Sector's Edge cover
Sector's Edge screenshot
Genre: Strategy, Indie

Sector's Edge

Build v1.3.7 - Patch 1

Fixes:
- Fixed a client-side freeze
- Fixed an issue with respawning with certain loadouts
- Fortifying+Attacking+Defending points are no longer reversed in Capture the Flag
- Fixed a network issue with Disruptors
- Fixed players showing as "Selecting Loadout" on the scoreboard when already in-game
- Potential fix and extra logging for players that get stuck connecting between rounds

v1.3.7 - New Servers, Capture the Flag Returns, Wasteland, Free Building

Hey all, Verc and Rocket here.

Today we're releasing v1.3.7, which contains a stack of improvements, optimisations and revamped features. To clarify, we changed our version numbers around a bit and version 1.4 will be called the Attachment Update.

Engine and Backend Upgrades


We have upgraded the game from .NET Framework 4.7.1 to .NET 5.0, which brings huge improvements in stability and optimisations. We have tested this thoroughly on the beta branch, however problems can still occur. If you are facing issues starting the game or joining servers, please let Verc know on Discord or the Steam forums. Full support instructions are at https://sectorsedge.com/support.

We have also optimised and revamped the game's back-end database, with up to 90% storage size reduction and ~7x faster API calls, meaning you can start the game, join servers and equip tags/unlock skins much faster than before.

New Server Locations


In preparation for the marketing we will be doing for the attachment update, we have upgraded the game server hosts and found new providers for these locations:
- Paris
- US East: Atlanta, Miami, New Jersey,
- US West: Los Angeles, Seattle

We have also upgraded our server provisioning system with huge help from Fora (thank you!) so that we are able to spin up new servers very quickly. These servers have received an upgrade:
- Chicago, Dallas, Fremont, Newark, Silicon Valley
- Toronto
- Frankfurt, London
- Singapore, Sydney, Tokyo

These server hosts are temporarily down but will be running shortly:
- Moscow, Yekaterinburg
- Athens, Tel Aviv
- Mumbai
- Sao Paulo

There's also a stack of European, USA and South-African servers on my radar (Ashburn, Warsaw, Helinski, Madrid, Chile, Argentina, Brazil and more) which I'm hoping to have running by the time the attachment update is out.

Removed the Structure Placement Overheat


A few months ago we added an overheat mechanic when placing structures to prevent build-spamming on low HP, which isn't fun to play against. This overheat mechanic was a cover-up solution for the underlying problem of slow time-to-kill (TTK), and we believe it's always best to address these issues at the core.

The structure overheat mechanic has been removed in this update, and we believe that making the TTK faster in the Attachment Update will solve a lot of issues with the mole/build spam meta, which is not how Sector's Edge is designed to play out.

Capture the Flag Returns


This update brings back the Capture the Flag game mode, and it will be available on all 5 Salvage maps! The flags are closer together on these maps meaning there will be less time spent running, and more time spent in combat and building defences around your flag.




Wasteland Map


This map is a huge, flat desert. That's it. We've always wanted to experiment with a map where players are fully responsible for digging and building and we are keen to see how this map plays out.

The Wasteland map supports Breakthrough, Control Shift, Capture the Flag and Escort.



Map Making Competition


We want to add more maps to the official rotation, but we need your help! Until the 1st of October 2021 we are offering to buy your maps for $400 USD each.

We have a Discord server dedicated to creating maps for Sector's Edge, and you can find map making instructions at https://sectorsedge.com/workshop.



Full details about this event and what kind of maps we are looking for are in the above Discord server, which also contains channels for discussing map ideas, showcasing your work and asking for support with creating maps.

We're keen to see what you create, please let us know if you would like anything improved or added to the custom map making process.


Roadmap


There are many new big features coming in the Attachment Update, including new external animations, revamped Arena experience, Attachment System for weapons and equipment, server-controlled AI bots, new progression system, and faster TTK.

External Animations


Here's a sneak peek of Rocket's new external running, jumping and landing animations, which we shared on our Patreon last week (hint hint).

