Star Vortex cover
Star Vortex screenshot
Genre: Indie

Star Vortex

Schematics and Upgrades (v0.4.1)

[p]Having finally finished Sector 3 I took some time to reflect on some of the suggestions I'd received. I was forced to ignore them while prioritizing content but now a couple of them jumped out. The turnaround time on them is a reflection of how important I feel they were.[/p][p][/p]

Level Upgrades

[p]When playing the game it quickly became confusing trying to decide what to do with equipment you didn't want. Either you sell it for credits, use it to upgrade the level of another item of the same type or pull a modifier from it. I'm hoping this change will help address that.[/p][p][img src="https://clan.akamai.steamstatic.com/images/42825867/2a8c3b148153e3557ad84d53e91bc10257168b0a.png"][TAG-10][/p][p]Items can now be upgraded for a cost in credits with no additional item requirements. This removes it from the decision-making process. Now when you get an item you don't want all you have to decide is whether you want it self for credits or keep a modifier from it.[/p][p][/p]

Schematics

[p]When playing your storage would quickly become a mess of items you were keeping for one modifier or another that you planned to use later. Then finding the modifier you wanted or even remembering why you kept an item to begin with was a bit of a nightmare. This is to try and solve that problem.[/p][p][img src="https://clan.akamai.steamstatic.com/images/42825867/6b392f5ddcf37f5c850a03446fec26bd86312d58.png"][/p][p]You can now purchase blank schematics from the Mothership. These schematics can be given a custom color/name and each holds up to 6 modifiers of any type including duplicates. Schematics are free to transfer modifiers onto and are not destroyed when modifiers are taken from them.[/p][p]This should allow you to bring some order to the chaos and sort modifiers you're keeping in your storage. You can also find and purchase pre-loaded schematics on your travels or even gamble for them on the black market.[/p][p]Some additional bug fixes and improvements were also included, full details are below. Enjoy![/p][p][/p]

Patch Notes

[p][/p][p]New Features / Content[/p]
  • [p]The cost of increasing equipment level doubled but destroying an item is no longer required.[/p]
  • [p]Added schematics that can be used to freely store modifiers for later use.[/p]
  • [p]Schematics can be given custom names and colors.[/p]
  • [p]Blank schematics can now be purchased from the Mothership.[/p]
  • [p]Preloaded schematics can now purchased from Traders.[/p]
  • [p]Random preloaded schematics can now be purchased from the Black Market or dropped by enemies.[/p]
[p]Balance Changes[/p]
  • [p]Weapon recharge rate is now reduced by -30% when boost invulnerability is active.[/p]
[p]Quality of Life / Accessibility[/p]
  • [p]Complete side missions now display above incomplete story missions in the mission panel.[/p]
  • [p]Higher rarity sell all buttons now remain active if lower rarity items are in your cargo.[/p]
  • [p]Updated Polish translations.[/p]
[p]Bug Fixes[/p]
  • [p]Fixed missing encounter rewards at Verdara in Sector 3.[/p]
  • [p]Verdiction leaves no longer grant experience in Sector 3.[/p]
  • [p]Left modifier selection no longer resets when changing the right modifier in Assembler.[/p]
  • [p]Unscanned items are now dimmed when modifying equipment.[/p]
  • [p]Basilisk now spawns stretched out instead of curled up in a ball.[/p]
  • [p]Friendly ships in Warzone encounters now display sensor arrows off-screen.[/p]
  • [p]Ship designer now only zooms with the mouse wheel when your cursor is over the main design area.[/p]

Flora Bosses (v0.4.0)

[p]That's the bosses finally done for Sector 3 and balanced. I say they're balanced but with the amount of meta gaming and build customization going on by the time players get to this Sector it's hard to say. Let me know if anything seems crazy hard or easy.[/p][p]This obviously comes with all the missions, achievements and story-line elements you'd expect making Sector 3 finally content complete and ready for launch.[/p][p][/p]

Early Access In July 2025!

