Player-facing transmission log

Signal Archive

The short, useful history of what pilots can actually see, fly, shoot, mine, lose, and laugh at. Backend plumbing has been respectfully ejected from this record.

Current alpha releaseClient/server 227 · A larger graveyard and new salvage destinations.
0.107.0 Alpha

Recovered transmissions

The playable alpha, so far.

These dated entries describe the rules at release time; older combat Frequency and group-suffix mechanics were replaced in release 218. Use the current guides for today’s rules. Versions mark public client releases, not promises carved into alien stone. Features may move, mutate, or be thrown into a black hole when playtesting finds something better.

0.108.0 AlphaOct 13, 2026
Live now · release 228

Salvage has company

Light pirates now prowl Cold Storage and Dead Relay. Clear them for a salvage window before they return. Qirk’s site structures are smaller, with clean new artwork for Breakers’ Yard and Dead Relay.

Permanent enemies appear red, calm faction contacts blue and reactive aggressors pink. F finds a new hostile target first, then nearby loot or an asteroid when a Mining Laser is fitted, then the closest remaining contact. Selecting a target never fires a weapon.

Basic attackers close in and fight, with occasional evasive moves. More capable ships retain tactical withdrawals. Returning to Login or reconnecting after a patch checks updates without freezing the window, and offers an explicit retry or Update Game action.

0.107.0 AlphaOct 13, 2026
Released · release 227

A larger graveyard and new salvage destinations

Qirk’s machine graveyard now stretches across roughly F1–H4, with a charted boundary and clusters of replenishing wrecks. Explore Breakers’ Yard, Cold Storage and Dead Relay for collector traffic, small cargo caches and data salvage. Loaded collectors bring their haul back to the yard.

Vigil’s Training Grounds and installation districts have moved to give the Layer a different layout. Faction installations in Ember, Drift and Chorus give the Nexus more room. The map’s Nexus label is now simply Nexus.

Qirk remains SECURE, with independent scrap collectors supplying its danger. Forge services remain in Anchor.

0.106.0 AlphaOct 12, 2026
Released · release 226

Knowledge, cleaner salvage and a living Nexus

K now opens Pilot Knowledge with separate Frequency, Blueprint and Burst Wallet tabs. Frequency pages support faction, major-band and Sector Class filters, and Knowledge sits beside Local Starter at the Nexus.

Qirk travel completes the full signal-loss and acquisition sequence without same-band calibration. Astronav’s left dial selects major bands while individual Layers remain in the center. The Nexus breathes with subtle transparency and a shifting spectral core, and has its own universal-center map symbol.

Lootboxes combine each resource and Burst into one total, with partial resource collection when cargo is nearly full. The Trading Outpost uses inventory-style cards and inspectors, clearer trade controls and ordinary 1-Burst Qirk tuning stock in its Station Shop.

0.105.0 AlphaOct 11, 2026
Release 225

Read the threat. Sell the salvage. Find your next signal.

  • Passive Inspect on the targeting wheel shows rough Hull, Shields, fitted weapon output, cruise speed and largest shot without acquiring locks or provoking combat.
  • Faction Forges and Trading Posts now buy ordinary cargo equipment for Burst based on size and quality. Review the offer first; blueprints and Frequency tunings are refused. Material recycling stays separate.
  • The website has a new visual landing page, actual-client screenshots, a clearer human/Nexus origin story, faction identities and a five-class fleet guide with current hull comparisons. Pilot guides and the hardware reference have been refreshed.
0.104.0 AlphaOct 11, 2026
Earlier today · release 224

One hidden Nexus. Another Layer to discover.

  • The Nexus gains new phased artwork and primary Knowledge and Astronav panels. Learning consumes one cargo copy, preserves your browsing view and confirms the discovery; learned destinations now unlock correctly.
  • Qirk’s Casino moves to a separate SECURE Anchor-faction Layer at 1.1869 THz, with a nearby Trading Post, Training Grounds and a replenishing machine graveyard. Independent collectors defend their active salvage; territorial ones may attack on approach. Watch their fire—there are no claim markers.
  • Buy Qirk’s tuning for 1 Burst at Concord Forge’s Shop or Anchor’s main Trading Outpost, learn it and take a short same-band Nexus transfer. Forge services remain in Anchor; commissioning a starter from Qirk’s Nexus launches it at Concord Forge there.
  • Anchor’s nearby installations move farther from the Nexus. A visible listening post provides a first exploration step toward the next installation group.
0.103.0 AlphaOct 11, 2026
Client/server release 223

New places to work. Faster orders in flight.

