git-universev0.6.7

Changelog

A build-by-build record of what shipped in git-universe.

Build history

v0.6.0

Worlds raise their own people and grow over time; protect them through stellar collapse, then build donor suns toward an inhabited black-hole endgame.

  • Design your own ship

    The Hangar has a Ship designer: drag any gun to wherever you want it on the hull, turn it, tilt it, resize it or mirror it to the other side, and save the design per ship. Type exact X, Y and Z values to sink a gun into the hull so it reads as part of the ship, not bolted on. Every gun fires from where you put it, straight at your cursor, with a touch of spread. Every weapon now fits every socket, and ascending a ship earns it another socket, up to six. Ships with guns of their own keep firing them alongside what you mount.

  • Every ship flies nose-first

    The Cinderfang Dominion flew backwards in pilot mode and now leads with its nose, and hostile fighters in the combat warps now come at you head-on. Twenty-five hulls fired their bolts from empty space beside the wings; their guns now fire from the hull.

  • Premium draws and boss ships you can fly

    The Fleet page has a Premium draw: 1,000 Stardust for a ship that is always Epic or better, with a featured Legendary or Mythic ship each week that half of all top results land on. Out in the combat warps, every boss now flies a real hull you cannot pull: beat it and it may leave its own schematic, which you claim from Artifacts to add the ship to your Hangar. The boss ships change every week, and The Tide's wardens each roll their own.

  • 100 Stardust every day

    The daily check-in on Events now pays a flat 100 Stardust every day, on any streak, alongside its Credits or materials. Thirty days in a row still earns the free hull, and VIP ranks still add their check-in bonus.

  • Combat warps pay Credits

    Clearing a combat warp now pays Credits on top of experience: 20 for the Outer Rim Sweep, 50 for a Patrol Route, 120 for the Fracture Line and 250 for the Void Gauntlet. The debrief now ends with everything you found: Credits, raid bounties, asteroid haul, and any blueprint recovered from a boss.

  • A cleaner Fleet page

    The Fleet page is now just two draws, Ships and Weapons, each with a ×1 and ×10 button, your pity counters and the rates one tap away. Your collection lives in the Hangar and the Inventory instead of a long roster above the weapon draw.

  • Choose your own flight keys

    Every flight control can now be bound to the key you want, from the settings gear or the flight help panel: pick an action and press a key, and a key already in use swaps over. Your layout is saved on your device. While you fly, clicking a planet or star no longer opens its card, so a stray shot never pops one up mid-fight.

  • Living worlds in the habitat preview

    Plant life now grows as a world develops: microbial mats and moss on a newly terraformed world, then meadows, woodland and finally old forest, shaped by its climate and coloured by its languages. The scene follows the world too: a volcanic world smokes on the horizon and erupts with its events, snow settles on cold worlds and in winters, plants wither in a blight and bloom in good years, and comets, launches and eclipses show in the sky. Flying peoples build treehouse villages linked by rope bridges, birds land to rest and walk about with their wings folded, sea animals leap from the water, crabs, shrimp, worms and little burrowers feed the bigger animals, and manta rays have properly flat heads. Villages keep building as they grow, from wells and workshops to schools, smithies, gardens, fountains, libraries and monuments; treehouse towns add roosts, lookouts and sky gardens, and reef towns grow anemone gardens, grottos, a pearl dome and a reef tower. Pick any species to follow it and read about it. A quiet solo piano plays while you watch, and the world turns from day to night under its own suns: red, blue, twin or a pulsar's flicker, crossing the sky with the world's moons, which now and then slide across a sun in an eclipse, and with the system's other planets shining as bright wandering stars. Mountains ring the land, clouds gather and darken into storms with lightning, a superstorm world's hurricane turns on the horizon, and villages build storm shelters, windbreaks and cisterns against their world's weather.

  • Creatures with faces

    Creature heads are now sculpted on real animals, wolf-like, cat-like, deer-like, horse-like, reptilian and domed, with brows, cheekbones, muzzles and jaws in one smooth shape, eyelids that narrow in anger, droop when sad and widen in alarm, and flexible necks that curve as they graze. Armoured species wear a scaled shell on their backs, and legs rise from shoulders and haunches instead of meeting the body at a crease.

  • Weather in the habitat preview

    The habitat preview now shows what is happening on the world: its own rain, snow, dust storms and thunderstorms, ash from an eruption, flooded or parched ground, and the sky during its events, from auroras and meteor showers to festivals and a red tide.

  • Nations on the globe

    A planet's nations now show on its night side: each lights its own cities in its own colour, with a road between every pair. Trade sends caravans of light along the road; a war sets the frontier ablaze. The habitat preview is now the close-up, showing one village of each nation.

  • Wars move like wars

    A war in the habitat preview now raises watchtowers and a fortified front. Warbands rally behind their standards, advance in formation, clash, then either hold the line or fall back toward their capital to regroup. Flying peoples patrol above the front too. The fighting stays visual and nonlethal—your event decision still determines what actually happens to the nations.

  • Population

    Every settled world now has a population, from a few thousand at first settlement to billions, shaped by its size and how at home its people are. Bigger, kinder worlds produce more, and conquered cities add their people to yours.

  • Nations

    Enlightening now wakes a whole planet: three peoples, each building its own city and growing at its own pace, faster where it is at home. The strongest leads your world; the others trade with it, quarrel over borders and go to war, and you decide whether to make peace, take sides or march on them. In the habitat preview you can watch it: caravans on the trade road, festivals at the border, war camps and skirmishes on the front.

  • Your people build

    In the habitat preview, your people's camp grows with their civilization: nests, then huts round a fire, then houses, a hall, fields and a dock, and finally towers and a glowing spire. Ocean peoples grow their towns from coral. Your world's role and finished civic projects show too, from forges and observatories to walls, markets and a launch pad. Click any building to see what it's for and who's working there, and upgrade it for more output from your world.

  • Watch your world come alive

    The habitat preview now opens a living scene of the world: your people at their camp, herds that graze, drink and huddle, hunters that stalk, flank and sometimes make a catch, parents shielding their young, schools of fish in the lagoon and flocks overhead. Pick any species to follow it, or watch your three candidates in the wild before you enlighten one.

  • Creatures with real shapes

    Fish now have proper silhouettes, from sleek torpedoes to towering sunfish, and turtles and manta-like rays swim the seas. Bodies, necks, tails and limbs bend as one smooth creature instead of a stack of pieces, and predators look the part, with forward-facing eyes and small claws.

  • Species become cultures

    Wild creatures now come with an ecology shaped by their body and planet: habitat, diet, social structure, and niche. After choosing which creature to enlighten, choose whether its civilization emerges naturally, grows through symbiotic guidance, or receives a directed uplift; the choice changes its founding ethos and focus and stays in its world dossier.

  • Enlighten a people

    A world you terraform now grows its own life first: single cells, then larvae, then three wild creatures of different lineages. Choose one to enlighten and it becomes the world's people, with the traits, needs and home that come with its kind. Every creature you meet this way joins your Creatures page.

  • Creatures have stats

    Every creature has Strength, Agility, Endurance, Cunning and Adaptability, read from its body and the world it comes from. A people you enlighten or a strain you settle carries them onto its world as small bonuses, and bred lines slowly improve on their parents.

  • Every world has a role in its system

    Civic doctrines are now system roles. A Forge lifts its neighbours' output, an Academy strengthens their refining, a Granary softens their hazards, a Garden boosts their windfalls, and a Bastion shields the system from plunder and is the only world that can build defenses. Each role costs its own world some output, and a world can change its role every few days.

  • Creatures and breeding

    A new Creatures page keeps every creature you meet, from the peoples of your own worlds to those on worlds your scout drones discover. Breed two into a new strain that inherits its parents' features, colours and culture, then settle it on an airless world with a Gene Seed.

  • Weapon levels with no ceiling

    Weapons no longer stop at Level 18. Keep feeding them and every level past it adds another 1% to the weapon's effect, each asking for more experience than the last.

