X-WarsResurrection
ClearanceStart

Build history

Release log

What changed for commanders - patches and releases that affect how you play.

Internal build and test-only notes are omitted. For longer stories behind the work, see the blog.

  1. Patch 0.46.15

    • Ships without cargo holds no longer pick up fleet cargo when you move them between fleets
    • Stuck cargo on scanners can be unloaded again after the hold is reseated onto cargo ships
  2. Patch 0.46.14

    • Fleet recall docks at the colony you are orbiting instead of jumping home
    • Map refreshes when a construction finishes so orbit trade eligibility stays current
    • Failed launchpad cargo receive attempts now show up in your game events
  3. Patch 0.46.13

    • Fleet tabs show a small pulsing warning when a parked fleet starts losing hull integrity
    • Selected fleet hull status and loss countdown turn red and pulse gently while decaying
  4. Patch 0.46.12

    • Remote colonies need a beacon on an empty tile next to the planet to stay loyal after founding
    • Without coverage, loyalty drains over 14 days; at zero the colony goes autonomous, then becomes ruins after 14 more days
    • Re-covering with a beacon recovers loyalty; homeworlds stay fully held
    • Map and colony UI show drain, autonomous, and ruins countdown, with an optional loyalty push alert
    • Docs and a Command blog post explain how occupation hold works after colonization
  5. Patch 0.46.11

    • Honors score breakdown now names your planets by map coordinates, matching the star map
  6. Patch 0.46.10

    • Stop showing mining income for ores a world does not actually have
    • Colony resource ledger no longer treats missing deposit affinity as full richness
  7. Patch 0.46.5

    • Placing a beacon updates occupation on the map and unlocks colonize without a hard reload
    • Fleet transfer and related map options update when a planet gains an orbital ship or maintenance factory, without a hard reload
  8. Patch 0.46.6

    • Editing a trade route while a courier is already flying finishes that hop, then runs the new waypoints, cargo, or ship
    • Failed routes try again as soon as you save; they fail again if the new setup still cannot run
  9. Patch 0.46.7

    • Transport routes now error if the courier fleet cannot reach the selected waypoints in one move
    • Routes no longer sit forever in transit when a move is out of range
  10. Patch 0.46.8

    • Colony resource production shows again on non-homeworlds after the deposit-affinity fix
    • Worlds without an ore still show no mining for that ore
  11. Patch 0.46.9

    • Refined resource nicknames stay separate per matter state
    • Fix nicknames that were wrongly copied onto another phase of the same material
  12. Patch 0.46.4

    • Internal handoff only
  13. Patch 0.46.3

    • Fix refined nicknames that were wrongly copied onto the same material in another matter state
  14. Patch 0.46.2

    • Keep commander discovery nicknames separate per matter state after the naming fix
  15. Patch 0.46.1

    • Refined resource nicknames no longer overwrite the same material in a different matter state
    • Liquid and solid Frubin (and other phase stacks) keep their own discovery names in the colony HUD
  16. Release 0.46.0

    • Automated transport routes move cargo between your worlds, fleets, and beacons
    • Routes pause with a clear message when a planet cannot receive surface deliveries
    • Launchpad orbit-to-planet transfers no longer stick locked when storage is full
    • Early-access signup asks you to confirm your email before clearance
    • Docs and blog cover transport routes and related colony logistics
  17. Release 0.45.0

    • Add Transport routes on the map: open Routes, pick source and destination, choose cargo from live stock, assign a courier fleet
    • Couriers can haul between your planets, fleets, and beacons (beacon cargo is frurozin fuel only)
    • Routes advance in the background while you play - pause or resume from the Routes list
  18. Patch 0.44.23

    • Scan residue keeps distinct material phases when both appear in tech costs
    • Orbital transfers require a material phase so landings stay reliable
  19. Patch 0.44.22

    • Orbit scan residue keeps its material phase when claimed into a fleet
    • Landing cargo from an orbital factory no longer fails because residue lost its phase
    • Fleet hold, orbit storage, and transfer screens show clearer material icons
  20. Patch 0.44.21

    • Production tooltip no longer shows deposit affinity as a huge deduction
    • Mining income already reflects how rich the ore is on that world
  21. Patch 0.44.20

    • Show each ore's planet max extract rate in the production tooltip even before the geology cap is hit
    • Keep Planet max visible in the resource Flow detail view at all times
  22. Patch 0.44.18

    • Fix Flow showing mining on gas Frubin after distillation
    • Converted-phase raw ores no longer inherit collector mine rates
  23. Patch 0.44.17

    • Solid refinery early upgrades restore about 10% output rate while level 1 stays calm
    • New blog dispatch covers mill levels plus colony clarity and map fixes since 7 August
  24. Patch 0.44.16

    • New blog dispatch: solid mill upgrades feel meaningful again, with colony clarity and map fixes since 7 August
  25. Patch 0.44.15

    • Upgrading a solid refinery now speeds pig-iron refining by about 10% per early level
    • Level 1 solid mills keep the calmer cycle time so homeworld ore is not burned too fast
  26. Patch 0.44.14

    • Document geology max warning and scan density note in project context
  27. Patch 0.44.13

    • Show a clear planet max warning when geology blocks mining efficiency
    • Note planet density on scan reports under the class badge
  28. Patch 0.44.12

    • Fix colonization status not showing on map HUD until reload
  29. Patch 0.44.11

    • Show colony resource production as a clear ledger: incomes, then deductions, then net stock change
    • Fix production tooltip numbers that did not add up to the resource bar rate
  30. Patch 0.44.9

