Changelog
A build-by-build record of what shipped in git-universe.
Build history
v0.3.0
A full ship and weapon gacha — tiers, pity, ten-pulls, blueprints, duplicate hull upgrades, per-hull fire patterns — on a dedicated Fleet page, plus first-person pilot-mode flight with a Return-to-hangar flight report, and escalating annex costs after scouting.
Weapon mounts match real turret sockets
Weapons now mount only at a hull’s actual modeled turret sockets, sized small/medium/large to match — a hull with two sockets fires the same weapon from both.
Pilot Training research
A new three-tier research line that gives a flat boost to firepower, armor, speed, and sensors on every hull you fly — stacking with hull upgrades and your loadout.
Collection on your profile
Your profile has a Collection view — every hull and weapon in the game, the ones you own lit up with their upgrade level, the rest shown locked.
Turrets follow your aim
Turret-type weapons swing to point where you’re aiming in flight, instead of sitting fixed.
Aim your guns with the mouse
Flight weapons no longer fire straight ahead — shots and the reticle follow the cursor, within a cone around the ship’s heading.
Weapons have real tiers, stats, and models
The eight gacha weapons are spread across all six rarity bands and each shows damage, rate of fire, velocity, and handling on its card. Every weapon has a size class (light/medium/heavy) that gates which hulls can mount it, and a real 3D model — shown turning on a stage in the weapon pull, same as ships.
Cleaner ten-pull summary
The ×10 results grid drops the two-letter badges for tidy tier-coloured cards, sorted best-first, showing each ship or weapon’s name, tier, and outcome.
Matte hull finish
A third paint-bay finish next to Pearlescent and Chromatic — a flat, non-reflective coat for 500 Stardust.
Return to hangar with a flight report
Pilot mode has a Return to hangar button that shows a summary of the run — time aloft, meteorites cracked, what you collected, rounds fired, fuel used — then lands you back on the Hangar deck.
Docked ships sit on the hangar floor
Some ships were hovering above the deck, held up by a low-hanging part like a boom or landing leg. They now rest on their hull instead.
First-person view while flying
A new button in the flight HUD switches between the cockpit view and the chase camera. First-person now sits at the canopy with a wider field of view and a cockpit frame around the edges. The chase camera also no longer drifts far behind the ship at speed.
Your rented hull sits in the Hangar
While a rental is active, the Hangar shows that ship parked on the deck instead of the checklist of subsystems you still need for your own. Commission your own vessel to get paint, upgrades, and equipment back.
A heads-up when a blueprint becomes a ship
Building a hull from its blueprint now pops a notification — tinted to the hull's rarity — so you know it's ready to fly from the Vehicle menu.
Better pull reveals
Pulling a hull now shows the actual ship turning on a lit stage, not just a card. A 10-pull skips the choppy one-by-one carousel and opens a clean grid of everything you got — tap any tile to see that ship up close.
Annexing costs more as you expand
Each scouted system you claim makes the next one pricier — the first is cheap, the fourth is roughly five times that. Discoveries you don't want can now be dismissed outright instead of sitting in your pending list.
Fleet page for pulls
Hull and weapon pulls moved out of the Hangar's 3D scene — where the panels were overlapping — onto their own Fleet page, reachable from the top nav. It has both pulls (single and ×10), the pity counter, and the full hull and weapon roster as cards showing what you own and its upgrade level. Switching, renting, and building hulls stays in the Hangar.
Duplicate pulls upgrade your hull
Pulling — or the ×10 landing on — a hull you already own no longer just refunds Stardust. Each duplicate permanently strengthens that hull's firepower, armor, and structure, with a small speed bump too. Buying a hull you already own does the same thing instead of doing nothing. The pull reveal, the Vehicle menu, and the Stats panel all show the upgrade level.
Every hull fires differently
Hulls now have their own gun behaviour in flight — a rapid gatling stutter, a full missile salvo, a wide bolt spread, a single heavy slug — matched to what each ship carries. The Ironclad Runner, with no real guns, keeps the plain single shot. Upgrading a hull through duplicates adds shots and speeds up its cadence.
Weapon gacha
A second pull, for weapon modules — cheaper than a hull pull, with a Pull ×10 bundle at the same nine-for-ten discount. Seven pull-only weapons plus the craftable Twin Autocannon, each with its own fire pattern that takes over your ship's guns while mounted. Duplicates upgrade the weapon; the reveal and the Weapon slot both show its tier and level. Pull it from the Hangar; mount it from the Weapon slot.
Fire-pattern readout in flight
When your ship isn't firing the plain single shot, a small label under the aim reticle names the pattern and shot count — "Burst ×3", "Salvo ×5", and so on.
Mythic tier
A new rarity above Legendary — a 1-in-100 top tier with a prismatic rainbow unlock animation. No Mythic hull exists yet, so for now a Mythic roll gives you a Legendary.
Ten-pull bundle
Pull ten hulls at once for a discount — ten for the price of nine — with at least one Epic or better guaranteed. The reveal plays as a carousel you can skip through.
New pull reveal
Pull results now open in a centered card with a per-tier unlock burst — a different color for each rarity, and a rotating prismatic ring for Mythic.
Build hulls from blueprints in the Hangar
The Hangar now has a full Hull Blueprints panel: every blueprint you've pulled, its material cost against what you hold, and a Build button. The in-flight Vehicle menu keeps a compact version.
Argent Talon joins the Epic fleet
The carbon-silver Argent Talon is now available as an Epic interceptor hull, with a fast strike-oriented stat profile and swept blue tail fins.
Guns fire from where they actually are
Armed hulls now fire from their real gun barrels and missile tubes instead of a generic point on the nose — Kraken's Maw's turrets, Redwing Dagger, Umbral Talon, Duskblade Hunter, and Cinderfang Dominion all shoot from exactly where their weapons sit on the model.
Hull speed now actually matters in flight
A ship's speed stat used to be cosmetic only — every hull flew at the same pace. Faster-rated hulls now genuinely fly faster, and slower ones slower, so picking (or pulling) a hull is a real handling choice, not just a look.
A seventh hull joins the fleet
Cinderfang Dominion — a bronze-plated legendary with a dorsal turret and a belly-mounted missile launcher — is now in the Pull pool.
Rent a hull with Credits
Not ready to commit Stardust to a new hull? Rent a Common or Rare one with Credits for 30 minutes instead — a quick way to try a ship out, or just something to fly while you're still working toward your own.
Pulls now come with a blueprint step
A gacha pull usually hands you a hull's blueprint now — craft it at the Fabrication Bench to get the real, flyable ship — but every rarity keeps a real chance of unlocking the finished ship outright, and the odds climb the rarer the pull.
Stats and lore for every hull
Every ship in the Vehicle panel now shows a short lore blurb and four stats — attack, defense, speed, and hull — that scale with its rarity. Check a hull's card before you pull it, or after, when a fresh pull reveals what you just got.
A new starter ship
Retired the old cargo hauler as the free starter — every new captain now begins with Ironclad Runner, one of the hand-built hulls added recently, instead.
v0.2.0
Starships you can fly, a Hangar and Launch flow, Stardust and paid models, a deeper civilization research economy, an uncapped Resource Refinement system, and a long run of Dyson/singularity visual polish.
Pearlescent and chromatic hull finishes
New premium finishes in the Paint bay — Pearlescent and Chromatic — add a real shimmer that shifts with your viewing angle, layered on top of whatever hull color you've already picked. Buy one once with Stardust and switch to it (or back to a plain color) for free from then on. Also fixed a bug where painting some of the newer hulls could wipe out one of their parts' own detailing instead of just tinting it.
Six new hangar-ready hulls
Added six hand-built starship hulls — Kraken's Maw, Redwing Dagger, Umbral Talon, Ember Vanguard, Ironclad Runner, and Duskblade Hunter — each with its own silhouette, weapon loadout, and paint job, joining the Pull pool across every rarity from Common to Legendary.
