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Update 0.12 is now live!

Update 0.12 is here! Take a look at whats new and what are going to work on next.
[h2]Update preview video[/h2]
[previewyoutube][/previewyoutube]
Controller Support & Keybinding

Controller support is finally here! Since the beginning of the development, we have always wanted Space Reign to support controllers for the cockpit gameplay, compatible with both gamepad and stick setups. Thus, it was never a question of if, but when. With Space Reign being a mix of strategy and a space-sim, we repeatedly have to decide where to put the current development focus, especially with us being a humble 2-man team.

Basically any standard controller should be compatible, but should you find an issue, feel free to let us know. It is possible to have multiple controllers active at the same time and assign different actions to them during any stage of the game. Just open up the in-game settings and follow the UI in the controls tab.

Controllers only support the direct unit control from the cockpit, but we are still exploring a few ideas to allow at least some basic functionality for the tacview like controlling the camera and moving around, so that you can at least get some sector awareness without the need for switching to keyboard and mouse.

Besides assigning controllers, Space Reign now features basic keybinding for mouse and keyboard as well. Do not forget that the control scheme images in Database only show the default key mapping and do not update once you change them.

Weapon Gimbals

Immediately after the Early Access launch, we have received a ton of feedback and bug reports to work with, especially regarding the early difficulty of the game. With several hotfixes released,We have already made improvements to address this, but a lot of players still struggled with one particular element - weapon accuracy.

After thorough consideration, we have decided to upgrade all fixed weapons with auto-gimbal lock, which will make the guns automatically align with the target leadmarker if the center crosshair is within the max gimbal angle of the active weapons. This makes flying and aiming your ship a lot easier while still having the room for some balancing, specifically for more powerful weapons like the autocannon, which should not be as easy to use as the repeaters, especially against small and nimble targets.

Once aligned, the target leadmarker will change its size so that you know when to fire.

Since this is a major change affecting a lot of gameplay, we are still open to suggestions for fine tuning and balancing. Looking forward to your feedback about this.

Up Next

Our plan is now to continue working on bug-fixing while addressing some requested quality of life improvements. Then, we will focus on the next update with new content and upgraded player onboarding, which is scheduled to release at the end of August, just in time for the Steam strategy festival.

As always, feel free to join our discord to discuss the new features or let us know what would you like to see in Space Reign.

Good Hunting! 🫡

[h2]Update 0.12 changelog[/h2]
[h3]Updates:[/h3]
  • Keybinding
  • Controller Support (Cockpit gameplay)
  • Weapon Gimbal Assist
  • AI Accuracy upgrade (AI ships with fixed weapons are now more precise in more difficult cases - especially against other small ships during a dogfight)

[h3]Changes:[/h3]
  • Lead marker animation now dynamically reacts to weapon gimbals being in range
  • Damage to missiles launched by their parent ship is now turned off

[h3]Fixes:[/h3]
  • FIXED Another case of cockpit missile warning sound getting stuck in a loop after exiting direct control
  • FIXED AI Large ships crashing directly into Neutrals, especially during Contracts
  • FIXED Launchers not repairing correctly after resupplying
  • FIXED Taking supplies in combat practice mode causing an error
  • FIXED Hostile Ares not behaving properly in combat practice mode once spawned

Hotfix 0.11a

Fixes:
  • Possible FIX for Ships getting stuck in place and not moving even after a direct command
  • FIXED Mashar hangar bay visual glitch
  • FIXED Clicking on Logistic Drone bay module not triggering a sound + deselecting the selected ship
  • FIXED Salvage not being saved after exiting a sector
  • FIXED Logistic Drones having a weird behaviour when pausing/unpausing the game while they are active
  • FIXED Ship info panel in loadout editing mode displaying some wrong ship parameters

Update 0.11

Updates:
  • Reworked in-sector resupply system. Ships can now be REPAIRED, REFUELLED and REARMED with all ammo types including missiles for a fee at docking stations. You can also set your ships to "auto" resupply mode, which will make the ships resupply immediately after getting close enough to a Station. Check the updated database for more info.
  • Ship to ship resupply system is now disabled while we work on a new approach to this mechanic.
  • Reworked salvage trading, which now allows you to sell salvage with just one button click after reaching a station.


Changes:
  • Logistic drones are now significantly faster both in speed and salvaging and their operation radius is increased.
  • Sector raids now cannot be replayed after winning them. (We want to change this so that you can actually replay them without the fear of losing your ships but not getting the same reward more than once.)
  • Venom Nebula Raid difficulty reduced and its threat level changed to Medium
  • Indica Iris nebula asteroids repositioned to better avoid ship collisions
  • Indica Hostile traffic single unit strength increased
  • Vega Array Raid asteroid repositioned to better avoid ship collisions


Fixes:
  • FIXED Projectile Point-defense weapons sometimes not firing in certain target angles (Still needs some work though, will keep you updated)
  • FIXED Heavy missile silo wrong target tracking info in the stats
  • FIXED Corporation logo not changing after claiming a sector
  • FIXED Pirate Warlords objectives not showing up as completed in the sector status window after destroying them
  • FIXED Module explosion triggering before receiving 100% damage
  • FIXED Engine explosion sometimes not triggering a sound effect
  • FIXED Wrong contract info being displayed after failing a contract
  • FIXED Razer top-mounted hardpoint triggering weird camera behaviour after buying a weapon
  • FIXED Entering a sector with a large ship as the fleet leader causing some temporary performance issues
  • FIXED Clicking on "Close" button in Tacview not working properly when not in direct control of a ship
  • FIXED Some Sentinel platforms spawning with more than one weapon per hardpoint

Hotfix 0.1e

CHANGES:
  • Since ships do not currently have any advanced logic for checking friendly-fire, the damage for ships of the same corporation is now turned off to prevent them from being accidentally hit and destroyed, especially in larger battles. You can still cause projectile damage to your ships while flying manually, so fire with caution! (this will be changed as well)
  • INCREASED FT mode speed of Rescue ships in Search and Rescue contracts

FIXES:
  • FIXED Auto-saving in Fleet Roster causing severe performance drops and stuttering
  • FIXED Launcher usage default setting being reset after leaving a sector
  • FIXED Primary/secondary weapon resetting after leaving a sector
  • FIXED T2 Auto-Cannon turret having a wrong scale of a ricochet projectile
  • FIXED Marauder incorrect speed in FT mode

Hotfix 0.1d

CHANGES:
  • Ships no longer fire at enemies during their breakdown sequence, thus preserving more projectile ammo and missiles
  • Contract markers in Tacview are now interactable (Possible Locations, Expected Target Departure)


FIXES:
  • FIXED Player Fighters sometimes entering weird drunk-like behaviour, shooting randomly and moving in strange patterns