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SpaceBourne 2 Early Access Ver. 4.2.1 Released

SpaceBourne 2 Early Access Ver. 4.2.1


[h3]Changes[/h3]
  • - Weapon animations and equip animations have been updated.
  • - Higher-tier enemies, stronger than general AI, have been added inside dungeons.
  • - The ship leveling and tier upgrade interface has been updated, and necessary warnings have been added.


[h3]Bug Fixes:
[/h3]
Reported by players as follows:

  • - When I change ship weapons from the Ship tab in the main interface, the gameplay UI doesn't update the weapons, or it shows the slots as empty.
  • - While creating a house in the Internal Relations interface, I get a warning that I don't have enough money, even though the faction treasury has sufficient funds.
  • - Firing effects with electric weapons get stuck and continue indefinitely if I use them for a long time.
  • - Ammo consumption does not decrease while using electric weapons, allowing infinite firing.
  • - Firing effects remain on the screen throughout the game if I interact with an object while holding down the fire button (LMB).
  • - Some weapons have scopes attached to their models even though they don't have a scope feature.
  • - I cannot summon Nova Squad in some dungeons.
  • - Despite having money in the Faction Treasury, I am unable to upgrade Capital Stations.
  • - If the Auto Track feature is enabled during quests, it remains active on a completed quest.
  • - In the "Chasing a ghost" mission, I'm asked to retrieve a pod on a planet, but neither the description nor the route feature indicates which system the planet belongs to.
  • - If I return to the main menu during a warp from the pause menu, warp sounds and other ambiance continue playing in the background.
  • - In the "The Truth" mission, objectives like "Get back to your ship" and "Leave planet" do not complete, even after fulfilling their conditions.
  • - Upon leaving planets, the game sometimes saves at a checkpoint, and when loading that save, my ship spawns at the atmospheric boundary, preventing me from returning to the planet or leaving it.
  • - During meetings, I cannot rotate the camera, and I am unable to select the desired options, especially during faction decisions.
  • - Some side quests spawn inside Stargates.
  • - The ship’s rotation resets every time I disembark, not staying aligned with the direction the ship was facing when I left it.
  • - Pressing the "Take Off" button in the cockpit triggers the sound effects for takeoff, but the ship doesn’t lift off.
  • - In my playthrough, the "Metahuman" quest got stuck in a permanent "wait for contact" phase.
  • - Soldiers I encounter at surface-level camps spawn at level 1 until I enter a dungeon.
  • - Even when trying to equip a low-level melee weapon, I receive a "High Level" warning.
  • - I can open certain interfaces during meetings, but closing them breaks the meeting and teleports me outside the map.
  • - I am able to assign systems that contain my Capital Station to houses I create, transferring control of the station to that house and breaking game progression.
  • - I cannot perform a quick docking request at Guild stations using the CTRL+H shortcut.
  • - Space Market locations sometimes appear misplaced or skewed on the scanner.
  • - In the Mark mission where we fight Ka-Run, the game saves a checkpoint, and each time I load it, the ships and the main ship duplicate.
  • - The Galaxy Web interface lacks clear labels for the mission characteristics. (We added tabs to indicate what each column represents.)
  • - In faction hangars, dragging the wrong item into an upgrade slot when upgrading a ship’s tier can delete the slot.
  • - During dialogues, I can't change the camera position unless I repeatedly press and release the left mouse button.
  • - When switching to hunter weapons while the sniper scope is active, both scopes can overlap and appear on the screen simultaneously.
  • - Sometimes after upgrading a ship, it removes all upgrade modules from the ship.
  • - If I open the Space Atlas while Warp Drive is online, all warp indicators remain on the screen, obstructing the visibility of the Atlas.
  • - Mayors at stations duplicate every time I enter the station level.
  • - Mini bosses in dungeons deal excessive damage, and their sound effects are missing.
  • - Objects in dungeons do not get highlighted, and outlines do not work on items dropped by shooters or when aiming at enemy limbs.
  • - Sometimes in dungeons, key consoles spawn inside walls, making them impossible to interact with.
  • - Boss levels in dungeons do not match the dungeon level; occasionally, bosses spawn significantly lower than the dungeon level (up to -10).
  • - The "Transfer Item" feature on the ship console in stations sometimes deletes the item from the inventory and adds it as an empty item to the bank.

