Changelog 2018-03-05

It’s been a while since you’ve heard from us, but all in good reason. We’ve been working hard on some exciting new features that we’re now happy to announce.

Isolated virtual machine

The chances are that this major improvement will become historical. Nobody did that in the Node.js world before, we’re proud to be pioneers here. Marcel Laverdet, our open-source contributor, has implemented an excellent isolated-vm native module that finally brings full-featured VM isolation to Node.js. With the integration of this library, Screeps can now provide truly separated sandboxes to players that don’t affect each other in any way. It is highly recommended to try now, since it will be our default VM in a few months.

  • You can opt-in for an isolated VM in the new account settings UI called Runtime. This will move the execution of your script to another pool of server nodes with this experimental feature enabled.

  • The isolated VM takes you to your very own JavaScript environment, including heap memory and garbage collector.

  • Since isolated VMs can be transferred between threads within the same Node.js process, it is no longer neccessary to maintain multiple global instances, and you always have one single global. Moreover, your global environment is very stable and can persist for several days without resets (unless you reset it with your own actions).

  • You can use the new API method Game.cpu.getHeapStatistics() to know how much heap memory you’re using in runtime. The maximum effective limit is 256 MB for each player. If you exceed this limit, your VM may be reset.

Although this feature is still considered experimental, it is well tested on our PTR server and shows good results.

Private server support

An isolated VM is also available for private servers in our beta branch that you can install this way:

npm install screeps@beta

It is recommended to set runners_cnt to 1 in your .screepsrc file, since otherwise it will create multiple global environments for each player. There is a new option runner_threads instead which should be set to the number of your CPU cores.

Also, you may want to launch Node.js with --harmony_sharedarraybuffer flag in order to enable some memory optimizations.


Introduced new major feature: creep Tombstones. When your creep dies for any reason, there is now a special object left that contains information about the deceased creep and any resources it carried. Tombstones slowly decay over time, the decay period depends on the creep body size. After it is decayed, all resources contained are dropped on the ground. A tombstone provides room visibility to its owner.

  • New Tombstone global prototype.

Thanks to davaned for this idea (see discussion on forum) and ags131 for implementation (PR #74).

Other changes

These changes are supported in private server v2.13.0.

Have comments or feedback? You can discuss this post here.

Auth Tokens

We’re glad to announce that Screeps now has user-generated authentication tokens support. You can use these persistent tokens to authenticate to our undocumented Web API endpoints without using the sign-in process. Use your Account / Auth Tokens section to generate such a token:

Please note that the usual sign-in process will start using Google Invisible reCAPTCHA effective February 1, 2018.

If you have an external tool which uses endpoint automatically, please change it to use Auth Tokens before February 1, 2018! Otherwise it will stop working.

Doing this is trivial: you need to drop using auth/signin endpoint and set X-Token header in all your requests to the persistent token generated from your account settings.

Learn more about this feature in the documentation.

Have comments or feedback? You can discuss this post here.

Changelog 2017-12-14

  • Runtime servers upgraded to Node.js 8.9.3 (LTS). It ships with V8 5.8, a significant update to the JavaScript runtime that includes major improvements in performance. This enables many modern ES6 language features, such as WebAssembly support. Since it’s a major release, it may have different performance profile depending on language features you use.
  • Added binary modules support to the in-game IDE and require mechanics. Learn more in the documentation.

Have comments or feedback? You can discuss this post here.

Wanted: Senior Angular Developer

The Screeps team is looking for a talented Angular developer to work on the game code base. We have a huge number of development plans, and if you want to be a part of their implementation, we’re waiting for your resume by one of the following links:

If you play Screeps, make sure to specify your in-game nickname!

You can find the requirements in the job posting below.

Read More

New improved WebGL renderer (beta)

We have always put little attention to graphics in Screeps, since this is a rather niche game for programming nerds. In terms of technology, the game engine has been a simple set of SVG objects moving across the web page. It allowed for rapid development without distracting on complex visual components, but it ruled out any appealing visual effects (like lightning). Besides, this approach suffered from subpar performance when a lot of objects were on screen. So it’s time to change that!