    • Fix beacon not appearing on map until reload
    • Fix build error from server-side imports in client components
  31. Patch 0.44.8

    • Stop offering occupation beacon deploy after the ship already spent its beacon module
    • Keep Frurozin aboard when a second deploy is blocked for missing modules
  32. Patch 0.44.7

    • Document beacon map visibility fix in project context
  33. Patch 0.44.6

    • Fix occupation beacon not appearing on map until reload
  34. Patch 0.44.5

    • Colony resource production tooltips now show mine-in, refinery drain, and HUD net as one clear equation
    • Energy shortfall is explained separately so bonus and malus no longer look like broken math
  35. Patch 0.44.4

    • Planet scans cost the same frurozin even when a cargo scout or dual recon is in the fleet
    • Dual recon still raises move fuel, not scan fuel
  36. Patch 0.44.3

    • Waste depots can no longer upgrade or be scrapped if that would leave waste above capacity
    • Clearer colony message when waste storage blocks those actions
  37. Patch 0.44.2

    • Liquid alloys keep their matter phase through orbit transfer and colony drop
    • Waste depot capacity shrinks again when you demolish a waste depot
  38. Patch 0.44.1

    • Correct the Colony first steps guide: open the power relay from the building energy bar
  39. Release 0.44.0

    • Add a short Colony first steps guide for resource flow, capacity traps, and energy caps
    • Link the guide from refinement, mining, and colonization docs
  40. Patch 0.43.6

    • Give transport storage modules their own factory icons instead of the generic placeholder
    • Give colony liquid, gas, and plasma drop research and ship modules matching drop-pod artwork
  41. Patch 0.43.2

    • Fix Honors claimed-territory progress not rising after placing occupation beacons
    • Fix Scans resource filters so they match the ores shown on each planet row
  42. Patch 0.43.1

    • Internal handoff only
  43. Release 0.43.0

    • Earn Soft Contester when you first steal from another commander's beacon
    • Universe first Soft Contest honour for the first successful hostile theft
  44. Release 0.42.0

    • Earn Civilisations Meet Again the first time you sight another commander's colony through the fog
    • First Contact enters the universe firsts with both commander names
    • Foreign colonies and beacons now read as amber contacts on the map
  45. Patch 0.41.4

    • Selected fleets show their current map coordinates in the command HUD
    • Universe map corners display the tile coordinates you are looking at
  46. Patch 0.41.3

    • Document Command quality cleanup for the next handoff
  47. Patch 0.41.2

    • Keep colony depot capacity panels stable while Command cleans quality findings
  48. Patch 0.41.1

    • Blueprint missions waiting on resources no longer flash-reload the orbit blueprints list on mobile
  49. Release 0.41.0

    • Orbital residue finds from planet scans are much richer - more cargo per cache
    • Ancestral finds show up a bit more often and with more varied resource stacks
    • Frurozin in orbital residue is enough to matter for the next hop
  50. Release 0.40.0

    • Orbital residue finds from planet scans are much richer - more cargo per cache
    • Ancestral finds show up a bit more often and with more varied resource stacks
    • Frurozin in orbital residue is enough to matter for the next hop
  51. Release 0.39.0

    • Earn honors the first time you reach 1 million, 10 million, 100 million, and 1 billion highscore points
    • Find the new Highscore category in your honors panel
  52. Patch 0.38.1

    • Fix mobile resource overview tab order to raw, refine, waste, then energy
  53. Release 0.38.0

    • Tap a depot name on the colony surface or ops list to see total storage capacity and how each same-type depot contributes by level and power
  54. Patch 0.37.21

    • Fix tag editor so you can type new tags and use Manage again
  55. Patch 0.37.20

    • Fix map load after adding scan and beacon tag filters
  56. Patch 0.37.19

    • Filter scanned planets by raw resources and your personal tags
    • Tag planets and occupation beacons, then filter those lists by tag
    • Scans and beacons remember your last filters when you reopen them
  57. Patch 0.37.18

    • Keep project handoff notes aligned with the main-line workflow
  58. Patch 0.37.17

    • Agents keep day-to-day work on the main line unless a separate branch is requested
  59. Patch 0.37.15

    • Keep the local quality scan working on shared development hosts
  60. Patch 0.37.14

    • Keep the local quality scan reliable on shared development hosts
  61. Patch 0.37.13

    • Early-access clearance allocation reports clearer errors when a subscriber is missing or already invited
  62. Patch 0.37.12

    • Keep early-access clearance allocation tests stable when SMTP credentials are unavailable
  63. Patch 0.37.11

    • Admin support inbox: scroll long ticket lists and message threads again
  64. Patch 0.37.10

    • Solid refining keeps far more of each cycle and runs a bit slower so raw stock lasts longer
    • Liquid baths and presses take longer, so solid stockpiles are less likely to vanish into liquid piles
    • Docs and a Command blog post explain the new solid and bath pacing
  65. Patch 0.37.9

    • Refineries show how full each stack is and warn before a full output stack stalls refining
    • Compound stacks note they do not grow with raw depots - spend surplus or pause instead
    • Launchpad cargo keeps matter phase; clearer stock and phase errors when launching
    • Mobile launchpad layout fits better on smaller phones
    • Hangar no longer offers ships already assigned to fleets on the map
  66. Patch 0.37.8

