It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
1.5.6 just hit the Experimental branch, featuring:
- Fixed the gravimetric augmented reality overlay, which was clipped on 32:9 aspect ratio displays on EIME and Bald Eagle Racing HUD.
- Updated translations.

Feedback Focus: Gravimetric overlay.
1.6.0 just hit the Experimental branch, featuring:
- The Onboard Maintenance System screen will now remember the last station you accessed and show it again when you enter it.
- Additional in-universe advertisement on the Enceladus Billboard.
- When hailing an entity that has nothing to say, the hail button will now instantly change to "no response" without the need to call twice.
- The racing team will not interrupt your conversation awkwardly when they suddenly realize that they hate you.
- Not being hostile to the racing team and discussing the race with them will put them a bit at ease now.
- Updated translations.

Feedback Focus: Racing interactions.
1.6.2 just hit the Experimental branch, featuring:
- Voyager RSLS now has a standby mode and will not draw extra power when not printing anything.
- Fixed audio issues on Voyager RSLS Fabrication Plant audible when printing nanodrones on Eagle Prospectors.
- Manually paying outstanding salary through the Crew menu would cause the menu to close in 3 seconds unless you interacted with another button.
- Updated translations.

Feedback Focus: Voyager.
1.6.6 just hit the Experimental branch, featuring:
- When carrying an autonomous system in a cradle, other ships will now consider it an integral part of the ship. This prevents pirates from trying to shoot down unpowered claim beacons - even when you have a good standing with them. They will still attempt to disable them if you choose to deploy them near a site they frequent, as they don't enjoy the extra attention from Enceladian authorities.
- Comms window will show the most recent dialogue option even if there is no reply for you to pick.
- The printing sound of Voyager RSLS could play even when the ship was fully powered down and docked on Enceladus.
- Updated translations.
- Updated credits.

Feedback Focus: Comms. I changed the way the window scroll to the bottom. It should be foolproof, but if you encounter a situation when it doesn't show what you expect, please report it with a screenshot, so we can be on the same page as to what is happening.
1.6.8 just hit the Experimental branch, featuring:
- The comms window can be scrolled again.
- Your crew will comment on finding dead bodies in space sooner.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
1.6.10 just hit the Experimental branch, featuring:
- The IFF control on your Pilot tab was always yellow on the "auto" setting, even if your onboard automatic IFF classified ships as hostile and friendly. It will now follow the automatic classification color scheme.
- Ganymedean Anarchy station docking arms will no longer attempt to grab OCP-209 from below.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
1.6.12 just hit the Experimental branch, featuring:
- Fixed nanodrone propulsion laser audio.
- Focus was lost when you sent the very last message in a conversation using either a gamepad or keyboard. Focus will now be re-acquired by the station selected in your OMS menu.
- Updated translations.

Feedback Focus: Nanodrone audio, gamepad control.
1.7.0 just hit the Experimental branch, featuring:
- Engine update to Godot 3.5.2.
- Updated translations.

Feedback Focus: The main reason for the engine update is to eliminate a very rare bug that sometimes causes physical objects not to register when entering designated areas of space. This happens around once every 1000 hours, estimating on our own experiences, so there were no reports about this until we reached a higher number of players and the numbers accumulated. The effects of this bug could range from point defense systems not picking up targets, ore getting stuck in your reactor and preventing astrogation, performance degradation as some objects did not despawn even when they went far away from your ship, occasional crashes, and probably more. The frequency of these events would depend on individual computer speeds, so some users were much more susceptible to this than others. If you were affected by any of these symptoms, I'd like to know if this version improves your experience.

As with any game engine upgrade, all sorts of things could be working slightly differently, so I'd be very interested in hearing about any bugs and quirks you experience in this version.
1.8.2 just hit the Experimental branch, featuring:
- Hiring multiple geologists or astrogators will improve identification speed in their respective fields. This change is likely to be re-balanced before it hits the Stable branch based on your feedback - make your hiring decisions accordingly.
- Improved game performance when there is a lot of identified ore floating around your ship.
- Having a lot of raw ore in your cargo hold will not distract your geologists anymore. Geologists will not be distracted by ore they have already identified either.
- Playing with a very low framerate will not cause your geologist to identify ores slower anymore.
- If you had your Pilot tab selected and entered the OMS menu, the transponder and ship name labels would display much more slowly than they should.
- Improved drone zone visualization in the Tuning menu and its performance. You will now be able to see the entire area covered by your drones.
- Improved resolution of the ship preview simulation in the Tuning menu.
- Ship simulation preview in the Tuning menu will not be cropped on vertical displays.
- Fixed Enceladus background aspect ratio on vertical displays.
- You won't be able to trigger the Enceladus menu buttons when your dive summary screen is active. Spamming the action key while the menu is appearing will not cause that either.
- Updated translations.