Pull for a new hull
A new Pull button in the Hangar's Vehicle panel spends Stardust for a random starship hull, from common to legendary. Go too long without a rare pull and the odds tilt in your favor — you're guaranteed an Epic or better within 20 pulls, and a Legendary within 50. Already have it? You get some Stardust back instead of nothing.
Your starship now needs fuel
Flying burns fuel, and a full tank lasts a few minutes of flight. Run dry away from a Hangar and your ship is stranded — a retrieval drone gets sent to bring it home, which takes time. Docking at any Hangar tops the tank back off instantly, and a new gauge shows your remaining fuel while flying.
More variety in planet and moon sizes
Generated systems now span a wider size range — from tiny pebble worlds to near-star giants — and moons are noticeably smaller relative to their planet.
Calmer backdrop in the solar system view
Thinned out the scattered foreground stars layered over the starfield skybox so the solar system view reads as less cluttered.
A real starfield behind every system
System views now sit inside a proper wraparound starfield backdrop instead of a flat tinted void, with no meaningful load cost.
No more stray pink marker in the Hangar
Removed a leftover debug marker that showed up as a bright pink circle floating in the Hangar scene.
Open HUD panels sit above nearby buttons
An open HUD card (like Navigation's systems-in-range list) is no longer overlapped by the round buttons stacked next to it.
Fixed a launch freeze
Fixed the Hangar's launch sequence occasionally freezing right after the ship flies out the doors.
Confirm your hangar before you launch
Clicking the hangar doors now opens a card to choose (or confirm) which hangar you're launching from before the doors actually open, instead of deciding mid-flight.
Fleet reference deck removed
Removed the side-by-side fleet scale comparison from the Field Manual.
A warp portal that follows you
Jumping through your warp gate to a system that hasn't built its own now leaves a portal behind at your new location, so you always have a way back — just click it. Land somewhere that does have its own finished gate, though, and it works like a real hub: choose any destination from there instead.
Combat drone properly sized
The combat drone's showcase model now renders at its real size after its most recent update, instead of appearing tiny in frame.
Discovering a new system is rarer now
A scout mission turning up a whole uncharted system was happening far too often, especially on the hardest darkzones. It's now a genuinely rare find at every difficulty tier.
Accurate warp gate status
The tooltip over a finished warp gate no longer claims construction still needs to be completed. It now correctly tells you when the gate is charged but simply has no other charted system to warp to yet.
Sharper hyperspace jump effect
The warp streak effect that plays when you actually jump between systems now has more, thinner streaks that pick up speed faster as they fly past.
An actual swirling warp portal
The warp gate's portal now animates with a swirling blue energy pattern instead of sitting flat and still. The surrounding frame also picked up a cooler, more deliberate tint instead of plain gray.
Warp gate silhouette outline
The interstellar warp gate now has a soft glowing outline tracing its edges, making it easier to pick out against open space.
Smoother first load on the home page
Fixed a rendering glitch that could briefly flash the wrong content when the home page's spinning universe preview first loads.
The warp gate finally renders
Fixed the actual reason the interstellar warp gate never appeared — its model wasn't drawing at all, not just dim or too small. It now shows its real structure: a dark metal frame with colored emitter cores instead of one flat white glow.
Warp gate finished status
The star card's warp construction panel now tells you when the gate is fully built and active, instead of just disappearing once there's nothing left to construct.
An even bigger warp gate
Sized the interstellar warp gate up again for visibility.
The warp gate under construction
The interstellar warp gate now visibly builds up in stages instead of appearing fully formed the instant you start it — the bare frame goes up first, then the emitter hardware, and it only starts glowing once it's actually charged and active. It's also noticeably bigger and easier to spot.
The warp gate is visible again
Fixed the interstellar warp gate rendering almost pitch black in the traveling scene — its glowing frame was being dimmed twice over, crushing it down to a couple percent of its intended brightness.
A readable warp gate
The interstellar warp gate now keeps its structural silhouette visible instead of blooming into an all-white screen.
Stable combat-drone showcase
The combat drone now holds a stable valid rig pose instead of replaying or breaking out of its attack animation in the viewer.
A cleaner launch page
The home page no longer presents local-install or repository-sharing setup; it is focused on exploring and building your own systems.
Authored warp gate in flight
The outer-system warp now uses its dedicated megastructure asset instead of a temporary code-built portal.
Interstellar gates now identify themselves
Hovering a gate shows whether it still needs construction or is ready to select a destination.
Crafts now open docked in the Hangar
Your craft now opens centered and framed on the deck inside its real bay, with wheel and pinch zoom for closer inspection.
The roadmap is now visible from home
The home page now includes a concise frontier roadmap, with the same planned work and full-history link found here in the changelog.
Build an interstellar warp gate in stages
Research aperture theory, containment systems, and warp travel, then construct each stage from your star card before opening its blue navigation membrane to another system in your galaxy.
Recover, research, and mount shield generators
Find the Mythic Aegis schematic through scouting, study it in Inventory to open its research path, then fabricate and equip a regenerating 100-point shield with a glowing hex-field in the new Hangar shield slot.
A real docking bay for your starship
The Hangar now keeps your ship on its deck inside a scaled, enclosed bay, with a framed view out into space instead of an open turntable.
Darkzones are now persistent expeditions
Each darkzone has a three-step map. Complete a perimeter scan to chart its signal route, then reach the core for the highest-risk, best-reward recovery runs.
Blueprints now look like recovered technology
Every rare Foundry Relic blueprint lead on the Scout deck now has its own thematic schematic art, and the craftable weapon and generator modules carry that identity through to the Fabrication Bench.
Strike drone slowed and tightened up
Further reduced the strike drone's speed and turning stats as part of its ongoing early-game rebalance.
Rebalanced strike drone stats
The strike drone's firepower, sensors, size, and weight are further tuned for its role as an early combat hull.
A properly framed strike drone
The Combat drone now fits its hangar frame at a useful scale and plays a stable version of its original weapon-arm deployment animation alongside the shared Fleet Paint bay.
Combat drone actually visible
Fixed the combat drone showcase rendering as a completely blank scene once commissioned — the camera was placed too far past its own view-distance limit for this hull's size.
Strike drone rebalanced
The strike drone's stats have been brought down significantly, closer to what an early combat drone should feel like rather than out-classing everything else in the fleet.
Scout drone floats a bit higher
Raised the unarmed scout drone further above the floor in its showcase scene so its scanning animation no longer clips through the grid.
Combat drone turrets hold their pose
The combat drone's turret clusters now deploy once and stay extended, instead of endlessly retracting and popping back out.
Combat drone facing you, and firing again
Fixed the commissioned combat drone's 3D viewer on the Scout deck rendering blank, then facing the wrong way once it came back. It's also back to showing its ambient muzzle fire alongside its weapon-deploy animation.
A crosshair while flying
Pilot mode now shows a small aim reticle so you can see roughly where you're shooting. It follows the direction your guns actually fire, so it visibly shifts off-center while you're climbing or diving — the view tilts, but the shots stay level.
Bigger Stardust rewards from achievements
Every Captain's Record achievement now pays out its Stardust bonus in round hundreds — 100 for a typical milestone, up to 500 for the toughest ones — instead of the old handful-of-Stardust amounts.
Ship and drone descriptions
Every hull's stats card now opens with a short description of what it's for, right above its stat bars — the starship, the scout drone, and the combat drone alike.
Meteorites while piloting
A denser field of drifting meteorites, now in a wider range of sizes, passes through the system while you're flying — fly into one for a little shattering burst as it cracks open for a random raw resource, with bigger rocks paying out noticeably more. Bigger, more massive systems also pull in more of them.