[p]I'm now happy to say we'll be launching in to Early Access in July! The exact date will be announced near the start of the month.[/p][p]It looks like it'll launch with Sector 1, 2 and 3 for now. I don't want to rush Sector 4 as it'll be the conclusion to the main storyline and set the stage for the end game systems. I'd love to have the full story concluded for the launch but at the same time I want the ending to be awesome and that takes time as a solo-developer.[/p][p]Just to be clear about what you'll be getting. I expect there will still be around 20-30 hours of content depending how quickly you rush through it and you can hang out in Sector 3 and farm some things while you wait for Sector 4 to release or try some different builds / weapon combinations.[/p][p][/p]

Other Highlights

[p]Just to quickly run through some of the key changes besides the new content.[/p]
  • [p]Early game (level 1 to 10) now has a gradual increase of enemy damage to give players more time to master dodging and setting up their build.[/p]
  • [p]Enemy ships coming out of phase shift or hyperdrive jumping in now get a 1 second delay on weapon activations.[/p]
  • [p]Bosses can no longer be spammed with electric debuffs to stop them attacking as they get the same diminished returns players get.[/p]
[p]There are a few known bugs with this update that I found during my balance testing tonight so expect a hotfix in the next week, nothing major though. Have fun![/p][p][/p]

Patch Notes

[p][/p][p] New Features / Content[/p]
  • [p]Flora bosses have arrived in Sector 3 along with storyline, missions and achievements.[/p]
  • [p]Added a new storyline character who shows up for the first time in Sector 3.[/p]
  • [p]Extra Echo encounters added to Sector 1 and Sector 2.[/p]
  • [p]Echo is now hanging out in Sector 3 doing things.[/p]
  • [p]Added 1 x new type of Secondary Weapon.[/p]
  • [p]Added 1 x new type of Special Weapon.[/p]
[p]Balance Changes[/p]
  • [p]Early game enemy damage has been reduced slowly increasing up to level 10.[/p]
  • [p]Bosses now have diminishing returns on disabled debuff the same as the player.[/p]
  • [p]Reduced crazy long-range of Thorn Launcher compared to other weapons.[/p]
  • [p]Reduced overall level of Sector 3 encounters, so there is more varied level content.[/p]
  • [p]Other ships hyperdrive jumping in or unphasing now get their weapons disabled for 1 second.[/p]
  • [p]Blight now has Leech Guns stolen from the Phantoms in Sector 2 and additional dialog.[/p]
  • [p]Enemy lasers no longer damage before they're fully charged, player lasers are unchanged.[/p]
[p]Quality of Life / Accessibility[/p]
  • [p]Added indicator to dialog to make it clearer if ESA / Player are speaking privately.[/p]
  • [p]Rewrote all Junker dialog and some of the clunkier dialog around side factions.[/p]
  • [p]Reduction of light intensity on player ships is now smarter and uses part distances.[/p]
  • [p]Enemy ships no longer have their light intensity reduced.[/p]
  • [p]Ship design now displays color names to help those with color blindness.[/p]
  • [p]Removed 0.5 second delay on gaining control after hyperdrive jumping.[/p]
[p]Performance[/p]
  • [p]Improved performance of critical hit rolls on all weapons.[/p]
[p]Bug Fixes[/p]
  • [p]Core panel can no longer be opened while hyperdrive jump is in progress.[/p]
  • [p]Fixed mirrored weapons doing slightly less damage since the last update.[/p]
  • [p]Turrets now correctly stop shooting when the parent ship has boost invulnerability.[/p]
  • [p]Shadows that show when dodging no longer flicker lights on the ship.[/p]
  • [p]Fixed bug where hitting escape during Echo cutscenes would not pause them.[/p]
  • [p]Instagib developer setting no longer causes extra loot to drop from enemies.[/p]
  • [p]Animation on Identification Web no longer detaches from structure when it jumps in.[/p]
  • [p]Fixed Overgrowth Flora template containing invalid slots.[/p]
  • [p]Enemies will no longer boost after you if you're still in their weapon range.[/p]
  • [p]Shards launched from seeds will now correctly increase their hull with weapon level.[/p]
  • [p]Fixed some projectile previews showing in incorrect color in item stats.[/p]
  • [p]Fixed music stopping at Eden when enemies attack the fleet.[/p]

Version Regression (v0.3.9)

So, the version numbers were getting ahead of themselves. With Early Access fast approaching being at 0.9 made it look like a full release was a short time away but it's certainly not.

