[p]Hello Pilots & Commanders, let's choose a name for a another cruiser coming to Space Reign! [/p]
Poll #14 INFO
[p]Corporation: Tyrcorp Ship class: Medium Cruiser Name Theme: Animals/Mythology [/p][p]VOTE AND PROPOSE NAMES HERE => https://strawpoll.com/BDyNzRVQ4yR [img src="https://clan.akamai.steamstatic.com/images/41248770/370a77466be156c453b2a0f828bcd29a48fcaf2b.png"][img src="https://clan.akamai.steamstatic.com/images/41248770/4af34bc38a11de20516f44ebede847269ce97f66.png"][/p]
Name a Ship poll #13
Hello Pilots & Commanders, let's choose a name for a second cruiser coming to Space Reign!
Poll #13 INFO
Corporation: Tyrcorp Ship class: Medium Cruiser Name Theme: Historical Weapons
VOTE AND PROPOSE NAMES HERE => https://strawpoll.com/B2ZB92baLgJ
Hotfix 0.8a
Changes:
Reduced engagement range for Reinforcements in Endless Mode - they will not immediately fly towards the next wave after it is spawned
FIXED Endless Mode Leaderboards showing only top 9 players
FIXED Multiple errors popping up when issuing ship commands from the Tacview
Update 0.8 - Endless Mode is Out!
Hello Pilots & Commanders,
It's time for another major update—packed with bug fixes and the long-awaited return of the original wave defense mode, now remade as Resource Warzones!
Check out the official update trailer below:
Resource Warzones (Endless Mode)
Resource Warzones introduce a new way to jump into fast-paced combat scenarios that put your fleet's loadouts and compositions to the test. The objective is simple: defend your mothership from endless waves of enemies while it extracts local resources. Each quadrant in the Sector Map features its own unique Warzone, tailored in difficulty based on the enemy faction in that region. Currently, two Warzones are available—one facing off against the Marshall Gang and the other against Tyrcorp. A third Warzone will arrive with the full 1.0 release of Space Reign, once all quadrants are unlocked. You won’t lose any ships in this mode, and each run records your score along with all enemy ships destroyed. Get ready for some intense, action-packed battles!
The Mothership
In Warzones, your Mothership becomes a mobile base of operations, equipped with unique mechanics—including the standard fleet resupply system found at stations. After each wave you defeat, you’ll be able to upgrade its passive systems such as armor and repair speed, and equip weapons to its 13 hardpoints—making it not only the largest, but also the most heavily armed ship in the game. You can also hire mercenaries to expand your fleet, bringing in a variety of ships and loadouts to help counter the escalating enemy forces.
Leaderboards
As mentioned earlier, each Warzone run tracks your score—and with that in mind, we’ve added a simple online leaderboard system so you can see how your performance stacks up against other commanders! Your score increases with every enemy ship destroyed, with points awarded based on ship class. We’re excited to see how high you can climb—good luck out there!
What's Next
With our focus gradually shifting toward Chapter III—as some of you may have noticed from the recent poll for the first cruiser-class ship—we’re now hard at work on the final Quadrant. This new region will introduce fresh sectors, additional weapons, and, of course, the cruisers themselves.
We're also collecting as much feedback as possible to prepare for a major balance pass, adjusting ship stats and squashing bugs ahead of the 1.0 release of Space Reign. Version 1.0 will mark the completion of all planned content and core features, with future updates focused solely on bug fixes and overall polish.
Watch out for the next ship polls coming soon - still need those juicy names for all the Cruisers!
Adam & Daniel
List of Fixes and Changes
S2 Rocket-Launcher turret damage reduced by 20%
Performance optimization for UI and detection mechanics
Improved collision avoidance for ships
Fighters and drones will now try to specifically target sub-systems on larger ships during their strafing runs
FIXED Player Ships not flying in formation with ally/neutral ships, often colliding with one another
FIXED Game settings resetting after being applied in some cases
FIXED Missiles colliding with their parent ship after launch
FIXED Several UI elements being wrongly positioned/out of bounds
Name a Ship poll #12
Hello Pilots & Commanders, a special poll this time. Help us choose a name for a NovaTech Mothership you will accompany on her mining runs in the Endless Mode coming soon to the game.
Poll #12 INFO
Corporation: NovaTech Ship class: Mothership Name Theme: Animals/Mythology
VOTE AND PROPOSE NAMES HERE => https://strawpoll.com/jVyG2DpRYZ7
Name a Ship poll #11
Hello Pilots & Commanders, the time has come. First cruiser-class ship coming to Space Reign is in need of a proper name, let's vote!
