The edge objective marker resolves a heading for every objective type.
- Added beacon headings for salvage, mining, and pickup objectives, aiming at the nearest wreck, asteroid, or container.
- Added headings for warp and area-scan objectives, routing to the nearest gate or named system.
- Added headings for deliver, refine, sell, and haul objectives, pointing at the turn-in station.
- Fixed survive, duel, and damage objectives to lock onto the nearest actually-hostile ship.
Anomaly-scan contracts can be completed by pinging, and the tracker is clearer.
- Fixed anomaly-scan contracts being uncompletable; firing your radar ping (G) now counts toward the scan.
- Added checkboxes to the objective tracker for done and pending steps.
- Added a divider between tracked missions.
Each faction's capital is now a dockable port with a shipyard.
- Added three dockable faction capitals: Aegis Command, Burrow Station, and Pyx Exchange.
- Added full services and a faction shipyard to each capital.
- Added named homeworlds for each: Aegis Prime, Rell’s Rock, and the ocean trade world Cassio.
Major factions hold a capital and surrounding space, painted on the map.
- Added a named capital system for each major faction that always exists.
- Added faction-coloured territory on the galaxy map, claiming systems at least two jumps around each capital.
- Added system control info on hover.
- Changed controlled space to be patrolled by its owning faction instead of generic raiders.
- Changed territory to reveal as you explore.
The target pointer no longer bunches up on top of you.
- Fixed the target pointer bunching into a blob on your ship; it now floats out and arcs cleanly toward your target.
Signing in somewhere new logs out the old client.
- Changed login to boot any older client signed in on the same account, so a crashed session can’t lock you out.
- Added a clear “you signed in from another location” message for the logged-out client.
- Kept your ship and position by picking the same character on the new login.
Factions read by their real names, and a Voidborn labeling mix-up is fixed.
- Changed faction labels to their proper names: Mercenaries, Trader Guild, and Independent for the unjoined.
- Fixed the non-affiliated state colliding with the Voidborn and mislabeling those ships.
- Fixed cold-open Trader Guild and Mercenary picks not labeling your pilot to match.
An NPC's faction now shapes how it acts.
- Changed NPC personalities to lean on faction: outlaws run hot, traders stay calm and skittish.
- Changed many outlaws to be reactive instead of shoot-on-sight, leaving you alone until provoked.
- Kept the Federation disciplined, holding fire unless provoked while bounty hunters still chase marked pilots.
Your cold-open allegiance now sticks and changes who treats you as friend or threat.
- Changed the “Three Offers” choice to set your real allegiance (Federation, Mercenary, or Trader) and save it across sessions.
- Added faction-based hostility, so siding with outlaws turns Federation patrols on you and vice versa.
- Changed new pilots to fly Unaligned until they pick, so nobody is hostile by default.
Every ship shows where it stands with you, from nametag color to target-lock status.
- Added red and amber nametags for ships that are hostile or wary to you.
- Added a colour-coded target-lock status: HOSTILE, WARY, NEUTRAL, FRIENDLY, or ALLIED.
- Changed this stance to be personal, weighing faction, grudges, active combat, reputation, and temperament.
Radar colours contacts by how they feel about you, backed by a real hostility system.
- Added radar colour-coding: red for hostile, amber for wary.
- Changed AI hostility from a blunt same-faction check to a real relationship weighing faction, grudges, combat, reputation, temperament, and territory.
Every enemy type equips from the shared catalog by its own doctrine.
- Changed enemies to pull loadouts from the unified catalog by faction doctrine instead of a fixed list.
- Added dirty jury-rigged kit to outlaws and clean military gear to disciplined fleets.
- Changed kills to drop a sample of the gear the ship was actually flying.
Two overlapping gear lists folded into one shared catalog.
- Changed the game’s two overlapping gear lists into a single unified catalog.
- Changed enemies and players to draw from the same catalog.
- Kept your equipped and stored gear mapped straight onto its new entry, untouched.
The system name above your radar matches where you are, and early fights are fairer.
- Fixed the system name above the radar showing the wrong system until your first jump.
- Increased escape pod shield recharge so limping away is less hopeless.
- Improved the starter ship so its generator keeps the starter weapon firing and its shield holds up longer.
Tabbed Settings and a Controls tab to rebind your keys.
- Added tabs to Settings: Display, Flight, Markers, and Controls.
- Added a Controls tab to rebind flight, combat, and panel hotkeys, saved between sessions.
- Added auto-swapping when you bind a key already in use, plus a Reset to defaults button.
Ship cosmetics are now things you unlock, with a free standard look per slot.
- Changed paints, trails, warp effects, death blasts, and backplates to unlockables; each slot keeps a free standard look.
- Changed how you earn them: awarded by the team for now, with Founders keeping their gold backplate.
- Kept cosmetics purely visual, still in Character > Appearance.
A fresh batch of cosmetics in the Appearance picker.
- Added five thruster trails: Inferno, Cryo Burn, Toxic Bloom, Solar Gold, and Shadowflame.
- Added five hull paints: Brushed Silver, Magenta, Tangerine, Teal, and Rose Quartz.
- Added new warp-rift and death-blast colors.
A Low / Medium / High / Ultra graphics picker in Settings.
- Added a Graphics Quality picker (Low, Medium, High, Ultra) in Settings that applies instantly and is remembered.
- Changed lower presets to thin particles, drop the GPU blast rings and corona, and simplify nebulas for better frame rates.
- Added an Ultra preset with denser particles and more simultaneous explosions.
A first wave of ship cosmetics in a new Appearance tab.
- Added an Appearance tab in the Character panel (C) to dress up your ship.
- Added hull paint, thruster trails, and recolorable warp tunnels and explosions.
- Added a nametag backplate other pilots see over your ship.
- Kept cosmetics stat-free and shared across every ship you fly.
The hold readout shows your ship's name instead of a generic label.
- Changed the inventory cargo summary to read like “Falcon: 0/100 capacity” using your ship name.
Solar flares rebuilt into wide, textured eruptions instead of thin tendrils.
- Reworked solar flares from thin single-point tendrils into wide, billowing, textured eruptions across the whole star limb.
- Added a churning chromosphere ring and bright filament cores, with flares rising and dying back over time.
- Changed hotter star classes to burn fiercer, all on the GPU in one pass per star.
Target-locking one portal no longer stops you warping or docking another you've flown up to.
- Fixed a distant locked target hijacking F so you can now warp or dock anything you are sitting next to.
- Changed target lock to only decide between stacked portals or stations when you are in range of the one you picked.
Leaving the game open can no longer sneak you in on an outdated build.
- Fixed leaving the game open letting you log in on an old version; the login screen now re-checks for updates while it sits open.
- Added a server check that turns away clients behind the current build.
Named worlds in the target panel, and autopilot that goes exactly where you point.
- Added names to every planet, sun, moon, and gate in the target panel, with gates again showing their destination.
- Fixed Ctrl + right-click autopilot diverting to your locked target instead of flying exactly where you click.