[previewyoutube="1_fZjSSSvNg;full"]

Attachments


Rocket has also nearly finished all attachment models, textures and animations. Here's a couple of them!







Progressions


Progressions in v1.4 will be based on points rather than kills, and have an exponential increase in requirement per level. This will make it less of a grind at the start, and there will be less redundant levels on the higher end. With the current numbers we're experimenting with, there will be 17 levels per weapon and more rewards for each level (attachment points, protons, boosts and tags).

Here's the new full-page progression design so far, which will appear at the end of the match. When viewing your progressions on the main menu, you will be able to scroll horizontally to see all the upcoming rewards and requirements for each level.



Here's what it looks like animated so far. Let us know what you think :)

[previewyoutube="doepJISGzPc;full"]

What's Next


Once v1.3.7 is stable we will start on the trailer for the Attachment Update and be a lot more active on our socials (Twitter, YouTube, Instagram and TikTok). If you have clips of the game that you think showcase the game well, please send them our way! We're feeling good about this update and the future of the game, we just need a bit of help with our marketing.

If you'd like to help with the trailer, join our Discord and let us know! Recording will start soon and Punch Deck is already working on a track for it.

Full Changelog


Fixes


- Fixed issues with using some trial textures in custom maps
- Multiple disruptor static sounds will no longer play when running into multiple disruptors at the same time
- Cleaned up shadow artifacts (lines and dots at the intersection between map chunks)
- Fixed render distance and crepuscular rays in the tutorial
- Fixed super loud audio when editing settings during the tutorial
- Fixed issues with some map texture normal maps
- Fixed issues with walk/sprint animations when jumping off ledges and running down stairs
- Contested text no longer shows at the top if you are in a zone in Breakthrough that you are not able to contest
- Fixed issues with the redeploy timer
- Other players pushing you around will no longer prevent you from redeploying
- Peacekeeper now functions properly in the Arena
- Fixed issues where parties were placed on the wrong team during initial team creation
- Fixed a bug where players could change to the weaker team even if it is full
- Fixed issues with selecting maps in the Lobby Panel
- Fixed "Lobby Already Claimed" errors showing when changing the map after claiming a lobby
- Fixed map meshing issues in the ship, trials and local custom maps
- Pending Steam friends / friend requests no longer show on the social sidebar
- VSync is now correctly enabled on startup
- Fixed out-of-bounds region in team spawns on Breakthrough
- Fixed transaction log scrolling
- Potential fix for mixed up UI layout
- Fixed loadout statistic percentage formatting
- Fixed character skin being reset to Human Soldier on launch
- Fixed loading screen rendering

Changes


- Recoil system changes for some automatic weapons; recoil is still high but your screen won't shake as much
- Fall damage SFX increases in volume based on how little HP you have left
- Slide momentum is now maintained when sliding downhill
- Removed the structure overheat mechanic
- Removed individual spawn (right click system) and cleared up spawning system UI
- Players can now press `space` in any game mode to spawn as close as possible to the action, or join an existing cluster spawn
- KDR is now included in the player balancing equation
- Spawn protection after landing in a spawn pod reduced from 5s to 1s, and cancels when contesting the objective
- Upgraded to `.NET 5.0` for performance and all-round stability
- Huge backend cleanup and database optimisations
- Engine and runtime stability improvements

Additions


- Wasteland map (CTF, Escort, Breakthrough, Control Shift). It's a big flat desert wasteland, we haven't tried a map like this yet
- Reintroduced the Capture the Flag game mode
- CTF and Escort are now available on Aegis Desert, Crashed Freighter, Ice Station, Magma Chamber and Soltrium Temple
- Overkill points

Optimisations


- Slightly faster startup time
- Faster server joining times
- Faster API requests

Progress Update and Server Downtime - 9am to 3pm GMT

Hey all,

Servers will be down from 9am GMT - 3pm GMT tomorrow while we upgrade a lot of our backend servers in preparation for v1.3.6d and the Attachment Update. Downtime might only be a couple hours but I'm allocating a long time slot just in case.