Poll #11 INFO
Corporation: NovaTech Ship class: Light Cruiser Name Theme: Animals/Mythology
VOTE AND PROPOSE NAMES HERE => https://strawpoll.com/wAg3QPXRKy8
Update 0.7.1
Changes
Being mass-locked now does not prevent your ships to jump, but increases the exit sequence charge-up time instead
Contract Objective requirements for Chapter II changed to 30 (60 in total with Chapter I)
Fixes
Fixed another instance of Schrödinger's weapons - Fighter repeaters
Fixed Fenrir's S2 hardpoint wrong rotation
Fixed S2 Railgun wrong visual culling distance
Fixed Target Camera view being zoomed in too much on Destroyers
Fixed Tyrcorp ships in conquest designated as Marshall Gang
Fixed Vesmos conquest not saving upon completion/giving the player instant rewards
Fixed Defense platform having a duplicate option in the building list
Fixed Fenrir having a default weapon upon buying it
Fixed Weapon Integrity not visible after the auto-repair was completed
Fixed Rocket Launchers and Rocket Launcher turret not showing their magazine size in stats
Fixed Weapons with true
Possible Fix for defensive stance rarely causing a Console Error spam
Fixed Flak turret showing an AP rating even though it does not have one (deals true damage)
Fixed Ares sometimes spawning its S2 Gun weapon in the middle of the hull
Fixed PDL-1 Point-Defense Laser having an incorrect range stat in weapon info
Update 0.7 Hotfix 2
Ships now display their Command Point Requirement after selecting them in the Fleet Roster
Fixed "Schrödinger's" Weapons - such as PKR Repeaters not spawning on ships after entering a sector
Fixed Railgun turret in loadout editing mode being of unusually large wrong size
Fixed Broadsword Command Point requirement being 5 instead of 7
Fixed New ships displaying wrong stat values (HP, armor, etc) in Fleet Management
Critical Hotfix for Update 0.7
Fixed a problem with weapons not spawning in tutorial and for initial player ships after starting the game for the first time/resetting progress.
Fixed o null reference spam after entering weapon editing mode in a fresh save
Sorry for the inconvenience.
Update 0.7 "Tyrcorp Offensive" Now Live!
Hello Pilots & Commanders, Chapter II is out, if you haven't seen the update preview, let's take a look at what's new again! 🚀
Update Trailer
New Playable Ships
Heavy Frigates and Destroyers
Broadsword
Broadsword trades quantity for quality, featuring fewer weapon hardpoints but allowing it to mount larger, more powerful weapons with more firepower. Well-armored and built for durability, it can take heavy punishment in battle. However, this strength comes at the cost of some speed and agility in its category.
Fenrir
With seven weapon hardpoints, the Fenrir excels in offering a flexible loadout, allowing for a variety of weapon configurations that other ships in its category lack. While it may not carry as many larger weapons, its versatility makes it a formidable threat. Additionaly, it is quite nimble, enabling it to outrun other vessels in this size.
Taurus
Since the conflict with the Marshall Gang, Nova Tech acquired their most formidable vessel, the Taurus. As an entry-level option for fleets in need of a heavy frigate, the Taurus offers solid durability and firepower, making it a reliable choice for those seeking to bolster their forces with a tougher ship.
Barracuda
As the standard issue destroyer for NovaTech battle groups, the Barracuda combines versatility and agility, as well as advanced sensor suite, making it a key asset in any larger fleet.
Minotaur
NovaTech's answer to the Tyrcorp Claymore-class destroyer, the Minotaur is a powerful and well-balanced vessel. It features seven weapon hardpoints, including two S3 slots for the big guns. With a perfect balance of speed, agility, and durability, the Minotaur represents the peak of NovaTech ship design, offering a formidable presence on the battlefield while maintaining flexibility in combat.
Fighters
Katar
Similar to the Hyena, the Katar is a fast and agile light fighter. It stands out with three S1 gun hardpoints and one S1 launcher, offering a balanced mix of firepower and speed. Ideal for pilots who prioritize offense and maneuverability, the Katar excels in hit-and-run tactics but lacks the durability for prolonged engagements.
Sabre
Designed for sheer firepower, the Sabre is equipped with two S2 gun hardpoints and one S3 launcher, delivering unmatched gun-based weaponry in its class. While it sacrifices the number of launchers for guns, the Sabre maintains good armor and decent agility for its size. It is a formidable force in close-quarters combat, able to dish out heavy damage while holding its ground.
New Weapons
FTS-22 Flak
Older weapon design known for its flexible use against any target including missiles and ship modules thanks to its promixity fuse and great area of effect. However, it's hull damage output is significantly lower than other weapons in its size.
KBC-40 Burst Cannon
Sacrificing accuracy and range for a huge damage potential, burst cannon can shred even better armored targets in close-combat situations.