  • Vigil gains Training Grounds and a military supply network. Ember has two mining fields and unloading stations; Drift favors trade and salvage; Chorus links research infrastructure with Rift exploration. Headquarters remain introductory, with powerful protectors. Qirk’s stays in Anchor and Null Reach remains closed.
  • Miners across the open headquarters carry the ore they actually extract, return when full and drop that cargo if destroyed. Outer activity sites add bounded raider encounters and recovery cargo.
  • Anchor’s Concord Forge moves to F3, the nearby installation group moves toward F2, the Trading Outpost moves to D1 and the Mining Depot moves to G2. The belt stays in place. Forge guide rings render behind ships, and maps show the current exact Frequency and Sector Class.
  • Right-click a contact for the four-way targeting wheel: Orbit above, Approach left, Follow right and Target/Untarget below. Choose a range in the same circle to issue the order and close it. Each action remembers its last range; the center supports wheel adjustment and exact entry. Container Open and mining controls remain available.
Oct 102026
Day summary · releases 221–222

Knowledge, industry and faction identity.

Pilot Knowledge, physical learnables and working NPC cargo laid the groundwork for faction Forges and the human Nexus. These notes describe the builds released that day; current guides include later changes.

Read both release notes
0.102.0 AlphaOct 10, 2026
Client / server release 222

A human Nexus. Six machine capitals.

  • The central hub is now the Nexus: Hangar, Vault, Astronav and Squad. Its harmonic field immediately conceals ships from machines; docking clears faction alerts.
  • Each headquarters has a distinct faction Forge with original artwork, local stock, carried-cargo refits and learned-blueprint construction. Capital warning guns and lethal inner railguns enforce faction security policies.
  • Free local starter uplinks launch at the faction Forge. Spare ships stay available at the Nexus, and death returns to ship selection. Faction-weighted salvage and blueprints give each Layer its own equipment identity.
  • The illustrated Universe & Factions guide explains the anomaly, machine doctrines, security rules and new service locations. Null Reach remains closed.
0.101.0 AlphaOct 10, 2026
Client release 221

Learn the Frequencies. Carry the discoveries.

  • Pilot Knowledge records learned ship designs, Frequency tunings and visited Layers. Pilots are headquartered at Anchor, with other headquarters locked until their tuning is learned; existing possessions and designs are retained.
  • Blueprints and rare tuning drops are tradeable cargo, stacking 100 identical copies per 1 CU. Learn one copy anywhere from Cargo. Burst Wallets collect directly into your balance and can be jettisoned in a chosen amount.
  • The Viper handles more responsively, larger drives retain heavier handling, and Deadband Salvo is classified as a Battleship. Headquarters encounters favor lower-end pilots while faction protectors stay strong.
  • Anchor miners now extract real local ore, return to the depot with full holds, and drop their carried resources when destroyed.
Daily summaryOct 8, 2026

A larger Forge and clearer navigation

  • Layers, Phase Jump and the map/status button gained consistent terminology and popup priority.
  • The Forge grew to 1,200 Rz with 750 Rz docking, 2,000 Rz harmonic protection and a 4,000 Rz trap exclusion boundary.
  • Server decision scheduling and diagnostics were refined. Frequency Rifts now show HOSTILE without a parent Frequency and open their own map.
0.99.0 AlphaOct 7, 2026
client/server release 218

Worlds around one Forge.

  • Each exact Frequency now identifies a world. The universal Orbital Forge anchors every map’s center and services all ship classes, with your shared Vault and Hangar always available.
  • Start Astronav fully docked. Calibration undocks and holds your ship at All Stop; adjacent major bands take 20 seconds per hop. Arrive at the same coordinates and heading, undocked. Null Reach access is closed for now.
  • Squadrons replace group Frequency. Set your pilot’s four-digit Squad at the docked Forge; 0000 is solo. Membership, friendly-fire protection and Squad chat persist across ships and worlds.
  • Anchor and Vigil are SECURE with no main-world PvP. Other Sector Classes permit it. Faction NPC attacks ask for confirmation, actual shots raise an alert, and docking clears the episode.
  • The old tuning panel is gone. The full player manual and field guides now explain worlds, Squadrons, travel and combat.

Read the combat rules · Plan your journey. Discovery of additional worlds comes later.

0.97.0–0.98.2 AlphaOct 6, 2026
Releases 213–217

Read the fight. See the tradeoffs.