There are a lot of great things coming to Sector's Edge in the next couple weeks. `v1.3.6d` will be releasing tomorrow after the downtime period. I'll attach the full changelog tomorrow but the main points are:

Fixes:
- Peacekeeper now functions properly in the Arena
- Fixed issues where parties were placed on the wrong team during initial team creation
- Fixed issues with selecting maps in the Lobby Panel and claiming lobbies
- Fixed transaction log scrolling
- Potential fix for the mixed up UI layout
- Fixed a lot of party joining/invite issues

Changes:

- Removed the structure overheat mechanic
- Players can now press space in any game mode to spawn as close as possible to the action, or join an existing cluster spawn
- KDR is now included in the player balancing equation
- Upgraded to .NET 5.0 for performance and all-round stability
- Huge backend cleanup and database optimisations
- Engine and runtime stability improvements

Additions:
- Wasteland map (CTF, Escort, Breakthrough, Control Shift). It's a big flat desert wasteland, we haven't tried a map like this yet
- Reintroduced the Capture the Flag game mode
- CTF and Escort are now available on Aegis Desert, Crashed Freighter, Ice Station, Magma Chamber and Soltrium Temple


The Attachment Update (v1.4)


We resumed work on the Attachment Update this week and things are going smoothly. Check out our Trello for full details: https://trello.com/b/uL2IKmgI/sectors-edge-roadmap

This update also includes AI bots that will fill empty slots in public lobbies! This has been a commonly requested feature and I am enjoying working on it. Here's some clips of them in action:

[previewyoutube="_iPgi70i7JU;full"]

This update will contain new external animations for swimming, jumping, falling, landing and refreshed animations for walking/strafing/running that are smoother and have leaning variants. Here's a sneak peek!



The Canyon map will be introduced in this update, which supports Breakthrough, Control Shift, Capture the Flag and Escort game modes:



Here's a video showing off the map so far:

[previewyoutube="ASoOTp4r6ts;full"]

Progressions will also receive a revamp with more rewards and exponential levelling so it's less grindy at the lower levels. No one will lose progression experience, it will all be transferred over to the new system :)



Patreon


After the Attachment Update releases, Rocket and I will both be returning to full-time work for ~6 months and progress on Sector's Edge will slow down. While this sucks, we are excited for the future of the game and have partnered with a marketer who will be helping more players find Sector's Edge.

During these 6 months we will be sponsoring streamers and helping more people find the game. We have also started a Patreon page, where we will post new and upcoming content before its public release, as well as WIP screenshots and videos of what we're currently working on. The money we earn through Patreon will go towards sponsoring streamers and keeping the game servers running.

https://patreon.com/sectorsedge

We'll still be around working on the game each day, but we won't have as much time as we used to. After this update we'll be improving the tools around community map creation to keep new content coming in.

We thank everyone who plays, streams and supports the game, for the discussions we have and feedback you provide us. Sector's Edge wouldn't be here without its community and we can't thank you enough.

Build v1.3.6c

Hey all, this is a small patch that fixes a couple minor issues and improves map making tools.

Fixes
- Fixed issues with map meshes not updating properly
- Fixed issues with glass meshing on the edges of chunks
- Leaf particles now spawn properly when destroying leaf blocks with 3x3x3 digging
- 3x3x3 digging no longer damages invincible blocks in the ship and local custom maps
- Fixed cluster spawn preview blending
- Fixed issues with the minimap when playing two matches on the same map
- Particles no longer bunch together or disappear when lag spikes occur
- Lights now disappear properly when blocks are destroyed

Changes
- More accurate trigger for finishing Trials
- Minimap icons (players, pings, flags, etc) scaling reduced when increasing minimap zoom

Additions
- Create a fulldump.txt file in the AppData/Roaming/vercidium to tell the game to create more informative crash dumps
- Nicer lighting from the sun
- Minimap now shows in custom maps
- InvincibleMin, InvincibleMax, HasExplosiveCanisters, SoltriumIndex and MagmaIndex map attributes are now functional in local custom maps

Optimisations
- Rain updating optimisations on the CPU
- Rain rendering optimisations on the GPU
- Faster block updates