    • Colonize only starts after a successful order; the confirm dialog stays open and shows the error if it fails
    • Colonize is disabled until your fleet orbits inside your own beacon occupation, with a clearer reason
    • Colony surface upgrade labels distinguish short raw stock (SHORT) from missing refined materials (NEED+)
    • Stalled refineries show Waiting for inputs (or similar) plus the active recipe instead of a vague Blocked label
  67. Patch 0.37.7

    • Your own beacons stay on the map after you have explored that space, even when your scout moves away
    • Gas Frubin + Orizin in a gas refinery correctly makes Frubin-Orizin vapor again (not a random discovery)
    • Research and fit liquid, gas, or plasma colony drops to deliver matching cargo - including plasma Frurozin to colonies that have none, so you can build an orbital launchpad
  68. Patch 0.37.6

    • Gas phase distiller no longer needs vapor first - refine orizin, build the distiller, then distill liquid frubin into gas for vapor recipes
    • Research funding prefers your strongest research lab colony, with a clearer hint when a building is missing on the funded world
    • Public docs now walk through liquid pig-crystal alloy for the Orbital launchpad, including why a custom mix is not the named alloy
  69. Patch 0.37.5

    • Small hull design and Nuclear-thermal engines research now cost about five times less refined material after the slower refining pace
    • Colonisation research is a bit easier to unlock; beacon and phase-reversal labs stay expensive
    • Short Command blog note explaining the colonisation lab tweak
  70. Patch 0.37.4

    • Launchpad Half and Max Frurozin loads leave enough fuel for the trip to orbit
    • Desktop rocket bays now offer One, Half, and Max amount shortcuts
    • Clearer message when there is nothing left to stage in a fleet transfer
    • Hull decay tips explain that only a Move order resets the idle clock
    • Selected fleet dock shows hull integrity while orbiting
  71. Patch 0.37.3

    • Deploy the maintenance factory from the orbital launchpad like the ship factory
    • Research and build costs that need liquid alloy show your real stock again
    • Phase converters clearly show what each conversion produces
    • Phone support screenshots upload more reliably from Safari and the PWA
    • Get a clearer warning when idle fleets are halfway through hull decay
  72. Patch 0.37.2

    • Planet scans can uncover ancestral orbital residue you can salvage with a nearby fleet
    • Scanned-worlds archive shows clearer geology metrics when you browse past scans
    • Sunday dispatch on the blog covers deeper scans, clearer resource stacks, and slower refining
    • Xianer and Noberianer gain a bit more residue when their first scan finds a cache
  73. Patch 0.37.1

    • Long-press a building on your colony surface to move it to another pad or swap with a neighbor (headquarters stays at the core)
    • Open a scanned-planets archive from the map to browse past scans and jump to those worlds
    • Dates and amounts use clearer locale formatting (English uses day-first European style)
  74. Release 0.37.0

    • Resources now use clear color and shape coding so raw, refined, liquid, and alloy stacks are easier to tell apart
    • Orizin and Frurozin use distinct new accents that no longer clash with iron and gold
    • Colony flow view and build costs show the same resource marks as the stock lists
    • Fixed a colony overlay freeze that could lock the resource counters while the planet panel stayed open
  75. Patch 0.36.29

    • Multi-scanner ships keep the full charge pool when scanning (no more jumping down by every fitted scanner at once)
    • Phone screenshots in HEIC or AVIF can be attached to transmissions
    • Launch pad on mobile keeps the action button reachable
    • Building upgrade warnings on mobile scroll so Confirm stays usable
    • Solid phase press shows the right Frubin T2 recipe (from liquid Frubin T2)
  76. Patch 0.36.28

    • Fix transferring Frurozin from a fleet into a beacon (fleet hold showed empty)
    • Fix attaching screenshots to transmissions on phone and desktop
    • Show a clearer message when a phone image format is not supported (use PNG or JPG)
  77. Patch 0.36.26

    • Phase converters work on any matching stock you store, not a fixed recipe list
    • Crystal and other higher-tier solids can be liquefied in the liquid phase bath
  78. Patch 0.36.25

    • Refineries run about ten times slower so refining no longer eats a huge share of planet mining
    • Solid refining at a basic colony now processes ore at a trickle that fits homeworld extract limits
  79. Patch 0.36.24

    • Multiple refineries sharing the same scarce ore now all make progress instead of one hogging the stock
    • Multi-step refining chains (convert then refine) keep feeding correctly in one continuous calculation
    • When waste or refined storage is full, mining still accrues instead of being locked behind a stalled refinery
  80. Patch 0.36.23

    • Selected fleets stay visible when you zoom out on the map
    • Build and upgrade wait times match net resource production after refining
    • Refined stock counts keep updating while the planet resource sheet is open
    • Launch pad cargo list is usable again on phones
    • Selecting a fleet on mobile leaves more of the map visible
  81. Patch 0.36.22

    • Research tree opens on All categories again instead of jumping to the first branch
    • Research map pan and zoom are remembered when you reopen the research screen
  82. Patch 0.36.21

    • Play and manage your account in seventeen languages, including Portuguese, Dutch, Italian, Romanian, Bulgarian, Czech, Hungarian, Turkish, Arabic, Russian, Ukrainian, and Chinese
    • Language picker and account settings save any of those languages for the full game UI
    • Early-access clearance emails send in your language when available
  83. Patch 0.36.20

    • French, Spanish, and Polish game UI no longer shows missing or English-only strings for recent features
    • Press kit language list and creator notes are translated on marketing sites
    • Spanish docs include the full space occupation guide
  84. Patch 0.36.19

