Escape pods warp toward safety, and a new self-destruct gets you back to HQ.
- Escape pods can now warp to any system at or below your current system’s warp level, so a pod can always limp toward safer space.
- Added a Backspace self-destruct: hold it in a ship to scuttle into an escape pod right where you are.
- In a pod, tap Backspace and confirm to warp straight back to your faction headquarters for a 10% credit fee (unaffiliated pilots return to the Reach center).
- Prefer a different key? Rebind self-destruct under Settings > Controls.
Play time, kills, deaths and commendations now show on your public profile, with a privacy toggle.
- Your public pilot profile now shows lifetime stats: time flown, ships destroyed (NPC and PvP), deaths, and chat messages sent.
- Commendations and discredits from other pilots now appear on your profile. Give them in-game by right-clicking a pilot and picking Commend or Discredit.
- New privacy toggle in your account settings hides your stats on your public profile. Commendations stay visible either way.
- Stats start tallying from this update onward.
Logging out while dead no longer hands your ship back.
- Fixed dying resetting on relog: logging out in a pod now keeps you in the pod instead of returning your ship for free.
Wrecks, kill debris, and loot crates show on radar and in space again.
- Fixed wrecks, kill debris, and dropped loot crates being invisible to any ship with a scanner equipped.
Autopilot now shows a marker on its destination, and V autopilots to your locked target.
- Added an on-screen marker that frames your autopilot destination while it’s flying you there.
- Added a V keybind that autopilots to your currently locked target (rebindable in Controls).
Fixed two devices on one account fighting over the session.
- Fixed signing in on a second device leaving the older one stuck on the loading screen or unable to move, chat, or play.
- Changed the signed-out device to drop to the login screen with a clear “signed in elsewhere” notice instead of silently reconnecting.
Fixed autopilot ignoring clicks, flying to old points, and warping you through portals you were sitting on.
- Fixed autopilot sometimes ignoring your click.
- Fixed autopilot and ground clicks occasionally flying you to an old point instead of where you clicked.
- Fixed sitting on a portal and autopilot-clicking elsewhere warping you through that portal.
- Fixed autopilot-clicking an off-screen objective marker; it now uses your Autopilot bind (default Shift+right-click).
Fixed chat messages silently disappearing.
- Fixed chat messages vanishing when sent too quickly; you now get a “too fast” notice instead of nothing.
- Changed the Global, Trade, and Help chat cooldown from 3 seconds to 1.5 seconds.
Reworked the interface typography.
- Changed the UI fonts: Share Tech for general text, Bruno Ace SC for window titles, Share Tech Mono for the scan readout.
The galaxy map shows stations at a glance and opens a system dossier on click.
- Added a ring of dots to each known system, one per station, for docks at a glance.
- Changed clicking a system to open a dossier (threat, status, faction, gates, stations) instead of starting autopilot.
- Added an Engage Autopilot button and jump distance to the dossier, with a route preview on the map.
- Added a violet glow marking the system your tracked objective points to.
- Cleaned up the map look: crisper markers, a framed map, and removed the duplicate system name below it.
Flying near a star floods your radar with static.
- Added stellar radiation: flying near a star fills your radar with static.
- Changed the interference to scale with proximity and star heat, up to a RADIATION warning when you’re close.
- Added a class scale: neutron stars, blue giants, and black holes hit hardest and reach furthest; red dwarfs barely register.
Seams are now multi-room runs, and clears feed a galaxy-wide event.
- Changed seams into multi-room chains that end at a boss heart.
- Added depth-scaled rewards, so longer seams drop better loot.
- Added the Archtech Surge: community clears spike seam spawns and rewards until it’s banished.
Rarer anomalies need a better scanner, and first finds pay out.
- Added signature tiers to anomalies, so the rarest need a high-end radar to detect.
- Added a one-time discovery reward (credits and XP) for the first scan of an anomaly.
- Added loot caches to rare and apex anomaly discoveries.
Scannable points of interest now hide between the landmarks.
- Added anomalies: points of interest revealed by scanning, in six types.
- Added a scan readout that identifies an anomaly when you lock and scan it.
- Changed “scan an anomaly” contracts to require finding a real anomaly.
A couple of un-completable missions now complete, and scans need a real target.
- Fixed a Federation convoy beat and a no-kill arena contract that could never complete.
- Changed scan objectives to require locking and scanning the target, not any sweep.
- Reworked the arena wave-survival contract into a kill count.
Story beats that need a conversation now advance, so each faction arc can be finished.
- Added a Continue button to story beats that hinge on talking to someone or handing off an item.
- Fixed faction storylines stalling on beats that had no way to complete.
Four utility-slot families: deployable drones, proximity mines, point-defense, and rare Archtech relics.
- Drone bays - deploy escort drones that follow you, target the nearest hostile, and fire on their own. Drones have a limited lifetime. Activated from the utility hotbar (number keys).
- Mine layers - drop proximity mines that arm after a delay and detonate for area damage when a hostile enters range.
- Point-defense arrays - passive; while equipped, automatically shoots down incoming enemy projectiles in range.
- Archtech relics - rarer, stronger versions of these tools (and of mining/salvage), found only in deep-Void derelicts.
- All four use utility slots and take no weapon mods.
A destroyed ship now scatters into a field of hull fragments you can pick over with a salvage cutter, each piece settling where it falls.
- When a ship is destroyed it now fragments into a scattered debris field instead of leaving a single wreck - several broken hull pieces pop out and settle where they fall.
- Each piece is its own salvage - drag a salvage cutter across one to strip it for scrap, and they sit around for about an hour so you can come back for them.
- Wrecks now render as jagged hull shards (a different broken shape for every piece) instead of a generic crate, so a kill site reads like an actual debris field.
The client updates itself mid-session and the site installer is current.
- Changed the client to check for new builds while you’re playing, not just at the login screen.
- Fixed the game window opening behind others after an update relaunch; it now comes to the front.
- Changed the site download to the latest build, so fresh installs land current.
A ping with no target throws a wide detection burst, scaled by your scanner.
- Changed an untargeted ping to throw a wide detection burst well past your idle sensor range, scaled by scanner strength.
- Fixed the ping ring visual to match the area actually swept.
Passive, active, and hybrid scanners play differently, and pinging a target opens a readout.
- Changed scanner modes to play differently: Passive is always on but broadcasts your position, Active stays near-invisible until you ping, Hybrid sits between.
- Changed an Active ping to a strong, far-reaching sweep that lights you up brightest while it fires.
- Added a scan readout window that opens when you ping a locked target.
- Added planet readouts (type and buildable verdict) and ship readouts (hull, shields, and fitted gear, with high-tier modules encrypted).
- Added Active and Hybrid scanner modules to buy and salvage.
Autopilot now brakes to a complete stop when it reaches your destination.
- Autopilot now brakes your ship to a complete stop on arrival instead of easing off and letting you drift. This matters most with flight assist off (decoupled flight): before, a little leftover speed would carry you well past the destination if you stepped away, so a finished trip could leave you minutes back out. Applies to flying to a point, approaching a target, and the final stop of a galaxy-map route.
Short, one-time tips now teach each control the first time it matters.
- The first time something comes up, a quick tip shows you the key for it: how to fly when you launch, how to set a course when you have somewhere far to be, how to fight when an enemy closes in, and how to dock near a station. Each tip shows your actual keys and only ever appears once.
- The target panel now reminds you that right-clicking a ship opens its options menu.
- Fixed: setting a course with Shift + right-click no longer also pops the ship’s context menu at the same time.