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9-Bit Armies A Bit Too Far

 
May Maintenance UpdateMay 28, 2025 - Community AnnouncementsFix for selection indicators sometimes rendering incorrectly Fixed default map scroll speed being too slow Fix for rare multiplayer connection issue Fix for multiplayer server deployment issueApr 25, 2025 - Community AnnouncementsA quick multiplayer update to fix a server deployment issueApril Maintenance UpdateApr 25, 2025 - Community AnnouncementsHappy April Commanders! We've got an update with a few code and audio fixes. PATCH DETAILS: 04/25/25 - BUILD NOTES Fixes for rare single player and multiplayer stability issues Added missing Scorch Tank audio Restored missing audio for Survival Mode-based cameo units from 8-Bit Hordes and 8-Bit Invaders Fixes to Surround Sound settings in the Audio Options panelNew Multiplayer / Skirmish Map Release!Jan 16, 2025 - Community AnnouncementsGet ready to race into action with the latest update for 9-bit Armies, the acclaimed real-time strategy game that blends classic RTS gameplay with retro-inspired visuals. Today, we are excited to announce the release of a brand-new multiplayer and skirmish map that pays tribute to the world of high-speed heroes, vibrant landscapes, and loop-de-loop action! While there are no rings to collect, there are plenty of resources, so build up your Headquarters and grow your army to rampage across the map at high-speed and defeat a mix of enemy players and AI opponents in our latest release! Have fun! -PetroglyphQuick Maintenance Update!Nov 8, 2024 - Community AnnouncementsHey Strategy Fans! Just a quick update to correct an error which displayed a number of erroneous skirmish matches in the game lobby screen. Sorry for the interruption, and have fun!9-Bit Armies Patch Update for November!Nov 6, 2024 - Community AnnouncementsHappy November Commanders! We've got an update that contains a few fixes, a fun new feature, and a balance tweak. Enjoy! PATCH DETAILS: 11/06/24 - BUILD NOTES * NEW FEATURE: Added Day/Sunset/Night/Sunrise transitions to skirmish, challenge, survival, and multiplayer maps. Skirmish and Multiplayer match settings now allow for selecting the local ambient "time of day" (for lighting and audio) in the game lobby. In Survival, the time of day automatically advances the ambient time of day with each attack wave. * Fixed issue where turrets and some combat units would appear to ignore firing on nearby targets when in reality they were focused on enemies that were out of range and appeared to be idle. * Fixed issue which resulted in missing starting units and structures when restarting a mission. * Survival Mode debrief now properly displays player names and faction icons in solo, coop LAN, and coop multiplayer. Extra player slots that were not used in the battle are no longer displayed in the list. * Updated most all "weapon fire" and "weapon detonate" sound-effect events to each have max 3D instances of 10, rather than infinite from their presets. This will prevent cases of large groups of units in combat causing unnecessary overly loud volume levels from the audible stacking. * 9-Bit Armies: Shrink Ray (secondary superweapon) balance update: Previously, the shrink effect duration was 10 seconds + 2 seconds for every Matter Compression Engine structure built. The new shrink effect duration is now 15 seconds + 2 seconds for every Matter Compression Engine structure built. Ultimately, this results in a 50% extension to the base shrink effect duration.Hotfix Patch - 10th Oct.Oct 10, 2024 - Community AnnouncementsHey commanders, We just released a quick update to fix some things up. Details below. When a player is invited to a co-op game, installed mods will be compared between the two players and now downloaded/synced to avoid errors when trying to join another person's game. Fixed issues where landscape (trees, buildings) make it hard to select friendly or enemy structures behind them. Fixed issue where the campaign objectives pane would shrink/expand as the mission countdown timer became larger or smaller due to character width. Fix for forward HQ ghost models sometimes getting left behind Fix for not being able to load into a challenge instance after restarting a campaign instance $125 9-Bit Armies 1v1 Tournament - October 12thSep 27, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/44711053/943c7e8edb555bc9cb386c105678e2c7b225949f.jpg Hello commanders, JustPlainSavage and Twizzy are hosting another 1v1 Tournament for 9-Bit Armies! $125 PRIZE POOL! 1st Place - $50 2nd Place - $30 $15 Lottery Draws to all Tournament Participants All players are welcome to sign up and participate, this is an Open Sign up Tournament. This Tournament is for FUN and for content, I want everyone to be able to have a good time playing and watching. Open Sign Ups: https://challonge.com/enr1s9cf Twitch: https://www.twitch.tv/justplainsavage_ Discord Thread: https://discord.com/channels/157615561185034252/1285352810338324631 The tournament will last about 2 hours, 