  • Pulse shots slowed by 30% without changing range or firing cadence. EMP tiers gained 600, 800 and 1,000 Rz effects, and Jammer waves became distinct.
  • Duelist sparring began mirroring your current fit and supplies with equipment-aware tactics, while preserving the original ship.
  • Ship Systems gained held-Shift comparisons; weapons and System Modules gained persistent Compare If Replacing previews. Y opens Cargo directly.
  • NAV, Cargo, Hangar Rename and weapon racks received layout polish. Pilot Guide access settled on F12, with its temporary persistent button removed.

Release213 introduced the combat and NAV changes.

Release214 restored full EMP presentation.

Release215 introduced mirrored sparring.

Release216 added plating comparison and direct Cargo.

Release217 expanded deliberate fitting comparisons.

Oct 5, 2026Releases 211–212

Fitting, controls and room to grow.

Forge Shop, Hull Plating, clearer energy stats, stable ability bindings and shared travel countdowns were followed by occupied-volume cargo sizing, published hull depth and cockpit refinements.

Read the original release notes
0.96.0 AlphaOct 5, 2026
client/server release 212

More room. Clearer orders.

  • Ship capacity now follows occupied profile and published depth, with compact support space for Hull Plating. Existing ships are brought within the same fitting and cargo rules.
  • The cockpit and NAV console gain tighter alignment. Hardpoints keep the top action row; active systems lead the bottom. Active weapons glow red, orders use target numbers, and Burst rewards float above the ship.
  • Rift ships investigate the direction of incoming attacks beyond sensor range, then resume normal sensor-based combat. Loot containers gain small orange map markers.
  • Compact Rift labels, quieter system notices and clean signal transitions keep the view focused.

Ship dimensions and balance remain provisional; practical Viper and Destroyer playtesting comes next.

0.95.0 AlphaOct 5, 2026
client/server release 211

Know your ship. Command your fit.

  • Forge Shop supplies basic ammunition and applied Hull Plating for Burst. Clearer ship totals separate Reactor Load from capacitor charge, recharge and active draw.
  • F1–F10 stay attached to hardpoints; drag weapons into a preferred order, even in flight. Ability keys stay with their system type. F acquires a nearby eligible contact, S stops every weapon, H toggles shields, and F11 or Alt+Enter toggles fullscreen.
  • Three illustrated EMP tiers are fitted equipment. Deadband’s missile bonus now comes from a permanent shipbound accelerator in its last system bay.
  • NAV and Forge layouts are tightened, and major timed preparations share one cancellable countdown. Frequency Jump uses fitted thruster alignment, keeps configured resource systems running, and can be intercepted by Stasis.

Equipment values and Forge prices remain provisional while playtesting continues.

Sep 28–Oct 4, 2026Development week

A clearer cockpit and a more capable fleet.

Ship Systems, navigation, Frequency controls, cargo and salvage gained successive playtest refinements, alongside fitted encounters, companion display improvements and practical pilot guides.

Release notes from this week
0.94.0 AlphaOct 4, 2026
client/server release 210

A cockpit worth commanding.

  • NAV gains a designed instrument frame, a clear centered All Stop and heading adjustments that keep your throttle setting. Compact one-click range orders and better-aligned HUD controls keep the action within reach.
  • The system name opens Astronav where available. Band-colored System/Frequency buttons and small explanations make alignment easier to read. Cargo charts have breathing room, stack bars stay visible, and storage badges show a compact number.
  • Loot containers last ten minutes, reveal a compact contents preview on hover and disperse when emptied. Jettisoned cargo has its own orange-strapped pod.
  • The website leads with captain gameplay, with fresh visual sections, a complete unit glossary and new guides to first combat, travel and grouping.
0.93.1 AlphaOct 3, 2026
client/server release 209

A clearer course, a closer look.

  • Communications opens and closes from its header while Frequency and System Feed stay visible. Tuning dismisses the dialog and uses the shared event countdown; Rift labels identify the parent system and Depth.
  • NAV gains a framed instrument panel, wheel-adjustable heading and throttle, an orange All Stop state, and an expanded red speed gauge during Frequency Jump. Main-map Jump and in-flight Jettison clicks are repaired.
  • Ship Systems restores hardpoint acceptance icons and compact, matching-color hover panels. Cargo and Vault share contextual actions, quantity controls and stack bars. Loot equipment shows its full item statistics on hover.
  • NPC steering predicts nearby ships to avoid obvious collisions while mission and combat decisions retain their slower cadence. Generals and elite contacts use square radar markers, separate from round Rift portals.
Oct 2, 2026Development day

A clearer ship and cockpit.

Ship systems, cargo, Frequency tuning and navigation received successive playtest improvements.

Release notes from this day
0.93.0 AlphaOct 2, 2026
Client/server release 208

Your ship. Your cargo. Your Frequency.