SpaceBourne 2 Early Access Ver. 4.2.0 Released

SpaceBourne 2 Early Access Ver. 4.2.0

[h3]Dungeons Overhauled and Improved[/h3]

Dungeon Levels Adjusted: All dungeon levels and difficulty scaling have been revamped, ensuring a smoother progression experience.

T6 Dungeon Items Introduced: A new item tier, T6, has been added, significantly more powerful than previous tiers and crucial for end-game content.

Legendary Dungeons: Players can now access Legendary Dungeons by collecting 4 special keys. These dungeons offer exclusive T6 items that are unique to them and cannot be found elsewhere in the game.

New Cave Dungeons: Five distinct cave dungeon designs have been introduced, each featuring different creature types and unique boss encounters. These caves are now populated with dangerous creatures and challenging bosses.

New Mining Guild Dungeon Quests: The Mining Guild now offers new dungeon-related quests, adding fresh objectives for players to complete.

New Floor and Boss System: Each dungeon now features a unique number of floors and bosses, determined by its level and tier, offering varied challenges.

Minimap Added: Each dungeon now includes a specialized minimap, allowing players to navigate and anticipate upcoming challenges more effectively.

Puzzles Added to Dungeons: A variety of puzzles have been integrated into dungeons, enhancing the gameplay experience with new challenges.

Bug Fixes: Dungeons

  • Enemy AI can shoot through walls.
  • Sometimes, even after defeating dungeon bosses, I can't proceed to the next floor, and can't interact with the elevator.
  • Too many consecutive boss floors can appear after floor 3.
  • When summoning my squad in dungeons, we get stuck in narrow corridors and can’t move forward.
  • Getting surrounded by more than one enemy causes me to fall, and I can’t get back up.
  • Dungeon minimaps don’t work or appear broken.
  • In outpost-type dungeons, doors are blocked by models, preventing progression.
  • No ammo refill locations exist in dungeons, forcing me to leave to resupply.
  • I can loot treasure chests again after clearing a dungeon and returning.
  • AI and certain models’ colliders overlap, merging upon enemy AI death and preventing looting.
  • Some dungeons have no treasures in rooms with Bosses.
  • A green fog sometimes appears in dungeons, obstructing my vision.
  • Physics issues with dead enemy AI have been resolved.
  • Some objects in dungeon rooms float, blocking movement.
  • Certain paths, doors, or floors are blocked by rocks or obstacles, preventing progression. Upper floors can also become unreachable.
  • Climbing in the Enemy Boss floor allows access to a closed elevator area, where the Boss cannot hit me.
  • Sometimes, when pressing the elevator button to go to a floor, the game fades out and gets stuck.
  • Dungeon and Boss progress bars overlap, making it difficult to see.
  • Boss rooms in Dungeons respawn the Boss with a different name and three loot-filled crates. Loot also respawns when floors reset, creating a loop.
  • Climbing on certain models during a Boss fight causes the Boss to lose track of me, resulting in a game glitch.
  • After defeating the Boss on the -3rd floor, selecting "Exit Surface" and returning causes the Boss to respawn.
  • On the Boss floor, placing a turret near wires and climbing allows me to re-enter the area.
  • Enemies in some quests spawn at the same level as my character, disrupting balance.
  • In caves, some actors’ active colliders create invisible walls, blocking movement.
  • Some Boss quests cause me to get stuck in the elevator and prevent me from exiting.
  • Over 20 minor bugs related to dungeons have been fixed.



[h3]Creatures and AI Enhancements
[/h3]

Creature AI Overhaul: All creatures and their AI systems have been rebuilt from the ground up, offering a more challenging, balanced, and optimized combat experience.