A slower starter cargo ship
The free starter hauler now flies a bit slower, matching a cargo ship that leans on capacity rather than speed.
Your starship actually noses up to climb
Space and Shift now pitch the hull (and your cockpit view) up or down as you climb and dive, instead of gliding vertically dead level like a hovercraft. Climbing or diving in place still works exactly the same.
Watch your scout hull repair
The scout drone's hull-integrity bar now fills back in on its own while you're on the Scout deck, instead of only updating when you reload the page.
An icon for the Auxiliary Fusion Generator
The generator hull module now has its own dedicated item art, matching the Twin Autocannon Pod, instead of showing a generic rock icon everywhere it appears.
Build drone hangar
The scout and combat drone assembly button now reads "Build drone hangar" instead of "Commission scout/combat drone" — same action, clearer wording.
A tidier Collect All button on mobile
The Resources panel's Collect All button now wraps onto two lines on narrow screens instead of overflowing sideways when you have a lot piled up waiting to collect.
Quick craft on every purchase card
Quick craft — fabricate what you can and buy the rest from Mara's Dockside Trader in one click, with a clear note on what that purchase costs — is now available everywhere a purchase can be missing components, not just Research: star and black-hole tier, singularity containment, Dyson frame and panel, and orbit settlement.
Fixed a stuck combat-drone research card
Combat drone systems (and Ordnance refinement) could look ready to research when a different track's prerequisite wasn't actually finished yet, so the purchase silently failed. The card now says exactly what still needs completing first.
Minimize a celestial body's card
Star, planet, and moon cards now have a minimize button next to Close, collapsing everything below the title so a long, upgrade-heavy card can get out of the way without deselecting the body.
Dockside bulk orders for late refinement
Mara can now fulfill much larger raw-material orders in one exchange, so high-level Resource Refinement purchases no longer fail at the old 10,000-unit limit.
Stars collapse and black holes evaporate
When a GitHub repository changes visibility, Manage now offers a confirmed system transition: a public star collapses safely into a black hole, or a private singularity evaporates into a fresh public system.
Quick Universe links now show their system
Sharing a public repository's Quick Universe link now includes a generated solar-system snapshot, so the preview feels like the universe waiting behind the link.
Seven new Captain's Record milestones
Scout recovery, repair research, combat-drone commissioning, market trading, and research leadership now all earn their own achievements and claimable rewards.
Rarer darkzone manuscripts and blueprints
Routine Scout scans now find fewer lore manuscripts and blueprint fragments, while the deepest darkzones remain your strongest recovery targets.
Scout hull integrity and passive repair
Darkzone hazards can now scar your survey drone's hull. It repairs passively while docked, and two new Surveyline research stages accelerate its recovery for riskier expeditions.
Scout and combat drones now have distinct roles
The unarmed scanner now owns darkzone survey work and its dedicated scan animation, while the original armed drone has its own Survey-page research, assembly walkthrough, and strike-ready showcase.
Richer worlds at close range
Planets now reveal layered terrain, irregular coastlines, mineral variation, polar ice, and subtle cloud banks while keeping every system's generated identity intact.
Cleaner Quick Universe links
Quick Universe headers now keep the repository path flush to its slash, matching the share link format.
Safer galaxy deletion
Deleting a galaxy now asks for confirmation and clearly explains that its systems stay safely in your account.
Quick craft from Research
When you have the raw materials, Research can now fabricate the exact missing components for your next protocol without making you leave the page.
Asteroid belts start in orbit
Fixed a rendering issue that could stack an entire asteroid belt at the system center as one giant faceted rock, most noticeably around neutron stars.
Consistent Management headers
Fabrication Bench and Hangar now use the same left-aligned header-card layout as the rest of Manage.
One summary instead of a wall of sale toasts
If more than a few of your market listings sold since you last checked, you now get one combined summary notification instead of a separate toast for every single sale.
Research your way to more market listings
A new Market listing capacity track in Research (locked behind a new Marketplace research first) raises your active-listing cap 2 at a time beyond the standard 5, for captains running a serious trading operation.
A cooldown between market purchases
Buying from the player market now has a brief cooldown between purchases, so rapid-fire buying (like a script hammering the same tiny purchase over and over) can't flood a seller with notifications.
Dismiss notifications yourself
Every in-app notification — achievements, market sales, research, discoveries — now has a close button in its top-right corner, so you don't have to wait for it to fade out on its own.
Ancient civilizations, found in the dark
Newly discovered systems can now turn up something rare: an atmosphere-bearing world already home to a fully matured civilization, thriving long before your scout ever found it — a real find, not a fledgling colony you have to grow yourself.
A clearer, steadier pulsar
The neutron star has a compact blue plasma core and a thicker beam that sweeps slowly like a lighthouse, without the unstable fullscreen glow effect.
A real pulsar at last
The neutron star discoverable through scouting now looks like an actual Blue Giant star at its core, and its beam genuinely sweeps around as the star spins instead of sitting fixed in place — a real pulsar's lighthouse effect, not just a bright line.
No more pointless resync for scouted systems
Manage no longer shows a "Resync from GitHub" button for systems you discovered through scouting — they're synthetic finds, not a real repository, so there was never anything to resync.
Size and weight join every stats card
Every vessel's Stats card now also shows its physical size and weight, alongside speed, hull, and everything else — the scout is the smallest and lightest hull in the fleet, the garrison drone the heaviest without being the biggest, and the cargo hauler the largest of all.
Four more gun bores up front
Wired in the starship's newly added nose-mounted guns — two on each side — bringing the cargo hauler to 12 real gun bores. They fire in both the Hangar's idle demo and in actual flight, using the exact same firing pattern in both places.
Hull equipment: find it, build it, mount it
A lucky darkzone run can now turn up a blueprint for real starship hardware — a Twin Autocannon Pod or an Auxiliary Fusion Generator. Fabricate it at the Bench once you've recovered its blueprint, then mount it in your ship's new Weapon or Generator slot at the bottom of the Hangar scene, right beside Ammo. Equipped ammo and modules now actually affect your Stats card and how your ship handles in flight, not just its display.
Fixed the Hangar's silent back-right guns
The starship's idle gunfire demo now fires from all 8 gun bores — the back-right wing guns had never fired at all, and the rest of the pattern was showing up less often than it should. A single burst now always runs through the ship's complete firing pattern.
Straighter, thinner shots from the Hangar
Fixed the Hangar and Scout deck's idle gunfire demo firing in scattered directions with one gun bore staying silent — every shot now fires straight ahead, matching how the guns are actually mounted. Bolts are also noticeably thinner now, in both the showcase and in flight — trimmed down several times over based on feedback.
Brighter hulls in the Hangar and Scout deck
Added a light from directly above in both showcase scenes — the tops of your starship and scout drone were reading noticeably darker than the rest of the hull.
Your scout drone shows off its guns too
The Scout deck's showcase now occasionally fires an idle burst from your drone's own turret cluster, same as the starship's Hangar view — a quick demonstration of its real firing pattern, purely for show.
Switch vessels from the Hangar
A new Vehicle dropdown on the right of the Hangar scene lists every starship hull you've unlocked — pick one and the model swaps in the bay right away. Unlocking new hulls still happens with Stardust from the header.
A clearer Scout deck
Your commissioned survey drone now sits in its own square hangar view with its stats beside it, and the deck focuses on your next darkzone mission instead of implementation notes.
Survey results now come through
Launching a darkzone survey now reliably shows its result and refreshes the Scout Deck, so recovered finds and discovered systems do not appear to vanish.
Every ammunition tier has its own fire signature
Ballistic, sabot, railgun, and plasma rounds now fire gold, orange, cyan, and magenta bolts respectively, including their matching muzzle flashes.
