1. The Last Starship
  2. News

The Last Starship News

Update 20 Released

[p]Less than three weeks after Update 19, we decided to release one final update to close out the year! This update brings some much requested small changes and balance adjustments, as well as a raft of bug fixes. Thanks to everyone who has played our game, and we'll see you in 2026 with more updates and the v1.0 launch of The Last Starship![/p][p][/p][p][/p][p][/p][h3]Full Change List[/h3][h3][/h3][p]Research can be queued[/p][p]Any unresearched requirements of a research node are added to the front of the queue[/p][p]Shift-clicking a research node adds the research node to the back of the current queue, along with its requirements[/p][p]    [/p][p]Improvements to research window[/p][p]Better scaling at lower resolutions[/p][p]Research tree follows the mouse accurately when dragging the view[/p][p][/p][p]Rating System revamped:[/p][p]The points required for each rank is now pow( Rank/10, 4 ) * 100,000.[/p][p]This makes the later ranks much more achievable.[/p][p]The highest rank is 10, requiring 100,000 points. (Previously: 787,320)[/p][p]New rating: Trade. 1 point for every $1,000 of goods bought or sold[/p][p]Taking on a Civilian in Survival mode will now award 1 Humanitarian point[/p][p][/p][h3]SMALL CHANGES        [/h3]
  • [p]All drones from destroyed ships are now salvageable[/p]
  • [p]Don't autosave when completing interstellar logistics jump[/p]
  • [p]Stargate Window - Progress bar for each component now shows stock on ship and stock due to be sold[/p]
  • [p]Added confirmation and extra dialogue when cancelling deal with X during the DSI story[/p]
  • [p]Tweaks and improvements to The Final Stand and Boldly Go endscreen[/p]
  • [p]All equipment dropdowns can be searched by text [/p][p][/p]
[h3]BUG FIXES[/h3]
  • [p]Fixed: Air reprocessor recipe in assembly table not working.[/p]
  • [p]Fixed: Tiddlets part 4 crashing when generating the mission.[/p]
  • [p]Fixed: Scrap metal and processors from destroyed drones not being salvageable.[/p]
  • [p]Issue #365: Cancelling deal with X in DSI has no warning[/p]
  • [p]Issue #578: Tiddlets part 3 crashing when completing a local jump.[/p]
  • [p]Issue #580: Save Game silently fails when the entered name contains an invalid character[/p]
  • [p]Issue #581: Crashes when loading some saves with Interstellar Logistics orders.[/p]
  • [p]Issue #583: Starboard and aft weapon labels were mixed up.[/p]
  • [p]Issue #587: Crew can't run out of oxygen when in spacesuit until first FTL jump[/p]
  • [p]Issue #589: Drones get stuck trying to salvage stranded drones[/p]
  • [p]Issue #590: Items in a ship design affect fabrication price[/p]
  • [p]Issue #595: Sometimes UMC Astral Temptress doesn't turn friendly after call completes[/p]
  • [p]Issue #594: Sector map displaying wrong location, ship failing to FTL[/p]
[p][/p][p][/p]

Update 19 Released

[h2][/h2][h2][/h2][p]
The Last Starship is now in BETA! Updates will be coming more frequently, roughly once a month, and will focus on quality of life, reliability, and performance. Update 19 is a massive update and continues our run toward our planned v1.0 launch, early next year. [/p][p][/p][h3]
Full Change List