    • Research that needs refined materials now shows the real cost and deducts stock correctly
    • Small hull design and similar techs are no longer free to upgrade
  85. Patch 0.36.18

    • Browse every research, building, and ship component in the docs with requirements and costs
    • Refinery guides make clear that higher-tier materials power better combat, shields, and fast travel
  86. Patch 0.36.17

    • Marketing emails include a one-click unsubscribe link
    • Alpha round prep messages are ready for commanders ahead of the next cohort
  87. Patch 0.36.11

    • Early mines ramp more slowly so peak homeworld mining takes real investment
    • Unnamed worlds show catalog codes instead of orbit slot and geology class
    • Scanned planets show when you last explored them
    • Ship design research now also needs orizin
  88. Patch 0.36.10

    • Ship decay alerts and pushes show hours idle and ship/fleet names correctly
    • Missing error translations no longer flash raw message ids on the map
    • Spanish, French, and Polish game errors catch up with English keys
  89. Patch 0.36.9

    • New honors for colonizing planets, delivering supplies to colonies, and assembling a small nuclear-powered ship
    • Universe firsts for the first colony and for delivering 100 million resources to another planet
  90. Patch 0.36.8

    • Without a clearance code, commanders can join an early-access waiting list from sign-in
    • Command can invite those waitlisted people with a clearance code when ready
  91. Patch 0.36.7

    • Merge nearby fleets on the star map when they sit next to each other
    • Plan longer fleet journeys in hops when you unlock the Astrogation Sequencer
    • Browse the public site in Czech, Hungarian, or Turkish
    • Read the July update plus new guides on space occupation, fleet fuel, and decay
    • Blog posts turn docs links into clickable paths
  92. Patch 0.36.6

    • Push alert when a fleet begins hull decay after sitting idle (toggle in notification settings)
    • Account settings scroll correctly on mobile so you can reach all notification toggles
    • Long-range fleet moves in sector view land where you click instead of a random tile in the sector
  93. Patch 0.36.5

    • Spanish, Polish, Dutch, Italian, and Romanian marketing pages now read in the correct language
    • Chinese is available on the public site with translated homepage, guides, blog, and docs
  94. Patch 0.36.4

    • Deploy and build-cost checks now respect liquid vs solid stock — e.g. phase-bath buildings no longer show ready when only the wrong phase is stored
    • Colony resource chips and requirement lists distinguish liquid and solid when the same compound appears twice
    • Resource flow detail shows only processes that actually use that material phase
    • Requirement planner paths follow the correct refinement phase for native liquids like frubin
  95. Patch 0.36.3

    • New reference doc explains refinement tiers and matter states with an interactive diagram
    • Requirement trees no longer show misleading solid-to-liquid steps for liquid-phase compounds
    • Liquid phase bath now correctly costs liquid frubin at tier 2
  96. Patch 0.36.2

    • Small hull, nuclear-thermal engine, and colonization module are now in the component catalog for round-two expansion
    • Small hull design research unlocks the first proper warship hull beyond scouts
    • Occupation tint overlays on the star map render more cleanly without stacked darkening
  97. Patch 0.36.1

    • Open a Beacons list from the star map header to see every deployed occupation beacon, fuel level, and status
    • Filter beacons by active or dormant; tap a row to pan the map to that tile
    • Beacon coverage zones on the map now show as filled occupation disks
  98. Release 0.36.0

    • Deploy space occupation beacons from orbiting fleets fitted with beacon modules
    • Link beacons into networks to claim open map tiles between worlds
    • Refuel deployed beacons from your fleet using the familiar cargo transfer dialog
    • New research: Space occupation and beacon deployment tiers I–V
    • New ship components: occupation beacon modules with longer range at higher tiers
    • Beacon pins show on the galaxy map when you zoom in; planter notes on your beacons
    • New honours for claiming occupation territory across the map
  99. Patch 0.35.5

    • Refineries resume at normal speed after long stalls instead of burning through the whole backlog at once
    • Raw resource details now show stored amount, storage capacity, and maximum extraction rate
    • Ship blueprint fitting bays are easier to use with clearer edit controls
  100. Patch 0.35.4

    • Request alpha clearance before a round opens — reserve a slot by email, confirm within one hour, then receive your clearance code
    • Pre-registration countdown on the site when the next alpha wave is approaching
    • Clearance signup links on the homepage and marketing header
    • Branded 404 and error pages when something goes wrong
  101. Patch 0.35.3

    • Dutch visitors see fuller localized marketing homepage and navigation text
    • French and Dutch play-style guide pages read more naturally in those languages
  102. Patch 0.35.2

    • Marketing site and homepage are now available in every supported language
    • New guide pages explain what you can build, how you might play, and what a session should feel like
    • Press kit page for streamers, creators, and journalists
    • Optional analytics cookies with a clear accept/decline banner; no tracking when Do Not Track is on
    • Homepage copy and stats updated, including 99 distinct world types in the economy overview
  103. Patch 0.35.1

    • Zoomed-out fleet move on mobile no longer shows a stray blue box inside the sector grid
    • Sector reachability highlights stay aligned with the 3×3 grid when panning the star map
  104. Release 0.35.0