  • A homepage for the whole game

    The homepage now follows git-universe from its first repository and living worlds through crafting, civilizations, ships, scouting, stellar collapse, and the inhabited-black-hole endgame, with a clearer explanation of privacy and idle versus hands-on play.

  • Worlds dedicated to defense

    Choose the permanent Sentinel command doctrine to dedicate a civilization to defending its system. Planetary defense installations can now be built only on those purpose-built worlds.

  • Eclipses across your worlds

    Moons and passing planets cast soft shadows when they cross the sunlight. Gentler surface lighting makes coasts, mountains and weather easier to see, while lava and city lights keep their glow.

  • A calm first three days

    New captains get three days of peace: no hazards cutting your output and no raids while you find your feet, though lucky surges can still come. Raid and world-event warnings now sit as small alerts at the side of your system instead of a banner across it.

  • Play as a guest, or log in your way

    Jump straight in as a guest with no sign-up, or create an account with a username, password and email you confirm, with password reset if you forget it. From your profile you can connect GitHub, Google and a password to the same account, and a guest who does keeps everything.

  • Your universe first on Explore

    Explore now opens with all your systems, even ones outside a galaxy, with direct entry links and search. Your public and private galaxies sit together below, followed by searchable community discoveries: no more switching tabs to find your own universe.

  • Meet your people

    A settled world's Focus view now shows its people: a creature born of that world, coloured by its languages and shaped by its seas, storms, heat and gravity. It evolves with its civilization, from a single glowing cell to a larva to an ornamented, starfaring species.

  • Peoples with character

    Every civilization now has traits, and every trait cuts both ways: Industrious peoples produce more but cost more to supply, Stoic ones shrug off disasters and lucky breaks alike. Each people is born with two, learns another at every new stage from how you answered its world's events, and you choose one more from three on offer. Together they set its Productivity, which drives both what a world yields and how fast it grows.

  • Hard worlds, hardy survivors

    Worlds are now Mild, Rough, Harsh or Brutal, from their climate and their supervolcanoes, superstorms and tidal locks. The harsher the world, the slower its people grow, less so if they were made for it, and the more its survivors yield as they reach the stars: up to 20% more on a Brutal world.

  • One slot per item

    Every kind of material, part or module in your hold now fits in a single slot, however many of it you have: all your Ion Shards share one slot. Only something new needs room, so a full hold still collects more of what it already holds. Spare weapons still take a slot each, since every weapon carries its own level.

  • Keep your people, change your star

    Research Civilization preservation to shelter your worlds through a Blue Giant's collapse without resetting their growth, traits or era. Stellar civilizations can then build donor suns to feed a fully developed pulsar into an inhabited black hole: your planets and companion suns stay, and further donations bring diminishing local gains. Destructive prestige remains your choice, never a required wipe.

  • Your repositories matter most

    Worlds born from your repositories now yield one and a half times the base rate. Scouted, starter and seeded worlds yield half, except a rare scouted find, which yields more, though never as much as a repo. Your repos are the heart of your universe.

  • Evolve your companion suns

    A binary or trinary system's companion suns can now be evolved through every stellar stage, from Red Dwarf to Blue Giant, just like a system's own star. Each stage repaints and brightens the sun and lifts the output of every world in the system.

  • Cores that feed on their suns

    Pulsars and engineered black holes with a close companion sun now pull its light in: a glowing stream of gas peels off the sun and spirals down, onto a pulsar's poles or into a black hole's disk. Pulsar beams now flare out far wider and longer.

  • Sunlit worlds show their faces

    The day side of a planet no longer washes out into a flat glare: continents, coasts and seas read clearly in full sun, and lava rivers and rifts glow by day as well as by night.

  • Orbit speed, and calmer orbits

    Planets now drift round their stars much more slowly by default, and a new Orbit speed setting lets you run them anywhere from a quarter speed to ten times as fast. It changes only the view: output and events are untouched.

  • Focus on a planet

    Selecting a world opens a compact card with what matters right now: its stage and yield, any live event or decision, and your next actions. Focus takes you to a close-up of that world alone, lit by its sun against your system's sky, with everything else about it beside it: its story, its details and your plans for it. On a phone neither covers the world.

  • Settlements grow on their own

    The Cultivate button is gone: a settled world now grows on its own, taking about a month to become a stellar culture. Ship it supplies from its planet card, in the goods its people grow on or in Credits, to make it grow several times as fast, and faster still by convoy from your supply routes. The first stages come quickly and the later ones take longer.

  • Peoples shaped by their worlds

    A newly discovered world's people now come from the world itself: ocean worlds raise tidal peoples, supervolcanoes forge them, superstorms make storm-riders, and river country, ice and tidal lock raise peoples of their own, each named in its own sound. A people on the kind of world they suit is at home there for up to +8% output, and the Gene Seed picker shows which colonists would be.

v0.5.0

Worlds come alive and fights get real: planets with weather, rivers, superstorms and their own troubles, civilizations whose cities you can see from orbit, and a sky painted from your own universe; fleet battles between captains, squadrons, The Tide, and ships you can actually lose. Plus twenty-two new hulls and seven new weapons sized to their mounts, weapon levelling and mastery, heavy guns that hit like heavy guns, double and triple stars, and a cockpit you can fly from a phone.

  • Heavy guns hit like heavy guns

    The six heavy slug weapons, from the Tack Driver to the Breach Driver, now land several bolts' worth of damage per shot (the slower the gun, the bigger the hit) and put a quarter of every slug straight through enemy shields. Aim well and they keep pace with the spread guns of their tier, and duplicates make the slugs heavier.

  • A sky painted from your universe

    Every system's sky is now painted for its owner from every planet they have: each language's colour fills as much of the gas as it holds of your universe, your suns tint the starlight and your karma sets the mood, so no two players share a sky. About one player in fifty gets a rare sky: a giant spiral galaxy filling the view, or gas in every colour.

  • Double and triple stars

    Some systems you discover now have more than one sun: a pulsar waltzing with a companion star, with every world orbiting the pair, and rarer still a third, dim red sun circling the whole system from far out. Harder dark zones find them more often.

  • Civilizations you can see from orbit

    A world's night side now shows how far its people have come: a few lights round the first landing, cities spreading along the coasts, rivers or high ground their lineage prefers, routes of light between them, and whole continents lit at the end. Civic projects leave landmarks too: a second colony, a capital that burns as a hub, a launch beacon sending rockets up, and a ring of stations in orbit.

  • Resilience against planetary hazards

    A new Hazard mitigation research track in Civilization & economy reduces natural-hazard output losses by 25%, 50%, then 75% across your worlds. Planet cards show the reduced loss while hazards remain active; relief decisions and their karma consequences still matter.

  • Trouble you can see on your worlds

    Eruptions send ash up from volcanic vents and slowly fill their skies with smoke, storm surges flood low coasts, and droughts expose dry riverbeds. Melting-cap hazards shrink the ice; these effects follow the hazard's timer and clear when relief succeeds or its penalty ends.

  • Graphics that fit your device

    Choose High, Medium or Low graphics from your profile or the settings gear. Lower presets reduce resolution and fine planet effects for slower devices, apply immediately, and stay saved on that device.

  • Worlds with features, and skies of their own

    Every world now lists its natural features: volcanic rifts, river country, ocean worlds, ice caps, aurorae, impact basins, tidal lock, rift valleys, geyser fields, and on some worlds a superstorm, a hurricane the size of a continent with a wide open eye that never stops. Features shape a world's events: an aurora bloom or a geyser surge is a windfall, an eruption, melting caps or a drought is a hazard that costs output until you deal with it. Six Planetary engineering protocols pay by what a world is, from Geothermal energy to a Solar array that reads the star's light at that orbit. Skies are alive too: a world's cloud slowly turns from one kind to another, from cirrus wisps and mackerel cirrocumulus through altocumulus rolls and altostratus sheets to cumulus heaps, dark nimbostratus and cumulonimbus towers, with the mix set by its climate.

