1. Space Reign
  2. News

Space Reign News

Update 0.7 Hotfix 2

  • Ships now display their Command Point Requirement after selecting them in the Fleet Roster
  • Fixed "Schrödinger's" Weapons - such as PKR Repeaters not spawning on ships after entering a sector
  • Fixed Railgun turret in loadout editing mode being of unusually large wrong size
  • Fixed Broadsword Command Point requirement being 5 instead of 7
  • Fixed New ships displaying wrong stat values (HP, armor, etc) in Fleet Management

Critical Hotfix for Update 0.7

  • Fixed a problem with weapons not spawning in tutorial and for initial player ships after starting the game for the first time/resetting progress.
  • Fixed o null reference spam after entering weapon editing mode in a fresh save


Sorry for the inconvenience.

Update 0.7 "Tyrcorp Offensive" Now Live!

Hello Pilots & Commanders, Chapter II is out, if you haven't seen the update preview, let's take a look at what's new again! 🚀
Update Trailer

[previewyoutube][/previewyoutube]
New Playable Ships

[h2]Heavy Frigates and Destroyers[/h2]
[h3]Broadsword[/h3]

Broadsword trades quantity for quality, featuring fewer weapon hardpoints but allowing it to mount larger, more powerful weapons with more firepower. Well-armored and built for durability, it can take heavy punishment in battle. However, this strength comes at the cost of some speed and agility in its category.
[h3]Fenrir[/h3]

With seven weapon hardpoints, the Fenrir excels in offering a flexible loadout, allowing for a variety of weapon configurations that other ships in its category lack. While it may not carry as many larger weapons, its versatility makes it a formidable threat. Additionaly, it is quite nimble, enabling it to outrun other vessels in this size.
[h3]Taurus[/h3]

Since the conflict with the Marshall Gang, Nova Tech acquired their most formidable vessel, the Taurus. As an entry-level option for fleets in need of a heavy frigate, the Taurus offers solid durability and firepower, making it a reliable choice for those seeking to bolster their forces with a tougher ship.
[h3]Barracuda[/h3]

As the standard issue destroyer for NovaTech battle groups, the Barracuda combines versatility and agility, as well as advanced sensor suite, making it a key asset in any larger fleet.
[h3]Minotaur[/h3]

NovaTech's answer to the Tyrcorp Claymore-class destroyer, the Minotaur is a powerful and well-balanced vessel. It features seven weapon hardpoints, including two S3 slots for the big guns. With a perfect balance of speed, agility, and durability, the Minotaur represents the peak of NovaTech ship design, offering a formidable presence on the battlefield while maintaining flexibility in combat.
[h2]Fighters[/h2]
[h3]Katar[/h3]

Similar to the Hyena, the Katar is a fast and agile light fighter. It stands out with three S1 gun hardpoints and one S1 launcher, offering a balanced mix of firepower and speed. Ideal for pilots who prioritize offense and maneuverability, the Katar excels in hit-and-run tactics but lacks the durability for prolonged engagements.
[h3]Sabre[/h3]

Designed for sheer firepower, the Sabre is equipped with two S2 gun hardpoints and one S3 launcher, delivering unmatched gun-based weaponry in its class. While it sacrifices the number of launchers for guns, the Sabre maintains good armor and decent agility for its size. It is a formidable force in close-quarters combat, able to dish out heavy damage while holding its ground.

