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Releases: dripster82/gatefall-releases
Release list
Gatefall launcher 1.1.7
Login error messages now fit their text, removing the empty extra line while keeping longer messages readable.
Gatefall launcher 1.1.6
The Gatefall launcher now uses the game's landscape and logo throughout its menus.
- New main menu, sign-in, settings and cloud-save screens, designed for the Steam Deck display.
- Failed sign-in keeps your email and lets you retry your password immediately.
- Settings offers Stable or RC / Beta releases and Steam artwork repair.
- Cloud sync shows named saves and progress, with separate Local / Cloud choices for each conflicting save.
Existing launchers update automatically when restarted. Cloud sync continues to include user saves only.
Gatefall launcher 1.1.5
Gatefall launcher 1.1.5 adds Settings as a normal main-menu item between Play and Exit. The header shortcut and Y/F10 settings binding are removed. The menu is Sign in / Sign out (account), Play, Settings, Exit.
This is a launcher payload update using the existing verified cloud-capable runtimes. Restart the launcher online to update automatically; no reinstall is required. Validation: launcher-flow and window checks passed.
Gatefall launcher 1.1.4
Gatefall launcher 1.1.4 simplifies the main menu to Sign in (or Sign out with the account name), Play, and Exit. Signing in or out returns to the menu; only Play starts the game. Release-channel controls and Steam artwork checks are available from the header menu (Y/F10).
Save conflicts now ask Use Local or Use Cloud separately for each save, including first sync. The blanket first-sync choice is removed. Autosaves and interrupted autosaves are excluded from cloud upload, download and deletion; existing cloud autosaves are left untouched. Manual saves and user-triggered quick saves continue to sync after game exit.
The game menu's Continue was verified to load the latest saved timestamp, including a restored cloud save, regardless of file copy times. Local autosaves remain available to Continue.
This is a launcher payload update using the existing verified cloud-capable runners. Restart the launcher online to receive it; no reinstall or game update is required. Validation: 119 focused tests passed, including the actual Studio integration, per-save conflict choices, autosave exclusion and Continue behavior.
Gatefall launcher 1.1.3
Gatefall launcher 1.1.3 remembers successful sign-in automatically. It uses the OS credential store when available and private device storage on Linux/macOS when it is not. The remember-device and storage-warning dialogs are removed. Sign out still removes the saved device session.
Only the refresh token is persisted; passwords and access tokens are not saved. This is a small launcher payload update using the existing 1.1.x runner: restart the launcher online to receive it automatically. No reinstall is needed for a cloud-capable runner.
Validation: 91 focused launcher/cloud/Steam-art/publishing checks passed, including real Studio integration.
Gatefall launcher 1.1.2
Gatefall launcher 1.1.2 fixes sign-in and cloud-sync handling and refreshes the launcher interface.
- Incorrect passwords offer Try again and preserve the email address.
- Linux/macOS users without an available OS credential store can explicitly remember a revocable refresh token in a private device file. The dialog explains that the file is not encrypted; session-only sign-in remains available. Passwords and access tokens are not saved.
- Migration backups are excluded from playable cloud saves. Sync errors offer retry and record per-save details in launcher.log. Local changes upload after the game exits.
- Confirm clicks no longer cancel cloud operations; only Back, Esc or closing the progress window does.
- Account screens render at up to 1280x800 with native text and larger controls.
- Steam artwork setup handles more shortcut ID/account arrangements and can be checked manually from the launcher. Existing custom images are preserved; Steam may need a restart to refresh its library.
Existing cloud-capable 1.1.x runners update the launcher automatically on a normal online launch. Runners from 1.0.6 or earlier need a fresh download to include the cloud verification libraries.
Validated with focused launcher and real Studio integration tests; physical Steam Deck behavior still needs confirmation.
v0.20.1
Gatefall 0.20.1 adds support for optional Studio cloud saves with launcher 1.1.0 or later. Saves are synchronized before play and after exit. Local saves remain playable offline.
Steam Deck controller and process tracking have not yet been verified on a physical device.
Gatefall 0.20.1 RC1
Gatefall 0.20.1 release candidate for optional Studio cloud saves. This game build adds a shared save-data lock so the launcher and game do not write saves at the same time.
This is an opt-in test build. Use it with the Gatefall 1.1.0 release-candidate launcher and set GATEFALL_CHANNEL=prerelease when starting the launcher. Stable game and launcher downloads are unchanged. Steam Deck controller and process tracking still need testing on a physical device.
Gatefall 0.20.0
Gatefall 0.20.0
A new class, a new way to talk, and the camera turns properly.
The Salt league send Skirmishers: a pair of blades, a jerkin cut to run in, and a tree built on slipping past
overwatch, hamstringing what they hit and shoving an enemy out of its cover. Every off-world people now sends its own
class first, and a people you hold a centre with sends visitors to your other centres. Assaults can take Dual
Pistols in place of Tight Choke. The Seer is rebuilt around the Voice: they hear murmurs of unseen Dominion units,
warn an ally, whisper a false order into one collar, and silence a circle of them; they speak when they do it.
Parley is no longer the same three lines. Each people has three conversations that fit the moment, a first meeting,
a people you know, or a talk over the Dominion dead, and you can always leave without a fight. A people may ask a
job of you, a rescue or an ambush, which the Gate Room then offers.