Tactical Fleet Control[/h3][p]There are new options for controlling a fleet of ships, available from the TACTICAL screen.[/p][p]These can be toggled on and off in the top right of the screen.[/p][p]    [/p][p]Fleet Formation Flying[/p][p]When enabled, all of your ships will fly together in close formation.[/p][p]They will follow the lead of the ship you are directly controlling, matching speed and heading as best they can.[/p][p]They will use thrusters to maintain close formation, and also to avoid other ships in the fleet.[/p][p]All ships will come to a stop when the player disables Fleet Formation.[/p][p]        [/p][p]Fleet Combat AI[/p][p]When enabled, your other fleet ships will take care of themselves during combat.[/p][p]They will moving to optimal range and engage as best they can.[/p][p]Ship AI will disengage as soon as you take direct control of a ship.[/p][p]        [/p][p]Docking Assistant[/p][p]Assists with the final maneuvers to dock your current ship with another.[/p][p]The Docking Assistant button will flash when the the system is active and engaged in docking.[/p][p]You can now enable/disable this feature using the toggle button.[/p][p]Docking Assistant can be manually overriden by thrusting away or using the main engines.[/p][p]Nb. It is recommended to disable Fleet Formation Flying when attempting to dock - as ships will push away when you get close.[/p][p]        [/p][p][/p][h3]INTERSTELLAR LOGISTICS[/h3][p]A new system and UI panel designed to automate industry across a fleet of ships.[/p][p]Unlock Logistics in the tech tree, or finish the story mission DSI part 1 to activate.[/p][p]    [/p][p]You can create a set of instructions for the ship that will be executed sequentially, in a loop.[/p][p]This makes it very easy to automate the mining and gathering of a raw material at one location.[/p][p]It also makes it very easy to then travel to another ship in your fleet, or a specific location, and sell that material to the trading post, or transfer the items to another ship using Logistics Drones.[/p][p]The ship will continue to execute its instructions in an endless loop.[/p][p]    [/p][p][/p][p][/p][p]6 instructions are supported:[/p][p]        Mine [/p][p]        Collect [/p][p]        Transfer to [/p][p]        Transfer from [/p][p]        Buy [/p][p]        Sell [/p][p]        [/p][p]You can set rules on how long to perform each instruction:[/p][p]        Until Full[/p][p]        Stacks[/p][p]        Quantity[/p][p]        Minutes[/p][p]    [/p][p][/p][h3]STARGATE PROJECT[/h3][p]The Stargate Project can now be completed, with all ten phases now available.[/p][p]    [/p][p]New Episode: Brave New Sector, Part 4[/p][p]Runs through the final system test of the finished Stargate, sending the first probe ship to another galaxy[/p][p]        [/p][p]New Episode: The Final Stand[/p][p]Battle for control over the Stargate in the final showdown with Andromeda Corporation.[/p][p]Completing this episode brings the Stargate Project storyline to a conclusion, and presents your final score - the time taken to complete the project.[/p][p]            [/p][p]New Stargate look[/p][p]Rendering of the stargate has been updated and improved in the later phases[/p][p][/p][p]New and improved Stargate Window UI[/p][p]The Stargate UI has been revised and improved.[/p][p]Players can now sell stargate parts directly from this screen.[/p][p]All components can now be highlighted to reveal their ingredients, or clicked to open them up in the Recipes window.[/p][p]        [/p][p][/p][p]    [/p][h3]SMALL CHANGES[/h3]
