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SpaceBourne 2 News

SpaceBourne 2 – Version 1.2.0 Released

[h2] SpaceBourne 2 – Version 1.2.0[/h2]
  • [p]Fixed an issue where camera preset switching with CTRL + Numpad was not functioning. Camera switching is now bound to Page Up / Page Down by default, and these keys can be customized in the Input Mapping menu. This also resolves previous input-conflict problems.[/p]
  • [p]Greatly improved the system that handles the player character getting stuck in geometry. A completely new stuck detection & recovery system was implemented, and the “I Got Stuck” button in the pause menu is now fully functional. We believe this significantly reduces stuck-related issues.[/p]
  • [p]Fixed a bug where camera shake settings did not correctly affect the player character.[/p]
  • [p]Fixed an issue where indicator texts overlapped when scale adjustments were applied from the interface settings page. [/p]
  • [p]Fixed a problem where Intelligence and certain other attributes did not increase some stats due to the 100-point bonus cap. The cap has now been raised to 200 using a softer curve.[/p]
  • [p]Fixed an issue where item icons and name colors in some markets appeared red incorrectly.[/p]
  • [p]Resolved a problem in certain planet surfaces where colliding with a specific spot caused a severe FPS drop.[/p]
  • [p]Fixed a major performance issue when viewing the Station List with more than 250 owned stations, which previously caused FPS to drop by 70–80%.[/p]
  • [p]Fixed an issue where creating multiple Sub Houses consecutively resulted in system assignments not being removed from previous Sub Houses, causing newly created ones to inherit incorrect “None” system entries.[/p]
  • [p]Fixed an issue where taking damage exactly during the landing animation could break the landing sequence, causing the ship to become partially buried in the ground and stuck.[/p]
  • [p]Reworked gravity and weight calculations for all large ships on planetary surfaces. Large ships can now move much more smoothly on planet terrain.[/p]
  • [p]Fixed a bug where 3–4 seconds after exiting a ship, the player’s weapon visuals updated incorrectly. Drawing a weapon during this period caused it to attach to the wrong socket.[/p]
  • [p]Fixed an issue where the player received camera shake effects from ship damage even when far away from their ship.[/p]
  • [p]Fixed a UI issue where pressing ESC while the Ship Upgrade Console was open caused the pause menu to appear without closing the upgrade UI, leaving it stuck on screen afterward.[/p]
  • [p]Fixed an issue where loading a save on a planet surface sometimes caused the player to spawn underwater.[/p]
  • [p]Fixed a bug where faction daily income values above 2 billion caused overflow, resulting in negative income.[/p]
  • [p]Fixed missing or corrupted textures when landing on the planet that contains Koron's Lab during the Combining Friends mission.[/p]
[p] [/p][p][/p][p]Discord[/p]

SpaceBourne 2 – Swarm Ascension

[p]We’re delivering on our roadmap.[/p][p]Earlier, we shared our plans for the future of SpaceBourne 2 — and the very first promise on that roadmap was the Swarm update.[/p][p]Today, we’re happy to confirm that this promise is becoming reality.[/p][p]Swarm Ascension is our upcoming major free update, introducing new capital ships, large-scale drone management, tactical formations, and evolved combat mechanics that significantly expand how battles are fought in SpaceBourne 2.[/p][p]The update is currently in its final stages and will be available for download very soon.[/p][p]Thank you for your patience, your feedback, and for supporting the journey. This is only the beginning — more roadmap features are already in development.[/p][p]Build your swarm. Manage your swarm. Command your swarm.[/p][p][/p][previewyoutube][/previewyoutube]

The Future of SpaceBourne 2: Your Feedback, Our Roadmap!