Dyson panels now block your ship
Built collector panels, frame rings, and support ribs are now solid in pilot mode. Unfinished bays and the lattice gaps remain open, so the Dyson structure feels physical without becoming a sealed wall.
Flight handling has real weight
Your starter starship now accelerates, brakes, reverses, and steers smoothly instead of snapping to full movement. Its Stats card also shows Turning, Acceleration, and Braking; the cargo hauler stays slow but stops reliably, while the scout is nimble for survey work and escape rather than combat.
Choose and spend ammo while flying
Pilot mode now includes a live magazine selector for every crafted round type. Shots reduce the displayed count immediately, then settle together when you land instead of creating a network request for every bolt.
Ammo comes in full magazines
Every ammunition recipe now fabricates 100 rounds for the same material cost, so stocking up for future sorties is far less punishing.
Ammo loadout fits every viewport
The ammunition magazine now scrolls within its own bounded area, keeping the final round and Close button fully reachable on short screens.
A distinct icon for every ammunition tier
Ballistic Slugs, Sabot Cartridges, Railgun Slugs, and Plasma-Jacketed Penetrators now have dedicated item art in fabrication, inventory, and your ship loadout.
Research your ammunition
Ordnance Refinement I-IV now appears in the Research Lab, unlocking each ammunition tier in order for the Fabrication Bench.
Starship equipment loads reliably
Fixed the Hangar equipment bar crashing in the browser while loading your ammunition slot.
Craft and load ammunition
A new Ordnance research track unlocks four tiers of kinetic ammo to craft at the Bench — Ballistic Slug, Sabot Cartridge, Railgun Slug, Plasma-Jacketed Penetrator. Load a type into your ship's new Ammo slot at the bottom of the Hangar scene; each round carries a small firepower bonus, and loading never uses it up.
Scout missions now do something
Every darkzone mission has a Launch button now. Send your scout drone out and it comes back with something — a blueprint fragment, a lore book for your archives, or nothing this time — instead of the mission board just being a catalog to read.
Annex or Conquer a discovered system
A lucky (or dangerous) darkzone run can turn up a whole uncharted star system. Empty ones you can Annex outright; guarded ones take a real Conquer action to claim. Once it's yours, it shows up in Manage like any other system.
Neutron stars
Uncharted systems come with something no repository ever generates: a small, calm blue-grey star with a thin beam of light piercing straight through it. You can preview the look on the Sample universe's debug panel too.
A more grounded scout drone
Trimmed the scout drone's stats — its speed in particular was effectively maxed out, leaving no room for a future scout model to actually be faster. It's still the quickest, most perceptive hull in the fleet, just no longer at the ceiling.
Simpler, steadier altitude control
Removed piloting's mouse-driven climb/dive after reports it felt glitchy. Space and Shift are now the only way to change altitude — simpler, and always steady.
A stats card for your scout drone
The Scout deck now has a Stats button next to Paint bay, showing speed, handling, hull, armor, firepower, sensors, cargo, and signature — nimble and perceptive, but no fighter.
No more cockpit clipping
The pilot-mode cockpit camera now sits clear of the ship's own hull instead of poking into it, fixing a clipping issue where flying could show the inside of your own ship.
A stats card for your starship
The Hangar now has a Stats button next to Launch and Paint bay, showing speed, handling, hull, armor, firepower, sensors, cargo, and signature at a glance. The free starter hull leans hard into cargo capacity, with modest combat and flight performance instead of quietly outclassing every combat drone in the fleet.
Cruising speed, and no more drifting
Piloting your starship is now a genuine cruise instead of a jet — dialed back several times over based on feedback. Also fixed the ship slowly climbing or diving on its own after you let go of everything; it now holds its altitude until you actually press Space or Shift again.
Fixed stretched pilot HUD buttons
Hovering the Controls button while piloting no longer stretches the Eye and Pilot buttons next to it into wide, empty-looking pills.
Open fire while piloting
Hold the left mouse button while flying your starship to fire — a bolt from the nose plus a muzzle flash, purely cosmetic for now.
No more oversized scout drone flash
Fixed the commissioned scout drone briefly flashing huge on a fresh page load before settling into its properly framed size.
A better angle for Follow orbit
Following a planet's orbit now sits a little further back and looks down on it from above by default, instead of keeping whatever angle the camera happened to be at. You can still drag to look around, from a near-overhead view down to a horizon-level pass.
A cockpit view while piloting
Piloting your starship now feels like flying from the cockpit instead of watching from high overhead — the camera sits right behind the hull and looks out ahead of you, and it no longer drifts further away the bigger the system is.
A tidier Hangar HUD
Removed the old Fleet button from the Starship Hangar scene — it duplicated the Launch rocket right next to it. Switching hulls now lives in a separate Vehicle dropdown with its own icon.
Plant a species and choose a resource together
Directed terraforming on a synthetic world can now also plant a chosen species in the same action, instead of forcing a choice between the two. A new checkbox reveals the colonist picker right alongside the resource picker.
Themed terraforming pickers
The colonist and resource dropdowns in the planet panel now match the rest of the interface instead of showing a plain system menu, and the resource picker shows each mineral's icon.
Directed terraforming is for synthetic worlds
Choosing exactly which resource a barren world produces on terraform now only works on synthetic worlds seeded through Orbital settlement. A naturally-barren world already carries a real language from your repo, so it keeps only the standard Terraform and Gene Seed options — same as before this world had an atmosphere.
A Dyson sphere that builds itself
Purchasing the next Dyson-sphere development tier now grows its new ring of scaffold into place over a couple of seconds, instead of the whole band snapping into existence at once.
Jump-to-a-planet moved up
The "System" jump-to-a-planet button now sits right under Navigation in the same button column, instead of lower down on its own.
A universe orb on the home page
The home page now shows a small, slowly-turning constellation with one point for every public repository charted in git-universe — wired to their nearest neighbours into a loose globe, with each repo always in the same spot — plus the live count of stars and black holes alongside it.
Smoother planet follow
Following a planet's orbit up close no longer stutters — the camera now locks exactly onto the planet instead of chasing it a frame behind, which was especially rough in large systems with fast outer planets.
Jump straight to a planet
A new map-pin button in the system view opens a list of every planet — pick one and the camera flies in and follows it. Handy in big systems where planets are tiny and hard to click.
Pull back further in a system
The system view now lets you zoom out noticeably further before hitting the limit — helpful for taking in a large evolved or Dyson system at a glance.
Paint your scout drone
Your commissioned scout drone now has its own Paint bay, styled just like the starship's — pick a preset hull tint or a fully custom color for 40 Credits, or reset it for free.
The scout drone's floor grid stays put
Fixed a bug where the commissioned scout drone's hangar floor grid could clip through the hull instead of sitting beneath it.
Straight home when you enter a galaxy
Opening a galaxy now takes you straight to your homeworld's system if you've set one, instead of always the first system in the collection.
See a reserved orbit right away
Buying Orbit surveying now draws the empty orbit into the system view immediately, instead of the scene staying unchanged until you settle a planet into it.
Lore books in your archives
Scout drones now bring back lost in-world documents — survey logs, recon manuals, Foundry Relic analyses. Read them from the new Archives shelf on the Inventory page; commissioning a scout drone recovers its field manuals to start.
A top-down pilot camera
Piloting now views your ship from almost directly overhead, with just enough trailing angle to keep your heading readable — nearby planets stay imposing and the ship no longer looks like a toy.
Planet dossiers clear the scene HUD
Opening a planet, moon, or star dossier now temporarily hides the top-left system label and right-side system cards, giving mobile and long panels a clean view.
Clearer planet dossiers
An open planet dossier now fully masks the scene label layer, keeping system text from showing through long cards.
A correctly framed Scout drone
The Scout turntable now starts outside the hull and frames the full vehicle instead of dropping the camera into its geometry.
