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0.580.3 just hit the Experimental branch, featuring:
- Pre-baked depth of field effect on the Enceladus Dock Billboard improves it readability without sacrificing any performance.
- Adjusted light effects of the billboard.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.580.8 just hit the Experimental branch, featuring:
- Removed gameplay and story segregation for crewed derelict salvage missions. When the dialogue will tell you that the ship was damaged, it will actually be damaged, instead of simply being rigged to explode. If you manage to recover such a ship with other means, you'll find it actually damaged in your garage. This prevents both the confusion as to why ships recovered in this fashion tend to explode when you try to fly them - even after repairs - and also enhances the derelict recovery by a more varied outcome.
- Fixed dialogue tree for derelict recovery when you did not have enough propellant to perform the operation - in 66% of cases the relevant dialogue would not trigger.
- Fixed dialogue tree for a fleeing pirate pleading for a truce. In some conditions, it could end prematurely.
- Extended "ignore minor collision" tuning range setting for EIAA-1337 autopilot by 200%
- Enhanced key prompt display on the tutorial for actions that can be produced with multiple inputs to make clear that the controls listed are alternatives.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.582.0 just hit the Experimental branch, featuring:
- More aggressive physics throttling system. Physics throttling is a system that, in presence of multiple simultaneous physical interactions in the simulation range will favour those that happen in the direct vicinity of your vehicle, simplifying or simply forgetting things that happen far away in that case. If you are in a frenzy of combat with hundreds of debris flying all around you, it's not really all that important what is happening to that lone undisturbed iceroid 12km back. This should vastly improve performance for some playstyles.
- Additional chart on the in-game profiler (F11) that shows the amount of throttling implemented by the game in real time.
- The ship logs on the Enceladus Prime station will now start filling up with the most recent one, giving you instant access to all the recent changes, while preserving the performance improvement of progressive loading.
- Big ships equipped with their own docking systems will now dock you at a longer range, allowing docking of larger ships without (much) damage, as well as docking a ship with cargo in its AR1500 Salvage Manipulator.
- Docking arms will now accept ships docking backwards and not try to rotate them when they do so.
- Tooltips will not slide all around the screen anymore and will appear after a bit longer delay.
- Fixed a possible null pointer exception that could crash the game if a point defence system examined a ship that was undocking in the very same instant.

Feedback Focus: Much has changed that might affect many different playstyles. Please be on the lookout for performance changes and ring distribution changes. These are the effects of the new physics throttling system, and I hope the effect will be "better performance, no other changes noted". Should any concerns arise there, please include a screenshot with your profiler (F11) enabled. If you frequent bounty hunting, I'd love to hear about interactions with the mentioned ship. I'm also looking for feedback about docking big ships with stations of all sorts.
0.583.0 just hit the Experimental branch, featuring:
- Inactive AI entities, such as cradled containers, captured ships or drones or similar, will not use up resources of the physics engine. This should improve performance in some playstyles (especially titandrift builds) significantly and prevent the throttling system introduced in 0.582.0 from cutting down the density of the rings in the event that you capture multiple drones.
- Adjusted internal hull shape for AT-K225 ship. This should prevent ore that manages to pierce your hull from stopping astrogation.

Feedback Focus: Performance, especially for AT-K225 drifting builds and AI quirks. As additional parts of AI now shut down when not needed, there are possible unwanted side effects. Please be on the lookout for glitches like ships, drones or lifepods not contacting you when you feel they should. When reporting performance, please include a profiler (F11) screenshot aside from logs - it contains up to 16500% more resolution than the logs.
0.583.1 just hit the Experimental branch, featuring:
- New ship reactor explosion visual, with ship parts flying all around.
- Ship explosion shaders are now cached, preventing lag spike when a ship explodes for the very first time.
- Optimized explosion shader performance.

Feedback Focus: New explosion visuals and performance.
0.583.2 just hit the Experimental branch, featuring:
- Moonlets could appear so close to each other that the game assumed it was the same entity.
- Explosions of the nuclear reactor will now respect the explosion particle settings.
- Search and Rescue ships will not ask if you saw a derelict ship when they see it themselves.
- Fixed a race condition between the tuning subsystem and certain HUDs which could make either setting not appear, or even crash the game when entering the Tuning menu in an unlucky coincidence.
- When remapping the key in the Settings menu, the "I'm waiting for keypress" button flash will now be visible when you have the Bloom turned off.
- Crew salvaging a derelict will refuel it after they reach it, not when they launch from your ship. This prevents the ship from booting up and taking independent, possibly hostile action in case its reactor was heated up by other means before the boarding.
- Fixed one path of the salvage dialogue which could end up with a successful salvage without any propellant transfer.
- Derelict ships that your crew plainly refuses to board due to heavy damage will now exhibit that heavy damage if salvaged by other means.