3 hours most. So please be available to participate through all your matches if you sign up. RULES !!!MUST play all your games to qualify for the Lottery Draw. Forfeiting or throwing matches will have you removed from the draw!!! Any bad manners will get you banned from the tournament and participating in further tournaments. Double Elimination (You have to lose twice to be eliminated from the tournament) Round 1,2,3 - Best of 3 Semi-Finals - Best of 5 Finals - Best of 7 Grand Finals - Best of 7 Loser Bracket - Best of 3 Loser Bracket Finals - Best of 5 Custom Lobby Settings Game Mode: Standard $16K Resources per Node 0% Crate Drop Chance Enable Superweapons? Yes Enable Mega Structures Yes Enable Starting Mobile HQ Yes Enable Bridge Destruction Yes Maps First map of every series will be Crustacean Cove, after this map, loser of the match will pick a map that is from one of the listed below. Each map can only be played once per series. Bracket Islands Frost Town Dominion Crossing Lane Change Canyon Country (starts Top vs Bottom) Money Pit (starts TopLeft vs BottomRight) Portal Peril (starts Top vs Bottom) Sand Trap (starts TopLeft vs BottomRight) Severed Gorge (starts TopLeft vs BottomRight) Shark Tooth Bay (starts TopLeft vs BottomRight) Corrupted Crater (Random spawns) Any questions should be directed to JustPlainSavage on discord the event organizer."Taking Control" Update now LIVESep 25, 2024 - Community Announcements{STEAM_CLAN_IMAGE}/44711053/e6cd276858e4681e53486bfee8aaff709018a5da.png Commanders, A new update this week introducing a long requested feature allowing you to switch dynamically between "modern" and "classic" control schemes. We have also made some improvements to sound design, more bug fixes and fixed up the Norwegian translation. New "Modern" vs. "Classic" Hotkey Options We have now added support so you can switch between modern WASD-style camera movement and more classic RTS build hotkeys from the control menu without needing to manually assign everything. {STEAM_CLAN_IMAGE}/44711053/374e3e03091e6aa619915cca122b6acde016d4a8.png {STEAM_CLAN_IMAGE}/44711053/1c0130d71df87143a7a712e7e2930d49e2026ae1.png Fixes and Misc. Added Sound effect events for 8-Bit cameeo units (Brain, Destroyer, Marine Mech, Skeleton, Scout) + missing SFXEvents for Drone targeted attack, Wartank movement, and Wartank movement idling. Added support to prevent audible SFX "overdrive" when multiples of the same SFX event are attempting to start at the same time. Blue bars and $ amounts on resource nodes no longer display during camera cinematic cut scenes Fixed Norwegian translations that were mistakenly converted to Dutch. "Golden Hour" update now LIVE!Sep 17, 2024 - Community AnnouncementsCommanders, We have a new update for you today. Focusing on fixing bugs and small improvements. You should also see your achievements properly verified and unlocked now. Later on we plan to do a pass over the campaigns to touch them up a little more and fix some longstanding issues. 9-Bit Armies - "Golden Hour" Update now LIVE Commanders, We have a new update for you today. Focusing on fixing bugs and small improvements. You should also see your achievements properly verified and unlocked now. Later on we plan to do a pass over the campaigns to touch them up a little more and fix some longstanding issues. Campaign Increased gold timer from 30 minutes to 40 minutes for Overlords mission 11. Fix for campaign mission objective stars looking "squished" in the upper left corner UI. Improvements Improved border around text boxes to allow for additional space on the left and right of text. Improved helicopter unloading so that units will not expand into a straight line, but instead group around the helicopter in a circle. Removed extra black/unplayable space around edges of most maps. Achievements Added new feature (at startup main menu) to verify all stat-tracked achievements (like The Big Eight) are awarded if previously completed. Fixes Fixes for green/red cells in placement build grid sometimes not appearing to line up with the legal placement positions of structures Fix for cinematic system not being aware when a target object is deleted Fix for main menu buttons not animating after playing a replay Fix for Operation: Thunderbolt daily challenge being impossible Fixed replays so ESC to bring up options menu works after a replay has finished playing, or seeked backwards Fixed replays so all unit and struture 3D SFX properly play, instead of just for certain players Fixed issue which caused a crash when using the timeline bar to seek to the end of the replay. Fix with WASD and Arrow key camera scrolling to work after a replay has ended and after a replay has ended and then the replay is restarted Fix for quickmatch failing to connect after hosting or joining a LAN game Fix for game resolution changing unexpectedly when alt-tabbing Possible fix for stretched structure tooltips Fix for incorrect resolution list showing in the video options dialog when the user selects a different monitor Fixed