While the game will be fully playable at launch. There are still a ton of things I want to add, not least of which is mod support and maybe even multiplayer. So I've rolled the version back to 0.3.9.

When Sector 3 is done we'll hit 0.4.0 and from there, every big milestone will bump the version closer to 1.0.0. This changes nothing about my plans it just reflects them more clearly.

Fleet Improvements


You'll no longer find the Black Market in the Mothership, this didn't make a lot of sense anyway. It'll now be tagging along in a separate vessel as I'm sure Admiral Gideon would not approve.



The Assembler now also deploys an Identification Web when it arrives. Simply fly near this structure and it'll scan every item in your cargo. It's sadly far less chatty than Deckard Cain was though.

Everything else for this update is just quality of life and small fixes. More content coming in the next update!

Patch Notes



New Features / Content

  • Regressed version number to better reflect work remaining to be done.
  • Rescueing the Assembler now also adds an Identification Web to your fleet.
  • The Black Market is now located in a separate fleet vessel.

Balance Changes

  • Impaled and Radioactive status effects now tick down shield before damaging hull.

Quality of Life / Accessibility

  • Tooltip for Boost Invulnerability and Impaled updated to reflect current mechanics.

Bug Fixes

  • Fixed display issues with some bosses in the missions panel and mission helper.
  • Mirroring primary weapons no longer doubles your chance of triggering On Crit effects.
  • Secret elite ship in Sector 3 now correctly accelerates when using Smog Exhaust.
  • Hidden X item in the Assembler is now correctly reset when changing modification types.
  • Thruster sound effects no longer persist once thrusters are de-activated.
  • Fixed a bug where some sound effects were fading too quickly.
  • Fixed null reference in WorldController.OnOverlayActivated().
  • Items from non-active storage tabs can no longer be switched into slots.

Sector 3 Elites (v0.9.20)

Another content update on the road to Early Access.

Sector 3 Elites


The new Sector 3 elites have now landed. I did a quick run-through balancing them all so they should be challenging but not impossible now.



I wont include any details as I don't want to spoil too much but they should all present unique challenges.

Double Loot


The drop rate for different, rare and legendary items has been doubled across the board. The original drop rates didn't work as well now crafting has put a larger demand on items so enjoy the extra loot!



Grapple / Impale Changes


Projectiles that impale and grapples have been changed to penetrate shields. I wanted to get rid of the 'blocked by shield' mechanic to make internal shield builds more viable. They can now be removed by triggering boost immunity or using a displacement jump.

Many more balance changes, quality of life improvements and bug fixes below. I've tried to keep the later stuff a bit more vague to avoid any major spoilers. Next up will be the Flora bosses for Sector 3. Have fun!

Patch Notes



New Features / Content

  • Added 1 x Special Weapons.

Balance Changes

  • The central path through Sector 3 no longer contains different/rare rewards or rescues.
  • Increased hull/shields of the secret ship that shows up in Sector 3.
  • Secret ship no longer shows up if other enemies are present.
  • Hull Leech (On Crit) modifier now spawns particles like Leech Laser and Leech Gun.
  • Increased speed of leech particles by +50% when traveling to their ship.
  • Encounters behind a locked gateway can no longer be invaded by Species-XI.
  • Short Range PDL now gains +1 range at every level.
  • Long Range PDL now gains +2 range at every level.
  • Doubled the amount of legendary, rare and different items that drop from all sources.
  • Grapple guns and impale weapons now ignore enemy shields and pass through them.
  • Boost immunity now removes grapples and impaled objects.
  • Displacement boost and dodge now removes grapples and impaled objects.
  • Boost immunity now triggers from velocity or after 0.5s if you're slowed by grapples.
  • Hemlock now has fixed phase times when cycling attacks to make pulse more predictable.
  • Overgrowth now has a Tornado Launcher and another new Special weapon.
  • Hawthorn now deploys small Weaver ships with grapple guns.
  • All sector 3 elites have had their balance slightly adjusted.
  • Reduced range of Auto Caustic Lasers used by Flora to 175m.
  • Increased hull of Pantheon Horizon (Elite) by +25%.
  • Increased hull/damage of Shadow Blight (Elite) by +33%.
  • Increased range of Sector 3 elites lasers from 175m to 220m.
  • Increased damage of Horizon Vibrance by +25%.
  • Reduced damage of Shadow Carrion by -25%.

