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

×
0.606.0 just hit the Experimental branch, featuring:
- New tuning option: Customize NDCI collision warning.
- Disengaging your autopilot with the G key when you have a moving target selected will now apply the correct velocity to your craft.
- Updated translations.

Feedback Focus: The new tuning options.
0.606.1 just hit the Experimental branch, featuring:
- On some machines, with specific settings, you could click multiple times on the "Launch Dive" button before the launch animation triggered, which incurred multiple launch fees.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.606.3 just hit the Experimental branch, featuring:
- Reworked the launch dive screen. It now fits better in small resolutions.
- You can now pick a known astrogation location as your dive entry target on the station.
- Videos on the Enceladus billboards now load just before they are played and are freed as soon as they are over. This should fix the codec issues some players were experiencing.
- Additional in-universe ad.

Feedback Focus: The new Start Dive screen.
0.606.5 just hit the Experimental branch, featuring:
- Fixed a bug that caused disproportional resource depletion when mining in dense, rich areas. Destroying asteroids created by shattering bigger rocks counted towards depletion of the field, while it should not have. While the effect was mostly negligible in sparse areas, in deep veins and propellers it could cause more rocks to disappear on subsequent visits than they should.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.606.8 just hit the Experimental branch, featuring:
- The astrogation transfers within rings between specific locations could cause a big hole to be burned on the departure spot. This was dependent on both the starting location and your destination.
- Re-set the asteroid depletion map to remove holes created by the in-ring transfer bug.
- The game will now remember all the extra rocks you create when excavating a dense ice field. If you create a cloud of small debris, you will find it when you return to the same spot. This excludes ore chunks, which move fast enough to be lost.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.607.0 just hit the Experimental branch, featuring:
- Enhanced astrogation: both the visual effects/camera movement of astrogation and the ice generation during cutscenes were reworked. The result is a visible departure/arrival during the astrogation cutscene, and you no longer arrive in a mostly empty area around your destination. Your astrogator should still pick an approach vector that is clear of obstacles.
- Better accuracy of depletion tracking for moving asteroids.
- Cosmetic enhancements to dive target selection screen.

Feedback Focus: Astrogation.
0.607.3 just hit the Experimental branch, featuring:
- When departing through an astrogation jump, under specific circumstances, the game could move all the rocks around the area you were departing from a few kilometres in the opposite direction. This could result in relatively empty patches of space next to dense areas. The effect was most noticeable in extremely dense regions and propeller formations.
- Fixed astrogation selection with gamepad or keyboard alone.
- Easier selecting of dive targets on gamepads.
- EIME HUD temperature warning levels are now adjusted to represent dangerous fusion reactor temperatures on Elon Interstellar Model E.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.608.0 just hit the Experimental branch, featuring:
- The Z-Axial Pinch fusion torch now has an ignition cooldown. It can only draw enough power to attempt an ignition sequence five times per second. While this makes a worn-out drive behave more erratic, it also severely lowers the power requirements, which are now 1375% lower.
- When starting a dive on the first few kilometres into the rings, you could end up with a trajectory outside the ring area, triggering immediate return. This didn't affect neither Hohmann transfers nor deeper dives.
- Picking a target on the Dive Selection screen from your known locations will now always result in the best trajectory you could take towards it. This also prevents the interlunar propellant usage from jumping up or down significantly in subsequent selections of the same target, as rings rotate in relation to Enceladus.
- The inclination of your initial trajectory is now visible on the dive target selection screen.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.608.3 just hit the Experimental branch, featuring:
- Improved performance of the Dealer and Fleet screens on Enceladus station.
- Increased accuracy of kinetic impact damage tracking for ships (both yours and NPC).
- Fixed unresolved physics for Runasimi KR37 cargo baffles, which could induce an unexpected torque on your ship, causing it to spin up without visible interactions.