    • Second alpha opens 25 July; pre-registration for 10 commander slots starts Sunday 11 July at 14:00 CEST on xwars.net
    • Blueprint missions reduce ship-building busywork - queue a schematic and let the colony run the pipeline
    • Colony screen on mobile: redesigned ops board, detail sheets, and tap-first flows
    • Phase matter conversion moves one step at a time; new late-game buildings can liquefy gas and neutralize plasma
    • Poorer mining worlds gain industrial bonuses so every planet stays strategically useful
    • Round two preview on the blog: richer star-map play, colonisation, system flags, and early contact with other commanders
  105. Patch 0.34.10

    • Ship factory opens on a new custom blueprint with a clearer layout and required blueprint name
    • Orbital inventory shows labeled, sorted components in the production tab
    • Colony ship missions keep their plan steadier and advance steps in order
  106. Patch 0.34.9

    • Blueprint missions add missing launch steps when components are still queued on the launchpad
    • Colony mission overview shows when the build plan was adjusted
    • Mission retry returns immediately instead of blocking while the queue runs
    • Page language stays correct when switching locale
  107. Patch 0.34.8

    • Blueprint missions waiting for materials show a steady countdown instead of reloading every few seconds
    • Orbit logistics stays quiet while a mission is blocked on resources or fuel
    • Archive and restore your ship blueprints from ship production
    • Clearer mission progress with scheduled step hints in colony overview
  108. Patch 0.34.7

    • Next-round countdown is visible to everyone, including visitors who are not signed in
    • Honors hall shows last round achievements and leaderboards again during intermission
    • Guests can open the honors page while waiting for the next round to start
  109. Patch 0.34.6

    • Planets stay clickable on the star map while a fleet is selected — use the action bar to view, focus, or transfer
    • Opening a colony or scan from the fleet dock no longer snaps back to the map
    • Planet scans from a fleet now show the countdown and dossier overlay correctly
  110. Patch 0.34.5

    • Blueprint missions for your own ship designs now automatically schedule missing component builds instead of stalling on "missing components"
    • Stuck missions recover on retry or within a few seconds without manual intervention
    • Launch and assembly steps show clearer wait times while parts are still being produced
  111. Patch 0.34.4

    • Blueprint missions show when a blocked step is scheduled to run again, with a live countdown
    • Components reserved for an active blueprint mission are marked on planetary storage so manual use is visible
    • Missions recover more reliably when resources arrive late or parts are used elsewhere before launch
  112. Patch 0.34.3

    • Inspect raw resources or refined stock to see animated flow graphs of where material goes and how it is made
    • Top consumers are highlighted with per-second rates on downstream views
  113. Patch 0.34.2

    • Refinery panels show a visual two-input flow; tap any node to change inputs or the output recipe
    • New resource picker dialog for choosing stacks and output targets on mobile and desktop
  114. Patch 0.34.1

    • Component factory on mobile is easier to use with many factories — tighter layout and tap-to-select with build always at hand
    • Accidental pinch-zoom on menus and panels no longer traps the HUD; map and colony zoom still works as before
  115. Release 0.34.0

    • Component factories, launchpads, and ship yards share one reliable per-colony work queue so builds, cargo flights, and assembly finish in order
    • Blueprint colony missions continue to run through the same queue with clearer progress timing
  116. Patch 0.33.3

    • Map header and HUD stay pinned on mobile while scrolling overlays and requirement sheets
    • Upgrade and resource requirement sheets show a clearer production dependency tree
    • Deploy and research pickers use a consistent swipe stepper on mobile
    • Planet surface zoom feels smoother on trackpad and pinch gestures
  117. Patch 0.33.2

    • Building tiles no longer show a warning while waiting for a free parallel build slot
    • Compact map markers skip the attention badge when a queued upgrade already has its materials
    • Upgrade timer shows BLOCKED instead of QUEUE when resources are missing even at the parallel cap
  118. Patch 0.33.1

    • Fix planet surface upgrade dependency hints when refined materials are missing
  119. Release 0.33.0

    • Large colonies stay responsive when zoomed out; compact tiles show upgrade progress and attention markers
    • Headquarters and other buildings show missing refined materials with a clickable dependency breakdown
    • Component factory and blueprint builds show clearer errors when queues are busy instead of a generic failure
  120. Release 0.32.0

    • Colony surface map stays smooth when zoomed out on large bases — buildings show as color blocks until you zoom in or select a pad
  121. Release 0.31.0

    • Launchpad to-orbit aborts restore cargo even when planet waste storage is full, so launches no longer stay stuck
    • If a launch abort cannot restore cargo, the launchpad unlocks and you see a clear warning instead of a frozen slot
  122. Release 0.30.0

    • Star map pinch and pan no longer lock up on phones and tablets
    • Maximum zoom on mobile is capped so the map stays responsive during touch navigation
    • Double-tap zoom and pan momentum are disabled on touch layouts to reduce accidental zoom
    • Pinch gestures on mobile use a tighter zoom step for smoother camera motion
  123. Release 0.29.0

    • Star map pinch and pan no longer freeze after aggressive zoom on mobile
    • Smoother star map camera motion while pinching or dragging
    • Star map recovers cleanly when a touch gesture is interrupted or cancelled
  124. Release 0.28.0

    • Star map zooms through multiple detail levels as you zoom out, with clustered sun markers at macro scale
    • Star map minimap shows your position in the galaxy; tap it to pan; separate zoom buttons removed
    • Pinch-to-zoom, double-tap zoom, and pan momentum on touch devices when navigating the star map
    • Colony ops list uses a responsive card grid on wider screens
    • Blueprint ship missions confirm faster with a starting overlay instead of waiting on the server
  125. Patch 0.27.1

