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Space Reign News

Update 0.4.5a

[h2]New:[/h2]
  • ADDED Pitch Axis invert option for fighters in game settings

[h2]Fixes:[/h2]
  • FIXED "Devbuild" text obstructing view in Large ship Fire Mode
  • FIXED Destroying Ravager sometimes causing an error
  • FIXED Chance for enemy units to spawn near the player on sector entry, also causing issues with the contract system

Update 0.4.5

Hello Pilots & Commanders, a small update is out, check out what's changed.

[h2]Features:[/h2]
[h3]New Contract-Freighter Rescue[/h3]

Guard a stranded cargo Freighter until it's repairs are done and it safely jumps out of the sector. Enemies will come in more frequent waves, so try to eliminate them quickly, before they overwhelm you with numbers.

[h2]Changes:[/h2]
  • INCREASED Projectile Point-Defense Accuracy, Muzzle velocity and Range

[h2]Fixes:[/h2]
  • Possible fix for HOTAS and Controller Assignment/no input response issues
  • FIXED Initial tutorial playthrough sometimes not triggering the Search and Destroy contract
  • FIXED Railgun and Point-Defense Accuracy problems
  • Additional minor UI and ship AI related fixes


Come and join our community discord to discuss the upcoming features or your suggestions and feedback.

See you next time!

Adam & Daniel

Update 0.4.1

Hello Pilots & Commanders, a bigger patch for the recent major update is here, let's see what's been fixed and what's changed!

[h2]New:[/h2]
[h3]Free Contracting/In-Sector Contract Selection[/h3]
Update Feedback has been received received. Free Contracting mode for Contract Sectors is now back in the game. Select any available contract without returning to the hangar for longer deployments.



[h2]Changes[/h2]
  • Keybinding Categories for Fighters and Large ships are now independent - Customize unique keybinds for Control Schemes separately
  • Cursor Mode (ALT) now displays it has been turned on
  • Weapon categories in Tech Tree now show what ship classes are they compatible with
  • Implemented Fast Travel engage reaction time delay for hostile ships
  • Ally Fleet in Fleet Intercept contract now leaves the sector after destroying all targets
  • Missile Impacts now feature dynamic lights


[h2]Fixes:[/h2]
  • FIXED Shezmu conquest sector not counting as captured after claiming all control points
  • FIXED Ship weapon slots not displaying their correct compatible weapon size in loadout editing
  • FIXED UI Glitching after a player controlled ship is destroyed while still having other ships in the sector
  • FIXED Ship duplication causing the ship not to be saved if leaving to main menu immediately after
  • FIXED Firerate not visible in weapon stats - this also fixes T2 Weapons not showing any differences from their T1 counterparts
  • FIXED Some UI elements for uncommon aspect ratios not showing up properly
  • FIXED Database UI placement overlap
  • FIXED Being able to move the ship during the sector deployment sequence


[h2]Roadmap Update[/h2]
Roadmap has been updated and expanded according to the Chapter 1 release. Take a look at what's coming for Space Reign!



Come and join our community discord to discuss the upcoming features or your suggestions and feedback.

See you next time!

Adam & Daniel

Update 0.4a and Player Feedback

Some of these were fixed almost immediately after the initial 0.4 update release, but let's put them all together in one patch notes:

[h2]FIXES:[/h2]
  • FIXED Support for ultra-wide resolutions not working in Fleet Management screens
  • FIXED Fleet Intercept contract triggering in Orsus without selecting it in the Sector Map
  • FIXED Automatic redirecting to Fleet Management screen sometimes not working after losing all ships
  • FIXED DCU keybind and commands sometimes not working properly when using them on a ship in direct control
  • FIXED Terigon cargo ship having a wrong bounty in conquest sectors
  • FIXED Active ship count status not working
  • FIXED Loading screen sometimes not showing up after exiting a sector



[h2]Update 0.4 Feedback[/h2]
Thanks to all of you for initial feedback on the update and its changes, keep it coming! We are making sure to get through all of it, both here on the Steam Community Hub and on our Discord. While receiving a lot of positive opinions, not everything has been universally well-received, thus some tweaking is definitely in order.

[h2]In-Sector Contract Picking[/h2]
Since the Update 0.4 Preview on the Devbranch, we have received a lot of requests to bring back the option of choosing contracts while being in-sector, not just from the sector map before the deployment. We have already decided to make it a priority for one of the smaller updates to come after fixing more bugs and minor issues with the update.

