A quick controls cheat-sheet you can pull up anytime with F1.
- Press F1 anytime (or open it from the pause menu) to see every control, including the ones that aren’t obvious, like setting a course with Shift + right-click or opening a ship’s context menu with right-click.
- It pops up automatically the first time you jump in, and always shows your current keys, so it stays accurate if you’ve rebound anything.
Bug reports now attach a state snapshot, and you get a short code to quote when something goes wrong.
- Filing a bug report now quietly attaches a snapshot of your situation (where you were, what you were flying) so we can reproduce the problem faster. You’ll see a short reference code in the confirmation.
- New Esc menu “Generate Diagnostic” button hands you a reference code (like DIAG-AB12CD) you can quote when reporting an issue, even without filing a full report.
Autopilot and undock are rebindable, and the modifier is standardized on Shift.
- Added rebinding for autopilot and undock in Settings > Controls.
- Changed autopilot to Shift + right-click (was Ctrl + right-click); undock stays Shift + Esc.
- Rebuilt the Controls list with a Shift checkbox, key slot, and Rebind button per binding.
The off-screen direction markers now sit a few pixels in from the screen edge instead of touching it.
- The edge markers (the compass chits for off-screen stations, portals, bodies, and your objective) now float a small gap off the screen edge instead of being glued to it, so they read more cleanly.
A quick keyboard undock while docked, on a deliberate chord so you can't launch by accident.
- Added Shift+Esc to undock while docked, working exactly like the UNDOCK button including the missing-component warning.
- Added a Settings > Flight toggle to disable it; plain Esc still opens the pause menu. (Shift because Windows reserves Ctrl+Esc.)
The off-screen direction markers are about 75% larger and easier to read.
- Enlarged the edge markers (the compass chits for off-screen stations, portals, bodies, and your objective) by about 75%, making them easier to spot and click.
Every chat line now shows the time it arrived.
- Added a local 24-hour timestamp at the start of each chat line.
Getting kicked right after an update no longer means signing in twice.
- Fixed getting kicked right after entering the world (for example a new build restarting the server under you); the game now quietly reconnects to the same ship.
After the cold open, your faction's storyline picks up on its own.
- Changed the main story to auto-accept your faction’s next mission after the cold open, so it keeps flowing.
- Added pulling characters who already finished the cold open onto their faction arc next flight.
Delete confirmation, kill-based combat XP, live bars, and hold-to-fire.
- Added an in-game confirm before deleting a character.
- Changed combat XP to a bigger reward only on kills, instead of dribbling per hit.
- Fixed shield and energy bars looking frozen; they now fill smoothly in real time.
- Added hold-to-fire so you can keep firing without clicking each shot.
Story and mission progress no longer snaps back if you log out right after an objective.
- Fixed story and mission progress snapping back a step when you logged out right after finishing an objective; it now saves the instant you complete a quest step.
- Added automatic repair for characters already stuck on a finished quest step.
The opening scanner sweep now comes after you buy your first real ship.
- Changed the opening scanner sweep to happen after you buy your first real ship, not in the blind escape pod.
- Changed “buy a ship” and “run a sweep” into separate sequential objectives.
Your stock passive scanner can now fire a quick pulse instead of doing nothing.
- Added a quick pulse to the stock passive scanner that flashes the area and briefly reveals you.
- Kept full noise-floor sweeps requiring an active or hybrid scanner.
Faction and achievement badges now use proper coloured emblems.
- Reworked the badge emblems into proper coloured glyphs: a gold Founder coin, mercenary skull, Trader Guild arrows, federation shield, staff mark, alpha glyph, and more.
Redrew the thruster flame, backplates, and hazard livery.
- Reworked the thruster into a flared nozzle with a long exhaust flame.
- Redrew the nametag backplates and hazard paint livery with cleaner art.
Every item type has its own redrawn icon, plus a clear alert badge on warnings.
- Added a redrawn icon for every item type: weapons, shields, thrusters, generators, scanners, ore, ingots, blueprints, and weapon mods.
- Added a clear alert icon on warnings and rejected actions.
Weapons, shields, thrusters and scanners now show a type icon.
- Added type icons to weapon, shield, thruster, and scanner inventory rows.
- Added the same icons to item hover tooltips.
Right-click menus and scrollbars use proper artwork now.
- Reworked right-click menus onto a real backplate with rounded caps and per-entry plates.
- Reworked window and list scrollbars with sliced bar and handle artwork.
Drag one panel onto another to merge them into a tabbed window.
- Added merging panels into a single tabbed window by dragging one onto another.
- Added tab controls: click to switch, the tab x to close one, close the window for all.
- Added dragging a tab back out into its own free-floating window.
- Changed a grouped window to move, resize, and minimize as one unit.
Reworked the nebula and starfield over a run of tweaks: volumetric per-system clouds, a star river, colour, depth, and seam fixes.
- Reworked nebulas as volumetric clouds with real depth, each system its own server-decided colour.
- Added a milky-way star river and brighter colour stars that drift on their own depth layer.
- Added two-tone nebulas that blend a second matched colour through the clouds.
- Enlarged the nebulas and widened the milky-way band.
- Fixed background stars rendering as harsh vertical streaks.
- Fixed faint seams across the gas and the dark gaps between clouds.
- Thinned overcrowded starfields so sparse systems feel emptier.
Target-lock a station to see its name, and the edge marker names where it's sending you.
- Changed station target-lock to show the station name instead of a bare “station”.
- Changed the edge objective marker to name its destination, or “to <system>” for a gate on the way.
Your radar ping sweeps a visible ring and lights you up while it's out.
- Added a visible ring of light sweeping out from your ship when you fire your radar ping (G).
- Added colour cues: your ping flares warm, other ships’ pings ripple toward you in blue.
- Changed an active ping to spike you on every scanner in range, so scanning is a trade-off.
Kills and deaths leave a real cargo crate floating at the wreck.
- Added a cargo crate that drops at the wreck so loot sits in the world to scoop.
- Added crate glow in the colour of the best item inside.
- Changed raw ore to drop as a glowing chunk of rock.
- Reworked destroyed ships to leave tumbling metal debris instead of space rock.
- Added your cargo hold spilling into a crate where you die, to recover or lose.
- Kept your ship, fitted gear, and credits out of the spill.
Hunt missions point the beacon at the right enemy type.
- Changed bounty and hunt missions to aim the objective beacon at the exact target archetype.
- Changed the beacon to fall back to the mission’s home system when none of that type is present.