Build v1.3.6b Patches 1-5

Fixes:
- Fixed first person weapon rendering conflicting with water
- Fixed metal block texture size
- Fixed issues with scoreboard UI interaction
- Fixed fluid skins when not using full resolution textures
- Fixed issues with target range textures when not using full resolution textures
- Fixed crosshair resolution when not using full resolution textures
- Fixed player model rendering issues
- Fixed weapon rendering in the Arena in bare minimum
- Fixed build and dig highlight rendering in bare minimum
- Settings > Video > Brightness now affects bare minimum
- Fixed loadout summary number formatting
- Fixed player UI interaction on the scoreboard
- Fixed BRK/CS zone outlines encompassing entire block faces
- Fixed saturation of default colours
- Fixed Rocket Rifle and Grenade launcher ammo screen textures
- The out-of-bounds effect now renders to the correct resolution with Override Screen Resolution and/or Multisampling enabled
- Fixed minor server-side networking issues
- Glass now renders properly on bare minimum
- Friendly/Enemy/Party/Peacekeeper player saturation and lightness reset to max
- Bomb icon now renders above players in Escort

Promotions:
- Reekta promoted from Adept to Elite Bug Reporter

v1.3.6b - Map Changes, Optimisations, Smooth Multisampling and Fancy Ice

Fixes:
- Potential fix for issues when creating shaders
- Fixed issues with spawn pods (falling without a spawn pod, or spawning instantly on the ground)
- Fixed issues with landing pod platform creations (ghost blocks)
- Fixed UI issues when submitting feedback
- Fixed audio+reloading issues when interrupting a reload with a melee or throwing a grenade
- Fixed Orberator light rendering when first-person spectating
- Fixed issues with ghost blocks caused when a player builds structures and then leaves the match while another player is joining
- Fixed desync issues related to sprinting, sliding and strafing
- Fixed cursor constraint issues when leaving a match
- Snow blocks now use the correct index from the map JSON file
- MiDi overheat is now in sync with the client and server
- Potential fix for crashes and infinite loading on startup
- Lighting now properly affects particles
- Muzzle flash lights now render when no map lights are remaining
- Toggle Crouch and Toggle Sprint are now released on player death
- The out of bounds static effect now renders properly when ADS with a 2X or 4X scope
- Players now properly uncrouch when cancelling a slide by jumping with Toggle Crouch enabled
- Fixed rare issues with automatic weapon fire timing on the server
- Fixed issues with Renegades getting stuck underground in the tutorial
- Fixed issues with the glitch effect at the start of the tutorial
- Players no longer get stuck in the tutorial when their head gets stuck in a block
- Fixed spaghettified players on the podium
- Character and weapon skins now render correctly on the podium
- Fixed water and build highlight distortion on top of glass/ice
- Fixed issues with changing bindings
- Fixed ice+glass brightness on the victory screen
- Ember skins now work on bare minimum
- Fixed vertical spectator movement when Toggle Crouch is enabled
- Fixed issues with the UI for reporting/muting players
- Potential fix for the 'multiple instance' popup when switching between normal and beta branch
- Out of bounds effect no longer carries through into the victory screen
- Colour picker hex fields now show the correct value on startup and when switching between guns
- Fixed issues when copying hex RGB values between skins that have hue constraints (e.g. Hot and Cold Metal)
- Fixed issues with disbanding overpowered parties

Changes:
- Better minimap edge and height clarity
- Glass now slightly distorts the view through it and has a blue hue
- Startup changes and texture quality restrictions on PCs with less than 4GB of RAM
- More accurate HSL colour sliders

Additions:
- Ice is now super icy
- Faster, higher quality SMAA multisampling system
- Extra rooms added to the Railway flanking routes
- Added pine trees and extra entrances to Ice Station

Optimisations:
- Networking optimisations
- Audio engine optimisations
- Bloom rendering optimisations
- General rendering pipeline optimisations
- Smoother background texture loading on startup

v1.3.6a - Progress Update

Hey all, Verc and Rocket here!

It's been 3 weeks since v1.3.6 was released and we've spent this time cleaning up old parts of the game that we weren't happy with.

v1.3.6a Overview


The rendering engine has received a complete cleanup and restructure, which fixes issues with shaders, shadows, skeletal systems, varying rendering resolutions and more.