    • Support can restore access to your commanders after the alpha round ends when your account is approved to continue
  126. Release 0.27.0

    • Colony resource ticks pause when you switch browser tabs or close the planet view, reducing background CPU use
    • Mobile colony HUD shows when stocks last synced and offers a manual refresh
    • Refined compounds browser on mobile adds a back-to-list control when viewing one compound
    • Command can email you when a private support relay thread is opened on your account, with a link to reply in-game
    • Research and colony stock timers respect tab visibility so progress UI does not advance while the tab is hidden
  127. Patch 0.26.1

    • Open Command relay from the honors hall after the alpha round ends
    • Support reply notifications open the relay desk instead of the sealed map
  128. Release 0.26.0

    • Build and upgrade panels show a unified materials summary with a magnifier for full processing pipelines and dependencies
    • Colony HUD: tap raw resource bars or active refined stock chips to inspect live resource flow on that planet
    • Planet build grid includes a minimap to jump the camera while panning and zooming the surface
    • Colony overview adds a flow diagram toggle alongside ops list and surface grid views
    • Phase converters list only valid recipe inputs and explain research or stock blockers before you start a run
    • Deploy picker and factory panels use the same requirement affordance as construction upgrades
    • Launchpad cargo slots, per-slot capacity, and transit times scale with launchpad level
    • New achievements for phase transitions, first refined output at each tier, and being first in the universe to reach tier 5
    • Headquarters upgrades from level 6 onward draw on escalating refined material tiers in addition to raw ore costs
  129. Patch 0.25.3

    • Deploy and building catalog show which refinery type can produce missing refined materials
    • Blocked deploy messages explain liquid, gas, or plasma recipes and input pairs instead of generic tier-3 plasma text
    • Refined material cost lines include a production hint when you are short on stock
  130. Patch 0.25.2

    • Honors page includes the full highscore hall next to your achievement record after the alpha round
    • Open browser tabs pick up new production deploys automatically without a manual hard refresh
    • Select-player no longer clears your active commander on every revisit when the round is locked
  131. Patch 0.25.1

    • After the alpha round closes, signed-in players land on a dedicated Honors page with achievements and the debrief survey
    • Alpha countdown and round-end redirects go to Honors instead of a locked select-player screen
    • Deployment modal remembers your last building schematic within each category
    • Colony blueprint mission overview shows clearer labels for individual build and launch steps
    • Star map camera stays aligned when switching between galaxy view and planet overlays
  132. Release 0.25.0

    • Colony blueprint missions track each component slot individually for clearer build and launch steps
    • Map overlays and colony panels sit below the full header when the alpha countdown row is visible on mobile
    • Fleet move orders open as a fullscreen dialog on mobile
    • Star map colony dock adds an Open colony button beside Jump to your homeworld
    • Orbit panel tabs are easier to read and tap on small screens
  133. Patch 0.24.2

    • Co-authored-by: Cursor <cursoragent@cursor.com>
  134. Release 0.24.0

    • Colony blueprint missions run end-to-end: plan steps, watch progress, pause, resume, or stop from the colony board
    • Failed mission steps can be retried when prerequisites are ready again
    • Alpha round countdown on select-player; short feedback survey after the round closes for regular players
    • In-game UI available in French, Spanish, and Polish (choose language in account settings)
    • Map links keep more of your open panels and tabs when shared or bookmarked
    • Clearer launchpad and orbit cargo views while batches queue and lift off
  135. Patch 0.23.5

    • Building on very large colonies should feel faster and show Sync instead of Uplink while orders catch up
    • Fewer colony-busy warnings when several build orders overlap
  136. Patch 0.23.4

    • New short blog post explaining no large deploy today and previewing colony queues and blueprint missions still in testing
  137. Patch 0.23.3

    • Support page keeps the command relay header at full height on desktop
  138. Patch 0.23.2

    • Colony strip stays visible at the bottom of the map even when you have no fleets deployed
    • Fleet briefing shows ship hull integrity decay when idle away from maintenance
    • Support tickets can be opened from shareable links that restore the right tab and ticket
  139. Patch 0.23.1

    • Double-tap a fleet or planet on the star map to jump the camera to it
    • Single tap still selects without moving the map view
  140. Release 0.22.0

    • Fleet panel lists your colonies and lets you scan nearby planets from a selected fleet
    • Clearer fleet command dock on mobile when switching between fleet and planet focus
    • More reliable planet construction upgrades and fleet ship assignments on the map
  141. Release 0.21.0

    • New week-one blog post on mobile orbit improvements and recent fixes
    • Load fleet fuel from the orbital hangar with a tap on mobile devices
  142. Patch 0.20.4

    • Ship factory shows a full assembly progress view while a hull is being built
    • Fleet cargo exchange dialogs work better on mobile
    • Fleet command panel is more compact on small screens
  143. Patch 0.20.3

    • Upgrading an orbital launchpad now adds cargo bays, larger loads, and faster transits
    • Launch fuel base rises slightly with pad level; heavier payloads still cost more frurozin
    • Higher launchpad upgrade tiers cost significantly more resources
  144. Patch 0.20.2

    • Disbanding a hangar fleet returns its cargo to the colony; recall deployed fleets first
    • Component factory and launchpad panels adapt layout for mobile vs desktop
    • Launchpad cargo staging scrolls more reliably on smaller screens
  145. Patch 0.20.1