Feedback Focus: New geologist gameplay balance.
1.9.0 just hit the Experimental branch, featuring:
- New visuals for the Fleet and Dive ship display.
- The dive summary screen will not pop up if the only things you brought in your cargo bay were something you already owned, like your own mining companion. This also prevents a glitch that allows you to use the station menus when you had a completely empty summary screen displayed in the foreground.
- The price assessment markers on the Dive Summary screen will now word-wrap the ship name to fit into the assessment square.
- The intro animation will now play correctly on displays with different than 16:9 aspect ratios, adding black bars on the sides if required.
- The emergency autopilot and automatic return when exiting the rings will not be disabled now if your astrogation velocity match is active.

Feedback Focus: The new Fleet and Dealer aesthetic.
1.10.0 just hit the Experimental branch, featuring:
- Ships that undergo maintenance are now marked as such in your Fleet menu.
- Ships appeared upside-down in some areas of the Fleet and Dealer menus.
- Mars Power Industries were caught red-handed, lying in the specification of muzzle velocity of their railgun. An errata has been issued.
- Updated translations.

Feedback Focus: The new Fleet and Dealer aesthetic and functionality.
1.11.2 just hit the Experimental branch, featuring:
- Multiple mechanics will not speed up the rate of replacing your hardware with new ones anymore.
- Repair times shorter than one hour will now be displayed correctly.
- "Not passing inspection" and "in maintenance" markers on your Fleet menu will not overlap now.
- "Not passing inspection" marker on used ships in the dealer and fleet menus will now be consistent with actual inspection results. They used to show only on badly damaged ships.
- Fine-tuned fleet display for non-Latin languages.

Feedback Focus: Ship maintenance.
1.11.5 just hit the Experimental branch, featuring:
- When you accessed the ship logs for the second time, they would not scroll all the way to the end.
- Ship logs sometimes did not get focus on the last line of the logs.
- Fixed a vertical line visible on K44 if you examined the ship in your fleet.
- Icons for "ship being maintained" and "ship not passing inspection" can now appear both on the ship icon when you are fixing your ship, but not enough to pass the inspection when done.
- Added support for physical scancodes for hardpoint toggles to fix issues on unusual keyboard layouts, which require two keypresses for a number.
- The "pick your dive target" screen will now present a zoom level consistent with the zoom slider position when you first enter it.
- Updated translations.

Feedback Focus: Still looking for feedback on the new multi-crew mechanics: geologists, mechanics, and astrogators.
1.11.6 just hit the Experimental branch, featuring:
- Fixed a bug that caused the game to slow down and flood the game logs with messages when you undocked and re-docked to a space station that had nothing more to say to you.

Feedback Focus: Still looking for feedback on the new multi-crew mechanics: geologists, mechanics, and astrogators.
1.11.7 just hit the Experimental branch, featuring:
- Re-balanced astrogator and geologist identification times to make bringing multiple crew of the same role more impactful. Astrogators will now take much more time to spot a ship on the very edge of their range.
- Improved music mixing.
- Lifepods will now have tactical markers.
- Fixed baked-in radiator glow on AT-K225 not reaching the entire ship's hull.
- Mass drivers will not break the conservation of energy anymore. This change only affects tuned mass drivers.
- Fixed a bug that could cause you not to find a POI if you dived directly to it from Enceladus. This only affected a subset of astrogation targets.

Feedback Focus: Still looking for feedback on the new multi-crew mechanics: geologists, mechanics, and astrogators, especially with the new re-balance. With the mass driver fix, you'll notice that tuned mass drivers will have different muzzle velocities. While the difference is not significant, I'd like to hear your opinion on that, too.