Five New Creature Types: The game now features five new species of creatures, each with unique abilities and behaviors.

Creature Hunting Missions: New creature hunting missions have been added, allowing players to track and hunt creatures for rewards.

Boss Creatures: Boss creatures have been introduced, bringing tougher and more rewarding encounters.

New Hunter NPC Class: A new Hunter class NPC has been added to every village. These hunters have their own markets, where players can sell creature drops for higher prices.

New Hunter Class Weapons: Hunter weapons with X-ray scopes have been introduced, making it easier to detect and track creatures on planetary surfaces.

Creature-Specific Loot Drops: Creatures now drop items based on their level, with higher-level creatures providing more valuable rewards.

New Abilities for Creatures: Certain creatures now have unique traits and poison damage effects, adding more depth to combat.

Bug Fixes: Creatures

  • Creatures spawn very rarely on the planet's surface, making encounters difficult.
  • Creatures repeatedly knock me down, making it nearly impossible to continue playing.
  • All creatures spawn at Level 1 and die in one hit.
  • If I board my ship mid-fight, the creatures remain in the game, causing a memory leak.
  • Creature sound effects continue looping even after they die and don't stop until the game is exited.
  • Over 10 minor bugs related to creatures have been fixed.


[h3]Guilds and Side Quest Enhancements[/h3]

Side Missions Redesigned: All side missions have been completely redesigned for better balance and improved gameplay flow.

Experience and Currency Rewards Adjusted: Rewards for side missions have been rebalanced to ensure more consistent progression.

New Side Mission Types Added: Several new types of side missions have been introduced, offering more variety and unique challenges.

Guild Leveling Fixes: Guild leveling design issues have been addressed, and performance-related problems have been resolved.

Timed Side Quests Added: A time limit has been added to side quests. If players do not complete the quest within the specified time after accepting it, the quest will fail.

Penalty System for Side Quests: A penalty system has been introduced for side quests. If players fail to complete a quest on time or choose to cancel it, they will have to pay a penalty equal to half of the quest's reward.

Bug Fixes: Guilds and Side Quests


  • In the "Kill Captain " space mission, the Captain is no different in difficulty compared to other wingmen, and no sound effect plays during his death, even though the transmission text appears.
  • Missions appear on the scanner outside of the star system.
  • In Galaxy Web space missions, system names are not displayed, and details are lacking.
  • Different creatures spawn in the "Save Person" part of Galaxy Web: Mercenaries ground missions, causing various bugs and halting progress.
  • In Galaxy Web ground missions, when hacking, enemies damage the process, turning it into "Deleting Files." Despite reaching 0%, the mission still marks as "Completed."
  • In Galaxy Web ground missions, some details like "None Planet" appear, preventing mission progress.
  • During hacking in Galaxy Web: Mercenaries ground missions, leaving the planet causes the widget to remain, and returning continues the stage with overlapping widgets.
  • Galaxy Web ground missions can be continued even after canceling them and leaving the planet.
  • It’s impossible to save at the start of Pilot missions in Galaxy Web. And when attempting to load the save later, the mission does not progress.
  • The specific planet to visit in Galaxy Web missions isn’t listed, and indicators on both planets and nearby outposts cause confusion.
  • In Mercenary protection missions, just waiting while guarding civilians completes the mission without taking action.
  • In a Mercenary mission, the person to be rescued was already dead upon arrival, preventing completion.
  • In civilian protection missions, saving and loading causes civilians and enemies to respawn, but the mission is already marked as completed.
  • In hacking missions, if I stray too far, the objective remains active.
  • The objective doesn’t disappear even after interacting with the hacking device.
  • After accepting a quest from the Quest Giver, I can talk to them again and repeatedly accept the same quest.
  • In station destruction missions, I shoot at pilots, but they don’t die. As a result, the mission does not progress and gets stuck, preventing me from completing it.
  • The first NPC I meet in a side quest shows "None" as their name.
  • After warping in a side quest, the system doesn’t remove my previous mission location from the scanner.
  • Some side quests have missing NPCs at outposts.
  • Some Mercenary missions lack visible rewards.
  • The "Get Asset" mission breaks if saved and loaded during the mission.
  • The "Hack Server" indicator sometimes gets stuck on the screen.
  • Enemies in "Save Pod" missions always spawn at Level 1.
  • Accepting multiple missions causes "Contracts" to overlap and become disorganized.
  • The Quest Giver shows "None" as their name until I interact with them, and their name changes each time I interact.
  • Some mail missions have empty objectives, making it impossible to complete them.
  • Over 25 minor bugs related to side quests have been fixed.