civilian transport not spawning after reloading sentinel mission 5. Fix for picking bad cross spawn locations on Sand Trap and Shark Tooth Bay in Quickmatch. Fix for not remembering the preferred GPU if the GPU order changes Fix for not defaulting to a discrete GPU in preference to an AMD integrated GPU Fix for video options dialog resolution list when using a GPU that has no display outputs attached and is instead using the display output of a different GPU. Fix for video options dialog sometimes showing the incorrect native resolution when selecting full-screen borderless window option Fixed Map Editor to correctly play audio on animations. Fight Night FridaySep 11, 2024 - Community Announcementshttps://i.postimg.cc/zfL312MF/Fight-Night-Fridays.png Commanders, We will be hosting Fight Night Friday. This is an open-to-all community event where we encourage everyone to get on and play some games. We will be hosting versus games whether as PVP or PVE but if you want to play some survival or co-op campaign those are also on the table. All skill levels are welcome, do not worry if this is your first time playing with others or you're an old hat. We will try to balance teams in any PVP lobbies to make it fair as best guess. Join the discord: https://discord.gg/petroglyph Watch the Stream: https://www.twitch.tv/petroglyphgames"Classified" update now LIVE!Sep 6, 2024 - Community AnnouncementsCommanders, A new update our this week. You will find many fixes and balance passes on the campaigns as well as improvements to the translations, especially for français. We are aware there have been some issues with quickmatch are investigating. On our discord we have been asking for logs with instructions on how to get them. So if you have been encountering disconnect issues in quickmatch and would like to help track them down you can do so there. Translations French translations updated Italian and German texts shortened for several buttons. Fixing translation for shipyard for several languages. Campaign Fixed some Secret Objectives not having the "Hidden Objective" heading Added the Victory/Defeat Animations to remaining missions Overlords Mission 09: Added extra barks Balance Pass on AI (including getting the Sentinels to go after Overlords more) Reduced Resources per node Reduced Silver Objective to 30,000 Overlords Mission 11: Added extra barks Outro Cinematic updated to match story Reduced Resources per node Balance Pass on AI to adjust some numbers based on player feedback and reduced Resources for the player AI Base Adjustments: Mostly Reduced number of Mega Turrets and some preplaced units Overlords Mission 12: Added extra barks Outro Cinematic updated to match story New Secret Objective Reduced Resources per node Balance Pass on AI AI Base Adjustments: Increased Sentinel Base to help deal with Exile Units and also added Air Elementals to Exiles Sentinels Mission 06: Fixed Typo in Secret Objective Numbers once completed Sentinels M10: Fixed secret so is actually completable Sentinels Mission 12: Fixed where Gwen spawns Mission 9,Mission 11,Mission 12 : Now use mod data Fight Night FridaySep 4, 2024 - Community Announcementshttps://i.postimg.cc/zfL312MF/Fight-Night-Fridays.png Commanders, We will be hosting Fight Night Friday. This is an open-to-all community event where we encourage everyone to get on and play some games. We will be hosting versus games whether as PVP or PVE but if you want to play some survival or co-op campaign those are also on the table. All skill levels are welcome, do not worry if this is your first time playing with others or you're an old hat. We will try to balance teams in any PVP lobbies to make it fair as best guess. Join the discord: https://discord.gg/petroglyph Watch the Stream: https://www.twitch.tv/petroglyphgames"Taking the Lead" update now LIVE!Aug 29, 2024 - Community Announcementshttps://i.postimg.cc/FK64pYfG/Taking-The-Lead-Update.png Commanders, We are releasing our second patch after releasing to 1.0 earlier this week. This update includes changing the way we are handling the leaderboard, as well as several fixes and addressing issues and balance considerations in the campaign. This update should also make modding the campaign easier as we have moved all the data to lua and updated the Deutsch translation. Core Game New Feature: Quickmatch Leaderboards have moved to quarterly reset. The first will be 1 month long, and the rest will be 3 months starting in October, January, April, and July. Translation: German translations updated Bug Fixes Fix for player sometimes having the wrong veterancy set when joining a co-op campaign as a guest Fixed (Hidden) Purple Star Objectives to display correctly in both solo and co-op campaigns. Fixed bridges highlighting when they should not. Campaign Moved a bunch of campaign data (Gold Timers, Bonus Starting Resources, and Resource Node Values) to single Lua file per campaign (to make potential Mods easier). Overlords Campaign Hooked up victory and defeat animations Fix for Preplaced Sentinel APC