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Release Notes for Phoenix Point

The Firebird Update v1.30 (11 December 2025)

Campaign Pacing and Player Progression

One of the main issues we identified is that the campaign - especially in the mid and late game - can start to drag, feeling repetitive and overstretched. Phoenix Point is packed with content, but sometimes that content extended the campaign more than it enriched it.

Because the research system controls so much of your progression, we wanted to help players advance more smoothly without cutting content. To that end:

These changes help the campaign reach its more interesting decision points sooner, without rushing players or removing depth.

Resource Pressure and Economy Adjustments

A common frustration for players - especially newcomers - was ending up with just slightly fewer resources than needed to restock basic ammo. This created tedious loops instead of meaningful strategic choices. To ease this unnecessary pressure and help players focus on the broader game, we’ve made the following adjustments:

This should ease early-game pressure and allow players to invest in their bases and squads more freely.

Haven Defense – Fairer, Less Repetitive, More Optional

Haven Defense missions are an important part of the game: they’re a way to earn resources, diplomacy, and reveal Pandoran bases. However, the sheer frequency of them - combined with the inconsistency of their difficulty - often made them feel repetitive rather than rewarding.

Instead of reducing their number (which would break multiple progression loops), we made targeted systemic improvements:

Threat level is now calculated not only from the attackers’ strength, but also from the difference between attacker strength and Haven Defense strength, leading to more logical and fair battles.

Training and Elite Training Centers now grant improved defensive structures, making havens more capable of defending themselves.

All this means Haven Defense missions now feel more optional, giving you breathing room to focus on higher-priority objectives.

Geoscape Quality of Life Improvements

We also wanted the strategic layer to be smoother and more intuitive.

Manufacturing Clarity

The manufacturing screen is now far easier to read and manage:

Partial Magazine Visibility

For years, players wondered what happened to partially used magazines after missions. Previously, these were hidden until they combined into a full stack - which caused confusion.

Now:

Partial magazines are displayed clearly, with a proper interface designed specifically for them.

Tactical Layer Improvements

Rescue Soldier Missions

These missions often felt too unforgiving. We wanted to preserve the tension, but reduce the randomness of instant soldier deaths.

Changes include:

The rescued soldier is now more likely to survive long enough for you to reach them - but extraction will require more planning.

Ambush Missions

A long-standing issue caused ambush missions to become extremely rare after loading a save. This has now been fixed, so expect to encounter more of them.

To make ambushes more rewarding and strategic:

DLC Improvements

Blood and Titanium

Cybernetics repairs were often prohibitively expensive. To encourage players to actually use these systems:

Legacy of the Ancients

The ancient weapon progression was atmospheric, but too long and too complex, often slowing down campaigns significantly.

To streamline it:

Umbra Adjustments

Umbra enemies also received a round of adjustments aimed at smoothing out difficulty spikes while keeping their encounters tense and memorable.

Festering Skies

Festering Skies has always introduced a unique tension with the Behemoth - a threat so large that players often felt they had little control over its destructive path. One of our biggest goals for this update was to give you more meaningful ways to interact with, disrupt, and counter the Behemoth’s behaviour.

One of the biggest steps was refining how and why the Behemoth attacks havens. Previously, these attacks could feel sudden or inevitable. Now, the Behemoth only targets havens if a Pandoran flyer has visited them and successfully returned. This creates a clear strategic window: if you intercept the flyer before it makes it back, the haven remains safe.

To reinforce this sense of influence, we broadened the systems that generate disturbance for the Behemoth.
You’ll now gain disturbance not just from air battles, but also:

These additional sources make the Behemoth cycle feel more dynamic. Even if it moves into a region you cannot reach immediately, the world still pushes back, and your actions elsewhere still matter.

To support all this, we improved the UI for the air game. It’s now much easier to track enemy aircraft and inspect their weapon loadouts - a crucial part of preparing your own aircraft to counter specific threats.

Myrmidon Adjustments

The Myrmidon has also received a significant redesign to make its behaviour more interesting and more consistent with the theme of the DLC. Ground movement has been reduced while flight range improved, leading to encounters where they take to the air far more often. This changes overwatch possibilities and limits their follow-up attacks, shifting the overall dynamics of these encounters.

Their base stats have been unified across all three variants, with the body receiving increased durability - and disabling it now results in the immediate death of the Myrmidon. The wings remain fragile, giving you the option to ground them by disabling flight and further crippling their movement even when you can’t eliminate them outright. Myrmidons are now also fully capturable, allowing you to gain the vivisection damage bonus if you choose to research one, and to process them into food or mutagens depending on your needs.

Corrupted Horizons

Our main focus here was improving the Acherons.