We also fixed issues with the movement system, such as:

  • Jarring snapping when climbing and jumping onto blocks
  • Slower/inconsistent movement when running the game at different frame rates
  • Difficulties chaining multiple jumps in quick succession

Server-side positon smoothing has also been reworked and rewritten a few times and we have finally created a better, refined system that alleviates desync, stutters, rocket jumping issues and hit registration issues that have been common since the release of v1.3.6.

We hope these reworks and improvements make the game feel smoother and more responsive.

Discord Game Invites




You can now invite friends to join your lobby through Discord! To send an invite, click the + symbol to the left of the chat box and click Invite to play Sector's Edge.

When a friend clicks Join, it will start the game through Steam and automatically join their server. Note that to Join through these invites, you must have run the game once before, so that Discord can register that this is a Steam game and learn how to launch it.

Requested Features


In this update we implemented a few commonly requested features, such as:

Build v1.3.6 - Engine Update

Hey all, Verc and Rocket here!

Here's an update on what we've been working on lately and what's new in v1.3.6:

[previewyoutube="ZkQeoHakw6Q;full"]

Overview


Verc spent the past two weeks pulling the game apart and analysing every component in an attempt to fix the random crashes and stutters that players have been facing. We've done extensive testing on the beta branch, looked at hundreds of log files and crash dumps and used that data to fix, improve and stabilise many aspects of the game.

A special shoutout to SlippyTheSlime, EphEsWrath, zepofan, nemelex and Pegarex for providing crash dumps and attending nearly every beta testing session!

Rocket has been working on the weapon attachment system... which we will tell you about in the "What's Next" section at the bottom of this post!

Engine Improvements


While searching for the cause of these random crashes, Verc found many areas of the game that could be improved, streamlined and optimised. The game now starts up faster, stutters less and should crash less - ideally never!

Networking Improvements


Verc has spent a lot of time reworking server-side code and improving networking protocols between the client and server. Issues like floating players and desync should be fixed now, position smoothing on the server is now a lot... smoother and the game uses less bandwidth!

Players on the beta branch reported that the game feels more responsive and playing in high ping is more bearable.

Resource and Startup Optimisations


The way the game loads and manages resources (models, textures, maps, etc) has been reworked, which means that the game starts up faster, uses less RAM, stutters less while loading resources in the background and is ~250mb smaller on disk!

There is now a setting that lets you choose from Quarter, Half or Full texture resolution. Setting this to Quarter is the most performant (least RAM usage and highest FPS).


Next Steps



Our next planned update is the Attachment Update, which introduces barrel, foregrip, stock and sight attachments for every gun, as well as new ammo types! Attachments and ammo types will be unlocked through the Progression system, which will be reworked to be less grindy.



Here is the SMG with an extended barrel, stubby foregrip and tactical stock:


Here is a cut-down version of the SMG with no stock and a silencer, perfect for sneaky run-and-gun gameplay:


Pistol with a drum mag, stock and extended barrel? Yes please


Plasma Pistol or Plasma Pistol Rifle?


Revolver with the extendest barrel and stock:


Double barrel with a tactical stock, 2X scope, slug ammo and extended barrel:


Assault Rifle with an extended barrel, angled foregrip and tactical stock:


You can follow our progress on the attachment system on our Roadmap.