Quality of Life / Accessibility

  • Weapons no longer have to be re-activated after boost invulnerability.
  • Seed for the sector is now shown on the navigation panel.
  • Item type icon is now shown in the bigger image when viewing an item.
  • Smog Exhaust and new special weapon now toggle on/off when activated.
  • The game will now pause when the Steam overlay is opened.
  • Invulnerability cheat now actually makes you immune to damage instead of increasing regen.
  • Improved quality of glow and lighting effects.
  • Steam now uses the built-in keyboard when available.
  • Updated Runtime File Browser used for importing custom avatars.

Bug Fixes

  • Fixed Phantom ships not emitting lights from their cockpits.
  • Fixed Corrosive debris not correctly spreading in Sector 3.
  • Secret content no longer spawns in the background of the menu.
  • Fixed bug where unlocked gateways would not remain unlocked across game loads.
  • Non-storable items no longer temporarily vanish when trying to place them in storage.
  • Clicking destroy item will now clear the X disabled slot in the assembler panel.
  • Developer tool 'complete path' now gives you correct simulated enemy ship drops.
  • Fixed bug in rescue encounters where other ships would jump away as it ends.
  • Combat music during the secret ship fight in Sector 3 now ends when combat is over.
  • Small ship image no longer flickers on screen when exiting ship design.
  • Shrunk down the ship preview in the mothership panel so it fits more nicely.
  • Enemies using grapple guns will no longer get stuck on random objects.
  • Fixed bug where Xenosis and Necrosia had the wrong Species-XI elites.

Release Date: Q3 2025

I've made the decision to shift our release date back to Q3 2025. I know some of you are excited for the release and I appreciate your patience! My priority is to deliver a complete game as we enter Early Access that I can then build upon over the years to come.

Having said that the official release date will be announced at the start of July and I'm confident it will be sooner rather than later.

Thanks for your support!

New Factions (v0.9.19)

As I continue to work towards an Early Access release a lot of the content mentioned in this news will not be accessible in the demo (which ends at the end of Sector 1). Having said that, lots of testers and streamers have access to the full version now this is what's new!

Forgotten Faction


While the Phantoms have become bitter and isolationist in their old age there are some of them who take a more optimistic look at their race's future. Meet their genocidal / galactic dominating cousins, the Forgotten! These guys are now hanging out in Sector 3 and will not be happy to see you.



Secret Faction


There is a third completely new faction hiding away in Sector 3. You'll need to find these guys yourself as I don't want to spoil anything. They have unique ship parts, artwork and music and you wont see them hanging out on the main menu either!

Rescue Encounters


The problem child of my encounters, I'm still working to make these less frustrating. For now, they give double rewards like Elite encounters due to their increased difficulty. Some players may still wish to avoid them though.

Infected Seed


I still get questions about this item all the time from new players. As such, Species-XI will no longer show up in your playthrough until after you have found a waypoint. Hopefully this will alleviate some of the confusion when the mission says to use it on a waypoint as they'll have seen one.

Quality of Life / Bug Fixes


One streamer pointed out that it was annoying to have to re-click your weapon to continue firing after triggering boost immunity. I hadn't noticed but once highlighted it was hard to not notice it. This is now fixed, so it works the same as dodging.

Many more fixes and changes below. Next update will hopefully include the Sector 3 elites and bosses. Then I'll take a bit of time to balance it all before diving in to Sector 4 content!

Patch Notes



New Features / Content

  • A new faction of Phantoms (Forgotten) is now present in Sector 3.
  • Species-XI now have their own foothold in Sector 3.
  • Added some secret stuff to Sector 3.
  • Added 1 x Primary Weapon.
  • Added 2 x Achievements.

