Sanctuary: Shattered Sun. It adds the
mini-map the game doesn't have, an economy strip across the top with storage,
income, spend and net per second for alloy and energy, a commander widget with
its health, alerts for a commander under attack and for builds completing,
reclaim values over the map, build countdowns under your structures, a
post-game stats screen with a FAF-style score, a set of optional controls
(QoL), and SanctuaryUI: its own versions of the game's bottom panels - the
orders row, the unit card, the selection row and the build strip - docked
into one panel. Every panel can be resized by the grip in its corner.
New in 0.18.0:
-
Works with the game update of 11 October 2026 (0.0.1.21.1). The game
replaced the engine the HUD read units from, so the idle engineer and
idle factory rows, the extractor rows, the commander widget's health and
alerts, and the commander jump all read the game's new entity engine now.
The once-a-second unit scan costs about 0.3-0.5 ms. -
Factory queue reordering, the unit card's queue counts, waypoint dragging,
rally points and the QUIT button on the stats screen are updated for the
game's new build queue, order drawing and quit path. -
QueueRightClickTakesClickedItem is gone: the game itself now takes a
right-click from the queue tile you clicked, repeat build or not. -
This version needs game 0.0.1.21.1. On it, 0.17.1 loses its idle rows,
commander health and stats-screen QUIT, and its queue right-click fix
calls a command the game removed. -
ModManager - the mod, for an install that has the Sanctuary Mod Manager (install that first if you haven't). Extract into the game's
enginefolder; it appears under UI Mods.
Client-side only: never changes the Lua files or the simulation, so a modded client stays lobby-compatible with unmodded players. Like any BepInEx plugin it runs as full-trust code inside the game, so only install it from a source you trust. Built for the game update of 11 October 2026 (0.0.1.21.1).
Replay Manager 0.5.3
Replay Manager makes Sanctuary: Shattered Sun's own replays watchable
properly: any player's point of view or every army at once, the fog lifted,
every army's economy with whole-game totals, and a control panel with pause,
speed, forward seek and restart. Play a replay from the game's menu and the
panel appears; F7 shows and hides it.
New in 0.5.3:
-
Works with the game update of 11 October 2026 (0.0.1.21.1): leaving a
replay uses the game's new quit path, and the loading screen is
recognised again. Needs game 0.0.1.21.1. -
ModManager - the mod, for an install that has the Sanctuary Mod Manager (install that first if you haven't). Extract into the game's
enginefolder; it appears under UI Mods.
Client-side only: never changes the Lua files or the simulation, so a modded client stays lobby-compatible with unmodded players. Like any BepInEx plugin it runs as full-trust code inside the game, so only install it from a source you trust. Built for the game update of 11 October 2026 (0.0.1.21.1).
Phantom-X 0.2.3
Supreme Commander's Phantom-X as a gameplay mod: a port of the Forged Alliance
mod (faf-phantomx v268, by Novaprim3, Duck_42, mead, SpikeyNoob and Fichom).
Everyone starts allied; a few minutes in some players secretly become
phantoms, fed a share of everyone else's income. Phantoms win by being the
last one standing, innocents by killing every phantom. Paladins, paladin
marks, timed reveals and a phantom war at the end. Break or offer alliances,
mark, vote and volunteer on the Phantom-X panel.
New in 0.2.3:
-
Works with the game update of 11 October 2026 (0.0.1.21.1): the game
renamed the army class Phantom-X takes the win condition over from, so
0.2.2 failed at setup there. Needs Mod Manager 0.17.0 (Mod API 1.10.0)
for every player. -
ModManager - extract into the game's
enginefolder, so the mod lands inSanctuaryMods\PhantomX\. Needs the Sanctuary Mod Manager. -
Every player needs this same copy. The host opens Mods in the lobby and switches it on; Start waits until everyone matches.
This is a gameplay mod: it changes the match's Lua, but only in lobbies where the host picks it. Outside those the game runs vanilla. Built for the game update of 11 October 2026 (0.0.1.21.1).