  • [p]Added some tooltips to Tactical screen
    [/p]
  • [p]Selecting one of your ships in tactical view now snaps the view to align with that ship (just as it does outside of tactical view)
    [/p]
  • [p]The Food and Water demand system has been changed: The crew now eat and drink at ten different times, consuming the same amount as before, but only 1/10th the population at a time. The overall demand is the same, but the demand is more spread out, making it easier to balance the systems (especially with very large populations)
    [/p]
  • [p]New Research items added to allow construction of habitation equipment:[/p]
[p]        - Atmospheric Processing - awards blueprints for Airduct, Scrubber[/p][p]        - Atmospheric Processing 2 - awards blueprints for Air Reprocessor, Oxygen Maker[/p][p]        - Waste Processing - awards blueprints for Sewage Pipe, Waste Processing Machine, Water Purifier, Ice Grinder[/p][p]        [/p][p]        [/p][h3]BUG FIXES[/h3]
  • [p]Fixed: autosave timer alert getting stuck when disabling autosave with it on-screen[/p]
  • [p]Fixed: system locations sometimes overlapping[/p]
  • [p]Fixed: Crew will no longer accidentally unload docking ports and drone bays onto Tracks[/p]
  • [p]Fixed: Radiation not being calculated correctly on grated floors[/p]
  • [p]Fixed: Hydroponics get blocked when a full container of food is in its slot[/p]
  • [p]Fixed: Space-walking crew no longer drop their box when install job is cancelled.[/p]
  • [p]Fixed: Tiddlets Part 1: Ensure tiddlets are salvageable after conversation with Prof. Toppingbury[/p]
  • [p]Fixed: Saves in the middle of FTL alignment will now resume the alignment process.[/p]
  • [p]Fixed: Powergrid screen displaying wrong categories when modifying power settings while paused or when removing objects while category turned off.[/p]
  • [p]Fixed: Sometimes crew get stuck in Spacesuit Pods.[/p]
  • [p]Fixed: You cannot override the docking assistant using the on-screen maneuvering controls in the Tactical view[/p][p][/p]
  • [p]Issue #147: Move objects that are unsupported by the ship hull into freespace.[/p]
  • [p]Issue #545: Rotate orders are not saved[/p]
  • [p]Issue #554: Spacesuits dropped on space side of docking port[/p]
  • [p]Issue #556: Robot arms stop interacting with storage crate[/p]
  • [p]Issue #558: Analyse anomaly mission will pay again if the ship assigned to it is destroyed[/p]
  • [p]Issue #559: Ship selection in Arena Mode not possible (Scaling issue) [/p]
  • [p]Issue #566: Assembly Tables require more input components than advertised[/p]
  • [p]Issue #570: Groups of ships with move orders set, one will suddenly change course for no reason [/p]
  • [p]Issue #571: Radiation tutorial gets stuck if you move the equipment to another ship[/p]
  • [p]Issue #572: Crew Do Not Remove Full Containers From Loaders at Speeds Greater Than 5X[/p]
  • [p]Issue #573: Partial Food Boxes. Allow partial containers to combine leaving a smaller partial container behind.[/p]
  • [p]Issue #574: Battle Stations persists when no armed ships are in the system[/p]
  • [p]Issue #575: Brave New Sector part 3 won't work if you've not started Trouble with Tiddlets part 1[/p]
  • [p]Issue #576: Storage crates getting stuck in dumping state after cancelling dismantle job[/p]
[p]    [/p][p]    [/p]