causing AI to send all preplaced infantry to it Adjusted default Resource Node values to 12000 for most missions Adjusted AI Unit counts for difficulty (including but not limited to: attack groups sizes, Grenadier Infantry Ratios, Defensives AA drones caps) Updated AI Defensive Caps to fix potential issue with not being able to attack due to large defensive forces Swapped rewards so buildable nuke comes before starting nuke M02: Added Bark for Radars taking initial damage to give more warning M03: Added Bark for Para canon taking initial damage to give more warning M04: Added Barks related to building/losing Mobile HQs (Bronze) M04:Added Barks related to Radiation and Cooling Towers M04:Updated the Barks related to Allied Base under attack to be less annoying M05: Add some Air Elementals M06: Fixes so AI again correctly attempts to take back control points M06: Gave AI access to para cannons M06: Added some extra barks (including Flavor and related to Objective Updating) M07: New Secret Objective M07: Added Barks related to building/losing Mega Rocket Turrets (Bronze) M07: Adjusted some enemy AI portal placements (including adding Air Elementals) M08: Added some extra barks (including Flavor and related to Objective Updating) M10: New Secret Objective that doesn't go against the SILVER M10: Gave AI access to para cannons and transport copters M10: Outro Cinematic updated to match story Sentinels Campaign Swapped rewards so buildable orbital laser comes before starting version M12: Silver Objective Update to match new text M12: Outro Cinematic updated to match story Fight Night FridayAug 29, 2024 - Community Announcementshttps://i.postimg.cc/zfL312MF/Fight-Night-Fridays.png Commanders, We will be hosting Fight Night Friday. This is an open-to-all community event where we encourage everyone to get on and play some games. We will be hosting versus games whether as PVP or PVE but if you want to play some survival or co-op campaign those are also on the table. All skill levels are welcome, do not worry if this is your first time playing with others or you're an old hat. We will try to balance teams in any PVP lobbies to make it fair as best guess. Join the discord: https://discord.gg/petroglyph Watch the Stream: https://www.twitch.tv/petroglyphgames9-Bit Armies: A Bit Too Far is now LIVE in FULL RELEASEAug 26, 2024 - Community Announcementshttps://i.postimg.cc/RVwtfgnJ/9-BA-Full-Release-Out-Now.png Commanders, The day has come, 9-Bit Armies: A Bit Too Far is now out of early access! The full release brings with it: The second campaign, lead the Sentinels, the underdogs in a story transcending time and space. UI improvemnts to better issue build orders, pause cinematics, and identify disconnection issues. 20 new Daily Challenge missions. New maps for both Versus and Survival. Many more fixes and issues addressed. This and many more additions over dozens of updates during early access are now available for all owners of 9-Bit Armies: A Bit Too Far. We hope to do some streams and community games in the coming days after launch so look out for those and as always thank you commanders for supporting us during the early access development of 9-Bit Armies. https://store.steampowered.com/app/1439750/ https://store.steampowered.com/bundle/39075/9Bit_Bundle_Discount/ Changelog for 1.0 Features + Content Sentinels Campaign playable for all - 12 new story missions available in solo, co-op and four difficulty levels. New UI dialogue will pop up if connectivity is slow or problematic to help identify which person is having connection issues. New Survival Map: Wheeler's Ridge New Survival Map: Ice Breaker New Map Shield Wall 2p New Map: Ceiling City 8p New Maps: Cross Battle 8p Achievements for Campaign #2 Community Requested: Ability to add units to front of production queue by using build buttons (hold SHIFT key while clicking moves units to front of queue). New Challenge Missions. We have added nearly 20 new daily challenges. These are variants of existing challenges with a "twist". Hitting the "SPACE BAR pauses game cinematics, and ESC now skips them entirely. Added the "Find Players" matchmaking status button to several additional locations in the game. Bug Fixes Fixed error that prevented display of world map arrow from mission 11 to 12 in campaign 1. Various UI improvements to expand text windows to accommodate longer sentences and foreign translations. Also improved compatibility for ultrawide monitors in some parts of the game. Fixed the middle-button push scroll issues for some players. Fixed visual lines not displaying properly for units put into patrol mode. Ambient audio fixed and/or updated for a number of maps in the game. Fix for map list not showing the currently selected map when first appearing in Versus Skirmish/LAN/Online Engineer repairing from inside an APC is now cancelled if the APC is moving. 