  • Rivers, aurorae, and worlds of every shape

    New worlds now range from open ocean with a few islands to a single supercontinent or a landlocked world of inland seas, with coastlines cut into bays and headlands instead of the same small islands on every globe. Rivers run from the mountains to the sea on any world with water, and worlds with air glow with aurorae round their poles at night. Planets are also less glossy, and city lights are towns rather than tiles.

  • Reforge a finished world

    A world you have taken all the way, with an atmosphere, full settlement and every civic project, can now be brought to a deliberate extinction. Research Planetary reforging, confirm it on the planet's card, and watch the world come apart; what re-forms in its orbit is a quarter larger and bare, with more to give once you settle it again. Up to three times per world, moons growing with it.

  • Level weapons by feeding them

    Duplicate weapons now arrive as spare copies, and any weapon can be fed spares to fill its experience bar, each level asking for more than the last. Switch on Prioritize leveling and a weapon's duplicates feed it straight from the pull. The inventory is now a hold with 100 slots shared by minerals, parts and spare weapons, with a weapons panel filtered by type and endless Hold expansion research for more room; when it's full, Collect All leaves the rest waiting on your planets.

  • Planets with water, weather and craters

    Worlds now have lakes and lake districts, archipelagos and whole ocean worlds, pale shallows over dark deep water, surf and glittering seas up close, pack ice on cold seas and cracked ice on frozen ones. Storms live on them: cyclones with lightning after dark, polar lows, blizzards and dust walls. Scorched worlds glow with lava at night and airless rocks are covered in craters. Every one of these is drawn in shades of your repo's language colours, so a world still reads as its language first: dry interiors run paler, wet coasts deeper, and even its ice and clouds carry its colour.

  • Every world has its own troubles

    World events went from nine to over ninety, and most now depend on what the world is: its climate, rings and moons, what it yields, who lives there and what they value, and whether it is your homeworld, has a hangar, or was surveyed or found ancient. A world rarely turns up the same event twice running, some decisions have a third answer, and some answers come back about six days later.

  • Crashes cost you the ship

    Flying into a planet or the star at speed now destroys your ship, and so does losing your hull in a fight. Either way you're sent back to the Hangar while that ship spends ten minutes in the repair bay (a rented ship is simply lost) — switch to another if you have one. Brushing a planet slowly just scrapes along it, and the Tide's endless runs don't cost a repair.

  • Enemies give chase

    Hostile fighters now fly like pilots instead of sliding sideways around you: nose-first, banking into turns, running you down, making strafing passes, then peeling away and swinging back for another. They only fire when their nose is on you, they lead their shots, and their guns reach as far as yours, so backing off while you shoot no longer keeps you safe. Boosting away usually breaks contact. In a system's own space they fly around planets instead of through them.

  • Fleet battles between captains

    Your assault squadron against another captain's defence, matched by strength and settled on the spot, with a 3D replay of the fight and a round-by-round report. The fleets open apart and close on each other, and every weapon has a range and a job: scatterguns splash up close, railguns pierce armour from the back lane, missiles arc over the line onto the rear. Win and you take a share of their stored production; lose and any bounty on your head is theirs. Who you hit decides your karma. Squadrons autofill with your strongest hulls, weapons now show a combat power, and your record lives on your profile, where you can hide it.

  • Pulls are much cheaper

    A hull pull now costs 100 Stardust instead of 500, and a weapon pull 75 instead of 300, with the ten-pulls cut to match. A duplicate now pays in its upgrade alone: it permanently strengthens the hull or weapon you already own, and no longer hands Stardust back.

  • Music in space

    Systems, galaxies and the Training Range now have an ambient score: a slow pipe organ over a low drone, soft piano chords and a ticking piano figure, and a glass harmonica melody that rises as the music builds into a full swell and falls away again every couple of minutes. In a fight it picks up into a driving combat score, with drums, a pulsing bass and a darker key, and eases back to calm when the fight is over. It is generated as you play, so it never loops, and it fades out when you leave space. Turn it off or down under Music in the settings gear or the Settings panel inside a system, separately from sound effects.

  • A bigger head start

    New captains now start with 1,000 Credits and 1,000 Stardust instead of 400 Credits — enough Stardust for ten hull pulls in the Fleet before you spend a thing.

  • Notifications you can hear

    Every notification now has a sound, and each kind sounds different: good news rises, a raid sounds an alarm, a waiting decision rings twice, and something that didn't work falls away — so you know what happened before you read it. Collect All gets a sound of its own. A new settings gear beside your profile turns sound on and off and sets the volume, and the same controls are in the Settings panel inside every system. Sortie results wait until you land before they make a sound, so flying stays quiet.

  • Pulls have sound

    Every reveal grows with rarity in short, clean synth tones, more starship console than casino jingle. Epic and up drop in with a deep rumble, and anything new gets its own confirming blip. Mute it, or set the volume, from the settings gear in the header.

  • Raid Engage works again

    Viewing your system from a galaxy used to show a raid's Engage greyed out and claim you had no ship — it now takes you to the system, where your ship can launch. And answering a raid a second time after losing no longer drops you into a fight where neither side can fire: a ship destroyed in one engagement goes into the next one repaired.

  • Flying on a phone stops fighting you

    While you are piloting on a touch screen, a swipe can no longer pull-to-refresh the page out from under your ship, and dragging a thumb across the controls no longer highlights the HUD or raises the copy/share bubble over it. The aiming reticle now sits in the centre of the view instead of above it, and the Controls sheet has separate Keyboard & mouse and Touch tabs rather than a footnote about touch.

  • Menus open in the middle of the screen

    Shop, Navigation, System, Cargo and the Combat warp chooser now open as a panel centred on the screen, scrolling inside itself when the list is long, instead of hanging off the button that opened them. Now that you can drag the HUD wherever you like, a menu pinned to its button could end up squeezed against an edge or half off-screen — and on a phone they now fit whether you hold it upright or sideways.

  • Start with a galaxy, not an empty atlas

    Every new captain now begins with a founding system already filed inside its own private galaxy, so there is nothing to assemble by hand before you even have a second system to put in it. GitHub sign-ins start there too, instead of on an empty atlas until you import a repository.

  • Arrange your cockpit

    Pick a HUD size from Settings if the cockpit reads too small or too large, and the afterburner meter now tells the truth — it was drawn with a slight animation lag, so it still showed charge at the moment the burner ran dry, and it gave no sign of the quarter-full mark the burner needs before it will relight. A new Settings gear in the view rail gathers the scene options — orbit lines, first/third person — in one place instead of scattering them down the column. Hit Arrange in there and every HUD card becomes draggable — put the magazine, the gauges and the rest wherever you actually want them, and the layout is remembered on that device. Reset puts it all back. The view rail also no longer runs off the bottom edge on shorter windows, where its last controls were previously unreachable.

  • Squadrons fly in a V, at their real sizes

    Your five hulls now form up as a V, apex forward, instead of sitting in rows — and they are drawn at sizes relative to each other, so a dreadnought towers over a dagger instead of every ship being scaled to the same length. Capital ships finally look like capital ships next to your scouts.

  • Combat you can actually lose

    If your hull breaks, the engagement is over. Until now you respawned at full strength a few seconds later and could grind down any sector by sheer persistence, which meant armour, shields and the hull bar never really decided anything. You now get the same debrief a clear gives you, and every contact you took down before you went still banks on the way out — losing a sector costs you the sector, not the work. The Tide ends when you do.

  • Worlds with weather

    Cloud belts now drift across your planets instead of sitting still, shearing into streaks because bands at different latitudes move at different speeds — heavy over the equator, clear either side, storms again toward the poles. Atmospheres are lit by their own star: a bright horizon line over a soft halo that glows along the daylit edge, reddens through sunset, and carries drifting aurora over the night-side poles. The haze also knows how far away you are: it swells into a soft halo across the system, so a world with air is obvious at a glance beside an airless rock, and draws in to a thin bright line on the horizon when you come down close. And coastlines have shallows: a pale shelf between deep ocean and the shore, with continents that band from a warm equator to cool high latitudes.