    • Ships on the map no longer appear as unassigned in orbit hangars
    • Hidden Eagle Eye achievement for players who report critical bugs
    • Energy cap dialog shows colony grid impact and other structures affected by power changes
    • Launchpad to-orbit transfers deduct components and resources from the planet correctly
  146. Release 0.20.0

    • On phones, the component factory and launchpad use dedicated mobile layouts — browse stock, pick schematics, fill cargo bays, and launch without the desktop drag board
    • The research tree on mobile opens a swipeable detail sheet that follows the same left-to-right tech order as the graph
  147. Patch 0.19.3

    • Fleet Wishes (public support): any commander can read, comment, and vote
    • New world-first achievement for collecting 100,000 waste
  148. Patch 0.19.2

    • Planet surface building images load reliably while panning and zooming the colony grid
  149. Patch 0.19.1

    • Account settings: choose which push alerts you receive (builds, research, components, orbit cargo, ship assembly, support replies, achievements, warnings, and errors).
    • PWA push respects those toggles and fires on matching timer completions.
    • Upgrading a power plant or storage depot asks for confirmation and shows simulated impact (grid supply, extraction, depot capacity, and possible stock loss).
  150. Release 0.19.0

    • Support replies and community tickets render Markdown (bold, lists, links).
    • Attach short videos to support tickets alongside screenshots.
    • Solid refineries produce at most half a tier-upgraded stack per two inputs at
    • early levels; waste is fractional and scales with refinery level.
    • New blog post: early alpha week-one update (21 June dispatch follow-up).
  151. Patch 0.18.1

    • Colony HUD on phones is more compact — energy stays readable at three digits
    • and raw resource rows show stock/cap with tap-for-breakdown tooltips.
    • Support tickets can include short video attachments when reporting bugs.
    • Achievement celebrations should flicker less on Android.
    • Co-authored-by: Cursor <cursoragent@cursor.com>
  152. Release 0.18.0

    • Choose or create your commander on a redesigned select-player screen — pick a race
    • portrait, read the rim-world backstory, and see whether a name is already taken
    • before you launch.
    • Zoom far out on the star map to see the 100×100 sector grid, system suns, and
    • in-transit fleet routes; long-range fleets can target whole sectors when the map
    • is zoomed out enough.
    • Planet scan dossiers now show the occupying commander’s name when your intel
    • includes an owner.
    • Co-authored-by: Cursor <cursoragent@cursor.com>
  153. Release 0.17.0

    • Raw and refined stock now respects matter state — liquid frubin no longer feeds a
    • solid refinery; tier-0 stacks can be converted across phases at dedicated
    • converter buildings with a new surface panel.
    • Scout ships carry frurozin in the engine’s plasma tank; fit plasma storage modules
    • to expand fuel or cargo lanes by matter class.
    • Component factories share a planetary storage limit — build component vaults to
    • hold more crafted parts before shipping them to orbit.
    • Early solid refinement runs slower while scout part costs drop, keeping the ~2-hour
    • first-scout path without flooding tier-1 stock.
    • Optional email magic-link sign-in joins Google, Discord, and Twitch on login and
    • clearance when Resend is configured.
    • Achievement medals toast above map overlays and stay dismissible across reloads.
  154. Release 0.16.0

    • The star-map fleet panel is now a command dock — rename your fleet, expand a full
    • briefing, watch transit progress, and reach move/scan/transfer actions from a
    • compact action strip.
    • Craft a Long-range comms module and Signal transmission research to order scout
    • hops up to 100 tiles across empty space (beyond the scout engine’s local range).
    • Precision component assembly unlocks choosing refined material tier when crafting
    • tier-variable modules at your surface factory.
    • Fleets that sit idle on the map slowly lose ships; deploy an orbital maintenance
    • factory near a friendly world to halt decay within five tiles.
    • Early progression is tuned so a focused homeworld can reach its first scout recon
    • ship in about two hours, while late espionage and multi-state refinement stay costly.
    • The research overlay now lists what a technology needs and what it unlocks beside
    • the interactive tech tree.
  155. Patch 0.15.1

    • Sentry sourcemap uploads.
    • Marketing site adds blog posts, legal pages, and SEO metadata for
    • discoverability.
  156. Release 0.15.0

    • New accounts require a one-time invitation code — share `/clearance` privately and
    • Profile pictures and support screenshots are now served through the game server so
    • storage credentials stay off the client.
    • Production builds integrate Sentry error tracking for the web app and background
    • workers, making crashes and failed jobs easier to diagnose.
  157. Release 0.14.0

    • Support threads now update live — open tickets in two tabs and see new admin replies
    • and read-state sync without refreshing.
    • The marketing homepage is available in 13 languages; in-game UI stays English or German.
    • Upload a custom commander portrait in account settings (when S3 is configured).
    • Ionisation research now requires building a Scout engine first, matching classic
    • propulsion progression.
  158. Release 0.13.0

    • Open Command relay from your commander profile on the map or visit `/support` to file
    • tickets, reply in threads, attach screenshots, and browse the public community board.
    • The Honors overlay now includes a Highscores hall — ranked by weighted resource spend
    • across planets, fleets, and research (not raw stockpiles).
    • The map header is cleaner: your commander name opens a menu to switch characters,
    • open settings (including rename), reach support, or sign out.
  159. Release 0.12.0

    • Map panels and dialogs now stack properly — open research from the factory, or
    • metrics from a ship, and Escape closes only the top layer instead of everything.
    • Overlays sit above the map with consistent framing and no z-index fights between
    • factory, launchpad, orbit, refinement, and fleet dialogs.
    • Switching planets or clicking the same planet again closes colony panels so you
    • are not left with stale factory or launchpad UI from the previous selection.
  160. Release 0.11.0