[h3]New Features:[/h3]

All levels redesigned: Levels have been reorganized with lighting improvements and fixed errors.

Hoverbike Combat AI: AI for hoverbike combat has been redesigned and made more challenging.

Performance Update: A broad performance update now allows more effects to display smoothly and efficiently.

Additional Bug Fixes:

  • My squad doesn’t attack Creature classes.
  • After my character falls, if I take damage again, my character spins endlessly, causing a game-breaking issue.
  • Crashes occur when traveling too fast on planetary surfaces.
  • I can raid my own faction’s solar system and end up fighting against my own faction.
  • Some bosses in the main quest are overpowered, making them nearly impossible to defeat.
  • In the "Rescue Anka" mission, shooting at the glass doesn’t break it, preventing progress.
  • In the "Feast of the Stars" mission, the enemy AI is much stronger than the quest level suggests.
  • Upon dismounting the hoverbike, I sometimes get stuck in its model, unable to move.
  • After long hoverbike travels, dismounting sometimes sends the hoverbike far away.
  • The hoverbike doesn’t always respond when summoned.
  • When summoning the hoverbike while far away, mounting it teleports me back to where it was originally located.
  • In enemy territory, dismounting the hoverbike can cause me to get stuck inside walls or other objects.
  • If enemies are too close, some character perks cannot be used or have minimal effect.

SpaceBourne 2 Early Access Ver. 4.1.8 Released

SpaceBourne 2 Early Access Ver. 4.1.8

[h3]Main Storyline Completion[/h3]

We have completed the main storyline of the game! (We want to clarify that this does not mean the end of Early Access. Completing the main story is a crucial step that allows us to update, polish, and improve many other aspects of the game, such as dialogues, voiceovers, characters, and more. This is an essential milestone to ensure the Early Access process progresses smoothly.)

[previewyoutube][/previewyoutube]


[h3]New Features:
[/h3]
Fast Travel to Player-Owned Stations: Players can now fast travel to their owned stations directly from the faction interface. This will make it much easier to manage your stations and move between them quickly.

Auto Track Mission Feature: A new "Auto Track Mission" option has been added to the missions interface. When enabled, this feature will automatically track missions in a smart sequence, ensuring you're always on top of your tasks.


[h3]Bug Fixes:
[/h3]
Reported by players as follows:

  • - Xema Suren goes through my character and does strange attack animations while talking to him.
  • - Something in the Morthra stations blocks my movement. I can't progress into the interior sections and complete my missions.
  • - The character's 'Throw Grenade' skill can't be used in many situations, and there's no warning or explanation as to why it's unavailable
  • - Sometimes the boarding elevator for my Heavy Fighter class ship doesn't attach. When on planetary surfaces, I can't board my ship, and the game freezes.
  • - In missions involving disguises, if I'm in Metahuman mode, I can't change my disguise.
  • -
  • *Spoiler:** If I reject the offer to start the major war, the war never starts.
  • - While using the hoverbike on planetary surfaces, the thruster sometimes shuts down and won't reactivate until I restart the game.
  • - In procedural station and surface missions, sometimes the dialogues return empty, allowing the mission to progress, but I can't see the mission content.
  • - During AI vs AI battles, when I go to the battle station, it appears that a battle is happening, but no AI ships spawn.
  • - When talking to Smen, I get stuck inside the table and can't move in Sonak space station ( While on Rebuilding a Friend quest)
  • - When playing as a female character, every time I remove the default armor, an empty armor item is added to my inventory.
  • - While transitioning between systems using a Stargate, I can pause the game with HOTAS, which breaks the transition sequence.
  • - Some character perks consume energy even when they can't be activated due to unmet conditions
  • - On Mothership and Heavy Fighter class ships, energy management effects appear when pressing the corresponding keys, even though energy management is not active.