  • Shared links show the system again

    Paste a universe link into iMessage, Slack or Discord and the preview shows a picture of that star system instead of a blank card — the image had been pointing at an address that no longer existed. The site itself now has a share card too, so a link to git-universe anywhere shows the galaxy rather than a bare title.

  • Alabaster Reliquary, the Mythic you build on

    Bone-white where every other hull is painted for the dark, and shaped like a fortress rather than a fighter. It is the deepest hull in the fleet for its length, all armour belt and keel, and it carries four turret mounts, two heavy and two medium, spread top and belly — twice what anything else in the registry has ever had, and the exact opposite of the Vesper Aureole, which has none at all. Four fixed barrels down its flanks fire on their own without touching your magazine, but they are not the point of it: the point is the rack.

  • Vesper Aureole, a Mythic that isn't shaped like a ship

    A closed ring stands around the hull without touching it, and the three lances are spaced a third of a turn apart instead of mirrored left and right. It is the first radial hull in the registry: every other ship, Mythic or not, is built in pairs. It also carries no turret mounts at all, which nothing else does, because it is not a platform you bolt guns to. The three lances do not fire three beams: they fold into one a short way off the bow and a single much heavier beam carries on from that point, through shields rather than onto them, and never touches your magazine. It is the hardest hitting built-in weapon in the game, and on this hull it is the only one you will ever need.

  • Two hulls built from scratch: Corona Kestrel and Vermillion Raptor

    Two new ships, kitbashed rather than dropped in whole. The Corona Kestrel is an Epic interceptor in amber over gunmetal, with a long prow, a swept delta and two lance pods faired under the wing roots that fire on their own. The Vermillion Raptor is a Legendary assault frame in deep red, with canted fins, two turret mounts in line along its spine, and two fixed chin barrels. Both carry their own signature weapon alongside whatever you mount on them, and both ship as one solid hull.

  • Hull schematics: ten ships no pull can roll

    Ten hulls, two at every tier from Common to Legendary, have left the pull pool entirely. The only way to get one now is to recover its schematic on a darkzone survey and claim it from Artifacts, which hands the ship straight over: no materials, no build step, one click. A schematic you already hold never drops again, so the rarest outcome a run has can't come back blank, and rarer hulls are much rarer finds, with a Legendary schematic at roughly one in eighty. Mythic is untouched and still fully pullable. They can't be rented either, since renting one would hand over the thing the find is for.

  • The combat drone stands down

    The combat drone program is retired. Its one real job was holding an unanswered siege for you on a coin flip, which mattered back when you could not reliably get to the fight; now you fly to the system, press Engage, and settle it yourself. Everything it cost has been refunded: the four modules the assembly consumed, the Credits and parts for Combat drone systems research, and the Combat wing reward if you earned it and never claimed it. An ignored siege now always plunders.

  • Pulls give you the whole ship

    A pull no longer hands you a blueprint to build later. Every hull you pull is yours immediately, ready to fly from the Hangar. Blueprints you were holding have already been turned into the ships they were for, and any spares became duplicate upgrades on those hulls.

  • Squadrons

    Set an assault squadron and a defense squadron of five hulls each, from Manage. Where a hull sits decides the lane it fights in: the front line takes the fire and hits softer, artillery at the back hits hardest and only takes the leak until the line falls. Each squadron shows its combat power broken down by lane, and each hull shows what it is worth in the slot you put it in, so moving one between lanes tells you straight away whether it helped. A hull can only appear once per squadron, but it can sit in both. Your five hulls also fly as an actual formation on the page, front line ahead and artillery behind, with Assault and Defense on separate tabs.

  • Take a guarded system by force

    A scouted system held by a Rogue Fleet grid could only be bought. Now you can fight for it: the discovery has a Fight for it button that sends you to the Hangar, where you pick your hull and load-out, and launching warps you straight into the grid. Break all of it in one sortie and the system is yours with no Credits paid. Fall short and the kills still bank, and the discovery waits for another attempt. Paying is still an option.

  • Leaderboards in the nav

    The standings were only reachable through a link that appeared while you were warping into a combat sector. Leaderboards now sits in the top nav next to Explore, signed in or not.

  • The World development bar works again

    Cultivating a world was raising its settlement correctly, but the bar under “World development” sat at zero the whole way and then jumped to full at the end. It now shows how settled the world actually is, moves on every cultivate, and marks where the next milestone sits.

  • A quieter reputation card

    The list of decisions behind your reputation now starts collapsed. Your score and standing stay visible; open the log when you want to see what moved them.

  • Weapon mastery

    Every weapon now earns mastery while it is mounted, and each level makes that weapon stronger, up to +19% to its own effect at Mastery 20. It is separate from the upgrade levels you get from pulling duplicates, and the two stack: duplicates are what you were given, mastery is what you have flown. Every weapon mounted during a fight earns the full encounter, so a full rack levels together. Weapons you already own start at Mastery 1.

  • Beam weapons toned down

    Lasers deal about a fifth less damage. A beam cannot miss, needs no lead and burns through everything on its line, so its listed damage is the damage it really achieves, which made it stronger in a fight than its numbers suggested. A beam now sits at roughly half a gun's damage per second.

  • A Collection worth browsing

    Your hulls and weapons are now grouped by rarity, rarest first, and each tier shows how many of it you hold. Filter to Owned to see just your collection, or Missing to see what is left to chase. Hulls you do not own are drained of colour instead of faded out, so they stay readable while never being mistaken for something you have.

  • A Hangar that fits on a phone

    On a phone the Hangar's panels no longer sit on top of your ship. The flight record and built-in armament stack underneath the bay instead, so you can actually see the hull you are looking at. The fuel gauge moved out of the middle of the view, all five load-out slots fit on screen without sideways scrolling, and blueprint recipes take up about half the space. The desktop layout is unchanged.

  • Some hulls fire a beam of their own

    A hull whose built-in armament is an emitter now actually fires it. The Auric Seraph's Halo Emitters are the first, and both of them fire: a matched pair of continuous beams that cannot miss and need no lead, converging from the two barrels on the arch. Beams also look the part now: a white-hot core inside a coloured haze, tapering toward what you are shooting, with a flare at each muzzle and one where they land.

  • Worlds that turn like worlds

    A planet's spin is no longer random. Big worlds turn fast, the way a gas giant does, and worlds hugging their star turn slowly because the star has dragged on them for a long time. Systems also orbit at about half the old pace, so a system drifts while you watch it instead of visibly circling. Spin was also running faster on high-refresh displays than on ordinary ones; it is the same everywhere now.

  • A profile you do not have to scroll

    Achievements, Collection and Edit profile are now three tabs rather than one long page, so reaching your settings no longer means scrolling past your whole fleet. Your name, commendations, reputation and supporter rank stay visible above all three. Links to a particular tab still work, and reloading keeps you on the one you were reading.

  • Pick your own name

    Your captain's name no longer has to be whatever GitHub or Google called you. Change it from Edit profile: the first change is free, and each one after costs 10,000 Credits. Once you have chosen a name, signing in again will not overwrite it. Names are 3 to 24 characters, and one already taken by another captain is refused.

  • VIP ranks, with a daily stipend and a badge that grows

    Buying Stardust now earns a permanent rank, VIP I through VIP XV, and each one pays Stardust every day, from 10 at the bottom to 375 at the top. From VIP III up, your daily check-in pays more too, rising to one and a half times at the top rank. Every rank wears its own badge, and the border gains ornament as you climb: plain brackets at first, then cut corners, gems, laurels, wings, filigree, a crown, and full regalia at VIP XV. Collect the stipend from the Supporter tab on Events. It is strictly one day at a time: collect before midnight UTC or that day is gone.

  • Contact us, and somewhere for it to land

    A Contact form on the homepage takes bug reports, account and progress problems, Stardust and payment questions, security reports, and ideas. Pick what it is about and the form asks for what that situation needs; a broken-page report brings the page you were on along with it. You get a reference number back, and you do not need an account to write in.