9-Bit Armies: A Bit Too Far - Full Release Coming SoonAug 19, 2024 - Community AnnouncementsCommanders, We are proud to announce we will be releasing 9-Bit Armies: A Bit Too Far out of early access on the 26th of August. https://i.postimg.cc/Hnw7C04S/Full-Release-Soon.png This has been a long road and a unique experience as Petroglyph's first early access title. We cannot thank you all enough for your support, your feedback and even those who have wishlisted and kept waiting for this day. All of it has been incredibly valuable and everyone here on the team appreciates it. With the release out of early access we are also bringing the second campaign, doubling the game to 24-missions that can be played solo or with a co-op partner. Combined with new gameplay like the survival mode, new maps and other improvements we are happy with all that is going into this release. What does this mean for the future? We will continue to address bugs and balance concerns after launch. There will also be a couple little surprises in the big update on Monday. Beyond that we cannot say but as always the better game sells the more we can do. We will have launch day stream, details to come, so we hope to see all who can come there. https://store.steampowered.com/app/1439750/Maintenance UpdateAug 13, 2024 - Community AnnouncementsCommanders, We released a hotfix today that fixes some issues we noticed. Main Fixes Fix for all structures being free Game will now disable all active mods if a missing reference error is detected on startup (instead of crashing) Misc Fixed overlapping boing SFX from bouncing head animation on campaign screen Zoom level is now remembered between tactical battles Miscellaneous adjustments for "Turtle" AI. "Nuking Bugs" update now LIVE!Aug 8, 2024 - Community Announcementshttps://i.postimg.cc/7hqDs99M/Nuking-Bugs.png Commanders, Today we released a collection of fixes for 9-Bit Armies. It includes a major crash that was happening to some people with mods on as well as fixing other issues like alt-tabbing and unresponsive AI. We have also made some small balance changes and added nukes to survival. As always thank you for your support as we continue to shore things up ahead of releasing the second campaign. General Crash: Sometimes a mod was attempting to modify an object that doesn't exist would cause a crash to desktop. We now automatically disable mods when we detect an XML error in the mod. Fixed case where selection blobs disappear if holding middle mouse when hovering over an object Fix for screen edge scrolling on the bottom and/or right sometimes not working after alt-tabbing back to the game (repro Intel Iris XE, full-screen mode, constrained cursor, Windows 11, D3D11) Fix for window sometimes not being in the correct place after switching to full-screen in D3D12 Fix for rendering sometimes failing after switching between full-screen and full-screen borderless Fix for video settings dialog indicating full-screen resolution when switching to windowed mode Auto-pan/zooming the scene is now better center centered on the avatar head on the campaign map, so is in the center of the map as much as possible. Avatar icon also scales properly so it does not change size between missions. Setting a hotkey to "Accelerated Scroll" command no longer stops the Absolute Mouse Scroll (with MMB) game option from working. "Accelerated Scroll" game command hotkey is now defaulted as "X" (it cannot be MMB); When held, this key will do accelerated scrolling from anchor in center of screen; Many updates and text fixes for langauges other than English. Campaign World Map ambient audio locations now have their own customized ambient enviroment sets, instead of using ones from Tactical. This is so they are not as overpowering (based on Tactical world values), and can be individually balanced, without breaking 3D positional balance in the world. Updated campaign world map ambient audio. Campaign front end now has it's own music tracks (instead of main menu) while in Campaign Select and Campaign World Map Balance Frigates (Sentinels) can now detect stealth, including subs. Infiltrator tooltip updated to show that it has stealth detection (it always did, the tooltip was incorrect). AI Naval assault support improvements. Naval transports run from damage if they think they have an escort.' Paracannon fixes. Improved loitering at FOB. Preparation for destroyable obstacle implementation. Further paracannon tuning to prevent out of bounds drops. Stlight reduction to reaction toward enemies in base. AI will sometimes respond to nearby allied buildings being damaged. Survival Changed "NEXT SURGE:" to "NEXT SURGE WAVE:" Added support for victory message upon completion of survival game Added Nukes to waves in survival. Starts at strength 150 (...Developer Uplink #23Aug 6, 2024 - Community Announcementshttps://i.postimg.cc/fTmrQTwV/Dev-Uplink.png Commanders, Our dev livestream show will start this Wednesday. We will be playing some games and answering your questions in chat. Steam: https://steamcommunity.com/broadcast/watch/76561198035338554 Petroglyph Twitch: https://www.twitch.tv/petroglyphgames Petroglyph YouTube: https://www.youtube.com/@PetroglyphGames