SpaceBourne 2 Early Access Ver. 4.1.7 Hotfix Released

SpaceBourne 2 Early Access Ver. 4.1.7 Hotfix


[h3]BUG FIXES:[/h3]

  • • Fixed issues with creatures spawning in a way that disrupts mission progress on certain planetary missions.
  • • Resolved an issue where a faction with very low Family Power, possessing no stations or systems, remained continuously at war and persistently attacked our bases.
  • • Fixed a bug where a faction did not get marked as Destroyed after all their systems were captured and all their stations were destroyed.
  • • Addressed problems with a Destroyed faction still engaging in diplomatic relations, participating in wars, and making trade agreements.

SpaceBourne 2 Early Access Ver. 4.1.6 Released

SpaceBourne 2 Early Access Ver. 4.1.6

[h3]New Features And Changes: [/h3]

This update might seem small in terms of text, but it is extensive in content.

  • • We are excited to introduce new story missions and side quests that will provide hours of gameplay. Additionally, we've added several new features to enhance your experience. As these additions are closely tied to the storyline, we are keeping the details confidential to ensure a spoiler-free experience.

  • • Creatures have been added to planetary surfaces. Now, each type of planet hosts a habitat with roaming wildlife appropriate to its environment. However, we would like to note that this feature is currently in prototype form for testing purposes. We plan to expand this content based on future feedback, particularly regarding performance.

  • • The Turkish language has been updated.



[h3]**BUG FIXES:**[/h3]
Reported by players as follows:

  • • Some Xeghan stations are not unlocking the station's internal level. After entering the station, I find myself floating in a dark void.

  • • When accessing my freelancers in the Faction Menu, I am unable to change the type of missions I want my Freelancers to focus on.

  • • Despite leaving the Mothership at a station, I can still see it floating in space in every system (We have not been able to reproduce this bug, but have taken precautions to prevent its recurrence. Please report it if you encounter this issue again).

  • • When I engage in combat within a station, I sometimes receive a “you have been killed” message instantly, even when my health is full. I am forced to reload the game.

  • • Even though I have captured the mayor at a station, they are not being added to my list of prisoners.

  • • I am stuck at the “Talk to Xema in the Council building” objective in my mission but cannot enter the Council building. Clicking on the door does nothing.

  • • If I exit my ship while ascending from a planet's surface, my character stays in the atmosphere, but the ship moves far away. I can reach the ship, but the game does not progress.

  • • When I engage in war with one faction, suddenly 5-6 other factions also declare war on me, even though there are no diplomatic relations between these factions when I check.

  • • Sometimes when I trade, I sell containers on my trade ship but receive much less money than normal.

  • • When the Warp drive is disabled during missions, if I am using a ship with decking on the mothership, I can only warp using the ship I am in. The mothership’s warp drive remains offline.

  • • During station battles, when I approach support buildings near a planet, it throws me into the middle of the battlefield as if I had entered the planet.

  • • The laser rifle's firing sound gets stuck in a loop and keeps playing if I change weapons while firing. This continues until the game is closed.

  • • If I start a new game with the same character name while I have a saved game, when I load the old save files, the mission progress remains as in the old saved game, but the character is the new one.

  • • When adding extra weapon slots to some ships and equipping weapons, the newly added weapons overlap at the ship's origin point, causing all weapons to fire from the same location.