  • Planets with weather and terrain

    Mountain ranges now have a lit side and a shaded side, seas catch the sun, clouds throw shadows on the ground beneath them, and worlds with air glow warm along the day-night line. A frozen world's sea reads as ice rather than open water.

  • The Tide: waves without end, and a leaderboard

    A new combat warp that never stops. Every wave fields tougher ships than the last and pays more, and a warden comes every fifth. Your best wave is kept, and a new Leaderboards page shows who has climbed furthest alongside compact boards for hostiles destroyed, meteorites cracked, stars collapsed and karma.

  • Hostile ships are readable up close

    The coloured halo that helps you spot a distant hostile now fades away as you close in, so it no longer swallows the ship you are trying to look at.

  • Pulsar beams reach across the system

    A neutron star's beams now leave the core as a point and flare open as they go, running far out into the system and dissolving at their ends instead of stopping as a bar.

  • Meteorites are sized like rocks, not ships

    Every meteorite used to be longer than every ship in the game, and the biggest were several times the length of the largest hull. They now run a fifth to two thirds of the shortest hull's length, so the biggest rock still fits alongside the smallest ship. Cracking one pays out exactly what it did before.

  • The star swallows meteorites instead of passing them through

    Debris no longer sails straight through the star it is orbiting. Paths are laid out to clear it, and anything that reaches the surface anyway is consumed and re-enters the field from the rim.

  • Seven new weapons, mostly small and medium

    The Spindle Autogun, Bramble Carbine, Tack Driver, Fork Cannon, Needle Repeater, Cleft Repeater and Brass Driver. Small mounts had two guns to choose between and now have five, which matters most for the lighter hulls that only carry small turrets.

  • Ships load far faster

    Every ship and weapon model was re-encoded with WebP textures and compressed geometry, cutting the fleet from 32MB to 12MB with no visible change. The Hangar and the galaxy view both load quicker, and it matters most on a phone.

  • Weapons weigh on the airframe

    Mounting a weapon now costs a little top speed, more for a bigger gun: 2% for a small mount, 3% for a medium, 4.5% for a large. A hull flying clean is unchanged, and the heaviest loadout in the game gives up under 9%.

  • Twenty-two new hulls across every rarity

    The hangar roster nearly doubles, from kit families never used before: nine commons, five uncommons, and two ships in every tier above, up to the Auric and Ruby Seraphs at mythic. Mythic had no ship at all until now, and the Seraphs are the only hulls with two large weapon mounts. Every one carries its own signature guns.

  • Pulls confirm before they spend

    Rolling a hull or a weapon, singly or ten at a time, now asks first and shows the cost and the Stardust it leaves you. Roll again inside a reveal asks too, since that button lands right where you just tapped.

  • A shorter road to your first ship

    Commissioning a starship no longer needs the six crafted subsystem modules, and no longer consumes them. Secure the Alloy Plate hull reserve, designate a homeworld, build a Hangar, and the bay is yours. The subsystem recipes stay in the Crafting Bench for the projects that still use them.

  • Fly from a phone

    On a touch screen the cockpit is a left-thumb stick for thrust and turning, a Fire pad that also locks rockets, and Climb and Dive pads for altitude. Hold the phone sideways for the roomier layout. The right-hand icon rail folds behind a menu button, and a paired keyboard still works alongside.

  • Answer world events from Manage

    The open-decision list on Manage now shows each event's full text, the time left, and both choices with every consequence (karma, cost, reward, settlement) and lets you decide right there. What you chose stays on the list as its chronicle line.

  • Star card numbers that agree with each other

    A neutron star's role cards now quote the ladder-boosted rate the dossier already showed, the ladder panel names the current rung and the next one on separate lines, a finished Tier-3 Dyson sphere no longer offers its own frame again, a body card no longer sits over the cockpit after Engage, and the scout deck says when a Pulsar Beacon is lowering its prices.

v0.4.0

Combat given real numbers: enemy hull health so firepower finally matters, waves instead of crowds, and shielded bosses, plus tiered achievement ladders that keep paying out, guidance research for launchers, a Crafting Bench that buys and builds a whole chain in one click, and server-owned encounters so progress cannot be forged.

  • Supply routes between your systems

    A harnessed neutron star with a finished warp gate can supply one other system in the same galaxy whose gate is finished: every world there yields 15% more for as long as the route stands. Set routes from the galaxy card on Manage.

  • Beacons and Observatories earn their names

    Owning a Pulsar Beacon makes scout expeditions launch for 25% less; owning a Deep Observatory makes research protocols cost 15% fewer Credits. The prices you see already include it.

  • Reputation on your profile, and decisions you can find

    Your profile shows your karma, the band it puts you in, and the last five choices that moved it. Open world decisions are announced wherever you are and listed on Manage, and a raid you only partly cleared tells you so when you land.

  • Every hull at the right size

    The Cinderfang Dominion, Kraken's Maw and Abyssal Maw were modelled ten times larger than the fleet, like the Dominions before them, so their mounted weapons came out tiny. All three are resized, and the Viridian Dominion's belly socket now sits on its hull instead of inside it. A weapon that no longer fits a mount is now named in that mount's picker instead of silently disappearing.

  • The Twin Autocannon Pod locks into the hull

    Its short mounting stem now sinks into the plating on any socket, top or belly, so it reads as bolted through the ship instead of perched on it.

  • Mount an owned weapon on every socket it fits

    Mounting never spends a weapon, so one you own can sit on two mounts at once. The picker now says so, drops the misleading ×1 count on modules (it stays for ammunition and fuel, where it means something), and notes when a weapon is already on another mount.

  • The Prism Laser Emitter is a large mount

    Its base is as wide as the Starbreaker Cannon's and twice any medium weapon's, so it now fits large sockets only. If you had it on a medium mount, move it to a large one.

  • The Nova Salvo, Flak Battery and Twin Autocannon mount the right way up

    Like the Singularity Array, their models are drawn base-up. It is now turned base-to-hull on every socket, standing on top mounts and hanging under belly mounts, in flight and in the Hangar, still firing forward.

  • Updated ship models load immediately

    A re-exported hull or weapon used to stay stale in your browser for up to a day. Model files are now versioned on request, so a replaced asset shows up on the next reload.

  • The Obsidian and Viridian Dominion carry a full-size turret

    Both Dominion hulls were modelled ten times larger than the rest of the fleet, which the Hangar hid by fitting them to the dock, but a mounted weapon inherited that fit and came out a tenth of its size, floating oddly under the belly. The hulls are resized to match the roster, so a belly turret now hangs at full size and upside down like every other belly mount.

  • Hostile ships are easier to see

    Combat arenas gain a rim light that traces every hull's outline against the dark sky whichever way it turns, brighter ambient fill so the shaded side never goes black, and each hostile now carries a faint glow in its faction colour plus a soft halo behind it, so a distant contact reads as a coloured mote instead of vanishing.

  • Orientation explains the whole loop

    The Captain orientation panel and the field manual's opening section now walk the loop end to end: register, settle and collect, reinvest, climb the star, keep the system alive through events and raids, collapse and rebuild it, then expand. The tips section adds a karma entry and a supernova-timing entry.

  • The remnant ladder

    A harnessed neutron star can be spun up three times (Recycled Pulsar, Magnetar, Millisecond Pulsar), each with its own research, each multiplying the role's output up to double, and each changing the star: a faster sweep, a swollen violet beam, a white blur. Harness a role first; the ladder multiplies that.

  • Harness a neutron star

    A collapsed or scouted neutron star can be put to work. Research Pulsar harnessing and choose a role: a Beacon yields Credits, a Forge Alloy Plate, an Observatory Quantum Cores, a Refinery Singularity Cells, straight from the star, collected like anything else. The rate climbs with every settled world orbiting it, so rebuilding what a supernova stripped is what makes it pay. Roles can be changed at the full price.

