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QANGA Update - Patch Notes v0.0.22a

QANGA · Community Announcements · July 10, 2026

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Greetings, Cyborgs.

The previous update rebuilt QANGA on a new engine and introduced an entirely new AI system. This new AI brings that world to life. Planets are now home to wildlife and rival factions that hunt, patrol, and fight each other on their own, ships cross the skies, you can recruit cyborgs to fight alongside you, building finally costs resources, every vehicle can turn on the radio while a soundtrack adapts to what you are experiencing, and gunplay has been rebuilt from the ground up, all with an upgrade to DLSS 4.5 and a performance pass designed to keep things running smoothly when the action heats up.

🚀 Highlights

A Living World

Until now, the wilderness belonged to the Sanglines. Earth is now teeming with life. A new planetary spawning system populates the world with multiple factions that coexist, patrol, hunt, and fight according to their allegiances, a police patrol might run into the Voss, encounter Sanglines or catch a predator swooping down on its prey. Every outing becomes a living and unpredictable scene, instead of just a few Sanglines to run from.

New Faction: The Voss

An elite paramilitary unit enters the fray. Four unit types, Soldier, Sniper, Shotgun and a Commander, armed with Nash rifles (V1 for the troops, V2 for the Commander). They go after you, the police and the Sanglines.

The Sky Comes Alive

Ships now cross the sky around you, in both singleplayer and multiplayer, with a wide variety of models and altitudes, some pass high and far away, others low and close, emerging from the horizon before continuing on their way. The world feels much more alive when you explore or take to the skies.

Recruit a Squad

Need backup? Hold F on a civilian cyborg for about 3 seconds (for $500) and they will join you as an armed squadmate. They retain their appearance and colors, but receive a ranged weapon and random equipment, and fight by your side, they follow you, defend you and slowly regenerate health. They get into vehicles with you (and man the turret if one is available), get out at the same time as you, and appear in the group HUD with their own health bar and tracker. Do not worry about stray bullets: they will not turn against you if you accidentally shoot them.

Building Now Costs Resources

No more unlimited building for free. Building now consumes ore: your bases have a real cost and your mining expeditions finally matter. Deposit your ore in the Builder, it is your bank, and it pays for everything you place. Structural elements (floors, walls, foundations) remain inexpensive, decorations and advanced parts require more valuable ores. Destroy a piece and its resources return to the Builder: redesign your base without losing anything. The Builder's starting foundation remains free, so you can start building immediately.

Turn On the Radio

Music and news everywhere in the universe, behind the wheel, aboard a ship or with a portable radio. Every vehicle plays the radio while its engine is running, change stations with Page Up / Page Down and turn it off with End (rebindable in the settings). Or grab a portable radio and place it wherever you want, a base, a campsite: it broadcasts the station received at that location live, pick it back up to turn it off. Reception is realistic: the signal crackles and then fades as you move away from the transmitter, just like a real radio, and the station name appears on screen whenever you change it. In multiplayer, everyone aboard (or next to a placed radio) hears the same thing.

A Reactive Soundtrack

The game now chooses its own music to suit the moment, calm exploration, a chase, an atmospheric area, with smooth fades, no repetitive loops, and it knows when to step back when needed. The music ducks when an NPC speaks or a notification appears, then rises again, quest dialogue and the vehicle radio always take priority, and when you are wanted, the track switches to a combat theme that fades a few seconds after you shake your pursuers.

Combat, Overhauled

Bullets now leave glowing tracers that illuminate the ground and walls at night, every shot comes with subtle camera shake and reticle vibration, Nash V2 weapons receive brand-new, much more polished sounds. Under the hood, the entire firing system has been rebuilt, which also fixes enemies that did not reliably deal damage on dedicated servers.

Performance Pass

We have reworked how large groups of enemies are handled. In our tests, scenes that used to crawl now maintain a solid framerate with around a hundred active enemies around you, and the stutters from large firefights are gone. On top of that, we fixed a world streaming bug that was dragging down the framerate throughout the game, and freed roughly 1.5 GB of VRAM in the process. The game should run more smoothly than it did in the previous update, and not just during large battles.

🌎 World & Ecosystem

⚔️ Weapons & Combat

🤖 Enemies & AI

🔊 Audio

🖼️ Graphics & Display

⚡ Optimizations & Performance

🚗 Vehicles

🖥️ Interface & HUD

🌐 Multiplayer & Dedicated Servers

🛠 Bug Fixes & Stability

🧩 In Development: Modules

A quick look at what is next: a complete progression overhaul is in the works. Without giving everything away:

This update turns QANGA's world into a place that lives and reacts around you, gives building and survival real stakes, and lays the groundwork for what comes next. We cannot wait to see how you handle the skies, the wildlife and the Voss in the field.

As always, join our Discord to share your feedback!

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