They were originally designed as support units that complicated the battlefield with strange abilities and disruptive effects. But in practice, they often dominated encounters by repeatedly summoning reinforcements or resurrecting corpses - quickly overwhelming squads and forcing a “kill this immediately or lose” situation. We wanted to preserve their identity while reducing this oppressive behaviour.

The first step was making them easier to bring down: their husk armor has been reduced significantly. But the more important change was separating their signature abilities so that no single variant can do everything at once.

Both abilities now also have increased AP and WP costs, which prevents them from spamming these actions endlessly. They can still disrupt your plans, but they no longer take over the entire mission.

To keep them dangerous and interesting, we expanded their basic attack options with effects like mist, poison, and acid, and reshuffled their supporting abilities to create more variation between encounters. Acherons should now feel like a tactical puzzle again - unsettling and unpredictable, but fair and beatable.

And Much More...

Quality of Life Changes

Geoscape Changes

Tactical Changes General

Pandorans Balancing Changes 

Chiron’s Blast Abdomen

Chiron’s Crystal Abdomen

Scylla’s Sonic Blast

General Umbra Rules

Arthron Umbra 

Triton Umbra 

Myrmidon (all types)

Acid Myrmidon

Poison Myrmidon

Acheron (Base)

Acheron Prime

Acheron Achlys

Acheron Achlys Champion

Acheron Asclepius

Acheron Asclepius Champion

Bug Fixes


We've released a hotfix for the game, which includes a Unity upgrade, which should correct the performance-related issues, such as UI lag and other slowdown problems.

The team is still working on fixes for other reported issues, which include, but aren’t limited to: Game instability or frequent crashing Delayed controller input or unresponsive controls

We also are evaluating potential Quality-of-life features requested by console owners to include in future updates, and we’ll be sure to communicate timing around both fixes and features as soon as we can.

Thank you!


NEW DLC: “Corrupted Horizons”

A new deadly strain of the Pandoravirus appears that saps the will from every being it touches! This is a deadly threat to Phoenix, but can they make use of it against the Pandorans, as well? Encounter fearsome enemies and build a special type of soldier as you fight across a new storyline with unique research, missions, and cinematics.

Corrupted Horizons Includes:

Alongside Corrupted Horizons, our newest Phoenix Point free content update, “Hypnos,” is now available for all GOG players as well, which includes new Quality-of-Life features, changes to diplomacy and research, and other upgrades as outlined below.

Hypnos v1.13

Geoscape
Tactical
Quality-of-Life improvements
Mutation mechanics
Bug fixes

Patch Notes 1.11.1 Behemoth (30 June 2021)

Tactical
TGeoscape
TBug fixes

ORRYX UPDATE 1.10.1 (12 March 2021)

Hello Phoenix Operatives! Today, we're releasing our newest content update that addresses a few issues that have arisen around the game, alongside some bug fixes. Most notably, players will now find that when firing at an enemy via Free Aim, the target will stay frozen throughout the entire sequence AKA no more enemy's flinching and causing the rest of the burst to miss.

Additionally, we heard the feedback around defenders and have made haven defenders alerted at mission start. Conversely, expect Ambushing enemies to also come prepared to bring it!

We know you're hungry for DLC 3 news and hope to share some updates as to what to expect in the coming weeks, but for now, feast those ravenous eyes on our patch notes below:

Tactical
Geoscape
Bug fixes

ORRYX UPDATE 1.10 (2 Feb 2021)

Tactical

Mindfragged soldier can not be targeted with Bash. Addressed issues around Paralysis and Panic: -- Paralysis heal - improved medkits, technicians, aspidas now remove 50% of Paralysis value. -- Panic lock - Recover ability gives Panic immunity for 1 turn. Marked for Death change: Mark an enemy target. Until the end of the turn, each hit from an attack or individual round gets +10 damage. This effect does not stack. Ground markers are removed while in free aim. Umbra FX changed so it is a lot more noticeable. Jet Pack jump - improved animation speed curve. Zone line color is now orange when the soldier cannot use a weapon, either because it is broken or the soldier’s arm is disabled. When out of ammo, the reload icon will pulse/flash. Reinforcements enter in an alerted state by default. Flamethrower and incendiary grenades are now doing impact damage and will start from the next turn. Damage from lit tile will only apply at the start of the player’s turn.

Geoscape
Other
Bugfix

More to come in the future, so please keep sharing your feedback in forums or our Feedback tool and reporting issues in-game via F10 . Thanks!


POLARIS update 1.9.1 (10 December 2020)

We've just released a new hotfix for the game, squashing some bugs and improving some visibility. Keep your feedback coming, and remember to use F10 in-game to report any issues you encounter!

Bug Fixes
Other