Beacon hold: remote worlds stay yours only while you cover them
I used to treat beacons as a one-shot colonize gate. Remote worlds now stay yours only while you keep adjacent coverage - 14 days of drain, then 14 more until ruins.
Read moreDispatch log
Updates for the browser space strategy MMO - production milestones, early alpha news, and personal notes from me, one of the original X-Wars developers.
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I used to treat beacons as a one-shot colonize gate. Remote worlds now stay yours only while you keep adjacent coverage - 14 days of drain, then 14 more until ruins.
Read moreI opened the first transport routes on the map. Pick two waypoints, assign a courier, and let cargo move without babysitting every hop. This is early-stage - expect problems - and the longer story is automation, stealth, and contested lanes.
Read moreUpgrading a solid mill barely moved the timer after the bath sync. I restored about 10% output per early level without undoing the calmer level-1 pace - plus clearer colony production math and a few map fixes.
Read moreSolid mills were wasting too much ore while baths melted T1 faster than one refinery could feed. I raised solid yield to about 70%, lengthened the cycle, and slowed press and bath so the chain can breathe.
Read moreRefining stayed slow on purpose. I cut the refined material cost of Small hull design and Nuclear-thermal engines by about five so colonisation research is a little easier to reach.
Read moreSunday evening from Command. Deeper planet and orbit scans are live, stacks read clearer, refining paced down on purpose, and the best bug reports this week came with ideas attached. Thank you - especially NetQuake and Keeument.
Read moreRound two is a few days in. Colonisation and space occupation are on the table, growth feels slower on purpose, and I am reading the first signals carefully. Here is the objective again, what shipped since the last post, and how I interpret the early climb.
Read moreYou can claim a second world for real now. Growing that empire is still hands-on - later I will add automated trade routes you can pirate, NPCs that help, and a deep alliance layer. Also: a new docs page on how planets are scattered, and why gold and legendary veins stay scarce.
Read moreColonisation is under first local tests, beacons can claim Chebyshev disks of space on frurozin, and I am shipping map logistics hard - while being honest that star-map UI on phone and desktop stays rough until after alpha round two.
Read moreBetween rounds I am cutting ship-building busywork with blueprint missions and pushing mobile UI and accessibility hard. Round two opens 25 July - pre-registration for 10 new slots starts Sunday 11 July at 14:00 CEST. On the horizon: richer star-map play, colonisation, system flags, and your first contact with other commanders.
Read moreRound one closes 28 June, then a universe reset before mid-July - your account achievements stay. Blueprint missions shipped to production. Next up: slower refinement, smarter HQ costs, energy passes, planet limits, colonisation - plus a few UI fixes, with full features still ahead of polish.
Read moreNo big patch today - I ran out of day before the next automation pass was ready to ship. Here is an honest preview of what is on the workbench: plan-once queues for components and launches, plus a colony overview that should make the early rabbit hole feel less like click-by-click busywork.
Read moreThe first early-alpha week is winding down. Since my June 23 mobile-orbit dispatch I shipped fleet command improvements, clearer refinement feedback, tap-to-load fuel on phones, and a pile of fixes - plus early balancing signals that are starting to feel trustworthy. UI and UX polish on both form factors is not done yet.
Read moreOne day after my June 22 dispatch, Command relay filled up with orbit and mobile friction. Dedicated phone layouts for factories and launchpads, fleet fixes that stopped duplicate scouts and lost cargo, launchpad upgrades that finally scale - plus an honest note on what still struggles on Android.
Read moreTwo days into the first early-alpha cohort, real commanders are stress-testing the galaxy and filing reports through Command relay. Here is what I shipped in response - plus a solid refinement rebalance that trades lower waste for slower refined output.
Read moreThe first early-alpha invitations are going out now, starting with supporters from the original Tipeee era. One week to stress-test tech, early-game balance, and map UX - not final tuning. Only user-scoped account achievements carry over after a universe reset.
Read moreX-Wars Resurrection is running on production-grade infrastructure for the first time. A few systems still need hardening before the first time-limited early alpha - plus an honest note on life, family, and focus.
Read moreThe 2007 browser client still runs. It is fragile, nostalgic, and useful as a reference while the resurrection takes shape.
Read moreThe original vision, expanded: deeper economy, custom ships, procedural galaxies, and fair monetization - resurrected by one of the original developers.
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