  • A tighter Ship Systems view pairs item information with ship-total calculations. Colored system artwork, smooth Cargo charts and consistent HP, SP, MJ and LOAD units make the fit easier to read.
  • Reactors, capacitors, shields and sensors each offer three families in five sizes. Cargo and Vault use 20-card pages, with item details and contextual actions. Jettison unwanted cargo into public loot containers during flight.
  • Frequency returns to the flight HUD. Tune immediately in safety or hold a 20-second retune outside it; combat cancels the process. Each ship keeps its tuning, and travel preserves your group suffix and any off-band choice. Companion display controls keep working while the main Ship panel is open.
0.92.0 AlphaOct 2, 2026
client/server release 207

Know your course. Know when you are safe.

  • Ship gains a restrained frame and a name-adjacent safe, in-flight or active-combat indicator. Docking, harmonic fields and defeating the last opponent end current combat; NPCs retain their hostility memory. Display controls step aside while full-screen panels are open.
  • NAV keeps the full current order visible with All Stop. Set custom ranges by mouse, reuse Weapon Range or stage 200 Rz beyond a detected NPC’s actual sensors. Orbit chooses a convenient direction and reconsiders slowly.
  • Escape Combat replaces Evade: steer away from known hostiles while continuing to fight, then cruise on the current heading when combat resolves. Collapsed Communications shows a clean header; Anchor Security raid reports include a clickable approach waypoint.
0.91.0 AlphaOct 2, 2026
Client/server release 206

A tighter ship console, more deliberate NPCs.

  • Ship categories now use shaded equipment graphics, smaller typography and denser cards. Your ship name heads the screen; class and design sit in Hull, with dimensions, loaded mass and CU specifications along the bottom.
  • Energy is shown in MJ and MJ/s, and Fitting Power is called System Reactor Load. Values and equipment caps are unchanged. Hover previews show information; click a category to open its full panel.
  • NPCs retain intentions between staggered decision updates while movement, targeting and weapons keep their normal simulation cadence. World copying is lighter, and new diagnostics separate remaining costs. Linux builds now run on the control server before the finished binary reaches the game server.
0.90.1 AlphaOct 2, 2026
Client/server release 205

Ship systems with character.

  • Ship summaries now have varied sizes, category icons and familiar colors: green Hull, blue Shields, amber Energy and red Weapons. The assigned ship name stays visible beside a larger, right-facing ship and cleaner headers.
  • Hover fitted core categories for item artwork and facts, or Cargo for its CU chart. A ship thumbnail and return arrow bring you back from subsystem details, core controls and the hold.
  • Frequency Jump now costs 75% of maximum capacitor, allowing factory starter ships to jump. Hover its button to see why it is unavailable. The 5,000 Rz minimum, ten-second calibration and free cancellation before departure are unchanged.
0.90.0 AlphaOct 2, 2026
Client release 204 · server 203

Your ship, system by system.

  • Current and Cores become one Ship overview, with a right-facing fitted ship and eight surrounding system summaries. Hover for extra facts; click for full system totals and the installed equipment behind them.
  • Cargo opens the hold directly from the overview. Hover Cargo for a CU chart separating cores, cargo, empty ammunition reservations and free space. Weapon hardpoints and optional system bays retain their separate limits.
  • Back to Ship returns from details, core controls or Cargo. The same flow works at the Forge and through I in flight; hardware refits still require the Forge. Docked service shortcuts now follow the five visible tabs with Ctrl+1–5.
2026-10-01Development day

Fit a Frigate. Test it in Anchor.

6 published iterations covered Choose how your ship flies.; A wider view. Faster salvage.; Keep your target in view.; A smoother second screen.; Your cockpit, expanded..

Release notes from this day
0.89.0 AlphaOct 1, 2026
Client / server release 203

Fit a Frigate. Test it in Anchor.

  • Anchor Rifts now use separated guard pairs, lone elites and roaming patrols. Bring an upgraded Frigate, watch for patrol overlap, and expect a tougher leader. Depth adds a bounded challenge within the local equipment bracket.
  • Rift salvage includes propulsion, reactors, capacitors, shields and sensors, with better quality odds than surface raiders. Anchor mainly yields Light cores, with rare Medium finds; Vigil mainly yields Medium with occasional Light salvage. Weapons and utilities still share their normal fitting rules.
  • Responders arrive in properly fitted Destroyers: attacking protected traffic remains a dangerous choice for a solo Frigate. Pirate and gambler combat keeps its starter-friendly baseline.
  • All five drive families now have distinct equipment artwork. Anchor Forge services and commissions through Destroyer; Vigil extends that ceiling to Cruiser. Larger visitors can still dock, trade and use storage.
0.88.0 AlphaOct 1, 2026
Client / server release 202

Choose how your ship flies.