[p][/p][p]Pilots, Commanders, and Explorers of SpaceBourne 2,
[/p][p]Since launch, your feedback has been the fuel powering our development engines. We haven't just been reading your comments; we've been analyzing them to understand exactly what you want this universe to become. You asked for massive scale, a deeper living galaxy, and complex strategic diplomacy.[/p][p]Today, we are thrilled to unveil the official SpaceBourne 2 Roadmap, mapping out major content updates up to Spring 2026.[/p][p]This isn't just our plan; it's a direct reflection of the most requested features from you, the community. We are organizing these massive additions into three game-changing updates:[/p]
  • [p]Update 1: The "Swarm" Expansion: Prepare to command fleets on an unprecedented scale. The new Carrier class ships and drone swarm mechanics will redefine combat.[/p]
  • [p]Update 2: Living Galaxy Update: The universe is waking up. Dynamic systems, civilian life, social hubs, and interactive locations will make the galaxy feel truly alive around you.[/p]
  • [p]Update 3: Diplomacy Expansion: Power isn't just about guns; it's about influence. Form alliances, manage joint wars, and establish trade empires in a deeply expanded diplomatic landscape.[/p]
[p]Take a close look at the roadmap ahead. The galaxy is about to get much bigger, and way more intense. Thank you for continuing this journey with us.[/p][p]Prepare your fleets.[/p][p][/p][p][/p]

SpaceBourne 2 Version 1.1.7 Released

Patch Notes – Version 1.1.7 (Hotfix)

*Fixed missing or incorrect planet surface materials that were detected or reported by players.

*Resolved an issue where VRAM usage increased every time a loot interface was opened.

*Fixed a bug where the 3D character model in the character menu initially appeared with broken textures, which only corrected after reopening the interface.

*Addressed an issue where Level 0 enemies could spawn during cargo raids.

*Fixed a problem where ships with very high warp speed perks could fail to warp or warp significantly slower than intended.

*Resolved an issue where drones destroyed in space were not fully removed before initiating a warp, preventing new drones from being deployed afterward.

*Fixed an issue on certain ship models where rapidly switching from cockpit view to third-person or free view caused the cockpit interior to remain visible while the ship’s exterior mesh disappeared.