Fabrication respects research locks
Recipes now clearly show when research is required and link straight to the needed protocol, instead of sending you to a failed fabrication attempt.
A cleaner Scout assembly checklist
Scout components now stack cleanly inside a narrow panel instead of leaving the final sensor payload stranded in a half-empty grid.
Gene Seed is the crafted name
The colonist-selection item is now simply Gene Seed everywhere new items are crafted or used. Existing Plant Gene Seed inventory remains fully usable.
Commission your scout drone
Fabricate the five required components, then commission a permanent scout hull from the Scout deck. Its dedicated scanning animation runs in a mission-ready hangar view for darkzone sorties.
A scout drone enters the catalog
The Scout deck is now mapped to the credited Scouting Drone - Lemon 1 model, while the original armed drone now serves the Combat Drone program.
A closer pilot camera
The flight camera now follows much closer behind your starship, keeping the hull at a sensible size even in large systems.
Darkzone drones need sharper eyes
Scout hulls now require a craftable High-Resolution Sensor Array, unlocked through a new Scout Drone Systems research project after Command Systems.
A living Gene Seed
Gene Seeds now display as glowing DNA enclosed in an organic seed capsule, making their colonist-selection role clear wherever you see one.
Scout darkzones on a dedicated deck
Manage now includes a Scout page for planning unmanned darkzone runs, with a lighter drone build checklist, escalating danger zones, and rare Foundry Relic blueprint leads.
A controls guide while piloting
Pilot mode now has a ? button under the rocket toggle that opens the full flight-control list, plus a one-time hint the first time you launch. Both only appear while you're actually flying.
A cleaner bench after your first ship
Once your first starship is commissioned, the Fabrication Bench hides its introductory subsystem checklist while keeping every subsystem recipe available for future vessels.
A more industrial Atmosphere Generator
Atmosphere Generators now use a compact scrubber icon with vents, intake stacks, and a bright processing core across the Fabrication Bench, Inventory, and market.
Stardust for every commendation
Every claimed achievement now awards a small amount of Stardust alongside Credits, with tougher milestones granting a little more to your fleet reserve.
Doctrine choices stay actionable
Choosing a civilization doctrine no longer hides Cultivate or other planet controls. The planet dossier now shows the active doctrine and exactly what it does.
World doctrines are real specializations
Builder Guilds reduce civic-project Credits, Archive Circles strengthen refinement, Biosphere Stewards speed Cultivate, and Transit Navigators remain the direct-output choice.
Planet actions stay in reach
Terraform and Cultivate now stay above optional planet details, and long dossiers scroll instead of hiding their lower controls off-screen.
Settling a planet no longer delays Resync
Adding a purchased planet no longer starts the five-minute GitHub Resync cooldown. That timer now applies only when you explicitly refresh a system.
Two-part terraforming
Terraforming now uses a crafted Atmosphere Generator plus Credits. A separately crafted Gene Seed is optional and lets you choose the species that settles the new world; earlier item labels still work.
A more organized Research Lab
Discovery paths are now grouped by theme — Stellar & cosmic, Fleet & expansion, Civilization & economy — instead of one long, unordered grid.
Mara has some things to say
The Dockside Trader now has a bit more personality — a tagline, a knowing shrug when she's out of stock, and zero shame about her prices.
The Dockside Trader is now a last resort
Mara's fixed-rate markup jumped from 1.5x to a steep 5.0x — check the player Market first. A new Dockside Contract research option negotiates her rate back down to 3.0x.
Commissioning now actually builds your ship
The Hangar's vacant bay now has a Commission button: clicking it consumes the six subsystem modules to build your vessel, instead of requiring you to hold all six forever just to keep it commissioned.
Native and Synthetic worlds
Every planet now shows whether it grew from your repository's own history (Native World) or was seeded by Intersolar expansion (Synthetic World) — synthetic worlds produce at half the rate, and their orbits now correctly account for an already-evolved star.
Fewer Market listings per seller
The cap on active Market listings per account is now 5, down from 10, to keep the board from being dominated by any one seller.
Find out when your listing sells
A new notification tells you when someone buys from your Market listing, wherever you're browsing — no need to keep the Market page open to find out.
Negotiate your Market fee down
The player Market's cut starts at 10% and can be researched down in three stages, to as low as 4% — a new Market negotiation track in the Research Lab.
A clearer Market listing confirmation
Posting a Market listing now confirms it in one plain sentence — quantity, resource, and total price — and the resource picker shows each item's icon instead of just its name.
Dashboard merged into Manage
The old Command Deck page is gone — Manage is now the one place to land, with Inventory and Research covering everything it used to show. Old links still get you there automatically.
A player market
Trade resources directly with other captains: post a listing at whatever price you set, or browse and buy from anyone else's. Complements Mara's Dockside Trader, which still offers a guaranteed fixed rate.
Clearer research progress on Manage
The Manage dashboard's Research card now shows core protocols and resource calibrations as two separate counts, instead of one combined number that could read as more unlocked than actually exist.
Stardust, now in the header
Buy Stardust from any page — a balance pill in the header opens the store, with a fresh gold-and-glow look and a Best Value badge on the biggest bundle.
Docs moved to the footer
The header's Docs link now lives in the homepage footer, keeping the navbar focused on your fleet.
A real Manage dashboard
The Manage page now opens with an account overview — systems, galaxies, inventory, research, and your starship at a glance, each card doubling as a shortcut. The header's Manage dropdown is gone in favor of a clearer, always-visible navigation strip at the top of every Manage page.
Intersolar expansion, in three stages
Expanding a public system is now three separate research stages instead of one: Orbit surveying reserves an empty orbit, Orbital settlement seeds a barren world into it, and Directed terraforming lets you pick exactly which resource that world produces when you terraform it.
A research protocol you can now find
World Culling now has its own card in the Research Lab, instead of only being researchable from an inline button on the one planet card that used it.
A confirmation when your galaxy grows
Creating a galaxy or adding a repo to one now shows a confirmation with its name and what happens next, instead of the dashboard just quietly updating.
A dashboard that looks the part
The galaxy dashboard's dropdowns and checkboxes now match the rest of the game's look, instead of borrowing your browser's plain default styling.
Nine new achievements
New Captain's Record milestones for commissioning your fleet, establishing a homeworld, building a Hangar, ratifying a civic doctrine, fully developing a world, engineering Singularity Containment, reaching the Rainbow black hole tier, mastering the Fabrication Bench, and refining your first resource.
Settle a new world
Research Orbital Expansion to unlock a repeatable purchase that surveys and settles a genuinely new planet in one of your public systems.
Fly with the mouse too
Piloting your starship briefly also climbed and dove by moving the mouse up and down. Removed after reports of jittery altitude control — Space/Shift remain the way to change altitude.
A closer look at your ship
The Hangar's camera now sits closer and the ship is properly scaled, instead of a small model in a big empty room.
Know what you can build right now
Fabrication Bench recipes gently pulse whenever you have everything on hand to craft them.
A clearer paint bay confirmation
Saving a new hull tint no longer shows a confirmation that read like the feature was locked.
A mobile menu that gets out of the way
The mobile navigation menu now closes automatically after you tap a link, instead of staying open over the page you just navigated to.
Hull plating stays secured
Fixed a bug where spending Alloy Plates on anything else after commissioning your starship could disable the Hangar again. The 100-plate hull reserve is now a one-time secure instead of a standing balance you have to keep holding.
Distant containment frames match their black hole
A private system's distant Singularity Containment frame now tints to match that black hole's own purchased evolution color instead of a fixed cyan — including a cycling rainbow on the rarest tier.
World Culling, not Reclamation
Renamed the research protocol and planet-card action that wipes a settled world back to pristine from "World Reclamation" to the more fitting "World Culling." Same protocol, same cost, same partial refund — just a name that matches what it actually does.