Feedback Focus: Kinetic impacts, physics.
0.609.0 just hit the Experimental branch, featuring:
- Fly-by-wire autopilots will now use another computation method for the desired velocity, ignoring the overshot limits of autopilots. This will increase angular velocity you can apply with a fly-by-wire autopilot, as it is not concerned about being able to stop within 90 degrees if you release the control anymore.
- Mineral processing units capable of processing huge asteroids will now apply damage based on the exposed area of the rock they process. This considerably speeds up the processing speed of Rusatom-Antonoff MPU applied to larger asteroids in your cargo hold - but also increases the power requirements to process.
- Improved performance of asteroid spawning.
- Anomalies and points of interest will now appear further away from your ship, giving you more time to react and preventing some astrogation accidents - but making them harder to find.
- If your ship suffered kinetic damage during cutscenes when you have no control over it - it would be prevented, but some of it could carry out and get applied just a few seconds after the cutscene ended.
- Impact with thruster gas will not cause the same kind of kinetic damage as being hit by rocks.
- Fine-tune tooltip appearance speed. They will appear sooner now.

Feedback Focus: POI and anomaly encounters. This version ships with changed logic of object spawn, and I'd like to hear how your encounters with both known and new entities play out.
0.609.1 just hit the Experimental branch, featuring:
- New crash reporter, which should give me more information to fix any crash-to-desktop problems.
- Fine-tuned jittering settings of the engine. This should result in much smoother gameplay, especially if something unexpected happens that uses a lot of computer resources.
- Fine-tuned memory settings for a smoother background loading experience.
- Videos on the Enceladus billboard now utilize lazy loading, and they should load just before they are displayed. This should fix some video playback problems as well as a race condition experienced on some Linux systems, which caused the game to freeze when you load a save immediately after the main menu is displayed.

Feedback Focus: The most visible change in this release is the new jittering setting. Jittering is an artefact there. The game runs at a steady rate at an average (i.e. in one second), but frame-to-frame, some sections run a bit faster and others a bit slower. This results in an "uneven" or "jittered" movement of objects, especially if they float around without any external input. For reports on uneven performance in this version, please include a profiler screenshot (F11).
0.610.0 just hit the Experimental branch, featuring:
- You can now toggle automatic autopilot configuration when plotting the astrogation course.
- Excavator will not get displaced on ship builds with powerful thrust during hot burns.
- Improved thread safety for the background loader.
- Fixed missing fonts on HAL HUD - it will now use the correct font and display information in all the supported languages.
- Fixed scaling of some displays on OCP-209 HUD - they will now show complete information in all supported languages.

Feedback Focus: The biggest change in this release is the adjustment of the excavator physics. Please report anything weird happening with your excavators.
0.611.0 just hit the Experimental branch, featuring:
- New dialogue options when approaching a derelict ship that is about to be salvaged by a licenced S&R craft.
- Re-balanced AR1500 damage and repair cost. It is now cheaper to repair and more resistant to kinetic impacts, but it will wear out quicker and is easier to overheat.
- All side cradles will behave the same way when being powered down. Left cradles used to fold into another spot than the right ones.
- AR1500 Salvage Manipulator will load up your ship more reliably when it catches an item next to your excavator opening.
- Fixed excavator on EIME.

Feedback Focus: AR1500 Salvage Manipulator damage and maintenance. The current re-balance aims to ensure no one dominating damage afflicting your hardware, and it should fail in different ways during normal usage.
0.612.0 just hit the Experimental branch, featuring:
- Lasers can get damaged and wear out now - both yours and those used by NPCs.

Feedback Focus: Laser damage, wear, maintenance and repair.
0.612.3 just hit the Experimental branch, featuring:
- Adjusted wear curve for tuned lasers. Overclocking your laser will now make it wear out much quicker.
- Old used ships can now have damaged or worn lasers installed. This also reduces the purchase price accordingly.
- Expanded description for laser tuning.
- Updated translations.

Feedback Focus: Laser damage, wear, maintenance and repair.