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Update 1.6.2 - Grand Day Out

Procelio · Community Announcements · July 08, 2026

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Hey all, we've got out first post-Steam EA patch for you all! We appreciate all the feedback and new voices in our community, we're taking notes and making plans for the next couple patches of content based on user feedback. In the meantime, we've been working to bring new adjustments, improvements, and optimizations to the game.

Dedicated Linux Branch

Now that we've properly launched and better understand steam release architecture, we're pleased to announce a native Linux branch is launching alongside 1.6.2. This native version runs on Vulkan, has less overhead, and should hopefully help remedy performance issues encountered while running Procelio through Proton or other wrappers.

1.6.2: A Grand Day Out

Balance Tweaks

Arcshields (ALL)

Large Arcshields (M5, M6, M7, M9)

Total Shield builds have been a prominent lately, especially when it comes to nimble craft that can more easily slink away after taking damage. There's been a lot of discourse regarding how to handle balancing Arcshields, but I believe our first step is slightly reducing the max total HP for large shields. Ideally, Arcshields should be good at shrugging off distributed damage and try to break line of sight (either with cover or with rotation) to absorb damage. Gauss was left with a bit of the short end of the stick due to being unable to punch through shields, with lining up followup shots on moving targets being difficult. We'd like to see if decreasing the HP threshold of shields to be just at Gauss damage makes these kinds of craft less unilaterally-powerful, by giving them an active threat to watch out for. We may tinker with this number some more going forward, especially since these had a very high total HP to AMP ratio.

Thruster M1 & M1-B

As it stood, M1 thrusters were simply too AMP > kN efficient compared to all the others. This change preserves the idea of thrusters becoming more AMP efficient in power the larger they are, without bricking active builds by increasing AMP costs.

Rivet Rifle

Rivet Rifle has been one of the most consistent weapons across the board at all ranges, speeds, and altitudes. We'd like to keep its consistent accuracy when moving slowly, but somewhat dial back its performance on fast-moving bots and aircraft. The increased spread while moving will need tuning after its introduced, but will require bots to slow down to hit long-range shots or otherwise commit to medium-close range interaction. We're reducing its falloff range by a bit as well, as it was a little bit extreme just how far you could plink someone for max damage. We'll be seeing how rivet feels after these changes and making adjustment afterwards.

Nova Cannon & Cerberus UMRL

A simple 1.6.2 bug fix for explosive weapons piercing shields and blocks unintuitively and also being able to hit users through terrain and bridges. We'll see if this change necessitates any damage changes going forward, since there will be less instances of Nova and UMRL randomly hitting internals through outer layers without breaching armor first.

All Primaries (Except Gauss Rifle)

A minor bump to gun HP (bringing all guns in line with Gauss Rifle). This shouldn't change much in the way of damage thresholds, but is an experiment to increase gun survivability at longer ranges as well as when dealing with AoE damage and absorption.

CAS Cutter

CAS Firing though blocks / shields has been fixed, and they'll require more consistent exposure to use. As such, we're also giving them a minor health buff. As a heads up, CAS is going to get a physical remodel in a future update that might give them an additional connection point and be a bit physically larger, we'll be reevaluating their entire stat lineup more at that time.

Future Plans - URP Branch

To touch on some future plans: performance is a commonly cited issue and we're looking to make a big change to help improve that: switching from HDRP to URP within Unity. There's a whole Unity Engine history lesson about why this project was in HDRP and not URP, but that's a tale for another time and place (like our Discord server). We've been running a test development branch switching the rendering engine to URP, and initial conversion and lighting revamps have been successful. Massive FPS gains and stability improvements in-Editor (let alone Client), without missing much in terms of looks or features. We've just a lot of manual handiwork left to do.

We can't give an exact date as to when URP will be available at this time, but we plan to get it out in the coming weeks if possible under an Experimental Branch in Steam. If the URP branch is stable and shows the performance improvements we're projecting it will have, it will become the new default going forward.

Thanks you for playing and thank you for reading this far! We know we've got lots to improve upon, and we're looking forward to keeping development moving forward as we tackle new feedback and bug reports.

See you on the Martian frontier, Ironshell Studios

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