Feedback Focus: Still looking for feedback on the new explosion visuals and performance, but also on how the derelict boarding works out now.
0.584.4 just hit the Experimental branch, featuring:
- Fixed a bug that caused particle systems that were not supposed to for a vortex to form one and made those that were supposed to do that to not.
- Optimized explosion performance.
- A nearby pirate in hiding, or a dormant pirate trap, will not prevent you from sending your crew to a derelict ship if you don't know about them yet.
- Optimized performance of derelict ships - they will no longer use the same resources as an active ship.
- Disabled nanodrone systems will now use fewer resources.
- Resolution scale setting will now work in full-screen mode immediately.
- Carbon Anomaly will despawn when you move away from it, releasing resources and stopping its mood from affecting the music.
- Vulture Prospector can now have custom paint jobs.
- Adjusted the physical shape of AT-K225 again to prevent ores hitting it at odd angles from briefly registering as cargo.
- When you query a ship for a trade opportunity, the exposed location will now be related to the origin of the conversation and not your current position, preventing an exploit that could grant you a deep insertion point by hailing a ship and astrogating away.
- Fine-tuned the astrogation jump abort conditions. Increasing the velocity beyond the trajectory-mandated one will not abort the jump, making avoiding collisions while matching the trajectory easier.
- The relative crew skills on the crew hiring menu will update immediately if you change your active crew.
- Tactical markers of ships that exploded will now disappear immediately.
- The storyteller is now more aware of performance limitations and will avoid piling up events that could cause your game to slow down too much.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.584.5 just hit the Experimental branch, featuring:
- If your lidar saw a ship, your astrogator put a tactical marker on it and then you went into a shadow for over 60 seconds; the ship would disappear from your pilot tab ship list, even if it was visible on-screen and still had a tactical marker. Should your lidar sweep over its hull again, it re-appeared, but without a name.

Feedback Focus: General.
0.584.7 just hit the Experimental branch, featuring:
- Added a grace period before an item is registered as proper cargo. This should prevent numerical imprecisions from ore hitting the side of your ship from registering as cargo.
- Adjusted AT-K225 physical shape to take advantage of the new cargo handling.

Feedback Focus: Cargo handling across ships. This version changes when the game considers something yours, and while I don't anticipate problems from that, there might be problems I did not anticipate. If you got something inside your ship and it acts weird, please report it. Screenshots might be helpful in this case.
0.584.9 just hit the Experimental branch, featuring:
- Fixed a bug in the new cargo handling that could cause an item to not register as cargo, remaining a valid target for AR1500 manipulator, having persistent geologist marker in the cargo hold and registering on the proximity lidar, preventing thus astrogation.
- Fixed a bug that could cause your game to crash when your ship crashed into an asteroid.
- Decreased dampening of the cargo bay impact absorbers of EIME. The beak will now open faster and should not depend on physics framerate settings anymore.

Feedback Focus: Still looking for feedback on cargo handling across ships. This version changes when the game considers something yours, and while I don't anticipate problems from that, there might be problems I did not anticipate. If you got something inside your ship and it acts weird, please report it. Screenshots might be helpful in this case. Changes introduced today should be most visible when flying EIME.
0.585.1 just hit the Experimental branch, featuring:
- Optimized the ring background particle system. Now, despite being capable of displaying much more particles, it uses fewer CPU resources. This will both improve performance on systems that were bound by CPU-GPU communication, as well as make some areas of the rings covered with a thick haze of small rocks. You can adjust the background particle details to fine-tune that.
- Passing multiple days during transit, on station or during repair would count only as a single day for education performance. Now you will benefit from all the days, which should increase the rate at which your crew educate themselves.
- The profiler view (F11) now contains a version string.
- Physics throttling will be a bit less aggressive now. Previous settings, on builds that sported multiple drones or mining companions, could end up in a deadlock where no ice was generated. With new settings, the ice spawn radius is adjusted to always be within the despawn radius, so you should never end up in an empty ring. As a drawback, this will decrease the performance (which would be better in an empty ring scenario) - this is a design choice. You can improve your performance using detail sliders in settings instead.
- Mineral chunks physics optimization. Immobile ore chunks can now be put to sleep, decreasing performance requirements for strip-mining ship builds.
- Physics simulation throttling will now work based on gameplay area, not the radius around the ship. This makes applied changes more subtle.
- NT Mining Companions are now more short-sighted, which will reduce their effectiveness in unguided mining a bit, but improves their performance by over 400%.
- Adjusted Pelican Prospector internal cargo bay shape to make the optionally installed cargo baffles more effective.
- You can completely turn off all the lights, including the Sun, with the lowest settings of details, which will improve performance on low-end machines. For roleplay purposes, you can assume that you are mining in the shadow of Saturn.
- Certain anomalies could despawn much quicker than they were supposed to.
- The game default settings will now include full-screen mode, 60 fps frame limit, and vertical synchronization turned off. I found that these settings offer the best out-of-the-box performance whilst avoiding problems with variable refresh rate monitors.
- When your processed storage compartment on your ship becomes full, your ship will sound a brief alert now.
- Updated translations.

Feedback Focus: Any cargo-related incidents, performance, visuals, ring generation quirks.
0.585.2 just hit the Experimental branch, featuring:
- Updated engine binary for Linux and Steam Deck to Godot Engine 3.5.1.
- Adjusted BVH margin for the physics collision testing. While the previous value showed promising results in synthetic tests, real-live performance was underwhelming.

Feedback Focus: Any cargo-related incidents, performance, visuals, ring generation quirks.
0.585.4 just hit the Experimental branch, featuring:
- Adjusting the "Rocket Plumes" detail slider can now completely turn off plumes.
- Improved performance of pulsed thrust reaction control systems and torches.
- Improved performance of exhaust rendering.
- You can now take multiple jobs from pirates simultaneously.
- Fixed some typos in the name generator that caused some of the characters not to be able to be called by their last name during dialogues.

Feedback Focus: Performance and rocket plume appearance.
0.585.5 just hit the Experimental branch, featuring:
- When you hire Vilcy as wingman, they won't tell you they will share ores with you anymore.
- Ganymedean Anarchy station has a new position for docking arms, making docking easier with big ships. Refurbished arm actuators are now able to stop your ship effectively when docking.

Feedback Focus: General.
0.586.1 just hit the Experimental branch, featuring:
- Hired wingmen and friendly crew now know how to fly in formations and will do a better job at not getting in your way.
- Expanded the crew management menu.

Feedback Focus: Crew management and wingmen behaviour.