A real paneled Dyson sphere, from afar
Distant Dyson destinations now show individual clear collector panels arranged over a frame, instead of one solid opacity-shaded surface.
Contained singularities, visible from afar
Private systems with a built Singularity Containment tier now show a distant containment frame, the black-hole counterpart to a public system's distant Dyson shell.
A partial refund on Reclaim
Reclaiming a world now refunds a share of the Credits you already sank into terraforming, cultivating, and civic development there — previewed before you confirm, and still a net loss overall on a fully-developed world.
Research your world's growth
Funding a world's civic development projects (Frontier charter through Stellar launch authority) now requires researching the matching stage first in the Research Lab, same as every other major upgrade path.
A calmer singularity, visibly
Each Singularity Containment tier now visibly pulls in a private system's accretion disk, not just its gravitational lensing.
A hull worthy of the fleet
Commissioning a starship now also requires securing a one-time reserve of 100 Alloy Plates, with progress shown in both the Hangar and Fabrication Bench.
Glass singularity containment
Black-hole containment panels now use a 90%-opaque smoky cyan glass finish, with only a faint view of the accretion disk and event horizon through the completed frame.
True Dyson systems at a distance
Distant Dyson destinations now use a compact version of their real stellar core, curved frame, and built collector coverage instead of a generic wireframe shell.
Research reclamation from the world
Eligible planet cards now show the World Reclamation protocol, its cost, and a direct research action before offering the reset confirmation.
A proper Stardust delivery
Confirmed Stardust purchases now arrive with a gold delivery transmission, expanding signal rings, and a brief particle burst in the Hangar.
One payment, one Stardust grant
Stardust purchases now atomically settle once even if the Stripe webhook and return confirmation arrive together, and rapid repeat clicks cannot open duplicate Checkout sessions.
Reliable Stardust delivery
After Checkout returns, the Hangar now confirms a paid purchase securely if a webhook is delayed and refreshes your Stardust balance automatically.
Reliable payment return trips
Stardust Checkout now returns to the live site address that started payment, even after a Vercel deployment or alias changes.
Working Stardust checkout
Stardust packages now carry Stripe's required digital-game tax classification, so Managed Payments can open Checkout normally.
Readable Refinement actions
Refinement purchase controls now stack cleanly in every card, so their labels stay readable on narrower screens and dense resource grids.
Research breakthroughs stay in view
Every Research Lab discovery now appears at the center of your screen, including refinements researched farther down the page.
A clearer Refinement control deck
Resource Refinement now uses the same purposeful action styling as the Fabrication Bench, with clear Mara purchase, calibration, and Dockside Trader controls.
Uncapped mineral refinement
Resource Refinement now has no final level. Every calibration adds another permanent 3% yield to that mineral, while its Credit and material costs grow exponentially; each card shows your current level, total bonus, and next target.
Refine without leaving the Lab
Resource Refinement cards can now buy their missing raw mineral directly from the Dockside Trader at its normal 1.5x rate, so you can complete a research-ready order in one place.
Build a Hangar, then Launch
Commissioning a starship now also takes a designated homeworld and a Hangar built on any of your worlds (research it in the Research Lab, build it from a planet card). Once commissioned, hit Launch in the Hangar to drop straight into piloting your ship in your homeworld's system.
Stardust and new starship models
Buy Stardust, a premium currency, from the Hangar's new Fleet panel to unlock additional starship models as they're added — cosmetic only, it never touches production, Credits, or research.
Choose your colonists
Craft a Gene Seed alongside an Atmosphere Generator to establish a world with a hand-picked species instead of a random one, right from its planet card.
A second chance for any world
Research World Reclamation to wipe a settled planet's atmosphere and civilization back to pristine and start it over — a real cost, and a real do-over.
Refine your resources
The Research Lab includes a Resource Refinement section for permanent mineral-specific yield bonuses across every resource you mine.
Name your planets
Owners can now rename any of their planets right from its card — click the pencil next to the title to give it a name of your choosing.
A grand vessel reveal
Commissioning your starship for the first time now triggers a one-time reveal burst, and the Hangar scene eases in smoothly every visit after that.
The paint bay, right in the scene
The hull-tint picker now lives inside the 3D Hangar view itself as an in-scene control, with brighter lighting so your chosen color actually reads clearly.
Worlds with defining traits
Each planet now carries logical terrain and orbital traits, such as deep mantles, rings, moon tides, and continental basins, with small local benefits where appropriate.
A living Hangar vessel
The commissioned starship now plays its bundled rigid-part animation as it idles in the Hangar.
A real Hangar backdrop
The commissioned starship now sits against a deep-space star field and subtle docking grid instead of an empty turntable.
A larger Hangar bay
Commissioned starships now have a wider, taller 3D Hangar viewport for a more commanding close-up presentation.
Paint your starship
Once commissioned, choose a hull tint from a themed paint bay right on the Hangar page, or pick a fully custom color — it's saved to your account.
See what you've already made
Every Fabrication Bench recipe now shows how many you currently hold of that item, right on its card.
An organized Fabrication Bench
Recipes are grouped by use instead of one long list — General, Consumables, and Ship parts — with your live subsystem-readiness count right where you're crafting.
Know what each research stage unlocks
Hover any stage icon in the Research Lab to see exactly what that stage does and what it unlocks.
Correct research progress counts
Fixed a display bug where a fully completed research track showed "Stage 0" instead of counting every finished stage.
Your commissioned starship
Once you've crafted all six starship subsystems, the Hangar now shows your actual vessel in 3D instead of an empty bay.
A more focused home page
Removed the open-source transparency card and its GitHub source link from the home page.
Guide your civilizations
Frontier worlds can now choose a permanent civic doctrine and fund milestone projects as their settlements grow, each making that specific world's resource output stronger.
A clearer navigation order
Signed-in navigation now follows the natural captain flow: Explore, Dashboard, Manage, Profile, Docs, then Log out.
A complete field manual
The new Docs page explains every major system, from planets and resources to civilizations, research, travel, privacy, and achievements.
Starship parts you can recognize
Command, habitat, reactor, drive, cargo, and defense components now each have their own distinct technical icon.
Orientation where it helps
Captain Orientation stays available on signed-in app pages until you complete it, while full-screen 3D scenes remain unobstructed.
A balanced research grid
Dyson Construction and Starship Development now sit alongside the other discovery paths in the same two-column Research Lab layout.
Reliable active production
Every active planet now reaches at least one collectible resource before its storage window fills, so production rows always have a meaningful countdown.
Your homeworld stands out
The active capital now carries a luminous Homeworld tag and a clear navigation status in its planet card.
Home is always in view
Galaxy Navigation now keeps your Home system in its own top row, including a clear current-location marker when you are already there.
One open scene panel
Opening Navigation now closes the Orbital Market, and opening the market closes Navigation, keeping the scene view clear.
A capital establishment transmission
Choosing a homeworld now confirms your new capital with a themed command transmission.
Clearer inventory sales
Every inventory sale now confirms the materials exchanged and the Credits received, whether you sell one stack, a selection, or the whole hold.
Measured GitHub refreshes
Each public system now has a five-minute resync cooldown, and bulk refreshes skip systems that were updated too recently.
Confirmed GitHub refreshes
Resyncing a system or your whole public fleet now asks for confirmation before refreshing its generated worlds.
A living world in every public system
Every newly generated public system now includes an atmospheric starter world, and resync can repair older all-barren systems.
Infused singularity containment
Research and infuse a dedicated containment frame around a private singularity to build a Dyson-shell lattice and progressively calm its gravitational warp, without distant marker lensing noise.
Visible distant Dyson systems
Public systems with a Dyson construction now show a lightweight lattice around their distant galaxy markers, making them easy to spot at a glance.
v0.1.6
Management, economy, visual polish, transparency, and stellar evolution.