Update 18 Released

[p][/p][p][/p][p]The Last Starship is now in BETA! Updates will be coming more frequently, roughly once a month, and will focus on quality of life, reliability, and performance. We will be tying up loose ends and generally working toward a planned v1.0 launch in early 2026.[/p][p][/p][h2]Full Change list[/h2][p][/p][h3]Drone Bays and Docking Port unloading[/h3][p]Docking ports and Drone Bays frequently block up, with the crew unable to unload them fast enough, and drones waiting endlessly outside to drop off their loot.[/p][p]This has been fixed with some new rules:[/p]
  • [p]If a Docking Port delivery zone becomes blocked up with cargo, the crew will now shuffle the blocking items into ANY nearby empty squares, to make space for more delivery items.[/p]
  • [p]This also means new players don't actually need to create cargo storage areas for a while - the crew will just keep moving things further from the blocked docking port.[/p]
  • [p]Drone Bays now have internal storage for up to 9 incoming items, meaning Drones don't have to wait before dropping off their items.[/p]
  • [p]If a Drone Bay is still blocked due to slow unloading, the crew will quickly unload the internal items into ANY nearby empty squares first.[/p]
  • [p]These changes make docking ports and drone bays much faster to operate, and prevents them blocking up so easily.[/p][p][/p]
[p][/p][p][/p][h3]New Docking Assistant[/h3][p]Docking has been made much easier, with a new docking assistant that automatically takes care of the final manoeuvres when close enough.[/p][p]You can override the docking assistant at any time by using your thrusters or engines manually.[/p][p][/p][p][/p][p][/p][h3]Small Changes[/h3]
  • [p]Add low deuterium alert[/p]
  • [p]Factories will dump their inventory contents before being dismantled[/p]
  • [p]The camera will now detach if you are focussed on an NPC ship that performs an FTL jump[/p]
  • [p]Removed 'Generator' and 'Energy Cell' from the game entirely [/p]
  • [p]Grated floors are available in the ship editor[/p]
  • [p]Trade screen resets category when closed[/p]
  • [p]Partially filled containers and incomplete components can now be sold in the trade menu[/p]
  • [p]Mac OS X : Don't map ctrl-click to right-click (allows ctrl to be used with left-click to select all items for sale/purchase)[/p]
  • [p]Toggle splitters with CTRL + RMB instead of only RMB[/p]
  • [p]Drone changes:[/p]
    • [p]Split drone state abandoned into 3 states: home layer ftld out, home drone bay destroyed, home layer destroyed. This allows for better handling of the different cases[/p]
    • [p]Drones carry on doing what they were doing instead of returning home when FTL jump cancelled[/p]
    • [p]Drones carry on doing what they were doing if they can when left behind in an ftl jump (gathering, logistics...)[/p]
    • [p]Drones finish logistics transfers if their home layer is destroyed[/p]
  • [p]Add Cancel Trade And Refund button to Trade Screen, to cancel all pending trades and refund the money due/owed[/p]
  • [p]Added search box to equipment panel[/p][p][/p]
[h3]BUG FIXES[/h3][p]    - Fixed: starting Phase 5 test before phase 4 is completed[/p][p]    - Fixed: not being able to use the equipment panel when rendered over an award[/p][p]    - Fixed: Asteroid mineral composition was not showing up, once an asteroid had been mined out[/p][p]    - Fixed: Sector-Destroy-Hostiles mission not being generated, early in a survival game[/p][p]    - Fixed: If you export a ship with a shuttle attached, then load that exported ship, the shuttle shows up in the Logistics transfer list[/p][p]    - Fixed: Cannon shells have bubbles (other ammunition looks fine)[/p][p]    - Fixed: Meteor Showers are no longer possible at Jumpgates[/p][p]    - Fixed: When loading a game with a ship in hyperspace, resume the hyperspace jump correctly.    [/p][p]    - Fixed: When selling items in the trade screen, don't allow selling items being carried by tracks.[/p][p]    - Fixed: Shuttle tooltip showing incorrect number of containers expected when partial containers are expected.[/p][p]    - Fixed: Splitter track doesn't switch outputs when the output is full[/p][p]    - Issue #538: Drones heading in one direction forever[/p][p]    - Issue #548: Triangular paint rotated on reload[/p][p]    [/p][h3]LOCALISATION [/h3][p]  Russian Translation Updated (Thanks to skoniks and Ennorion) [/p][p]  French Translation Updated (Thanks to Flooter)[/p][p]  Now Translated (Thanks to Flooter for pointing these out) [/p][p]    - HUD Overlay buttons [/p][p]    - Idle Crew in Crew Tooltip[/p][p]    - Resource tooltips (Hunger Per Person, Consuming Per Hour, Dehydration Per Person)[/p][p]    - HUD / Editor "Ship By Author"[/p][p]    - Engine THRUST in Schematic mode[/p][p]    - Derelict / For Sale ordering of words[/p][p]    - NEW OBJECTIVE in communicator / mission log[/p][p]    - (X) (BUY X) (SELL X) (SACK X) in Trade Window[/p][p]    - Reactor Efficiency / Activating %[/p][p]    - Research Window Complete[/p][p]    - STARGATE system in Galaxy Map[/p][p]    - Ship status: HULL, O2, BATTERY, POWER SHORTAGE[/p][p][/p]

