A Federation story choice showed garbled buttons.
- Fixed a Federation storyline decision that showed stray characters on its choice buttons and listed a duplicate option.
Death returns your real pilot, not a placeholder.
- Fixed post-death respawn returning you as a placeholder pilot instead of your real character.
Tie on a leaderboard? First to reach it ranks higher.
- Fixed pilot and guild leaderboard ties so whoever reached a value first ranks above later arrivals at the same value.
Scan a body first, get your name on it.
- Added discovery credit so the first pilot to scan a planet, moon, or star gets their name on its scan readout.
- Added a Discovery leaderboard ranking pilots by bodies charted first.
- Removed natural moons from monolith planets.
Deploy new base types up to Tier 6.
- Added new player-base types at every tier from 1 to 6.
HUD readouts render sharp instead of blurry.
- Fixed the console and radar readouts rendering blurry instead of sharp.
Selection reticle shows its own colours again.
- Fixed the selection reticle washing out its own colours with a full tint.
Continuous beams stay locked to your ship and target.
- Fixed continuous beams freezing in space instead of tracking your ship and target.
Gear and cargo now share your ship's hold.
- Added a size to every item.
- Changed the ship’s hold so equipped gear and cargo share its space.
- Changed base gear to stand out in the hold with a blue tint and “Base” labels.
- Added a Tier column to the cargo list.
- Changed item tooltips to show size and mass.
Your base can now build ships.
- Added Shipyard districts that build hulls from the base treasury into the base hangar.
- Added switchable garrison doctrines for gunnery, engineering, or flight operations.
- Added a defense wing that scrambles when a flight-operations base takes fire.
- Added crew veterancy that sharpens fully-crewed bases over time.
- Added Agriculture districts on food worlds that grow provisions and settlers.
- Added Commerce districts that earn trade fees and add shop shelves.
- Changed crafting at your own base to pay fees from the base treasury.
- Changed resident growth to taper as settlements grow large.
Every world shapes the base you build on it.
- Added a base treasury that collects taxes and takes deposits and withdrawals.
- Added world traits that shape each base’s population, industry, and upkeep.
- Added giant single arcologies on goldilocks worlds and material-built domes on harsh ones.
- Changed space bases to hold several hundred residents per habitat ring.
- Added base kits that come with preset districts and speciality bonuses.
- Added a settings toggle to discourage settlement growth.
- Changed bases starved of provisions for weeks to slowly fall apart.
- Added capturing wrecked bases by holding position nearby for five minutes.
- Changed wrecked bases to linger as derelicts for 36 hours instead of 30 minutes.
Grow a settlement on your base.
- Added districts to player bases with a new console tab to manage them.
- Added Habitat districts that grow residents over time.
- Added district staffing bonuses for crew training and factory speed.
- Added a Provisions commodity that bases consume as upkeep.
- Added a resident tax dial that trades population growth for income.
- Changed unsupplied bases to slowly lose residents and crew until restocked.
Base guns come online as your crew grows.
- Added crew to player bases that builds up over the base’s first day.
- Changed base weapons to fire from hull emplacements the crew brings online over time.
- Added the first base gun coming online about 30 minutes after deploy.
- Changed heavy turrets to arm fewer emplacements than light turrets.
- Changed rebuilt wrecked bases to keep only part of their crew.
- Added crew and gun readouts to the base console overview.
Engines and beams loop cleanly now.
- Fixed continuous engine, beam, and flame sounds that audibly repeated while looping.
- Made engine and beam sounds start and stop crisply instead of swelling.
- Fixed the engine stuttering while autopilot held top speed.
Storyline missions that could dead-end now complete.
- Fixed salvage and scan missions that could leave you with no wreck to work.
- Fixed several Mercenary contracts that couldn’t be cleared.
Real audio replaces the placeholder sounds.
- Changed every weapon, engine, beam, and flame effect to real audio.
- Added sound cues for warping, docking, purchases, level-ups, missions, kills, and low shields.