One open scene panel
Opening Navigation now closes the Orbital Market, and opening the market closes Navigation, keeping the scene view clear.
A capital establishment transmission
Choosing a homeworld now confirms your new capital with a themed command transmission.
Clearer inventory sales
Every inventory sale now confirms the materials exchanged and the Credits received, whether you sell one stack, a selection, or the whole hold.
Measured GitHub refreshes
Each public system now has a five-minute resync cooldown, and bulk refreshes skip systems that were updated too recently.
Confirmed GitHub refreshes
Resyncing a system or your whole public fleet now asks for confirmation before refreshing its generated worlds.
A living world in every public system
Every newly generated public system now includes an atmospheric starter world, and resync can repair older all-barren systems.
Infused singularity containment
Research and infuse a dedicated containment frame around a private singularity to build a Dyson-shell lattice and progressively calm its gravitational warp, without distant marker lensing noise.
Visible distant Dyson systems
Public systems with a Dyson construction now show a lightweight lattice around their distant galaxy markers, making them easy to spot at a glance.
A wider singularity view
Private systems now zoom out far enough to frame an evolved black hole and its full accretion disk.
Moon dossiers
Select any moon in a system to read its own visual dossier and identify the world it orbits.
Find your way home
Your chosen homeworld now anchors one Home system, shown first in its galaxy navigation console for quick return travel.
Civilizations take shape
Every planet now develops a named species and culture as settlements progress from their first cradle habitats toward a stellar civilization.
Achievement commendation rewards
Every earned achievement now awards a one-time Credit payout that scales from early exploration to completed Dyson construction.
Accurate first collection
The First collection achievement now unlocks only when resources have actually reached your inventory.
Better mission telemetry
Added privacy-conscious page, visitor, and performance analytics to help guide future improvements to the universe.
Manage anywhere
The Manage deck now adapts its galaxy, system, and repository controls for phone screens while preserving the full desktop command layout.
Captain starter kit
New captains begin with 400 Credits and a guided Command Deck walkthrough for their first system, resources, and research milestones.
Research paced for smaller systems
Fabrication benches, protocol costs, and component requirements now let a developed small system make meaningful research progress over weeks and months instead of years.
Survey craft development
Research and fabricate Command, Habitat, Reactor, Drive, Utility/Cargo, and Defense modules while preparing your first starship.
Homeworlds and smarter Dyson research
Choose a homeworld from any owned planet, and unlock each Dyson expansion stage through its own research protocol before construction begins.
More deliberate management
Management decks now return to your last system, inventory rows are cleaner to scan, and galaxy deletion asks for confirmation before removing a collection.
Tiered Dyson development
Build your Dyson sphere from the equator to its poles: each of three frame tiers unlocks a new paired layer of twenty curved collector panels.
Cleaner system nicknames
Nicknames now reject profanity for every system, including private ones, while keeping public names safe to share.
A hollow-shell Dyson structure
Dyson structures now enclose Blue Giants with two translucent hemispherical shells and an illuminated equatorial seam.
A cleaner Dyson shell silhouette
Dyson modules now form a uniform engineered pattern with subtle seams, without exposed scaffold lines or temporary collector markers.
A more believable Dyson collector shell
Dyson structures now use blue-steel hex modules, visible seams, and glowing collector nodes over a curved hull instead of oversized overlapping plates.
A Dyson sphere that closes around its star
Build a d20 foundation, expand it into a d30 scaffold, then commission a d40 collector shell that finally encases your Blue Giant.
Research breakthroughs you can feel
Completing research now broadcasts a short lab discovery animation and confirmation transmission for each new technology.
Galaxy scenes load reliably
Fixed galaxy exploration after the Dyson collector-platform update, so systems can open normally again.
Your galaxies have their own signal
Explore now separates your published galaxies from community constellations, while keeping your private collection sealed in its own view.
Faster public exploration
Public galaxy charts and repository previews now reuse short-lived data, reducing repeat loading work while your own imports and resyncs stay fresh.
A protected database boundary
Game data is now protected by database row-level security, keeping direct database access behind the signed-in server experience.
Focused management decks
Manage now groups Systems, Inventory, and Research, each with a focused workspace while the Dashboard remains your all-in-one command view.
Craft, research, and build
Build and upgrade your Fabrication Bench from Field Forge to Megastructure Works, craft components in batches, and quickly buy missing raw materials when Credits allow before advancing stars, singularities, and Dyson construction.
A searchable Dockside Trader catalog
Mara's Field Supply now has item lookup and a compact scrollable catalog, so finding materials stays easy as the shop expands.
Generate a temporary universe from any public repo
Paste a public GitHub URL or owner/repo on the home page and select View universe to explore its star system instantly. Every preview gets a shareable link, without creating an account, saving it, or entering the game loop.
Easier to discover
Public pages now provide search and sharing metadata, a sitemap, and crawler guidance while keeping your account, dashboard, and private game state out of search results.
Clearer economy surfaces
Resources can now be collected whenever whole units are ready, while a full-storage timer protects against missed production. Resources and Inventory also have searchable, scrollable rows for large collections, with a final payout check before selling everything.
Achievement unlock transmissions
New achievements now arrive as a themed top-center transmission when you earn them, without replaying your existing record.
Your Captain's Record
A new Profile page tracks your earned achievements across systems, galaxies, living worlds, stellar evolution, Dyson construction, minerals, and daily check-ins.
Black-hole evolutions are now singularity events
Feeding a black hole now unleashes a longer, destination-colored energy collapse, horizon surge, and expanding shockwave. Each later tier intensifies the particle storm while its energy stays outside the growing horizon.
Every black-hole evolution now shows
Successive Void Essence feeds now advance through their correct color and size stages instead of replaying the Red transition after the first upgrade.
Know when production storage is full
Dashboard now counts down to full production storage and clearly signals when your worlds have reached capacity.
Reliable Dashboard collection
Dashboard collection now loads reliably after the daily check-in update, with its database state aligned to the current app.
Collect All is now a daily check-in
Resources can be collected once every 24 hours instead of anytime, with the payout capped to a day's worth of accrual — a predictable daily ritual instead of an incentive to check back constantly.
Evenly spaced orbits after your star grows
Fixed a bug where planets on more elliptical orbits could still overlap a neighboring orbit after being pushed clear of an evolved star or Dyson shell, even though their spacing looked fine at a glance.
No more phantom lensing
Fixed a bug where the gravitational-lensing warp effect could appear on screen with no black hole actually in view, caused by the effect misreading the position of one that was behind the camera.
Real black holes from a distance
A black hole's clickable marker is now a real miniature version of the up-close scene — an actually-tilted disk around an actually-solid sphere — instead of a flat illustration that could look see-through or flicker from certain angles.
Follow a planet's orbit
Every planet card now has a toggle to lock the camera into a close orbit around that world, riding along as it circles the star, instead of free-roaming the whole system.
Distant systems have more life to them
Other systems' clickable markers now glow with a warm core and a gentle twinkle instead of a single flat-colored dot.
Zoom in on planets near a big star
Fixed a bug where an evolved star's size stopped you from zooming in on any planet or moon in that system, even ones nowhere near the star itself.
Orbital market grouped by galaxy
Your planet upgrades now group by which galaxy each system belongs to, with the one you're currently viewing listed first — instead of every system you own interleaved with no indication of which collection each is part of.
Dyson spheres assemble instead of appearing
The frame builds itself one socket and strut at a time, and each purchased panel now flies in as six outlined pieces that lock together with a brief flash — no more instant pop-ins. The shell also sits noticeably closer around the star, so it reads as an enclosure instead of scattered parts floating in orbit.
Smoother orbits when your star grows
Planets, their orbit paths, and your asteroid belt now ease out to a safe distance as your star evolves, instead of snapping there in one frame — and orbits start clearing the way before the star's own growth becomes visible.