Balance Changes

  • Rescue encounters now grant double rewards like elites.
  • Pantheon scouts now correctly have -50% hull.
  • Flora scouts now correctly have -50% hull.
  • Reduced all base enemy damage in Sector 2 by 12%.
  • Reduced all base enemy damage in Sector 3 by 20%.
  • Overcharge Thruster now drops with Item Salvage instead of Thermal Resistance.
  • Reduced recharge delay on Photon Shield from 4s down to 3s.
  • Increased max shield of Aegis Shield by 10%.
  • Skeran Moths (repair) will no longer show up in encounters before level 10.
  • The central path through Sector 3 no longer contains different/rare rewards or rescues.
  • Increased hull/shields of the secret ship that shows up in Sector 3.
  • Secret ship no longer shows up if other enemies are present.
  • Hull Leech (On Crit) modifier now spawns particles like Leech Laser and Leech Gun.
  • Increased speed of leech particles by +50% when traveling to their ship.
  • Encounters behind a locked gateway can no longer be invaded by Species-XI.
  • Short Range PDL now gains +1 range at every level.
  • Long Range PDL now gains +2 range at every level.

Quality of Life / Accessibility

  • Species-XI will no longer show up before a player has reached a waypoint.
  • All encounters that don't match the primary faction for a sector now show a border.
  • Updated Polish translation data.
  • Invader arrival message now specifically says Species-XI to avoid confusion.
  • Weapons no longer have to be re-activated after boost invulnerability.
  • Seed for the sector is now shown on the navigation panel.
  • Item type icon is now shown in the bigger image when viewing an item.

Performance

  • Fixed some colliders that were incorrectly being fed into the physics system.
  • Reduced overheads when spawning ships by ignoring slots in designs.

Bug Fixes

  • Some elite enemies had incorrect hitboxes which have been fixed.
  • Level achievements should no longer become desynced with game values.
  • Shield types of Flora, Pantheon and some Shadow ships are no longer incorrect.
  • Item duplication when moving the item being modified in the Assembler is no longer possible.
  • Auto lasers no longer flicker in random directions when de-activating.
  • Developer tools being used will once again disable global achievements.
  • Console level command now correctly grants achievements.
  • Species-XI cockpit no longer has an incorrect green light.
  • Elite previews in navigation now fit more nicely in the box.
  • Fixed keystones not saving in gateways if not playing in English language.
  • Fixed Species-XI transports not dropping infected seeds.
  • Fixed a display error in the HUD mission helper when tracking multiple enemy ships in a row.
  • Fixed null reference in GetDamageData() when unequipping Seed Cannon.
  • Fixed null reference in ShowReplaceModifierDestroyItem() when rapidly destroying items.
  • Fixed Phantom ships not emitting lights from their cockpits.
  • Fixed Corrosive debris not correctly spreading in Sector 3.
  • Secret content no longer spawns in the background of the menu.
  • Fixed bug where unlocked gateways would not remain unlocked across game loads.
  • Non-storable items no longer temporarily vanish when trying to place them in storage.
  • Clicking destroy item will now clear the X disabled slot in the assembler panel.

Sector 3 (v0.9.18)

Well then, it's finally time to continue on the content treadmill. I took a slight detour after getting lots of feedback to make some much needed improvements but as release date approaches it's time to focus.

Sector 3


You can now explore Sector 3 in the full version of the game if you're a tester. It features a unique layout, new Flora ships and weapons, and brand-new music. However, some content is still in the works. elite abilities, bosses, the alternative Phantom faction and another undisclosed faction are not included yet. Some missions, achievements, and story elements are also still to come.



This is an early version of Sector 3 but you're welcome to check it out if you're itching to get to a higher level or check out some of the Flora weaponry and fleet.

New Weapons


The new Flora faction come with an additional 11 completely new weapons. While these are mostly acquired in Sector 3 all item drops have a small chance to roll from the global loot table. Meaning you can totally get these in the demo if you look hard enough. You're also likely to see them in the background of the main menu from time to time



Design Rules Change


Some players requested they be allowed to design ships without a central part so this requirement has been removed. The rule now is that you must have parts that intersect the two central lines, shown in green in the screenshot below.


This means the design above is now valid along with lots of other unique looking ships.

Old Sectors


Nothing much has changed with the generation of Sector 1 and 2 but behind the scenes it has. This means complete encounters in your old saves will have a broken layout. While you can continue to play these if you wish you can also hit Regenerate to get a new sector map.

There is a fix for an old Assembler bug in this update as well that should prevent some item duplication issues. Along with a slight increase to enemy speed in Sector 2 and many more changes listed below.

Warning: If you play on harder or custom difficulties 'Faster Movement' enemies just got wild, so let me know how that goes!