  • Vector, Slipstream, Impulse, Pivot and Compact drives trade cruise, thrust, turning and fitting costs. New drive drops roll six properties independently from 1–100; quality is their average. Starter drives remain dependable.
  • Inspect drives on mouseover and compare fitted speed, stopping time, turning, mass and Cargo Hold Space. At the Forge, browse exact stock or swap a drive from your Cargo or Vault.
  • Torque and loaded inertia now set both turn acceleration and the maximum turn rate. A fuller hold makes turning slower too.
  • Ship size and role are separate: current player frames are Frigates or Destroyers. Hardpoint layouts are smaller, with future Cruiser, Battleship and Dreadnought designs capped at ten. Existing ships retain their identities; removed fittings move to the Vault when space permits.
0.87.3 AlphaOct 1, 2026
Client / server release 201

A wider view. Faster salvage.

  • Sensors System (Live Target View) covers twice the distance, with a clean background and weapon controls overlaid. Chat is now headed Communications System.
  • NAV keeps your commanded throttle handle while a green-to-yellow-to-orange fill shows actual speed as your ship accelerates and slows.
  • Take All collects salvage with one click and closes an emptied container. Taking the last item individually closes it too. A prominent cargo warning stays visible when items cannot fit; remaining loot stays available.
  • Pirate raiders patrol and fight outside safe zones, maintaining at least 250 Rz of clearance instead of slipping inside for protection.
0.87.2 AlphaOct 1, 2026
Client release 200 · server 198

Keep your target in view.

  • The Target Area Live Sensors View follows the same displayed motion as its selected ship, eliminating camera jumps caused by the slower target list. The preview still respects your sensors.
  • Shared waypoints use yellow links and a clear attachment card before sending, with the location shown and a remove button.
  • Both windows share the same pilot title and game icon. Persistent fullscreen and second-display controls are smaller.
0.87.1 AlphaOct 1, 2026
Client release 199 · server 198

A smoother second screen.

  • Fixed the companion display dropping updates when the main window occupied the shared presentation queue. Map, navigation, target view and chat now refresh with each main-window frame.
  • The target preview fills its panel again, with weapon indicators overlaid along the bottom. Ship proportions and sensor visibility remain intact.
0.87.0 AlphaOct 1, 2026
Client and server release 198

Your cockpit, expanded.

  • The second display gains the cockpit frame, a ready chat composer, a larger sensor-aware target view and weapon controls. Select map waypoints, jump or open the full map on that screen. Top-right icons control fullscreen and the companion window; main-screen targets use the space released by chat.
  • Send case-insensitive private messages with /Zensae or /[James Two]. Tab cycles channels and recent correspondents. Local chat uses your system's name; Casino chat defaults on inside Qirk's. Share clickable waypoints in chat; links from another system explain where to go, and instance links require the same instance.
  • Qirk's gains shared brass-trimmed controls. Keno balls fall down a vertical chute, hits pulse and linger, and a growing payout gets a longer pause. Outcomes and presentation remain separate, with unchanged odds.
  • The Pilot Guide unrolls into an activity-first field guide with digital ink controls. Anchor's starter belt, Casino and Training Grounds are known to every pilot.
2026-09-30Development day

A second view of the universe.

5 published iterations covered The outcome is saved. Let it play.; Bigger races. Clearer cards.; Place your bets. Follow the convoy.; A fighting chance in Anchor..

Release notes from this day
0.86.0 AlphaSep 30, 2026
Client and server release 197

A second view of the universe.

  • On a desktop with two monitors, enable Second Display in Controls for a separate system map, NAV controls, target camera and persistent chat. Move it to your other screen or make it fullscreen; chat returns to your main window when it closes or minimizes.
  • Ships keep their normal shield, capacitor and fitted repair recovery while parked at Qirk’s. New commissions ask for a name, with a generated suggestion ready to use.
  • Raider alerts identify the numbered Resource Depot. Sierra Derby racers use distinct words within each race field.
  • Ctrl+D adds fresh realm simulation, network and saving health, helping investigate multiplayer pacing.
0.85.0 AlphaSep 30, 2026
Client and server release 196

The outcome is saved. Let it play.

  • Keno now plays its full saved result locally, with normal-ball speeds of 0.5, 0.25 or 0.125 seconds. Hits and growing payouts keep their extra pauses; speed changes are immediate and local.
  • Roulette spins and Sierra Derby races play from one committed result, keeping the shared rounds and race choreography consistent without continuous animation updates.
  • Wagers and payouts remain server-controlled, saved results survive reconnects, and Hold’em retains its live decisions. Odds, stakes and race schedules are unchanged.
0.84.0 AlphaSep 30, 2026
Client and server release 195

Bigger races. Clearer cards.

