Dustwind, news / November 28, 2025

Subsequent delivery: Changelog for Dustwind: Resistance

On Tuesday this week, we successfully released the first DLC for Dustwind Resistance.

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We would like to thank you for your interest and extensive feedback on the DLC.

Another update for the main game was released at the same time as the DLC. We are now providing the comprehensive changelog for this update.

Please feel free to contact us with any questions or feedback!

Changelog Update 2025/11/25 Revision  12101

  • Added new DLC campaign
  • Added new weapons
  • Added new achievements for DLC campaign
  • Added new UI for selecting between campaigns to start in main menu
  • Added some new assets
  • Added bloom camera effect and settings entry for it
  • Added arrow buttons under ingame character editor portrait to be able to switch between characters faster
  • Added a backpack icon over the dragged item when hovering the character portraits on the ingame inventory window
  • Added audio/visual feedback for user input events
  • Added tesla tower light emitter entity
  • Added a new default value to the ingame language options list that allows external language configuration (for example steam)
  • Increased max skill point slots for traps and mechanics skills to 6
  • Skirmish solo missions now force the XP setting ON
  • Units will now try to avoid stepping on detected mines
  • Improved water shaders with configurable transparency effect
  • Improved missed ground fire calculations for radial damage
  • Improved situational awareness by not roofpopping unit indicator circles
  • Improved text readability in settings UI
  • Changed highlight behavior so dropped items are not shown through walls or draw their name above, as it trivializes exploration
  • Re-balanced trap detection speed to make the skill more worthwhile
  • You cannot detect traps well above your skill level at all
  • With the Bomb whisperer perk you no longer set off mines by stepping on them
  • Removed Z-offset from environment shader due to causing lighting issues
  • Mapeditor: user made maps affected by the shader change should raise the terrain by 0.01m in areas where the underground walls and terrain are z-fighting.
  • Mapeditor: 2 digit precision for painting terrain height
  • Mapeditor: added new script triggers: GasDropped, ItemDropped, EntityTookDamage, PlayerStatsChanged, BarterStarted
  • Mapeditor: added new script conditions: CheckEntityTeam, IsWaveFinished, checkUnitAI, checkUnitAIModifier
  • Mapeditor: added new script responses: ChangeLightProperties, SetWeather, PauseWaveSystem, ChangeUnitAIModifier, AddActiveDialogueTopic, RemoveActiveDialogueTopic
  • Mapeditor: camera moving script responses can use source/target from script event as targets now
  • Mapeditor: added a ‘focus camera’ option to StartDialogue script response
  • Mapeditor: 2 digit size precision for custom entities(switches,containers) that can use a projector 
  • Mapeditor: added an item filter field to SkillUsed script trigger
  • Mapeditor: save message dialog now shows errors with red text
  • Mapeditor: renaming an objective/radiotransmission/AI/wavesystem – ID updates all script references to it
  • Mapeditor: improved face-picker popup window
  • Mapeditor: added sorting buttons to campaign locations
  • Removed enforced game over behavior for campaigns when all player units are incapacitated. The old behavior can be replicated by a script with a TeamDied trigger and a Victory response
  • Redesigned mission/global objective behavior: mission objective states will no longer be transferred across campaign locations or be accessible from other missions. Use global objectives instead.
  • Made the move/interact control rebindable
  • Added separate rotate buildable blueprint control
  • Added the name of the object build built above the blueprint during build mode
  • Multiple controls can now be bound to the same key, press Esc when binding to clear bindings
  • Ensured unit bonepiles are on the navmesh so they can be looted
  • Unit buttons no longer flash when enemies are seen when the unit is selected
  • Fixed unit buttons blinking when seeing dead turrets
  • Fixed changing character while the loot UI window is open resetting the containers scroll position
  • Fixed double clicking on skill/buildable items not starting skill use/build mode with that item selected
  • Fixed loading screen getting stuck if a campaign tries to open an undefined location
  • Fixed terrain shadows rendering for transparent areas
  • Fixed a performance problem caused by attacker AI Follow behavior
  • Fixed some particle FX collision masks
  • Fixed some issues with spot light shadows (too much bias / mura)
  • Fixed killzones not sending object destroyed script events
  • Fixed filtered out script event debug log still adding an empty line to the log
  • Fixed mapeditor delete command activating while a textfield is being edited
  • Fixed broken unit height level indicator icon 
  • Fixed low-range/high intensity light emitters audio range being too small to be audible from distance
  • Fixed mapeditor keyboard shortcuts activating when a textfield is being edited
  • Fixed bugs caused by trying to open new dialogue from scripts triggered by another dialogue/topic
  • Fixed errors caused by trying to daisy-chain radio transmissions via scripts
  • Fixed a bug in roofpopping leaving units visible while the floor they stand on is hidden
  • Fixed smoke grenades not working sometimes
  • Fixed zone based script triggers not ignoring events from unrelated zones, causing them to misfire on round start
  • Fixed initial zone enter events firing after match start, causing counter triggers with less/LE comparisons to misfire on round start
  • Fixed dialogue advancing from clicks when ingame menu or it’s children are open
  • Fixed KO/Incapacitated units still doing sneak detection
  • Fixed projectiles not being saved/loaded in savegame
  • Fixed rectangle selection not cancelling itself properly when a UI window is opened
  • Fixed ammo picker for inactive slot starting a broken reload
  • Fixed animated halloween tiles not getting animated due to static batching
  • Fixed workshop preview images uploading darkened
  • Fixed ragdolls feet getting stuck in the terrain
  • Fixed gate animation state not saving/loading correctly
  • Fixed resolution change cancellation reverting the old value in the edited setting
  • Fixed exiting vehicle with driver not clearing manual driving inputs