  • Raids, gated by your karma

    Good karma keeps raiders away entirely. In the neutral band the odd raiding party turns up; below it, warbands come often, hit harder and pay far more. You get eight hours' warning and a day to fly to the system, press Engage, and repel them in the combat arena. Ignore one and the system is plundered: half output for two days. Raids are announced wherever you are in the app and listed on Manage.

  • Things happen to your worlds now

    A settled world rolls an event every couple of days: a windfall that boosts its output for a day (collect while it lasts), or a decision (a blight, a refugee fleet, a river dispute, a relic, a derelict, a first launch) with a kind answer and a profitable one, each moving your karma. Nothing is lost by being away; an unanswered decision simply passes. The planet card now keeps a dated chronicle of what happened and what you chose.

  • The Singularity Array sits right on a top mount

    It was drawn to hang under a hull, so on a spine hardpoint it stood upside down. It now rolls over on top-side sockets only, in flight and in the Hangar, and still fires forward from its own barrels.

  • Supernova: collapse a Blue Giant for a permanent legacy

    A finished system has somewhere to go. Research the Core-collapse protocol and a Blue Giant can be let go: it implodes, detonates, and leaves a neutron star with every world stripped back to bare rock, the Dyson sphere and eras destroyed, and half the sphere's materials salvaged. In return every world you own, now and later, yields +8% permanently, stacking up to five times. The warp gate and reserved orbits survive, the remnant can be settled again from scratch, and it cannot be undone, so the card asks twice.

  • Edit profile, and deleting your own account

    A third tab on your Captain's record. For now it holds one thing: closing the account. It takes effect immediately. Your systems, galaxies, inventory, fleet and history are erased with no copy to restore from, so confirming means typing your username rather than pressing Yes, and you are told that before the button rather than after it.

  • Pull odds are published before you spend

    The chance of each rarity, and both pity guarantees, now sit on the pull screen itself, read from the same table the draw uses, so they cannot drift from the real thing. Common 50%, uncommon 28%, rare 13%, epic 6%, legendary 2%, mythic 1%, with Epic guaranteed within 20 pulls and Legendary within 50.

  • Refund and cookie policies, and a real checkout consent

    New Refund Policy (purchases are final, and the rights that policy cannot override are stated rather than skipped) and Cookie Policy listing exactly what is kept in your browser. Buying Stardust now requires ticking an acknowledgement that it is delivered immediately and the sale is final, unticked by default, and it genuinely blocks the purchase. A cookie notice explains what is stored; it does not pretend to ask for consent it does not need.

  • Signature weapons show a damage rate

    A hull's built-in armament now reads "2 torpedo tubes · 42 dmg/s" instead of "50% damage". A percentage only means something if you know what it is a percentage of, and the card never said. A rate you can hold against another weapon is more use. It is quoted at baseline firepower; in flight it climbs with yours like anything else you fire.

  • Signature weapons now hit for what their card says

    A hull's built-in armament was stronger than the weapon it was supposed to supplement. Every legendary one out-damaged a mounted gun, and a self-feeding launcher ran at 125% of one while advertising 50%. Cadences are retuned so each delivers exactly its stated share: 35% on an uncommon hull, 40% rare, 50% legendary. Fire patterns are pure character again: a burst, a spread and a single heavy slug of the same rarity deal the same damage, and differ only in how it lands.

  • The Fabrication tab is now Crafting

    The bench was renamed a while back but the nav strip kept the old word, so the tab said Fabrication and the page it opened said Crafting bench. Both say crafting now. The Fabrication scheduling research keeps its name, because that is a research node, not the bench.

  • A tidier Manage overview

    The overview grid is down to Inventory, Research and Market. The Systems, Starship, Scout and Captain cards were repeating things already on the screen. The systems list sits right below, and the rest are in the nav strip along the top.

  • Switching missile locks is fast now

    Swinging onto a second target made you wait out the old lock's seeker memory before acquisition even began, over two seconds between one lock and the next. A new contact under your reticle now starts acquiring straight away, so switching costs the same 0.85s as locking from cold. A target that only briefly slips out of your cone still coasts and still fires, which is what that memory was for.

  • Fixed: bolts veering sideways when you turn

    Shots already in the air were dragged around with your ship as it turned, and the further downrange they were the harder they were dragged. At the range you aim through, a hard turn pushed a bolt sideways faster than it was flying forward. Shots now stay attached to the ship only right at the barrel and fly their own line after that, so they go where you aimed them instead of following you around.

  • Signature weapons say what they fire

    A hull's built-in armament now carries the same Bolt / Rocket / Beam badge the load-out list uses. It is the one weapon you never picked, so there was no way to tell a fixed gun from a launcher, and it matters, because a launcher only fires while you hold a missile lock. The panel says that too.

  • Getting a lock survives a wobble

    An acquisition used to vanish the instant the target left your reticle, throwing away the progress you had banked, so a contact jinking once meant starting over. It now coasts briefly with the bar bleeding down instead of snapping to zero, and picks up where it left off when you get back on target. Flicking on and off a ship still gets you nowhere, and letting go of the key still cancels immediately.

  • Sensors sharpen your missile lock

    A launcher's seeker is the same hardware your radar uses, so it now reads your sensors stat: a keener hull catches targets in a slightly wider cone and holds them from considerably further out. And a lock you have already achieved is no longer taken off you by a squadmate who happens to drift nearer your reticle. It stays on the ship you locked while you keep it framed.

  • Missile locks actually hold

    The lock cone was tight enough that a contact strafing while you turned flickered in and out of it several times a second, and every flicker restarted the acquisition, so getting a second rocket onto the same ship was luck. Acquiring is more forgiving now, and once you have a lock it is kept inside a much wider cone, so holding the frame on a ship keeps you locked and firing. A target sitting dead centre in your reticle can still take the lock, so switching targets on purpose still works.

  • Combat sectors are properly lit now

    Enemies were hard to make out, and turning your ship could make it worse: the arena's lights were fixed in space while the camera moves with you, so flying the wrong way put the light behind whatever you were trying to see. The lights now follow the camera, and the whole rig is brighter, so hulls stay readable at any heading without the fight turning into a showroom.

  • The radar shows which way you're pointed

    Your own blip is a small triangle now, tip pointing where your nose points within the system, plus a tick showing that contacts inside the sensor bubble are plotted nose-up. Adding it turned up that the bubble had been drawn a half-turn out all along. Anything in front of you was plotted behind you, and port showed as starboard. Both are fixed.

  • The chase camera scales with the ship

    One fixed camera distance was being used for hulls that differ more than twenty-fold in size, so scouts sat as a speck in the middle of the frame and the camera on the largest hulls was inside the ship. The trailing distance now follows the hull's own measured size, and every ship is framed alike. Mid-size hulls sit exactly where they did; the largest are followed from far enough out to actually see them.

  • Fixed: missile lock reticles left behind in space

    Losing a lock left its reticle frozen where the target used to be, and an unlocked launcher parked one at the centre of the system. Both are gone, and the reticle now always sits on the contact you actually have locked.

  • Flight controls open in the middle of the screen

    The in-flight controls sheet used to hang off the little ? button in the top-right corner, crowding the rest of the HUD. It now opens centred over the scene, and closes with Escape, the X, or a click outside, though Escape closes the sheet rather than landing your ship.

  • Rarer hulls fly considerably longer

    Fuel efficiency by rarity used to step down by a flat amount, which meant each tier bought less extra air time than the one below it. Every tier now burns about 18% less than the one beneath, so the top of the roster pulls genuinely ahead: a legendary flies 13:20 on a full tank where it used to manage 10:00, and a common is unchanged at 6:00. Every ship card now shows its hull's endurance, which nothing anywhere used to tell you.

  • Signature armament: the guns a hull is built around

    Fourteen ships have guns modelled right on the hull that never fired a shot: Redwing's twin wing cannons, Umbral Talon's gatling pair, Duskblade's missile pods, the Dominions' dorsal turrets. They are now real, named weapons listed on the ship card, each firing a pattern different from the one its hull already uses. They fire on their own fire group on top of whatever you mount, can never be swapped or removed, and hit for a fixed fraction of a mounted weapon's damage, printed on the card, so they stay a nice-to-have rather than the build. With an empty turret socket they step up and fire at full strength instead.