  • Sierra Derby fills more of the screen during races, with ship thrusters and a live running order. New fields have clearer favorites and longshots, with over 10,000 name combinations and the same 95% theoretical return.
  • Tango cards have larger ranks and clearer suit shapes, plus a large view of your own hand.
  • Keno gains a 3–10 Quick Pick dropdown, three draw speeds and a ball chute. Hits linger, growing payouts linger longer, and your last ticket’s winning row stays highlighted until the next game.
  • Double-click docking approaches stop inside service range without pushing toward station bodies. Loot approaches stop at 750 Rz, with collection available within 1,000 Rz.
0.83.0 AlphaSep 30, 2026
Client and server release 194

Place your bets. Follow the convoy.

  • Sierra Derby joins Qirk’s Casino: eight named Frigates race an oval track. Bet on the winner or the top two in either order, with a 95% theoretical return. Betting lasts 80 seconds, closes 10 seconds before post, then the race runs for about 90 seconds.
  • Tango Hold’em now surrounds a proper table with ten seats, standard cards, chip stacks, a dealer puck and an action arrow. Queue or cancel a choice before your turn; a changed bet requires a fresh decision.
  • Escort routes wind through varied dense asteroid scenery. Raiders wait ahead and acquire targets with normal sensors, with occasional rear attacks. The convoy keeps moving; keeping up is your job. Temporary ships no longer carry mining lasers.
  • A compact freighter panel above System Feed keeps shields, hull and enemy locks visible. Choose your one mission upgrade whenever you want. Anchor raid alerts are shorter and easier to spot.
0.82.0 AlphaSep 30, 2026
Client and server release 193

A fighting chance in Anchor.

  • Anchor announces pirate raids near named waypoints every five minutes while pilots are present. Worn raiders carry modest Burst and a chance of useful starter equipment. Help local traffic while staying at 1.0000 THz.
  • Gamblers fly a new battered civilian hull with weaker equipment and smaller stakes. Hunting them still brings serious responder trouble. Freighter routes now get around long-distance obstacles and leave the Trading Outpost.
  • Easy Escort uses the real starter Viper, shared enemy combat and a shorter route aimed at nine to ten minutes. Waves are smaller, the midpoint services the convoy, and victory pays 150 Burst.
  • Mining Lasers now report Extraction Power. Ore resistance slows valuable seams while preserving partial extraction progress. This is a first beginner-income balance pass.
  • Escape Rift replaces Astronav in the Rift NAV console: a cancellable 15-second vulnerable countdown returns your existing ship and cargo to the parent system's Forge. The Pilot Guide and website explain the new options.
2026-09-29Development day

Ready for the next run.

10 published iterations covered A clearer Forge.; Welcome to Fabulous.; Clear Hull Service.; Room for More.; Fleet Foundations.; Keep Combat Moving.; Collect. Select. Keep Flying.; Room to Fight. Clearer Commands.; Same Universe. Same Rules..

Release notes from this day
0.81.0 AlphaSep 29, 2026
Client and server release 192

Ready for the next run.

  • Forge ship identity, instruments, physical stats and loadout details have cleaner alignment. Mining and EMP details follow the same layout, with clearer weapon cadence and larger hardpoint icons.
  • Ship previews show fitted shields, Hangar bays are numbered, and every ship faces right. Installed equipment and ship sales now confirm the exact Alloy return, with a cargo-loss warning for loaded ships.
  • Empty ammunition stacks reserve their cargo space for replenishment. Fabricators and Replicators reserve room for a stock target before accepting it; release empty reservations from their cargo menu. Real rounds, production costs and timing are unchanged.
  • Ammo counts use current/maximum quantities, the Shipyard layout is aligned, free Vipers appear only when eligible, and Qirk's welcome sign no longer covers passing ships.
0.80.0 AlphaSep 29, 2026
Client and server release 191

A clearer Forge.

  • Current now groups shield, hull and capacitor status with matching cockpit colors, ship mass, dimensions and reactor capacity. Flight telemetry drops redundant and equipment-only boost readouts.
  • Forge tabs are more compact, names have edit icons, and the close X undocks. Current, Cores and Cargo show a ship-required state when your ship is in the Hangar.
  • Cargo and Vault share the target filter's counted, independent category toggles. Numbered CU badges, aligned quantities and new slug/missile icons make stored items easier to read.
  • Viper, Bastion and Rook designs are permanently learned, take no cargo space, and appear as schematics in the Shipyard. Existing discoveries and ship prices are preserved; construction no longer consumes a blueprint.
0.79.0 AlphaSep 29, 2026 · update 8
Client and server release 190

Welcome to Fabulous.