Planets clear out of the way as your star grows
Upgrading your star's tier now pushes every planet it would otherwise engulf out to a safe orbit right away, instead of only the innermost one after the growth animation finished.
Systems languages pay more
Rust, C++, and C now yield noticeably more valuable minerals when exchanged for Credits, reflecting their low-level, closer-to-the-metal reputation.
Evolved stars are always bigger
Fixed a sizing bug where a small repo's freshly-evolved Red Dwarf or Amber Star could render smaller than a large repo's completely un-evolved star. Every stellar tier now guarantees a visible size jump over baseline.
Your private galaxies in Explore
Signed-in explorers can now switch from public signals to a private view of their own galaxy collection.
Reconnect GitHub from import
If repository access expires or needs a refreshed permission, Import a repo now gives you a one-click GitHub reconnect instead of leaving the list unavailable.
Flexible private galaxy membership
Public galaxies use unassigned systems, while private galaxies can reuse systems from your other collections.
Richer planetary ring systems
Ringed worlds now show layered icy and dusty disks with natural bands, gaps, and a subtle debris shimmer.
v0.1.5
Civilization economy and resyncable systems.
Clear your orbital view
Use the open/closed-eye control in a system view to hide or restore orbit paths whenever you want a cleaner scene.
Upgrade transmissions
Successful world, star, black-hole, and Dyson upgrades now send a themed confirmation at the top of your command view.
v0.1.0
The original git-universe foundation.
Watch atmospheres form
Terraforming a planet now blooms its new atmosphere into view with a short pulse, so the transformation feels immediate.
Return to your last scene
Dashboard now offers a direct path back to the 3D system or galaxy you were just exploring.
Inward-opening HUD menus
Navigation and Shop menus now expand inward from their top-right icons, keeping the controls anchored in place.
Neutral sunlight
Stars now keep their own color while casting clean white sunlight across every planet, with luminosity still controlling intensity.
Recognizable evolved stars at a distance
Galaxy markers now reflect a public system's evolved star color and relative scale before you travel there.
Cultivation you can see
Terraforming now brings visible life to a planet's continents, and each Cultivate step makes those shared worlds greener for every visitor.
Tiered stellar luminosity
Stars now use visual luminosity from a 1.00x baseline: early stages are dimmer, Golden matches it, and White and Blue stages brighten above it.
Stellar upgrades stay visible
After evolving a star in a galaxy, its new color stays with that system when you return and never bleeds into another system.
Return to your system
Opening Dashboard from one of your systems now includes a direct path back to that same world.
More languages, more minerals
Java, C#, C++, C, Ruby, PHP, Kotlin, Swift, Dart, Shell, Scala, and R now produce their own collectible minerals.
Read your star's field guide
Star cards now include class, temperature, relative scale, luminosity, and the active yield bonus for each evolved stage.
More true-to-life star scales
Stellar sizes now better reflect their real-world classes, from compact red dwarfs to system-dominating blue giants.
Feel each star grow
Stellar stages now have much clearer physical scale, ending in a visibly massive Blue Giant.
Stars now wear their tier
Stellar evolution now recolors the star itself, from its textured surface to its outer glow.
Preview stellar progression
The sample universe now keeps its progression controls visible and lets you slide from a baseline star through Blue Giant and Dyson Sphere previews.
A navigation console for your view
A new icon in the universe view opens a quick-travel list of every system in range, plus links to Explore, Dashboard, and Manage — hover to see the label, click to open.
More natural continents
Planet landmasses now spread across the whole globe instead of sometimes clustering in one spot, and richer, more established systems grow more of them.
Build a Dyson sphere
Once your star reaches Blue Giant, keep going: build a Dyson sphere one panel at a time, each one adding a little more to that system's planet production on top of the Blue Giant bonus.
Our inspirations
The home page now credits the strategy and idle-game inspirations behind git-universe: Stellaris, Melvor Idle, and WorldBox.
Evolving your star pays off
Each stage of stellar evolution now boosts every planet's resource production in that system, up to 1.5x at Blue Giant — not just a new color.
Sell selected minerals together
After choosing amounts, one button now exchanges every selected mineral stack in a single sale.
See your sale total
Choosing mineral amounts in Inventory now shows the Credits you will receive before you sell.
Safer public system names
Public systems and galaxies now block profane system labels, while private-only names stay under your control.
Generate a system name
Need a little inspiration? The system name field can now suggest space-themed nicknames you can save and share.
Compact galaxy browsing
Explore galaxy cards now open their system details only when you ask, so large public constellations stay easy to scan.
A dedicated management deck
Import repos, organize systems, and create public or private galaxies from Manage, while the Dashboard stays focused on your resource economy.
How to play, right at home
The home page now includes the game guide, with the former standalone guide route directing visitors there.
Clear privacy and terms
Privacy and Terms pages are now linked from the home page and shown alongside GitHub sign-in, so the app's data practices are easy to review.
A more cohesive interface
Scrollable lists now use compact starship-console scrollbars that match the rest of the universe interface.
A denser command deck
The dashboard now uses wide screens more efficiently, keeping related controls together while preserving a simple stacked view on mobile.
Sell only what you choose
Exchange a chosen whole amount of each mineral for Credits and keep the rest in inventory for future crafting.
A dashboard supply merchant
Mara's Field Supply lets you buy any resource your systems can produce from the dashboard at a clearly marked 50% convenience markup.
Evolve your star
Public systems can now evolve from a red dwarf through warmer stellar stages to a towering blue giant, funded by Credits you earn in your worlds.
Richer stellar surfaces
Stars now carry a hotter, more turbulent plasma texture, with animated dark cells and bright surface filaments.
Explore public constellations
The Explore board now presents public galaxies as a star chart, with clearer system signals and private systems shown as sealed singularities.
Cultivate living worlds
Public-system planets now produce language-flavored resources over time. Collect them, exchange minerals for Credits, and invest those Credits in planet upgrades.
Resync one or all systems from GitHub
Refresh any public repo's planets from their latest GitHub activity and language mix whenever you choose, while keeping atmosphere and cultivation upgrades intact.
Every repo is a star system
Register a repo and it renders as a deterministic 3D star system — planets, moons, rings, and an asteroid belt shaped by its language mix, size, and commit history. Same repo always regenerates the same system.
Private repos become black holes
Mark a repo private and its system renders as an event horizon with no planets. Nothing about a private repo — not even how big it is — is visible from the outside.
Pick real repos from GitHub
The dashboard now lists your actual GitHub repos to search and add, instead of typing a name by hand. Public/private status comes straight from GitHub.
Galaxies & the Gallery
Group your repos into named Galaxy collections and choose which ones are public. Public galaxies are listed on the Gallery for anyone to explore — private repos inside them still render as black holes.
Smoother, faster rendering
Reworked how the background dust field and glow effects render, cutting a noticeable amount of lag on lower-end machines.
Nickname your systems
Give any of your repos a nickname from the dashboard, and it replaces the raw repo name everywhere that system is shown publicly.
Feed your black hole
Private repos produce Void Essence — spend it to evolve your black hole through red, orange, yellow, green, blue, indigo, violet, and finally rainbow, growing bigger and changing color at each stage.
Up nextroadmap
More ways to bring a repository
Expand beyond GitHub with other repository hosts and direct local-repository support, while keeping the same privacy-first aggregate data model.
Deeper civilization upgrades
Expand settlements beyond their first upgrades with richer city life, orbital infrastructure, and more visible civilization milestones.
Customize your planets
Purchased upgrades to a planet, like adding an atmosphere, will persist across visits instead of being regenerated from scratch every time.
Scoped GitHub linking
Move repo import to a GitHub App with per-repo installation, so you can grant access to exactly the repos you want instead of everything you own.