HEAR-T Rocket Launcher Turret
Turret version of a dumbfire rocket launcher that can fire a continuous salvo of unguided rockets, dealing a lot of damage to any target, regardless of its armor. Limited ammo requires frequent resupply.
PDL-1 Point-Defense Laser
Advanced missile defense weapon based on latest laser technology. Long range and high damage output make it the best option in the point-defense category. The only downside can be found in its size, which requires S2 hardpoint, thus sacrificing offensive capabilities for missile defense only.
MBC-90 Heavy Cannon
Dual-barrel long range heavy cannon turret. Designed for long-range engagements against large ships like frigates and destroyers, this turret delivers powerful shots capable of penetrating heavy armor from a safe distance.
RG-3 Heavy Railgun
S3 version of a single-barrel turret with exceptional range and high muzzle velocity, which is ideal for sniping enemy ships at long distances. Its precision shots offer unmatched armor penetration, making it highly effective against heavily armored targets.
HYCM-VLS Cruise Missile Silo
Engineered for overwhelming power, this launcher fires high-yield missiles capable of destroying smaller ships, such as light frigates, with a single hit. While each missile is slow and requires distance to arm, it’s heavily reinforced to resist point-defense fire. However, the launcher carries a very limited payload, requiring careful target selection to maximize its destructive potential.
HAT-64 VLS Heavy Torpedo Silo
Heavy torpedo launcher able to deal a massive amount of damage thanks to its powerful warhead. In addition to its destructive power, it is also designed to be quite durable, compensating for its lack of speed against enemy point-defense systems.
LRFM-33 Cluster Missile Silo
Specialized for disabling enemy turrets and modules, this launcher fires missiles equipped with cluster warheads that detonate just before impact. The explosion releases a spread of high-explosive submunitions, dealing extensive area damage and overwhelming targeted systems with concentrated fire.
HEAR Fixed Rocket Launchers
Fixed version of a dumbfire rocket launcher that can fire continuous salvo of unguided rockets, dealing a lot of damage to any target, regardless of its armor. Limited ammo requires frequent resupply.
Ship Experience system
All player ships are be able to acquire combat experience, which will increase their rank, thus improving their combat skills, such as accuracy, afterburner usage, countermeasures, and more. A simple system of progression for your fleet, similar to many famous RTS games.
New Enemy Faction
No more fighting the pirates, it's time for a real challenge. You will face a new enemy - The Tyr Corporation, also known as Tyrcorp. Better trained and better quipped, this militaristic corporation seeks total control over the resource harvesting operations in the region.
Contract Sectors
Tinanis
Xalath
Sangvar
Conquest Sectors
Belt Vesmos
Belt Vesmos is one of the richest resource sites in the Erebus region and a critical economic hub. Its abundant resources make it the most significant source of income in the area, which is why Tyrcorp targeted it early in their expansion. They quickly established an outpost here to secure control over its lucrative mining operations, turning the sector into a strategic stronghold for their resource monopoly.
Tartarus
Tartarus serves as Tyrcorp’s main base of operations in the Erebus region, making it their most critical logistical and supply hub. It acts as the primary connection between the Erebus region and their home territory in Ferudani, ensuring the flow of resources, reinforcements, and supplies necessary to sustain their expansion efforts.
Changes and Fixes
Added Dynamic Lights to all heavy weapons
Added Chapter II Objectives and intel
Added second part of Space Reign OST
Added loading screen image shuffler
Improved loading times between Fleet Management and Sectors with a larger fleet
Improved AI Fleet Formation positions and following
Improved Third-Person Camera transition smoothness
Turret weapons now feature an auto-repair system based with speed based on the ship skill level
AI ships now use afterburner based on their current skill level
Increased Long-Range Combat Mode weapon effective distance to 85% of its maximum range
Increased Corporation Experience gains by 30%
Increased Maximum Corp rank to 14
Increased Maximum Ship Count to 9
Increased Maximum Command Points to 26
Increased accuracy for all Auto-Cannon turret weapons
Rebalanced majority of kinetic turrets
Fixed weapon impact VFX sometimes spawning away from their targets
Fixed weapons sometimes not dealing AOE damage to Hardpoints/Engines
Fixed several wrong weapon and ship stats and descirptions in Tech Tree/Shipyard
Fixed some launcher weapons not displaying ther target tracking compatibility correctly
Fixed some UI elements misaligned in the Fleet Management screen
Fixed Options screen for Super Ultrawide resolutions
Fixed AI ships sometimes shaking when flying to a waypoint
Other smaller fixes and polish
What Next?
Our next goal is to make some tweaks and smaller fixes based on feedback we receive on the update, then continue with additional features mentioned in the updated roadmap: Thanks for all the support & Good Hunting! 🫡