[h2]New Weapons[/h2]
[h3]FTS-22 Flak[/h3]

Older weapon design known for its flexible use against any target including missiles and ship modules thanks to its promixity fuse and great area of effect. However, it's hull damage output is significantly lower than other weapons in its size.
[h3]KBC-40 Burst Cannon[/h3]

Sacrificing accuracy and range for a huge damage potential, burst cannon can shred even better armored targets in close-combat situations.
[h3]HEAR-T Rocket Launcher Turret[/h3]

Turret version of a dumbfire rocket launcher that can fire a continuous salvo of unguided rockets, dealing a lot of damage to any target, regardless of its armor. Limited ammo requires frequent resupply.
[h3]PDL-1 Point-Defense Laser[/h3]

Advanced missile defense weapon based on latest laser technology. Long range and high damage output make it the best option in the point-defense category. The only downside can be found in its size, which requires S2 hardpoint, thus sacrificing offensive capabilities for missile defense only.
[h3]MBC-90 Heavy Cannon[/h3]

Dual-barrel long range heavy cannon turret. Designed for long-range engagements against large ships like frigates and destroyers, this turret delivers powerful shots capable of penetrating heavy armor from a safe distance.
[h3]RG-3 Heavy Railgun[/h3]

S3 version of a single-barrel turret with exceptional range and high muzzle velocity, which is ideal for sniping enemy ships at long distances. Its precision shots offer unmatched armor penetration, making it highly effective against heavily armored targets.
[h3]HYCM-VLS Cruise Missile Silo[/h3]

Engineered for overwhelming power, this launcher fires high-yield missiles capable of destroying smaller ships, such as light frigates, with a single hit. While each missile is slow and requires distance to arm, it’s heavily reinforced to resist point-defense fire. However, the launcher carries a very limited payload, requiring careful target selection to maximize its destructive potential.
[h3]HAT-64 VLS Heavy Torpedo Silo[/h3]

Heavy torpedo launcher able to deal a massive amount of damage thanks to its powerful warhead. In addition to its destructive power, it is also designed to be quite durable, compensating for its lack of speed against enemy point-defense systems.
[h3]LRFM-33 Cluster Missile Silo[/h3]

Specialized for disabling enemy turrets and modules, this launcher fires missiles equipped with cluster warheads that detonate just before impact. The explosion releases a spread of high-explosive submunitions, dealing extensive area damage and overwhelming targeted systems with concentrated fire.
[h3]HEAR Fixed Rocket Launchers[/h3]

Fixed version of a dumbfire rocket launcher that can fire continuous salvo of unguided rockets, dealing a lot of damage to any target, regardless of its armor. Limited ammo requires frequent resupply.
[h2]Ship Experience system[/h2]
All player ships are be able to acquire combat experience, which will increase their rank, thus improving their combat skills, such as accuracy, afterburner usage, countermeasures, and more. A simple system of progression for your fleet, similar to many famous RTS games.



[h2]New Enemy Faction[/h2]

No more fighting the pirates, it's time for a real challenge. You will face a new enemy - The Tyr Corporation, also known as Tyrcorp. Better trained and better quipped, this militaristic corporation seeks total control over the resource harvesting operations in the region.



[h2]Contract Sectors[/h2]
[h3]Tinanis[/h3]

[h3]Xalath[/h3]

[h3]Sangvar[/h3]

[h2]Conquest Sectors[/h2]
[h3]Belt Vesmos[/h3]

Belt Vesmos is one of the richest resource sites in the Erebus region and a critical economic hub. Its abundant resources make it the most significant source of income in the area, which is why Tyrcorp targeted it early in their expansion. They quickly established an outpost here to secure control over its lucrative mining operations, turning the sector into a strategic stronghold for their resource monopoly.
[h3]Tartarus[/h3]

Tartarus serves as Tyrcorp’s main base of operations in the Erebus region, making it their most critical logistical and supply hub. It acts as the primary connection between the Erebus region and their home territory in Ferudani, ensuring the flow of resources, reinforcements, and supplies necessary to sustain their expansion efforts.