On the ground: overwatch is aimed, forward and side zones with the penalties shown, and a right-click turns a
soldier for free. The camera turns in a second and a half, drawn properly all the way round. A card beside the tile
you hover says who sees it, what cover it gives and both sides' hit chances; press I to hide it. Fallen enemies lie
where they fell. Soldiers face the way they walk, in sprites.
At the base: a new campaign starts with no alloys; the Dominion show nothing until the first hub falls; promotions
can be spent in the Gate planner; a people is named only once you have met them; the chart draws a chord it is
unsure of as a guess; the lift goes somewhere; research cards hold their names; the native portraits lost their
pink fringe; and there are no cars on other worlds.
Gatefall 0.19.0
Gatefall 0.19.0
The rivals, second version
Each rival is a different rival every campaign. Scar, the Collector and the Ashkeeper are still a Warden, a Harrower
and an Overseer, but each now rolls two signature traits from its kind's fifteen when the campaign starts, and the three
upgrades it can take when it gets away hurt are rolled from a list too. You learn a trait by seeing it work; the
identification project names them both. The Dossier shows what you know.
Each rival has a world of its own. It is on the chart from the start, hidden; it shows the day you first meet the
rival, unnamed, and is named when the research identifies it. The rival turns up more often near its ground and less
often far from it. Its world is the Stronghold, fought in two parts by one team: the approach, with a door in the wall
that only its terminal opens, and the hall behind it, where your taken soldiers are held in pens and a regrowth vat
stands at the far end. Inside, the rival does not run: dropped, its men drag it to the vat and the vat stands it up
again until you break the vat. Clear the hall and the held walk home; leave through the door and it keeps its ground.
Each hall is its rival's: a fighting floor with your dead's weapons racked for Scar, a gallery of lens plates for the
Collector, a shrine with the halo's mount for the Ashkeeper.
The Dominion take the wounded. Any of them with hands will lift a downed soldier that nobody of yours can see and
carry them off the map; a rival with the Taker trait does it under your eyes and at a run. A soldier carried off, or left
behind as the gate closes, is in Dominion hands the same day: at the rival's world if a rival had a hand in it, else in a
pen you will have to find. Every soldier a rival holds costs the Dominion clock a point a week until you bring them home.
Running costs. A rival that gets away puts 3 on the Dominion clock, 4 if it left with one of yours.
It has it in for someone. Each rival picks one of your soldiers, the one who has hurt it most, and goes for them
first; it names them when it sees them. A soldier who faces it three times, or finishes it, carries its mark. A rival
may leave a tag under its grudge's skin, found two days later: it weighs on them and draws the rival, until the lab has
read one and the Infirmary can take it out.
Between fights. Once the Dominion are hunting, a rival at large may raid an outpost near its ground; answer and you
meet it there. A rival you hold in the cells brings a strike to take it back; after its first finding the cells offer
the slab, and dissecting it ends that, at the cost of what it had not yet said. A dead rival leaves one thing of its
own for the Workshop: Scar's plate, the Collector's lens, the Ashkeeper's halo.
A world remembers it. Where a rival fought and got away it leaves a mark; a Seer standing beside it, or a hack on
that world, reads it for a piece of what you would otherwise learn the hard way.
Maps with places in them
Every kind of job has a heart. A map is built round a place made for that job:
- Recovery: a crashed Dominion transport, its core in the hull.
- Contact: the people's own camp, forge, shrine or trading post, with their folk standing in it.
- Rescue: a Thrall pen, the prisoners in its yard.
- Salvage: the ruin of an old gate station round the dead ring.
- Escort: an archive for the xenolinguist, one for each kind of world.
- Interception: a relay site.
- Survey: a field of Dominion sensors.
- Ambush: a prepared line in front of the gate.
There are two or more of most, so the same job looks different from visit to visit.
And the ground round it has things to find. Up to two more places on an ordinary map, chosen to fit the world:
- a battlefield from when the Dominion came;
- a village they overran;
- a harvest depot or a sensor picket;
- a fallen giant tree or a forest pond;
- a dried waterhole in the desert;
- mushroom groves in the caverns;
- slag pits and burnt smelters in the foundries;
- a dead tram line or a cargo bay in the old stations;
- a supply cache or a research hut in the ice.
Some are held by a Dominion pod. No place is ever put where it would lengthen the walk across the map.
New things on the ground: pen fences, blast craters, fallen trunks and root plates, giant mushrooms, spore pits,
a fallen gate ring, burnt huts, slag heaps, a relay dish, gantries, ore haulers, a burnt smelter, tram cars and rails,
torn hull plating, and ground for water, dried mud and more.
Things that looked wrong now look right in the isometric view:
- the girders, the woodpile and the log bench;
- a fallen trunk lies flat;
- big machines stand at a sensible height;
- small props sit on their shadow instead of floating;
- the reactor, field emitter and coolant tank stand up instead of lying flat as discs.
A Prefab Editor
On the main menu. Open any of the game's places, or start your own:
- Draw it: paint its ground and walls, set down props, loot and scorch.
- Say where it belongs: pick the map type it is the heart of, or the worlds and jobs it fits, and mark where the
job's objective goes. - See it in a map: drop it into a generated map and look at it from above and in the isometric view before you
save.
Fixes
- The game could crash outright when a sound played after the audio had been restarted.
- With a recording running, a hit from a rival with spiked plates could stop the battle.
- Rooms no longer show a band of bare ground inside their walls.