SpaceBourne 2 – Update 1.1.6 Released

[h2]SpaceBourne 2 Version 1.1.6 [/h2][p][/p][p]With this update, we are getting very close to the end of the optimization phase.
Planet surface materials have been completely rebuilt to prevent VRAM leaks and to support new atmospheric effects (rain, snow, etc.).[/p][p]
While the visuals remain very similar to previous versions, the new system is far more optimized, allowing us to add dozens of new planet surface types in upcoming updates.[/p][hr][/hr][h2]Bug Fixes & Improvements[/h2]
  • [p]Fixed an issue where the mission objective “Return to Your Ship” in the opposite mission would not progress even after the player boarded their ship.[/p]
  • [p]In the Vessel Venture mission, the faction ship was not appearing in the hangar list despite the objective indicating it was available.[/p]
  • [p]When boarding a ship that was in a landed pose, the ship’s rotation and location could briefly shift to an incorrect position.[/p]
  • [p]Fixed an issue where some planetary surface decals (cracks, burn marks, mineral traces) did not load properly until the player moved a certain distance away and returned to the area.[/p]
  • [p]During castle sieges, holding Y to enter top-down mode while interacting with the ship at the same time caused the character to enter the ship but prevented the camera from switching, resulting in a softlock.[/p]
  • [p]Fixed an issue where NPC head-tracking could break if the player stood at an extreme angle, causing NPC heads to rotate unnaturally.[/p]
  • [p]In certain systems, fog density increased after each save/load cycle, eventually making distant visibility difficult.[/p]
  • [p]Adjusted Explorer Guild signal spawn rates and types. They now appear less frequently but are more unique.[/p]
  • [p]Corrected a problem where station interior lighting would temporarily switch to an incorrect brightness level.[/p]
  • [p]Fixed incorrect dominance values displayed in the Scanner progress bars.[/p]
  • [p]Rebalanced the dominance system: player-owned territories now calculate dominance according to the player’s chosen path and the decisions made throughout gameplay. Public support reflects these choices.[/p]
  • [p]Fixed an issue where warp lock HUD effects initially appeared at low resolution when warp started, then corrected themselves after a moment.[/p]
  • [p]Fixed a bug that caused warp camera animations to continue on the player character if exiting the ship during the animation’s closing phase, leading to camera offset issues when re-entering the ship.[/p]
  • [p]Fixed structure power progress bars on planet surfaces always starting at 50% and showing incorrect values.[/p]
  • [p]Capital Ships were unable to use Usables; instead of interacting normally, an incorrect warning message was displayed.[/p]
  • [p]Fixed an issue where double-clicking a commander in the Crew Menu created a duplicate “fake” entry.[/p]
  • [p]After interacting with the Ship Upgrade Console, a looping sound effect could continue indefinitely until reloading the game.[/p]
  • [p]Some small rocks and foliage on planet surfaces caused shadow flickering, especially on 4K monitors.[/p]
  • [p]Scrolling too quickly in the cargo transfer screen caused some rows to visually overlap.[/p]
  • [p]Fixed an issue where newly acquired items temporarily appeared in the Cargo Preview inventory instead of the player’s actual inventory. The preview UI did not refresh correctly until fully closed and reopened.[/p]
  • [p]Switching weapons sometimes caused the previous weapon’s mesh to briefly remain stuck in the player’s hand.[/p]
  • [p]In certain market interfaces, the description of the first item did not appear on the first open; reopening the interface resolved the issue.[/p]
  • [p]Some outpost doors played their sound effect twice when opened rapidly; in rare cases, the sound entered a continuous loop until restarting the game.[/p]
  • [p]When slowing down to a full stop, the ship’s speed indicator could occasionally display negative values.[/p]
  • [p]Addressed a rare issue where the landing gear could clip into the ship when performing an inverted roll while the gear was deployed. Although we were unable to consistently reproduce the bug, additional safeguards have been implemented. If you still encounter this behavior, please let us know.[/p]
  • [p]Fixed an issue where non-mission dungeons could spawn at surface locations used by Mercenary Guild missions. Entering these unintended dungeons prevented mission progress or generated invalid dungeon interiors.[/p]
  • [p]In the Ship Upgrade Console, switching between modules very quickly sometimes caused the detail widget to show the previous module’s information.[/p]
  • [p]Fixed an issue where a missile warning indicator could remain stuck on the HUD if the ship that fired the missile was destroyed before the missile itself was destroyed.[/p]
  • [p]Enemy faction attacks will no longer trigger during missions or dialogue sequences. AI now checks whether the player is in a state where they can properly respond before initiating any hostile actions.[/p]
  • [p]Fixed an issue where Bank and Item Transfer interfaces would not open when accessed from service consoles inside stations; these interfaces were only functioning correctly when used from the ship cockpit.[/p]
  • [p]Fixed an issue in Legendary Dungeons where the key interface could stack multiple times, causing each “Open” attempt to consume additional sets of 4 keys instead of only the required amount.[/p]
  • [p]Game crashes during space combat: We believe this issue has been resolved. After extensive long-session testing, we were unable to reproduce any combat-related crashes. However, if you still encounter this problem, please let us know.[/p]
  • [p]Fixed an issue that could cause the game to crash while exiting a Space Outpost.[/p][p]This problem has been resolved, but if you still encounter any crashes in this scenario, please let us know and share your logs so we can investigate further.[/p]
  • [p]Fixed an issue where some planetary surfaces occasionally appeared with square artifact textures or, in rare cases, with no surface material at all. This should now be resolved with the new planet surface update, but since the game contains tens of thousands of procedural surfaces, we were not able to manually test every single one. If you encounter this issue again, please let us know.[/p]
[p][/p][p]Thank you for your patience — we are very close to a bug-free build now, and we truly appreciate all your support and feedback.[/p]