[h2]Changes and Fixes[/h2]
  • Added Dynamic Lights to all heavy weapons
  • Added Chapter II Objectives and intel
  • Added second part of Space Reign OST
  • Added loading screen image shuffler
  • Improved loading times between Fleet Management and Sectors with a larger fleet
  • Improved AI Fleet Formation positions and following
  • Improved Third-Person Camera transition smoothness
  • Turret weapons now feature an auto-repair system based with speed based on the ship skill level
  • AI ships now use afterburner based on their current skill level
  • Increased Long-Range Combat Mode weapon effective distance to 85% of its maximum range
  • Increased Corporation Experience gains by 30%
  • Increased Maximum Corp rank to 14
  • Increased Maximum Ship Count to 9
  • Increased Maximum Command Points to 26
  • Increased accuracy for all Auto-Cannon turret weapons
  • Rebalanced majority of kinetic turrets
  • Fixed weapon impact VFX sometimes spawning away from their targets
  • Fixed weapons sometimes not dealing AOE damage to Hardpoints/Engines
  • Fixed several wrong weapon and ship stats and descirptions in Tech Tree/Shipyard
  • Fixed some launcher weapons not displaying ther target tracking compatibility correctly
  • Fixed some UI elements misaligned in the Fleet Management screen
  • Fixed Options screen for Super Ultrawide resolutions
  • Fixed AI ships sometimes shaking when flying to a waypoint
  • Other smaller fixes and polish

[h2]What Next?[/h2]
Our next goal is to make some tweaks and smaller fixes based on feedback we receive on the update, then continue with additional features mentioned in the updated roadmap:

Thanks for all the support & Good Hunting! 🫡

Adam & Daniel

Chapter II - Major Update Preview

Hello Pilots & Commanders, with Chapter II on the horizon, let's take a quick look at what the next major update will bring to Space Reign. 🚀

[h2]Heavy Frigates and Destroyers[/h2]
Bigger ships = Bigger guns. Heavy frigates and destroyers are on their way to the battlefield with destroyers featuring the largest weapons in the game mounted on their S3 hardpoints. Heavy Frigates will offer more S2 hardpoints than all Light Frigates currently available.


[h2]Ship Experience system[/h2]
All player ships will be able to acquire combat experience, which will increase their rank, thus improving their combat skills, such as accuracy, afterburner usage, countermeasures, and more. A simple system of progression for your fleet, similar to many famous RTS games.


[h2]New Playable Ships[/h2]
Besides getting your hands on the Heavy Frigates and Destroyers, including the Taurus Heavy Frigate previously used by the Marshall Gang pirates, you will be able to expand your fleet with 2 more fighter-class ships. Finally, all those ships you have been seeing in the voting polls, all named by you, in the game!


[h2]Additional Weapons[/h2]
We have also been working on new weapons, which will significantly expand your arsenal options. Flaks, burst cannons, laser point-defence, rocket launchers, heavy railguns, cluster missiles and more, including the most powerful launcher in the game capable of destroying smaller ships in a single blow - the S3 Cruise missile silo. We can't wait for you to come up with crazy new loadouts while helping us test their balance.


[h2]New Enemy Faction[/h2]

No more fighting the pirates, it's time for a real challenge. You will face a new enemy - The Tyr Corporation, also known as Tyrcorp. Better trained and better quipped, this militaristic corporation seeks total control over the resource harvesting operations in the region.


[h2]New Sectors[/h2]
New Contract and Conquest sectors will be available for the second chapter, take a look at these new sceneries coming with the update.


[h2]Update When?[/h2]
Our plan is to release Chapter II within one month, since we are currently in the process of testing and tweaking new ships and weapons, as well as some bug-fixing we have to catch up with (including the live version of the game).

See you in the next Chapter & Good Hunting! 🫡

Adam & Daniel

Name a Ship poll #10

Hello Pilots & Commanders, time for another ship poll!

[h2]Poll #10 INFO[/h2]
Corporation: NovaTech
Ship class: Medium Destroyer
Name Theme: Animals/Mythology


VOTE AND PROPOSE NAMES HERE => https://strawpoll.com/w4nWWee2lnA


[h2]Poll #9 Final Results[/h2]