[h2]Roadmap[/h2]
Updated roadmap is also in the works, so stay tuned for a more detailed view of what's to come for Space Reign after Chapter 1.

See you next week with more patch notes!

Adam & Daniel

Update 0.4 "The Marshall's End" Now Live!

Hello Pilots & Commanders,

First major update for Space Reign is now (finally) available for everyone on the live branch! Let's take a look at what's new and what's changed. Watch the update trailer for a quick overview or read the post for individual updates. 🚀

Update Trailer

[previewyoutube][/previewyoutube]
Major Features and Changes:


[h2]Large Ship Direct Control[/h2]
It's here. Take control of large ships from third-person perspective and use manual or automatic weapon modes to deliver some serious damage.

[h2]Conquest Sectors[/h2]
In this most complex sector type in Space Reign, you have to secure all Controls Points while protecting your own against enemy attacks. Capture Refineries, earn supplies and build static defenses, help ally forces to push the enemy and defeat their main garrison.

[h2]Contract Sectors 2.0[/h2]
Contract sectors have been reworked for easier contract selection and faster gameplay, allowing you to pre-select a specific contract from the sector map before deployment without the need of waiting for the right contract type. Threat levels have also have been unified per sector for more straightforward difficulty scaling.

[h2]Tech Tree[/h2]
Ships and weapons are now unlocked in the Tech Tree as you progress through the game. To do this, you will have to earn and spend Tech Points, a new currency in the game gained by completing contracts, special objectives and looting containers.

[h2]Chapter 1 - Marshall's End[/h2]
This update also features all sectors and content for the first chapter of the game. Complete contracts in 4 reworked and updated Contract sectors and capture 4 Conquest sectors to deal with the Marshall Gang pirates once and for all.

[h2]Huge Optimization[/h2]
Performance has received a significant improvement, especially in overall RAM usage, which could cause crashes when getting in and out of a sector. You should also see some gains in framerate and overall stability of the game.
Additinal Features and Changes:


[h2]New Tutorial and Updated Database[/h2]
To improve onboarding and initial experience for new players, we have implemented a new interactive tutorial covering all basic mechanics and options in the game. There is an option to skip it, but we highly recommend getting through it first. In-game database has also been updated with information on all important gameplay topics.

[h2]Exit Sequence 2.0[/h2]
Use the reworked Exit Sequence to quickly save your progress leave a sector from anywhere, without the need of approaching a Navigation Beacon. We understand that your time is precious, and this should help you enjoy the game more conveniently.

[h2]Command Points & Fleet Limit[/h2]
To better differentiate between individual ships and their value, we've implemented a new fleet limit system instead of restricting your fleet per ship class. Each ship now has a specific Command Point value based on its size and tier, allowing you to create different fleet compositions within your current command point and total ship limit according to your Corporation Rank.

[h2]Fleet Shortcuts[/h2]
While more advanced Fleet Command QOL updates are on the way, we've found the time to implement some fleet shortcuts to quickly select individual ships and switch their direct control status.

[h2]Lootable Containers[/h2]
Enemies now have a chance to spawn a lootable container filled with Credits and Tech Points based on their ship type. Simply approach and collect!

[h2]Improved Collision Avoidance[/h2]
With all our ships using a physics based flight and movement system, it is not an easy task to deal with all cases of possible collisions, but all vessels and especially fighters, should avoid obstacles more effectively.

[h2]Improved ship following and simple follow formations for large ships[/h2]
Ships now follow their assigned friendly targets more precisely in non-ft mode, and large ships will not break off to attack with a follow order assigned - you can use this for a simple combat formation system for large ships.

[h2]Salvaging 2.0 - Current Status[/h2]
Unfortunately, we were unable to finish upgrading Salvaging during fixing the update preview on the development branch, thus, Salvaging is currently disabled as it is being slightly reworked. Our plan is to bring it back to the game in a smaller update coming soon.

[h2]Patreons in In-Game Credits [/h2]
Lastly, our beloved Patreons are now featured in the Credits, as promised. We can't thank you enough for supporting Space Reign from the start, but believe me when I say we truly appreciate it. ❤️
What's Next

With all fundamental systems finally in place, we are excited to work on more frequent feature and content updates, which will be divided into smaller, more regular ones and additional chapters.

Chapter 2 will include Heavy Frigates and Destroyers, New Weapons and Sectors + New Enemy Faction to play against.

Good Hunting! 🫡

Adam & Daniel