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The Map Editor Update is Out NOW!

Tempest Rising · Community Announcements · July 07, 2026

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Tools ready. Examining diagrams.

Map Editor

Our most requested feature since launch has undoubtedly been the ability for players to create and share their own Multiplayer and Skirmish maps to play in Tempest Rising. We are very excited to finally deliver our Unreal Engine-based map editor! Whether you are experienced with using Unreal Editor or this is completely new to you, we have prepared very in-depth documentation to walk you through every step to start creating your very first Tempest Rising map. Thank you to everyone for your passion for Tempest Rising and for requesting a map editor over the last year. Your feedback directly led to the development of this tool, and we can’t wait to see what you create!

Download the Tempest Rising Map Editor DLC

The DLC will add the Tempest Rising Map Editor Project to your game files. Download the DLC here:

[dynamiclink href="https://store.steampowered.com/app/4764990/Tempest_Rising__Map_Editor/"]

Steam Workshop

Along with our Map Editor, we have opened our Steam Workshop for you to share your creations and rate and install creations from other players. You do not require the Map Editor to play user-created maps from the Steam Workshop. Head to the Workshop page, browse the selection of maps, and simply hit ‘Subscribe’ to the ones you want to install and play. They will show up in your Mods folder under Tempest Rising > MapEditorProject > Mods. You will see our Set Dressing and Zoo example maps already in this folder, shown below. For map creators, if you want to publish your maps to the Steam Workshop, you will need to download SteamCMD from Valve directly from the Valve Developer Wiki (this is also outlined in more detail in our included editor manual documentation).

Zoo and Set Dressing Maps

The Editor project includes two example maps:

Get Started

Download Unreal Engine 5.4.4

To start off, the first thing you will need to do is download the Epic Games launcher, if you do not already have it installed:

https://www.unrealengine.com/download  

Next, select Unreal Engine > then head to Library. Under the Engine Versions drop-down list, select 5.4.0, and click Install. It will automatically download the latest version of 5.4.4, which is the intended Engine Version for our Map Editor tool.

Follow our Guides

We have prepared thorough guides covering everything you need to know to create a map for Tempest Rising. Once you have installed the DLC, you can access all of our guides by right-clicking the Tempest Rising app > Manage > Browse local files > MapEditorProject > Docs. We recommend starting with our Beginner Guide for a crash course on creating and packaging your map with the tool. You can also access all of our guide documents here.

New Features

Simultaneous production from multiple buildings

This feature will now allow players to select multiple production buildings at once, and units/structures from them will be spread evenly when ordered.

Additional Spectator statistics

With this update, we have added even more player information for Spectators to track during a match. We have added 2 new Spectator widgets and improved existing ones: 

Additional Quality of Life Updates

Ladder Reset

Server maintenance has been completed, and we have reset the multiplayer ladder to the next season. Your stats from this past season are viewable in your player profile.

Balance Updates

We are fine-tuning competitive build timings and continue to seek to maximize the viable strategies for both the GDF and DYN factions. We are also making a change to the Tempest field regrowth so that longer matches feel more satisfying.

General

Tempest Field

Global Defense Force (GDF)

This patch aims to shake up GDF gameplay in both mirror matchups (where 2 players use the same faction) and against the Dynasty. There are tweaks to every stage of the game, from the Hunter Tank to the Riot Medic to the Drone Assassin, and many more. We are improving the Mobility Doctrine Tree again and slightly toning down the Intel Doctrine Tree to encourage more variety in viable Doctrine builds and to scale back late-game Intel proliferation.

Gatling Turret

While this change looks small, the fast fire rate and low cost of this turret should yield a modest performance bump against infantry and early air targets.

Vehicle Bay

GDF gameplay in the early game is generally very infantry-dominated, which makes the use of Riot weapons in GDF mirrors very impactful, and lowers build diversity. In conjunction with other changes, we hope this makes vehicle-forward gameplay more viable in the early game.

Hunter Tank

We are making a variety of small tweaks to the Hunter Tank to give it more punch while still relying on support from other units.

Drone Operator

The Drone Operator's combat performance, particularly with Comms boosting move and attack speed, can be oppressive to fight against. Slight tweaks should retain its viability, while ensuring the GDF needs a more well-rounded force composition to succeed, and they’re punished harder for being out of position.

Riot Van

Riot Vans are oppressive against infantry in the mid-game. This is intended, but we are increasing the cost of their Suppression System to make their use more costly, which should adjust tech timings and the economic impact of Riot Van usage.

Riot Trooper

Riot Trooper utility falls off quickly into the mid and late-game. This health bump should help it maintain viability in matches.

Sniper

The GDF Sniper’s anti-infantry damage has not kept up with Tier 3 infantry health increases; we are adjusting her damage to account for this.

Riot Medic

The Riot Medic remains a controversial choice and a critical unit in GDF mirror matchups. We are reducing its effectiveness in several areas in order to moderate how oppressive it can be to fight against.