Patch Notes



New Features / Content

  • The first draft of Sector 3 content is now in place.
  • Added 1 x Thruster.
  • Added 1 x Shield.
  • Added 1 x Primary Weapon.
  • Added 2 x Secondary Weapons.
  • Added 1 x Auto Special Weapon.
  • Added 3 x Special Weapon (One is NPC only).
  • Added 1 x Passive item.
  • Added 1 x Grapple Gun.
  • Added 1 x Legendary item.

Balance Changes

  • Black market items will now always match the player's level regardless of sector.
  • Enemies in Sector 2 are now 50% faster increasing to 100% faster in Sector 3.
  • Fast movement on harder difficulties now makes enemies boost into weapon range.
  • Damage from debuffs is no longer blocked by boost immunity or phase shifting.
  • Skeran Moths (repair) will no longer show up in Sector 1 before level 8.
  • Increased delay on redeploying destroyed drones from 4 to 6 seconds.
  • Orb Drone Bay charges reduced from 6 to 4 but damage increased.
  • Roach Drone Bay charges reduced from 8 to 6 but damage increased.
  • Mothership now shows Short Range PDLs.
  • Radioactive debuff is now removed when the ship reaches 1 hull.
  • Hit and run AI now continues to accelerate when in range.

Quality of Life / Accessibility

  • Central part requirement for ship designs has been expanded to be central lines.
  • Missile launchers now show DPS instead of damage for easier comparisons.
  • Caches can now be opened by hitting the interact keybind or shooting them.
  • Encounter rewards below the 'Ignore Items Below' setting are now ejected.
  • Sector difficulty display in navigation now must be clicked to be seen.
  • Further updates to the Polish translation.
  • Credits panel is no longer run through automatic translation.
  • Polish translations have been updated again.
  • Console debuff command now supports setting DPS value of status effects.
  • Renamed turret special weapons to bays instead of launchers to avoid confusion.

Bug Fixes

  • Players can now receive critical hits when they have the Corroding debuff.
  • Items upgraded to legendary can now correctly roll 0 to 2 global modifiers.
  • Fixed display issue where minibars would flicker out of position.
  • Fixed bug where some upgrade points could not be removed despite being valid for removal.
  • Fixed a bug where the tutorial would sometimes link to encounters that bypassed Novus Prime.
  • Fixed issue where the player would not save before respawning when mothership destroyed.
  • Hitting F1 to F4 at the same time will no longer open uninitiated panels.
  • Hardcore players can now respawn if the mothership is destroyed in a boss fight.
  • Fixed an issue where legendary passive items couldn't be equipped.
  • Unlock slot achievement is now correctly awarded when adding a slot to your ship.
  • Purchasing the same item multiple times from traders is no longer possible.
  • Sector generation is now slightly faster and less likely to do multiple passes.
  • Fixed null pointer in AttachedAIShip.CopyFlightLeaderAI() when Crystal Prism destroyed.
  • Fixed item duplication bug in assembler when dragging items from storage.
  • Moving items in to temporarily empty slots in the assembler is now blocked.
  • Fixed incorrectly named mission that is given before you travel to Sector 3.

Slot Rework and Fixes (v0.9.16)

A smaller update this time but there are some critical bug fixes and improvements I wanted to get out as soon as possible.

Slot Changes


Sometimes players make suggestions that seem completely absurd, then you think about them for a bit and you realise they have a point. One such suggestion recently was from Bellatrix in our Steam Community regarding slots.

The slot unlocking system was kind of pointless. A lot of people got confused by it, especially when they had to then add the slot to their design. This has all now been streamlined.



Slot resetting no longer exists so there is no cost. You simply get a specific number of weapon slots based on your level and you place them in your ship design as you wish. As a by-product of this, each upgrade tree now just gives you one generic slot and you can also get 4 x primary slots which was not possible before.

I did toy with the idea of removing slot types entirely and just making them weapon slots, but they all have very distinct behaviours and having types allows for better organization on your ship designs.

If you had a ship design with more slots than you were allowed you'll need to edit it to put the correct slots up to your limit when you load your save. You haven't actually lost any slots.

There are some critical bug fixes, balance changes and other minor improvements detailed below. I'm hoping to begin work on Sector 3 content next week!