  • Qirk's Casino welcomes you with a glowing roadside-style sign and the same docking button used elsewhere.
  • Cargo and Vault now share type filters beside their paging controls. Square CU markers show packed item space, while the total includes everything in storage.
  • System Feed has a draggable scrollbar and keeps your place while new events arrive.
  • Casino gamblers vary their travel courses instead of all following the same straight line.
0.78.1 AlphaSep 29, 2026 · update 7
Client release 189 · compatible with server 188

Clear Hull Service.

Forge hull service now correctly explains that replaced hull equipment is integrated, while other replaced cores return to the Vault.

0.78.0 AlphaSep 29, 2026 · update 6
Release 188

Room for More.

  • Every pilot gets a free 200 CU Vault. Expand it at the Forge in 200 CU steps up to 1,000 CU for 1,000, 5,000, 10,000 and 20,000 Burst.
  • Cargo and Vault share their item layout and CU display. Packed drives use 3 CU; reactors, capacitors and shields use 2; sensors, weapons and other equipment use 1. Installed fitting and physical mass are unchanged.
  • Basic Missile stacks now hold up to 200 for 1 CU. Existing ammunition quantities are preserved.
  • Hull upgrades stay with Forge service. Loose Hull Core equipment has been removed from Cargo and Vaults; fitted hulls and owned ships remain.
Server update 187Sep 29, 2026 · update 5
Compatible with client 186 · 0.77.0 Alpha

Fleet Foundations.

  • Ships, equipment and storage now have separate persistent records, preserving existing fleets, fittings, cargo and unlocked capacity.
  • Ship purchases commit payment and the new vessel together. A shared Burst history makes future accounting and recovery easier to inspect.
  • Background checkpoints use a dedicated database connection. Global Hangar and Vault access, one-second routine save cadence and combat rules remain unchanged.
  • No client download is needed for this server update.
0.77.0 AlphaSep 29, 2026 · update 4
Release 186

Keep Combat Moving.

  • Exploration sends smaller chart updates on a lower-priority stream, giving combat traffic priority.
  • Ammunition updates are batched and routine ship saves run in the background, with about one second of crash-recovery exposure. Completed logout and ship transactions still preserve final state.
  • Independent stream ordering prevents unrelated events from rejecting fresh movement. Projectile correction, wall rendering and route planning do less repeated work.
  • Expanded diagnostics help separate server stalls, delayed state and connection trouble. Combat balance and mission rules remain unchanged in this pass.
0.76.1 AlphaSep 29, 2026 · update 3
Release 185

Collect. Select. Keep Flying.

  • Collect Burst from an open salvage container with one left click, directly into your wallet.
  • Click another queued target to select it while retaining its lock. Clicking the current target’s bullseye removes it; the numbers now sit centered inside their badges.
0.76.0 AlphaSep 29, 2026 · update 2
Release 184

Room to Fight. Clearer Commands.

  • Fixed invisible faction ships, responders and installations, plus the Trading Outpost’s black backdrop.
  • Rifts keep their floor size with fewer, larger irregular chambers, connecting loops and lighter ordinary enemies. Wall rendering and NPC navigation do less repeated work as you explore.
  • Faction reinforcements take 30–45 seconds to dispatch, arriving around 6,000 Rz away and flying into the fight. Clear detours no longer impose a lingering half-speed limit.
  • A compact Navigation System sits beside Sensors with a heading dial and vertical throttle. Target filters show live counts and group asteroids together.
  • Small red close controls, a waypoint-free Rift map, clearer rolled-item details, private ship names at the Forge and a gray-to-rainbow item-quality scale.
0.75.0 AlphaSep 29, 2026 · update 1
Release 183

Same Universe. Same Rules.