Peacekeeper

As a part of a larger re-shuffling of Anti-Air performance in the GDF lineup, the Peacekeeper is getting some minor balance changes.

Air Control Tower

Both GDF and Dynasty air factories are getting small cost adjustments.

Shieldmaiden

Shieldmaidens are a “no-brainer” anti-air defender. A slight DPS tweak is intended to force GDF players to rely more on the Shieldmaiden’s full ability lineup (including Repair Turret and Missile Interference Aura) and mixed compositions for air defense.

Hijacker

Hijacker has a somewhat low usage rate, and with Intel changes, we are hoping to make it easier to use her successfully in your army.

Drone Assassin

The Assassin’s Sacrifice Drone ability is being made more effective in order to make it a more attractive option for players.

Condor

Condors deal a lot of damage, but often make a one-way trip. A slight cost reduction is the next step in improving their value.

Construction Yard

GDF tech relies on Intel, and we are making several small changes to adjust GDF tech timings slightly.

Satellite Uplink

GDF tech relies on Intel, and we are making several small changes to slightly adjust GDF tech timings.

Data Core

Our previous Data Core change was slightly too conservative. We’re adding a bit more onto it to push Drone Mauler timings.

Trebuchet

We aim to slightly improve the Trebuchet’s value proposition by reducing its Cost.

DCU

The new DCU utility profile still has lower usage rates than we’re aiming for. We are monitoring its performance and niche in the GDF lineup. 

Doctrine: Resistant Treads (Mobility 2)

The overall effect of the Resistant Treads Doctrine is slightly less than we had intended. We are bumping it up a bit as a part of our efforts to make the Mobility Doctrine Tree stand out and be a better value proposition relative to the other Doctrine Trees

Doctrine: Comms Rig Antenna (Mobility 3)

While we are excited about the new functionality provided by Comms Rig Antenna, we feel the bonus originally provided was not having a big enough impact on GDF air gameplay.

Doctrine: Triangulation (Mobility 4)

While GDF players using Construction Sites as a tactical movement and shot blocker in combat is a fringe tactic, we are looking to support its use a bit more by increasing the effects of this Doctrine.

Doctrine: Regional Networking (Intel 6)

This Doctrine is the most popular final-tier option, chosen by a wide margin, and bears some responsibility for GDF Intel's scaling in the late game. We are toning this down a bit and will continue to monitor its gameplay outcomes.

Intel Changes

GDF late-game Intel remains oppressive, so Intel income curves are being adjusted to ensure this resource leads to interesting decisions and gameplay outcomes.

Tempest Dynasty (DYN)

Our current balance strategy for the Tempest Dynasty is one of refinement rather than seismic shifts. These balance changes are designed to shave off some of the rough edges of playing the faction and improve some less-used units.

Plans

Waiting less time for Plans to come off cooldown should reduce some of the friction of playing Dynasty, particularly in the early game.

Air Factory

Both GDF and Dynasty Air Factories are getting small cost adjustments.

Matchstick

Matchsticks are a frustrating unit to fight due to their high damage output. This change is focused mainly on making them a little harder to use effectively.

Field Infirmary

Dynasty Infantry pushes, particularly in mirror matches, have very high sustain due to the Field Infirmary Support Power. This Health reduction makes countering these often powerful pushes a bit more manageable. 

Leveler

The Leveler’s usage has dropped off a bit. This minor adjustment is intended to make it a bit easier to maneuver to keep out of danger or to reposition if it is overextended.

Porcupine

The Porcupine will now outrange Networked Hunter Tanks and can threaten GDF defenses more effectively at Tier 2.

Demolitionist

These units remain uncommon outside of “Demolitionist Drops” with Hammerhands. They are powerful but hard to get into contact with their intended targets. We are continuing to play around with these values to ensure they’re viable.

Doctrine: Officers (Aggression 5)

The utility of the Officers' Doctrine falls off a bit by the time it is researched. Instead of increasing the raw power of Specialists, we are first making them easier to replace.

Doctrine: Leading the Charge (Aggression 6)

While both Planned Economies and Frontline Construction can earn the Dynasty player income, Leading the Charge is intended to make the player’s investment more valuable. This Doctrine is one of the less-chosen ones for the Dynasty, and we are looking to make Aggression builds more viable.

Bug Fixes

General Gameplay

Campaign missions

Multiplayer / Skirmish

UI / Translations

Visuals 

Text Missing Localization

The following new text strings have not yet been translated for this patch and will be localized in a future patch:

Join the Tempest Rising Discord

Our Discord server is the best place to share feedback and chat directly with our team and the rest of the Tempest Rising Community!

Submit a Support Ticket

If you are experiencing an issue in-game, please submit a ticket describing your issue to our Saber Support team, and we will work to resolve the issue. Including a video or an image in your ticket will make it easier for us to assist you.

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