Full Changelog


Fixes


- Fixed desync issues
- Fixed client-side performance issues, stutters and freezes
- Fixed lobby claims from the server list
- Fixed shadows on weapon models when ADS with a 2X or 4X scope
- Weapon skin colour is now consistent across static and animated models
- Fixed issues with recoil after initially spawning
- Fixed 1x1x1 Digger player damage in the ship
- Fixed issues with spawning in the Arena
- Fixed spawning inside blocks in Breakthrough / Control Shift when spawning in a cluster spawn that's no longer in a valid position (e.g. enemy captured a zone)
- Setting Chat Timeout to infinite now keeps chat visible
- The Previous + Next Weapon keybinds now function the same in the ship and in game
- Lobby owners can now properly select custom maps in the Lobby Panel
- Expired cluster spawns no longer shown
- Fixed startup issues
- Fixed Steam connection and authentication issues
- Fixed backend connection issues
- Fixed loadout re-ordering
- Lobby panel functionality now works (player management and map switching)
- Fixed networking issues when joining a server
- All maps in the map list are now visible when scrolling down
- Fixed custom map list UI
- Players can now claim lobbies before they join the match/spawn in
- Fixed incorrect first-time spawn position on SAL/BRK/CS/ESC
- Salvage canister icon now shows the correct colour when contested
- Fixed issues with weapon skins changing when equipping weapons that don't have sight customisation
- Fixed shooting range target textures on bare minimum
- Fixed '1 Skin Token' text showing when unlocking crosshairs
- Fixed loadout + grenade + ammo issues
- Fixed issues with melee-ing Scanners / C4 / Disruptors / Grenades
- Players now spawn on podiums correctly in Gun Game and Head Hunter
- Players now spawn holding their primary
- Fixed stutter+lag from sounds when first starting up the game
- Crosshair colour now saves and loads correctly
- Weapon camo scales are now consistent across the game
- Peacekeeper no longer shows enemies as newbies in FFA game modes
- Fixed sight type selection in-game
- Colour pickers now update correctly when customising weapons in-game

Changes


- A huge amount of backend stabilisation updates and optimisations
- Texture Resolution now applies to map textures as well
- Lobby Claim UI is now greyed out if you aren't the lobby owner, or if a tournament is running
- Stabilisation and startup changes
- All 3D sounds travel 15% further
- Desync-prevention improvements
- Networking improvements
- Client- and server-side position smoothing improvements for less peeker's advantage and smoother movement

Additions


- Texture Quality setting: quarter, half and full
- Added a skip button to the loadout and server list tutorials

Balancing


- Starting blocks in the Arena increased from 300 to 1000

Optimisations


- Faster background resource loading with less stutters
- Reduced RAM and VRAM usage
- Faster startup time
- Faster background resource loading
- Reduced game download size by ~250mb
- Networking cleanup and memory optimisations

Build v1.3.6 - Engine, Networking, Position Smoothing, Hit Reg Improvements

Hey all, this is a big one! We'll make a Steam News post today describing everything in detail and the exciting things that are coming in future updates.

Fixes


- Fixed desync issues
- Fixed client-side performance issues, stutters and freezes
- Fixed lobby claims from the server list
- Fixed shadows on weapon models when ADS with a 2X or 4X scope
- Weapon skin colour is now consistent across static and animated models
- Fixed issues with recoil after initially spawning
- Fixed 1x1x1 Digger player damage in the ship
- Fixed issues with spawning in the Arena
- Fixed spawning inside blocks in Breakthrough / Control Shift when spawning in a cluster spawn that's no longer in a valid position (e.g. enemy captured a zone)
- Setting Chat Timeout to infinite now keeps chat visible
- The Previous + Next Weapon keybinds now function the same in the ship and in game
- Lobby owners can now properly select custom maps in the Lobby Panel
- Expired cluster spawns no longer shown
- Fixed startup issues
- Fixed Steam connection and authentication issues
- Fixed backend connection issues
- Fixed loadout re-ordering
- Lobby panel functionality now works (player management and map switching)
- Fixed networking issues when joining a server
- All maps in the map list are now visible when scrolling down
- Fixed custom map list UI
- Players can now claim lobbies before they join the match/spawn in
- Fixed incorrect first-time spawn position on SAL/BRK/CS/ESC
- Salvage canister icon now shows the correct colour when contested
- Fixed issues with weapon skins changing when equipping weapons that don't have sight customisation
- Fixed shooting range target textures on bare minimum
- Fixed '1 Skin Token' text showing when unlocking crosshairs
- Fixed loadout + grenade + ammo issues
- Fixed issues with melee-ing Scanners / C4 / Disruptors / Grenades
- Players now spawn on podiums correctly in Gun Game and Head Hunter
- Players now spawn holding their primary
- Fixed stutter+lag from sounds when first starting up the game
- Crosshair colour now saves and loads correctly
- Weapon camo scales are now consistent across the game
- Peacekeeper no longer shows enemies as newbies in FFA game modes
- Fixed sight type selection in-game
- Colour pickers now update correctly when customising weapons in-game