  • Rift walls now remain visible as you explore beyond the entrance. The map, ship collision and projectile cover use the same floor dimensions.
  • Faction guards, responders, turrets and Escort attackers fight with fitted weapons and cores: real sensor locks, ammunition, capacitor costs, cooldowns and movement.
  • Jammer protection and lost sensor contacts apply consistently. Combat pilots reposition and manage recovery while miners, freighters and patrols retain their jobs.
  • Fixed NPC shields failing to recharge after depletion. Starter-zone encounter strength remains open to playtesting.
Daily summarySep 28, 2026 · releases 175–182

Command, explore and keep fighting

  • The cockpit gained clearer navigation, targeting, mining effects and shared ship inspection. Numbered queues, incoming-threat states and weapon handoff make combat assignments easier to manage.
  • Persistent ships now retain their state and location. Combat disconnects leave existing orders running until the ship has been out of combat for 60 seconds.
  • Physical missiles gained ammunition and longer reach. Fabricators and replicators maintain chosen stocks; Oracles and Jammers add targeting choices.
  • Frequency Rifts gained larger procedural facilities, fitted patrols and guard posts, explicit portal entry and exploration maps. Current floors span 96,000 × 54,000 Rz.
  • Qirk’s expanded to Hold’em, Keno and Roulette, with traveling gamblers adding encounters around Anchor.
Weekly summarySep 21–27, 2026

Command the ship, know the hardware

  • Flight evolved into navigation orders and independently assigned weapons, with clearer selected-target cards and contact information.
  • The Duelist adopted shared movement and combat actions. Matched starter Viper sparring replaced earlier practice fits; Free For All retained its separate boundary rules.
  • Surface systems expanded to 192,000 × 108,000 Rz. Fixed generation seeds, fitted sensors and persistent Pilot Charts made exploration repeatable.
  • Six rolled core items replaced numeric upgrades. Hull capacity, mass, fitting power and operating energy became explicit, with a documented starter Viper baseline.
  • Pulse Cannons and physical railguns gained separate identities and artwork. Rail ammunition and fitted Basic EMP made previously hidden capabilities into items.
  • Paid Hangar expansion, connected Forge tabs and compact paging made fleet services clearer. Approach to Range and persistent Follow at Range became separate orders.
Weekly summarySep 14–20, 2026

A working universe and places to practice

  • Mining Ships and Gunships expanded the fleet. Mining Lasers, independent miner deliveries and cargo routes made civilian work visible.
  • Trading Outposts and Resource Depot contracts created mining and hauling activities. Mining Depots became the in-world entry to Escort contracts.
  • Faction Frequency bands and cross-system group suffixes replaced exact-frequency-only allegiance. Instances gained group or solo admission.
  • Anchor gained deliberate regional placement, Training Grounds, a spectator view and practice combat. Frequency Rifts grew into larger enclosed facilities.
  • The Pilot Guide and free default Easy Escort gave new pilots a practical starting activity. Navigation, collision feedback and maps received repeated playtest fixes.
Weekly summarySep 7–13, 2026

Routes, fitting and smoother updates

  • Astronav became a layered Frequency lattice with visible calibration and signal transitions. Zone handoffs gained stronger recovery and synchronization.
  • The cockpit, event feed, loadout and Shipyard gained clearer text, inspection and controls.
  • The portable updater began verifying and reusing unchanged files, downloading only replacements with a full-package fallback.
  • Cargo, miner and patrol presentation improved alongside asteroid replenishment, ship effects and docking clearances.
Weekly summaryAug 31–Sep 6, 2026

Deeper runs and dependable state

  • Directional rift chains gained clearer ascent, descent and run retirement behavior.
  • NPC and Starbase synchronization fixes made travel and docked services more reliable.
  • Active equipment gained configurable hotkeys, and rift rewards received an early Burst pass.
Weekly summaryAug 24–30, 2026

Weapons with distinct behavior

  • Rolled gun and missile families expanded equipment choice; missiles gained forward launch and bounded turning.
  • Projectile hit handling, impact effects and destruction shockwaves became easier to read.
  • Ship telemetry, cargo inspection and Shipyard presentation became more detailed. Travel handshakes and high-speed replication received fixes.
Weekly summaryAug 17–23, 2026

A fleet and a persistent Pilot

  • Forge services, the Vault, Hangar and ship commissioning developed into the persistent fleet foundation.
  • Universal fitting and rolled equipment expanded how Frigates could be outfitted.
  • Pilot identity, recovery and multiplayer visibility received supporting fixes.
Weekly summaryAug 10–16, 2026

From arena to shared universe

  • The early alpha established shared-world exploration, faction systems, combat equipment and account-backed progress.
  • Cooperative convoy experiments, ship services and travel provided the starting points for later in-world activities.
  • These were prototype rules. Current behavior is documented in How to Play; exact implementation history remains in Git.

How this archive stays short: Today keeps one entry per public update. Completed days in the current ISO week get daily summaries; earlier weeks get weekly highlights. Superseded numbers and retired controls are omitted. Git and the project journal retain the exact records.

Current transmission acquired

The newest mistakes are waiting.

Download the current portable Windows alpha, create a pilot, and help decide which part of this history survives the next version.