    • The game is now available in English and German — switch language from login, player
    • selection, or the new account settings panel on the map.
    • Shareable map URLs stay the same (no `/de/` prefix); your language preference is
    • saved to your account and remembered on return visits.
    • In-game alerts, deploy blockers, fleet commands, planet scan dossiers, and the
    • marketing homepage all display in your chosen language.
    • API and worker errors now use translation keys so messages stay consistent across
    • the HUD, toasts, and future locales.
  161. Release 0.10.0

    • Star map, planet overlay, and surface grid are reorganized under the hood — same gameplay,
    • New exploration medals reward scanning planets, lifting fog, ranging far from home, and
    • discovering systems at scale — including two universe-first prizes for the deepest explorers.
    • Distance-from-homeworld and planet-scan milestones now track automatically as you deploy
    • fleets and complete surveys.
  162. Release 0.9.0

    • Park a fleet next to an unexplored planet and run a planet scan — fuel is deducted,
    • a countdown plays, and survey intel is saved to your empire dossier.
    • Open scanned foreign worlds to read a travel-magazine survey report with class profile,
    • physical stats, deposit grid, and seeded field notes.
    • Intel modules now unlock in stages: system recon, planet scan, and deep observe each
    • require their own research tier.
    • Five-step power plant line from wind through fusion replaces the old single starter
    • generator, with escalating output and research gates.
    • Scout engines reach farther across the map and cruise faster based on fitted engine stats.
  163. Release 0.8.0

    • Compose hangar fleets in the Orbit panel — group assembled ships, load frurozin from
    • your planet or factory, and deploy to adjacent map tiles to scout nearby space.
    • Deployed fleets appear on the star map; recall them to regroup cargo and ships at home.
    • Fog of war now uses a persistent exploration map that expands as your fleets deploy
    • and reveal tiles around their destination.
    • Raw resources carry correct matter states (solid ores, liquid frubin, gas orizin,
    • plasma frurozin), matching depot storage lanes and refinement behavior.
  164. Release 0.7.0

    • Build an orbital launchpad to ship components and resources between your planet
    • surface and orbit — component factories now focus on crafting only.
    • Stage up to three cargo slots per launch with drag-and-drop; heavier payloads cost
    • more frurozin fuel to reach orbit.
    • Watch timed launch cinematics as rockets climb to orbit and factories deploy in space.
    • Design and save custom ship blueprints in the orbit panel, then assemble them from
    • factory stock; component stats show mass, energy, and fitting details in the catalog.
    • New marketing homepage highlights game depth from live ruleset stats; legal imprint
    • page added.
  165. Release 0.6.0

    • Each component factory on a planet now runs its own build and send queue —
    • two factories can craft or ship parts in parallel instead of sharing one slot.
    • The factory panel opens from the specific building you clicked and shows when
    • your other factories are busy elsewhere on the same planet.
    • New component catalog artwork for planet-scan/observe espionage modules and the
    • ship-factory special component.
  166. Release 0.5.0

    • Build a component factory on your planet, craft scout parts from refined materials,
    • and manage planet-side component stock from the new factory panel.
    • Deploy an orbital ship factory, send components into orbit, and assemble a scout
    • recon ship from the Orbit panel.
    • Load frurozin fuel into your assembled ship and deploy it to an adjacent system to
    • expand fog-of-war intel.
    • Component factory and scout part artwork added; real-time updates push over
    • WebSocket when builds, sends, and assembly complete.
  167. Release 0.4.0

    • Early game progression is rebalanced: a tighter starter colony, staged extractors
    • and research gates, and enough starting stock to reach your first milestones
    • without idle waiting.
    • New structures deploy through a schematic modal that shows costs, blockers, and
    • how many builds you can run at once; player-placed buildings now take time to
    • finish construction.
    • Buildings under construction or upgrade no longer draw power or produce resources
    • until their timer completes.
    • Achievements track your empire milestones — unlock medals from the map HUD, with
    • toast notifications when you earn them.
    • The research tree shows dedicated artwork per technology; login and player
    • selection handle expired or stale sessions more reliably.
  168. Release 0.3.0

    • Fleet orders now show reachable orbit tiles, animated transit paths, travel
    • ETA, and frurozin fuel cost before you engage.
    • Research opens as an interactive tech-tree overlay from the map HUD — browse
    • dependencies, pick a funding colony, and start research with live progress.
    • Planet strip adds a Waste bar once refineries exist, with production rates and
    • a clear warning when waste storage is full and refinement stalls.
    • Smoother planet HUD: energy-cap sliders no longer reset stock while dragging,
    • colony energy tooltips explain load, and refinement utilization is visible at
    • a glance.
    • Map polish: Escape closes the topmost overlay first; star-map and planet-surface
    • camera positions persist between sessions; refinery and depot tiles use new art.
  169. Release 0.2.0

    • Refinement and colony energy HUD improvements. Matter-state refineries
    • (solid/liquid/gas/plasma) run continuously with recipes, waste, and compound
    • discovery. The planet strip shows net raw rates (mining minus refinery draw),
    • live refinement throughput, and per-structure energy sliders that update pig-iron
    • and refinement output while you drag — including at partial caps like 9%. Map
    • updates push over WebSocket instead of polling. Research lab and refinement
    • panels are available from the surface grid.

Back to home · Blog