Patch Notes



New Features / Content

  • Slot unlocking has been entirely removed and will now be free to change in ship designs.

Balance Changes

  • Halved the cost of medium/large consumables and capsules.
  • Halved the cost of upgrading equipment rarity.
  • Reduced severity of upgrade reset costs at higher levels.
  • Reduced squadrons in the third wave of the Assembler rescue from 3 down to 2.
  • Increased hull of Assembler by +25% for the rescue mission.
  • Removed early-game Locusts with Plasma Blasters due to high damage.

Quality of Life / Accessibility

  • Equipment now shows its level in the top-right corner with the locked status moved to the bottom.
  • ESA now prompts new players to edit their ship design before undocking with the mothership.
  • Edit ship design button is now yellow and shines the first time a player visits the mothership.
  • Reduced the thickness of laser weapons as it makes combat look cleaner.
  • Human translation progress is now shown in entry count as word count was misleading.
  • Modifiers that cannot be transferred now explain the reason in their tooltips.
  • Removed screen shake from inferno cannon projectile impacts.
  • Added a few slightly different sounds to ship explosions.
  • Increased screen shake from ship explosions.

Bug Fixes

  • Hyperdrive jumps can no longer be canceled after the countdown reaches 0 seconds.
  • Weapons forced into cargo by slot removal no longer mess up cargo arrangements.
  • Fixed lock icon remaining in place when items are dragged out of slots.
  • Fixed sandbox ship designs displaying slots in a weird order.
  • Tutorial arrow that directs you to mothership/gateways no longer shakes on lower framerates.
  • Rescue target reticle no longer shakes on lower framerates.
  • Effectiveness modifier can no longer be replaced on passive items.
  • Fixed incorrect tooltip on the ignore consumables setting.
  • Friendly ships summoned by beacons now earn experience when they destroy enemies.
  • Fixed bug where smaller explosion screen shakes would cancel out larger ones.
  • Fixed spawn command in console not working on main menu.
  • Enemy ships in sandbox can now have any slots as their level is ignored.
  • Fixed error in TakeItemStorage() when dragging items out of storage during assembly.
  • Fixed bug where recent black market purchases could not transfer their modifiers.
  • Fixed death surge modifiers not appearing on drone or turret weapons.

Hotfix (v0.9.15-1)

I've gained a lot of new testers this past week, and with that comes a lot of new bugs. Here's another quick hotfix for some of the issues they've found.

Oh, and HAKIMODO, a streamer from Poland, has finished off our human-translations for Polish! They're still being worked on, so you might spot a few errors in the older translations.

HAKIMODO's YouTube Channel:
https://www.youtube.com/@HAKIMODO/

Hope everyone is having fun, more updates are on their way!

Patch Notes



New Features / Content

  • Polish is now fully human translated.

Balance Changes

  • All legendary items can now have a chance to drop with required level modifiers.
  • Increase Rarity option in Assembler now unlocks at level 8 instead of 6.

Bug Fixes

  • Blocked transfer of modifiers onto weapons they're not valid for, like shot/chain count.
  • Fixed bug where the player could get stuck in the wall of the Skeran Hunter's trap.
  • Fixed issue where assembler highlighting not using required level modifiers.
  • Fixed issue where assembler highlighting would sometimes reset itself.
  • Fixed issue where legendary stats would sometimes decrease on the first upgrade.
  • Fixed navigation breaking in the ship designer, mostly on the Steamdeck.
  • Dialog about picking a control setup no longer plays when using a controller.
  • Aiming now works correctly with a controller during tutorial during 'primary weapon' stage.
  • Requirements in trade panels now update when upgrades are changed.
  • Dragging items into trade to sell them no longer triggers item swaps inside cargo.
  • Navigation highlight no longer shows on skip cutscene button when using a controller.
  • File browser when using a custom avatar can no longer delete or rename files.

Roadmap Updated

Below is our official roadmap. This will be kept up to date as best I can and represents my overall plan of major features for the game.

The two things at the top will hopefully be done before we launch in to Early Access. The rest will be worked on during Early Access in preparation for our 1.0 launch.

Join us on Discord if you want to get involved or have any questions:
https://discord.gg/ePgg7qgs4b