Changes


- A huge amount of backend stabilisation updates and optimisations
- Texture Resolution now applies to map textures as well
- Lobby Claim UI is now greyed out if you aren't the lobby owner, or if a tournament is running
- Stabilisation and startup changes
- All 3D sounds travel 15% further
- Desync-prevention improvements
- Networking improvements
- Client- and server-side position smoothing improvements for less peeker's advantage and smoother movement

Additions


- Texture Quality setting: quarter, half and full
- Added a skip button to the loadout and server list tutorials

Balancing


- Starting blocks in the Arena increased from 300 to 1000

Optimisations


- Faster background resource loading with less stutters
- Reduced RAM and VRAM usage
- Faster startup time
- Faster background resource loading
- Reduced game download size by ~250mb
- Networking cleanup and memory optimisations

Build v1.3.5 - Quality of Life Updates

Hey all! This patch is a huge quality-of-life update.

We have updated our roadmap at https://sectorsedge.com/roadmap, which is where you can see what we're working on next. We'll also write up a big Steam post soon.

Thanks for playing! Here's the full changelog:

Fixes:
- Potential fix for spawning in the corner of the map when attempting to join a cluster spawn
- Cluster spawns now correctly disappear when they expire
- Fixed Breakthrough zone desync between the client and server that was caused by dead players still contesting the zone in certain scenarios
- Resetting the target range will no longer delete structures 3, 6 and 9
- Fixed an issue that caused some matches to never end
- Fixed rare stutter when joining a Salvage server
- Fixed issues with player spawning and weapon pickup in Spire
- Fixed server freeze when spawning players in Breakthrough
- Fixed skybox rendering with fog on bare minimum
- Fixed crash caused by multithreaded voxel meshing
- LMG bullets no longer get stuck in custom maps
- Fixed an exploit with being able to build in the digging trials
- Detonating C4 now works in custom maps
- Bullet flyby sounds now play properly when spectating
- Fixed icons on the block skin selector
- Fixed issues that caused players to still show on the scoreboard as 'selecting loadout' after they had spawned
- Fixed multiple issues with team creation
- Fixed incorrect metal map texture on Aegis Desert
- 'New changelog' notification icon no longer shows all the time
- Fixed issues with Ember skin colouring
- Fixed a memory leak in the audio system
- Fixed first-person Minigun animations when holstering while overheating
- Fixed character+weapon Soltrium colour on the customise screens
- Fixed flicker on Control Shift zone
- Fixed memory-related crashes
- Fixed progressions not levelling up properly (progress still tracked, just not levelling up)
- Fixed players flying off into the distance when dying
- Fixed Recon external melee animations
- Party members that are on the other team are now enemy coloured on the minimap
- Fixed issues with saving/loading rendering settings
- Fixed Trial keybind in the ship
- Fixed spawning inside blocks in Breakthrough/Control Shift
- Fixed the dent in the Magma Chamber wall that Reekta keeps showing me

Changes:
- Ammo drops now obey the laws of gravity
- Colour selectors are now split into Hue, Saturation and Lightness sliders
- Beta Branch user settings files are now kept separate
- Peacekeeper now applies to enemies that are <= Level 20 and <= 1.0 KDR in that match
- Moved server list stats and filters into sidebars

Additions:
- Dynamic Rendering Settings option in Settings > Rendering that automatically disables effects to keep FPS high
- Player spawn regions, canister spawn regions, Breakthrough zones and Escort bomb zones now render when testing custom maps
- The Custom Map - Reload and Custom Map - Full Reload actions now work again
- Players earn 25 * cluster group size points when spawning in a cluster
- Fly camera added to custom maps
- Added a colour hex field to colour selectors
- The corner of the weapon ammo UI flickers white on the frame you shoot for easier analysis of hitreg in clips
- Ability to select audio output source in Settings > Audio

Optimisations:
- Faster CPU and memory operations in the particle system