In this update, we are excited to reveal a full-blown graphic engine for Screeps based on WebGL and PixiJS. It will allow you to:

  • Leverage your machine’s GPU even in the browser to significantly boost performance without any lags when scrolling.
  • Save your laptop’s battery juice since GPU is much more energy-efficient for this task than CPU.
  • Add new visual effects to enrich the game atmosphere and yet retain our usual relaxing, abstract style.

In the picture above, you can see some samples of how the new renderer transforms the game when activated. The new feature is beta so far, so to activate it, opt in using the checkbox in the Display Options section of the right panel. Not all features have been 100% migrated to the new renderer yet, and bugs are possible, but you can get a whole new impression of the game right away!

Please inform us about any issues you encounter here in this forum topic.

NPC Events

It’s big time! 2 months after its creation, shard1 is available for settlement from outside. The portals leading from shard0 to shard1 and back open their doors for all the settlers, traders, and highway bandits out there.

But aside from the evident feature of transferring players’ creeps between worlds, these portals will leverage another interesting game mechanics, NPC Events.

We won’t delve deep into all the details but leave it for you to discover, especially since the events content and mechanics will change with time. But one thing is sure: it’s worth keeping your eyes on what comes out of these portals (including with your Observers), it could be something tasty!

By the way, a little hint for you: when an NPC creep that took part in an event like this dies, its resources don’t drop on the ground but are placed in a container created automatically so that you can conveniently grab them in time.

Good luck hunting!

Have comments or feedback? You can discuss this post here.

Changelog 2017-09-28

  • All credits amounts now work with 0.001 precision, including order prices, credits balance and transactions history. User credits balance and order prices are stored in the database as thousandths in integer format which prevents rounding errors. In order to update your private server data, an automatic database upgrade will be performed, see this commit.
  • Added new StructureSpawn.spawnCreep method. createCreep and canCreateCreep are now considered deprecated, but still will be available for backwards compatibility. See discussion in this pull request for details.
  • When you click “Respawn”, all structures now don’t vanish, but change their owner to SYSTEM_USERNAME, so that other players are able to withdraw resources from them.

These changes are supported in private server v2.10.0.

Have comments or feedback? You can discuss this post here.

Changelog 2017-09-19

Shards API

GCL is shared between shards and doesn’t need to be assigned to a specific shard.

Controller downgrading changes

  • attackController applies 1000 ticks of upgradeBlocked and decreases the ticksToDowngrade by 300 * <CLAIM_parts> ticks. The claimer creep will only need 1 tick to do this amount of damage. The creep will not be able to do another attack until upgradeBlocked is back to 0.
  • upgradeController restores 100 ticks of ticksToDowngrade rather then resets it immediately.
  • While the controller is downgrading, new level cannot be triggered even when the controller has enough progress (progress is not lost but accumulated).
  • Safe mode activation is not possible when the controller is downgraded for 5000 or more ticks.

These changes are supported in private server v2.9.0.

Have comments or feedback? You can discuss this post here.

New Community Manager

We have a new Community Manager whom we’d like to introduce — meet Nikolay Kharitonov:

Hello Screeps world, let me introduce myself.

My name is Nikolay, and I am a programmer.

It’s been around 20 years since I execute my first “Hello world” so I’d say I do it as long as I can remember myself.

Some players may know me as ‘o4kapuk’. I started playing Screeps in December of 2016 primarily because I wanted to improve my skills in JavaScript (I work as .NET developer last years) but I have barely noticed how I was caught by the game. Now I have a passion for the game, and I’m happy to be a part of the team. As Community Manager, I’ll work together with Dissi to provide better connectivity between development team and game community. I will be also helping with everyday support.

Feel free to ping me in Slack (@o4kapuk) if you need something.

Hope to see you in-game!

Have comments or feedback? You can discuss this post here.