Sanctuary Mod Manager 0.17.0
A Mods page in Sanctuary's front menu (the cube in the sidebar, or F8 in the
menu and during a match) for UI mods: switch each one on and off, change its
settings, and update it to its newest release in one click. In a lobby, a
Mods button beside Settings opens the lobby's Mods panel, where the host
picks gameplay mods for the match. The Mod Manager is the base install every
other mod goes on: it brings BepInEx, the mod loader (which hot-loads every
mod DLL under SanctuaryMods) and the mod framework (Sanctuary.ModApi.dll).
New in 0.17.0 (Mod API 1.10.0):
-
Works with the game update of 11 October 2026 (0.0.1.21.1) and its new
lobby: players join unassigned and pick a seat, and the Mods panel, the
Start check, modded replays and faction picks follow it. Mod Manager
0.16.0's lobby code reads a list the new game no longer exposes;
update before hosting. -
AI seats are gone from the Mod API: the game's lobby now sets up each AI
seat itself (AI, difficulty, unit cap, income) and lists every AI in the
game's LJ\lua\AI\mods folder. Put AIs there. An AI folder left in
SanctuaryMods gets a notice on the Mods page, and a mod.json's "ais" is
ignored. Note that the game counts every Lua file under LJ\lua, AI\mods
included, in the version check lobbies match on, so everyone in a
multiplayer lobby needs the same AI folders. -
A faction mod's own AI still plays that faction's AI seats, now keeping
the host's lobby settings for the seat. -
A modded faction shows its name, not a number, on other players' lobby
rows. -
Kill credit for gameplay mods (OnUnitKilled, ModifyDamage) follows the
game's reworked beams and weapons. -
ModManager - the mod, for an install that has the Sanctuary Mod Manager (install that first if you haven't). Extract into the game's
enginefolder; it appears under UI Mods.
Client-side only: never changes the Lua files or the simulation, so a modded client stays lobby-compatible with unmodded players. Like any BepInEx plugin it runs as full-trust code inside the game, so only install it from a source you trust. Built for the game update of 11 October 2026 (0.0.1.21.1).
Ladder Reporter 0.5.1
Reports your ranked 1v1 results to the SanctuaryDB ladder automatically,
and lets the ladder launch you straight into a matchmade game: when you
queue on the site and are paired with another player who has this mod,
both games create and join the lobby, take their seats and start, with no
lobby clicks from either of you. Optionally uploads each ranked game's
stats and replay, and now streams games live.
New in 0.5.1:
-
Works with the game update of 11 October 2026 (0.0.1.21.1) and its new
lobby, where players join unassigned and pick a seat. 0.5.0 switched
itself off on the new game. Matchmade lobbies are made with no observer
seats. Needs game 0.0.1.21.1. -
ModManager - the mod, for an install that has the Sanctuary Mod Manager (install that first if you haven't). Extract into the game's
enginefolder; it appears under UI Mods.
Client-side only: never changes the Lua files or the simulation, so a modded client stays lobby-compatible with unmodded players. Like any BepInEx plugin it runs as full-trust code inside the game, so only install it from a source you trust. Built for the game update of 11 October 2026 (0.0.1.21.1).
Idle Engineers 0.7.2
Idle Engineers shows your idle engineers and factories as clickable tiles on
the game's own UI canvas: a tile per tech tier of idle engineers (and the
commander), then idle factories by type and tier. Clicking a tile selects that
group. It only appears when something is idle. Resize the panel by the grip in
its bottom corner.
New in 0.7.2:
-
Works with the game update of 11 October 2026 (0.0.1.21.1): idle engineers
and factories are read from the game's new entity engine. Needs game
0.0.1.21.1; 0.7.1 shows nothing on it. -
ModManager - the mod, for an install that has the Sanctuary Mod Manager (install that first if you haven't). Extract into the game's
enginefolder; it appears under UI Mods.
Client-side only: never changes the Lua files or the simulation, so a modded client stays lobby-compatible with unmodded players. Like any BepInEx plugin it runs as full-trust code inside the game, so only install it from a source you trust. Built for the game update of 11 October 2026 (0.0.1.21.1).