  • Self-feeding, shield-piercing and disruptor warheads

    Legendary hulls' signature weapons carry special behaviour: some feed themselves and never touch your loaded ammunition, some detonate past a target's shield and land straight on hull, and some leave what they hit unable to manoeuvre or shoot for a few seconds. A disruptor can only hold one target down for so long before it shrugs the charge off.

  • The Warden Targeting Lattice: your guns fight for themselves

    An extremely rare recovered schematic. Built and equipped, your mounted weapons track and fire at the nearest hostile on their own, leading the shot so it lands, out to whatever your sensors can actually see. It aims, it doesn't fly: enemies still close on you and still shoot back, so staying alive is still your problem. It won't spend the fuel you need to get home either, since beams stop short of a reserve, though your own trigger never does. Its blueprint is a Mythic darkzone find, and now also a rare drop from clearing a boss sector outright.

  • Artifacts moved to their own page

    Recovered schematics, the leads still out there, and recovered manuscripts now live together under Artifacts instead of being split between the Scout deck and your Inventory. Combat spoils are meant to land here too.

  • Ship levels now run to 100

    The level cap doubled, and the levels below it got faster rather than slower, so reaching 50 now takes about half the flying it used to. Ascension payouts were rescaled to match, so a full climb is one strong step toward the ceiling rather than most of it.

  • Ascend a ship at any level, with a clearer warning

    The level-10 requirement is gone, so you can ascend whenever, and a confirmation now spells out exactly what you lose and what you gain. Ascending later is also properly rewarded now: the bonus climbs faster than the levels cost, so a level-50 ascension is worth far more than several early ones.

  • Ships now level up by fighting, and can ascend

    Every hull earns its own combat experience, a flight level and a lifetime kill count, separate from the level it gets from duplicate pulls. Once a hull reaches level 10 you can ascend it: the level is spent and it starts again at 1, but it keeps a permanent combat bonus scaled by how far you took it. Ascending at 50 is worth far more than at 20, and that trade is the point. Ascending keeps the kill record, and only the level is spent. Rented hulls earn nothing, since a rental expires.

  • The Fabrication Bench is now the Crafting Bench

    Same bench, clearer name. Your research, unlocks and bench tier all carry over untouched.

  • Quick craft is now what Fabrication scheduling unlocks

    Learning the bench comes first: buy materials, press Fabricate, and build bigger parts from the parts you made. Researching Fabrication scheduling is what collapses all of that into a single press that also buys whatever you are missing.

  • Quick craft finishes in one click, and hides when it has nothing to add

    It now re-checks with the server as it works, so a chain no longer stops one ingredient short and make you click again. It also stops appearing on items you can already just fabricate. If it would do exactly what the Fabricate button does, it stays out of the way.

  • Combat rework: real enemy health, waves, and bosses

    Firepower was doing nothing. Every gun killed in the same number of hits, so a Siege Lance was worth exactly as much as no gun at all. Enemies now have real hull health and your shots are worth what your firepower says they are. Sectors also arrive in waves instead of all at once, each wave tougher than the last, and the two hardest lanes finish with a shielded boss that regenerates if you stop shooting it.

  • Closing the tab mid-flight no longer costs you your salvage

    Leaving or refreshing the page during a flight banked your ammunition, fuel and kills, but quietly dropped every asteroid you had cracked that trip, the whole haul, and the credit toward the asteroid achievement track with it. It now goes with everything else on the way out.

  • Achievement ladders for kills, hulls, weapons and asteroids

    Four new tiered tracks that keep paying out as you go: hostile ships destroyed (1 through 1,000), hulls earned, weapon modules held, and asteroids cracked. Every rung pays more Credits and Stardust than the one below it, and each track is one card on your profile with a progress bar rather than a wall of near-identical tiles. Kills and asteroids are counted from this point forward; your hull and weapon collections count what you already own.

  • Cleared combat sectors send you home on their own

    Destroying the last hostile in a sector used to leave you floating in an empty arena until you opened the warp menu and left manually. The sector now closes itself a couple of seconds after the final kill, just long enough to watch it go up, banking your kills on the way out so any ladder rung you just crossed lands right away. Your flight carries on as normal, so fuel, ammunition and salvage still settle when you actually land.

  • Combat sectors are actually lit now

    Warping into a combat sector removes the system's star, and the star was carrying the only light in the scene, so enemy ships showed up as near-black silhouettes with just their engine glow visible. Combat sectors now have their own lighting, so you can see what you're shooting at.

  • No more launching inside the star

    Leaving the Hangar could drop your ship at the centre of the system, inside the sun, and leave it there for the whole flight. Launches now wait until your launch world has actually taken its place in orbit, and a system with no planets at all (a private repo's black hole) starts you clear of it instead of inside it.

  • Mythic pulls go full prismatic

    A Mythic reveal now puts a live rainbow ring around the model and renders its tier line in prismatic text, instead of a rainbow glow wrapped in the same flat frame every other tier gets. The rarest pull in the game finally looks like it.

  • Ten-pulls play out one at a time

    Hull and weapon ×10 pulls now reveal each item on its own rotating stage instead of dropping you on a results grid, ordered so the best of the batch lands last. Anything genuinely new to your collection gets a NEW! flash over the scene. Skip whenever you like, tap through with Space or the arrow key, and the full results grid is still there at the end, with a Replay button.

  • Lasers burn fuel, not ammo

    Every laser mount now draws its ammunition straight from your ship's fuel tank while firing, instead of spending loaded rounds, so a beam weapon fires on whatever ammo (or none) is loaded, and running the tank dry mid-fight strands you exactly like running out of fuel from flying does. Each laser weapon burns fuel at its own rate rather than sharing one flat cost.

  • Prism Laser Emitter tuned up

    The gacha-exclusive beam weapon now cycles noticeably faster, ahead of the starter Twin Autocannon Pod instead of trailing it. It also no longer keeps burning through loaded rocket ammunition when a launcher shares the same hull.

  • Built-in hull weapons

    Kraken's Maw's own lore promised a missile launcher alongside its cannon turret, and its model always had the hardware, but it just never fired. It now does: a permanent second weapon that's always armed, fires alongside whatever's mounted in the main turret, and can't be swapped out or removed.

  • Real missile flight and lock-on

    Homing Rockets now fly with a real motor and guidance system: an unguided moment off the rail, a boost to speed, then a coast where a late hard turn actually costs range. Guidance leads a moving target instead of chasing where it was, and aiming too far off the nose breaks the lock for good. The launcher itself now remembers a target for a beat if it slips out of the reticle, and a rival ship drifting through can no longer silently steal your lock.

  • Quick craft chains multi-part components

    Research Fabrication Scheduling (Quality of Life) to let Quick craft build a component made from OTHER crafted parts in one click, instead of stopping the moment it hit one.

  • Fuel Scanner and research sectors

    Research Fuel Scanner in the new Quality of Life sector to see estimated time left in your Hangar and flight fuel gauges. The Research Lab now groups discoveries into five compact, responsive sectors.

  • Fuel gauges at the bottom center

    Fuel is now easy to find at the bottom center while flying and in the Hangar. The Hangar gauge sits above equipment slots, while flight fuel stacks with ammo on smaller screens.

  • Sort your active-vessel choices

    The Hangar's Vehicle picker can now order owned hulls A–Z, by rarity, or by hull combat power, with duplicate bonuses included.

  • Forward-facing underside turrets

    Belly-mounted weapons now point toward each ship’s nose, even on older hulls built in a different orientation. They remain flipped beneath the ship, while top mounts stay upright.

  • Living civilization dossiers

    Each settled planet now tells a changing story about its people and civic landmarks. World development shows the next settlement milestone and projects already completed.