Twelve pods, a DPS dummy, guilds get leaderboards.
- Added twelve escape pods covering every protection type from tier 1 to 6.
- Added a Calibration Dummy at the Gunnery Range that measures 10-second DPS bursts.
- Added a Burst Champions leaderboard for the best dummy bursts.
- Added guild leaderboards: Holdings, Weekly Output, Warfare, Fabrication, and Prominence.
- Added the Overload Chamber core with extreme damage and a slow, thirsty cycle.
- Added three named boss-exclusive items to the boss caches.
- Reduced the three dominant overclocker families.
- Improved the weak overclocker axes so every mod line has value.
- Changed the Flak core into a true knife-range shotgun.
- Added an Apex Racers leaderboard to the website.
Most of the Reach starts charted, hulls for every playstyle.
- Changed most of the Reach to be charted from your first login.
- Changed the Reach fringes and the whole Void to keep earned fog.
- Removed first-visit exploration rewards in pre-charted space.
- Added five hulls completing the hauler, support, and interceptor ladders.
- Fixed every flyable hull missing an escape pod slot.
- Reduced the Flak core so one mod no longer triples fast guns.
- Fixed behaviour cores socketing onto beam weapons where they never worked.
- Removed calibration props from shipyard listings.
Daily contracts, a real socket editor, weapons with personality.
- Added daily and weekly contracts with bonus payouts, rolled fresh per pilot at Tethys Hub.
- Added a weapon socket editor to the Refit panel with real install and remove.
- Changed socketing to consume the mod from cargo and removal to return it.
- Added distinct projectile visuals per weapon family, from lightning bolts to spinning discs.
- Added six weapon families: Stormcaster, Shredder, Fragmenter, Graviton Sling, Helix Coil, Sunder Lance.
- Added mining anomalies that rotate daily: mother lodes, crystal clusters, ghost wrecks.
- Added discovery rewards for scanning a mining anomaly first.
- Added Cargo Scoop V and VI plus higher-tier specialist scoops.
- Added four hulls: Spectre, Aegisbearer, Atlas, and the stealthy Umbra Shade.
- Fixed trials and races being impossible to pick up at three stations.
- Fixed player trading having no menu entry.
- Removed calibration props from shipyard listings.
Collect every storyline ending; flamethrowers; the Void gets deeper.
- Added an account-wide ending collection with a badge per storyline ending and a Completionist badge per arc.
- Added three flamer weapon families with continuous cone streams and flame effects.
- Changed held beams to render as one solid tracking beam instead of pulsing.
- Changed the Void to a real depth gradient that always outranks the Reach.
- Changed deep-Void enemies to carry stronger gear the deeper you fly.
- Changed bosses to enrage in their later phases.
- Changed some Federation and Mercenary storyline scenes from reading terminals to action objectives.
- Added grudge callouts from ships that remember you.
- Added wreck scanning for a salvage readout.
- Added step-by-step quest help for every objective type with clickable system links.
- Changed credit unions to trade withdrawal fees against branch coverage.
Flag an in-game bug report as private, staff-only.
- Added a private, staff-only option to the in-game bug reporter.
Planet rings now spawn only where they belong.
- Changed planet rings to spawn on gas and ice giants, no longer on ocean or lava worlds.
Rare fabricated worlds and megastructures to salvage.
- Added a rare Foundry world: a fabricated hull-planet you can mine for high-tier alloys.
- Added derelict Dyson rings girdling some single-star systems.
- Added the Monolith, a rare tumbling cube megastructure to find and salvage.
- Reworked the Foundry world and Dyson ring as real 3D structures.
Quest steps now say what to actually do.
- Changed gate-jump objectives to clearly say jump to another system.
- Fixed story missions that told you to dock, pay, or wait but only completed on a scanner ping.
- Fixed quest steps that pointed to a place or marker that was not there.
- Changed the advanced quest helper to better explain gate jumps and scanner pings.
- Added Stonefall Station as a dockable stop in the Trader storyline.