  • Viewport-centered pull reveals

    Hull and weapon gacha results now open in the center of the screen, including ten-pull summaries, with room to scroll on smaller displays.

  • Clean duplicate bonus percentages

    Duplicate upgrades now show and apply rounded whole-percent bonuses, making values easier to read at a glance.

  • Viewport-centered ship previews

    Fleet gacha ship previews now center against the browser viewport, keeping the modal in the middle even on wide or scrolled pages.

  • Stable weapon swaps in the Hangar

    Changing a mounted weapon now updates only that socket while the ship and Hangar remain on screen. The picker uses one shared 3D preview instead of enough simultaneous scenes to overwhelm the browser.

  • Correct top and belly weapon mounting

    Weapons now follow the ship’s forward direction regardless of how a hardpoint was exported. Top mounts stay upright, while underside mounts flip beneath the hull without turning backward.

  • Combat sectors deploy hostile hulls

    Each combat-warp contact now arrives in a real armed enemy ship, from agile scouts on lighter routes to Keelbreaker patrol hulls in the hardest sectors.

  • Reliable launch points and combat sky

    Launching from any Hangar now starts you above a nearby world instead of inside the star, and combat-warp sectors keep the starfield in view.

  • Sharper neutron-star silhouettes

    Neutron stars now have a clearly round blue core, with longer tapered pulsar beams that emerge from its surface.

  • Fabricated-item icons

    Fabrication materials, ship sections, and fuel cells now have their own themed SVG icons across crafting, inventory, markets, and requirements.

  • Ammo now matches your weapons

    The Hangar only shows ammunition that can arm your current fit: bolt rounds for guns and beams, Homing Rockets for launcher frames, and both for a mixed loadout.

  • Focused Training Range

    The Training Range now uses a single passive dummy that drifts across your view without shooting back, so you can practice aiming and lock-ons without combat pressure.

  • Combat warp sectors

    Use the new Combat Warp control while flying to choose an Easy, Standard, Hard, or Extreme deep-space sector. Home-system flight stays clear and lighter; the system only fades away for a sector, where a finite series of hostile contacts arrives with strength matched to the selected route.

  • Active flight combat

    Hostile ships now approach, strafe, and fire back. Your hull and equipped shield absorb hits, shields regenerate, disabled hulls recover, and pilot mode shows live combat telemetry.

  • Held rocket locks

    Research and craft three Homing Rocket tiers with improving speed and tracking, load one into the Ammo slot, then hold T while a target stays inside the red lock box. The indicator fills, turns green when locked, drops on release, and arms guided rockets.

  • Weapon roster grouped by hardware

    Fleet and Hangar now organize weapons as rapid guns, heavy cannons, energy emitters, and launcher frames, making it easier to compare models that look and play alike.

  • Prism Laser Emitter

    A new Epic medium-turret gacha weapon projects a sustained cyan beam from its muzzle to the reticle while you hold fire.

  • Six new gacha weapons

    The weapon pool grows with Flak Battery, Ion Lance, Arc Mortar, Breach Driver, Helix Torpedo Pod, and the Mythic Singularity Array, each with its own model, socket size, stats, and fire pattern.

  • Recognizable hostile ships

    Flight lock-on targets now use the Nova Skiff, Keelbreaker Patrol, or Peregrine Scout with red or blue faction paint and visible cannon mounts, making practice encounters read like real ships.

  • Stronger rare-hull duplicate upgrades

    Duplicate upgrades now scale with hull rarity: Rare, Epic, Legendary, and Mythic ships gain larger combat boosts per copy and reach higher caps, while speed stays capped.

  • Three new generic hulls

    The Fleet gains three fresh silhouettes: the fast Nova Skiff, broad Keelbreaker Patrol, and agile Peregrine Scout, each ready for its own loadout.

  • Daily check-in streaks

    Events now opens on a weekly reward calendar with Stardust, Credits, and fabrication materials. Keep a month-long streak alive to add the Verdigris Dagger to your Fleet.

  • Compact fleet hull assets

    The new Fleet hulls use compact texture maps to reduce what players download before flying them.

  • Distinct designs across the Fleet

    Thirteen alternate ships now have their own prebuilt silhouettes within their familiar design families, from the Dagger line through the legendary Maw and Dominions.

  • New Dagger, Talon, and Vanguard variants

    Three new hull variants join the Fleet: the green Verdigris Dagger, blue Cobalt Talon, and gold Sunspire Vanguard, each with its own flight profile and card stats.

  • Bolts leave the current muzzle

    Mounted weapons now refresh their barrel positions immediately before firing, so shots begin at the visible muzzle even while your ship is moving.

  • Faster projectiles while flying

    Bolts now travel much faster and inherit your ship’s motion, so they stay ahead of the hull instead of seeming to lag behind while driving.

  • Reliable flight firing

    Left-click firing now works reliably while driving, including with the flight reticle on screen. HUD buttons still do not fire weapons.

  • Gloss and Gunmetal hull finishes

    Two new paint-bay finishes alongside Matte, Pearlescent, and Chromatic: Gloss for a clean, shiny coat with no color-shift, Gunmetal for a raw, non-reflective brushed-metal look.

  • Loadouts remembered per ship

    Switching or renting a different vessel now shows that ship’s own last-equipped ammo, weapons, generator, and shield. No more one shared loadout getting overwritten every time you fly something else.

  • Compact, searchable weapon loadouts

    Weapon slots use compact sortable rows, one focused 3D preview, and an info button for the full stat breakdown instead of cramming every model and detail on screen at once.

  • Fuel refining and scout speed repair

    Research and craft three tiers of fuel cells, load one into the Hangar’s new Fuel slot for a longer sortie, and pay Credits to repair a damaged scout drone immediately when you need it back in the field.

  • Easier meteorite collection

    Meteorites now crack from farther away while flying, and stronger sensors extend that collection reach even further.

  • Clearer projectile paths in flight

    Shots now travel at the same readable pace in every system and leave a visible tracer from the ship’s muzzle, so they no longer look like they begin at the cursor.

  • Training Range

    A new button in the Hangar sends you to a standalone practice scene, with your real ship, weapons, and fire pattern, plus a lock-on target dummy to shoot at, with unlimited ammo and fuel so you can test flying and firing without a live system around you.

  • Weapon mounts and smoother flight

    Weapons follow the ship’s mount arrows, and each mount gets its own weapon slot in the Hangar. Flight now runs in a lighter scene for smoother movement, while higher-tier ships use less fuel by default.

  • 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. (Both pulls now open on a scene-by-scene reveal first. See “Ten-pulls play out one at a time”.)

  • Matte hull finish

    A third paint-bay finish next to Pearlescent and Chromatic: a flat, non-reflective coat for 500 Stardust.

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.

  • 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. Removed later along with blueprints themselves.

  • 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 is now worth something lasting. 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. Removed later: pulls now hand over the whole hull, so there is no blueprint step.

  • 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 Crafting 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. Removed later: a pull hands over the whole hull.

  • 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? A duplicate is never wasted.

  • 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, and 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. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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 Crafting 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. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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, for the starship and the scout 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 with clearer wording. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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, market trading, and research leadership now all earn their own achievements and claimable rewards. (A combat-drone milestone shipped alongside them and was retired with the drone itself.)

  • 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. Removed later: the combat drone program was retired once you could fly to a raid and answer it yourself.

  • 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

    Crafting 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, since 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 Crafting 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, which is 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 other hull 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, since 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, so 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 went to the Combat Drone program, since retired.

  • 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 Crafting 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 Crafting 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, so 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, with 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%, through 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 Crafting 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

    Crafting 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 Crafting 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 Crafting 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, and it's saved to your account.

  • See what you've already made

    Every Crafting Bench recipe now shows how many you currently hold of that item, right on its card.

  • An organized Crafting 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.

  • 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

    Crafting 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 Crafting 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.

  • 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.

  • 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.

v0.1.5

Civilization economy and resyncable systems.

  • 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.

v0.1.0

The original git-universe foundation.

  • 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, and 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.

  • 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.