Alpha 17g (HotFix)

  • Latest German Translations (thanks Lord Kazzak)
  • Fix bug in painting triangular shapes in the Ship Editor.
  • Asteroid composition now shows when the asteroid is exhausted.
  • Powergrid window tweaks.

Alpha 17 Released

[p][/p][p][/p][p][/p][p]Alpha 17 is now released! This massive update brings the long awaited conclusion to Survival Mode, with players making one final desperate jump to the Andromeda Galaxy to escape the ever expanding Void.[/p][p][/p][p]Over in our story driven "Boldly Go" game mode, the penultimate phases of the massive Stargate Project can now be attempted. A new storyline "Brave New Sector" takes players through those final stages. And on top of that, a brand new Sector Scanning system has been created to reveal new locations and treasures.[/p][p][/p][p]After four and a half years of work and 17 massive game updates, we are nearing the end of development for Survival Mode and the Stargate Project. We intend to begin transitioning out of Early Access and into a "Beta" phase soon.[/p][p][/p][p]Here's our video showing all the new features:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][h3]FULL CHANGE LIST[/h3][h3][/h3][p]Survival Mode - Completion Event[/p][p]    It is now (finally!) possible to complete Survival Mode, by taking your fleet through the Stargate in Sector 12.[/p][p]    If you wish to continue surviving forever in a kind of hellish endless mode, you are free to travel past the Stargate and on to Sector 13 onward.[/p][p]    [/p][p]    - Sector 12 now has an escape route, through the Stargate[/p][p]    - Your ships and crew must survive the long journey in intergalactic hyperspace[/p][p]    - Ship maximum occupancy limits enforced in Trade Screen, based on interior size.[/p][p] - NPC Ship density increases up to sector 12, then drops back to normal[/p][p]    - You can now 'sack' civilians to get them off your ship, from the Trade Window[/p][p]        Trade window improved with respect to sacking crew, and taking on civilians[/p][p]    - Credits & end sequence now shows during the final jump[/p][p]    - Your final score for Survival Mode is shown at the end[/p][p][/p][p]Stargate Project[/p][p]    - Stargate phases 8 and 9 are now available for research and production[/p][p]    - One new product "Charged Crystals" must be produced in a new "Laser Infuser"[/p][p]    - Laser Infusers release radiation into the cabin, poisoning any crew not wearing spacesuits[/p][p]    - Radiation can be blocked using the new Radiation Blocker wall segments[/p][p]    - Brave new sector - a new three part storyline, covering the later stages of the Stargate Project[/p][p]    - Added a button in the sector map to switch between the Stargate sector and the Undiscovered sector[/p][p]    [/p][p]Industry/Automation Improvements[/p][p]    - A new Recipes window shows the required ingredients to manufacture any part[/p][p]    - Asteroids that are fully mined out will now list their internal mineral composition,[/p][p]        making it easier to know which asteroids to crack open with Cannon fire[/p][p]    - New research : Mining Laser Precision II[/p][p]       Triples the minerals released from each mining laser hit[/p][p]    - Assembly tables use pipe inputs for recipes where they previously required containers [/p][p]    - New type of track: Splitter[/p][p]       Splits input items evenly between its output tracks (as best as it can)[/p][p]    - New Research : Advanced Tracks[/p][p]       Adds ability to convert tracks into splitters (and vice versa)[/p][p]    - Tracks are now more fair when merging[/p][p]    - Loaders can now have their resource type set manually. [/p][p] Default behaviour is "auto" which corresponds to old loader behaviour[/p][p]    - Improved equipment panel for all Factory equipment, to make it much more clear which items are loaded and which are still needed[/p][p]   [/p][p]Sector scanning[/p][p]    You can now scan a sector to reveal new locations.[/p][p]    Scanning can be done by any ship with a Hyperspace Sensor, and reveals any nearby anomalies.[/p][p]    Those anomalies must then be surveyed by a ship with at least one Super Computer.[/p][p][/p][p]    - Sector scans reveal lost derelict ships, where pilots can find a Research Credit. These new items unlock late-game research projects that further increase the efficiency of your spaceships. In addition, these research projects can be run repeatedly, offering endless efficiency improvements. You will need one Research Credit to begin each one of these new projects.[/p][p]    [/p][p]    - In industry mode, sector scans must be done in the Undiscovered sector (after Stargate Phase 5)[/p][p]      In addition to Derelict Ships, scans in Industry Mode reveal:[/p][p]            - Gas Nebulas[/p][p]            - Storms with huge gas clouds[/p][p]            - Asteroid Belts[/p][p]        [/p][p]    - Storms are incredibly dangerous, but can be mitigated with new "Lightning Rod" equipment[/p][p]    [/p][p]Ship Editor[/p][p]    - Equipment Planning Mode[/p][p]        Use this new mode to rapidly design ships and place equipment, even if you don't yet have that equipment in stock.[/p][p]        The controls allow you to auto-buy any equipment placed this way, as soon as it becomes available.[/p][p]        Enables easy queueing for the installation of equipment, as well as both manual and automatic methods to purchase any equipment you are lacking.[/p][p]        [/p][p]    - New Oval brush shape[/p][p]    - The Alt Tool key (Was previously the Eye-dropper key) can be pressed to make the Box Tool into a Square, or the Oval Tool into a Circle[/p][p]    - Export ships and palettes to the Steam Cloud[/p][p]    - You can now paint the interior floors of your ship[/p][p]    - You can also paint the walls of your ship[/p][p]    [/p][p]TRANSLATION WORK[/p][p]    - New translations:[/p][p]        - Chinese ( Traditional )[/p][p]        - Chinese ( Simplified )[/p][p]        - Korean[/p][p]        - Japanese[/p][p]    [/p][p]    - A translation editing tool can now be accessed while translator assist is enabled, so translations can be fixed in game[/p][p][/p][p]SMALL CHANGES[/p][p]    - All crew now have surnames and a basic rank, shown in their tooltip[/p][p]    - Crew are Ens, Weapons officers are Lt, Science Officers are Dr.[/p][p]    - You can no longer place furniture outside the ship on scaffold, or in walls[/p][p]    - Equipment is no longer deleted just for being outside the gridmap[/p][p]       (If the ports are outside it will still get deleted, but you can't place them like that from the editor anymore)[/p][p]    - Modify powergrid window, making it more consistent with other windows and improving the layout[/p][p]    - Remove Tweet My Startship (wasn't used)[/p][p]    - Lower the trade value of Precious Ore and Precious Metals since there are now other ways to make money.[/p][p]    - The sector map now shows all your ships as small green triangles, and will show the ship names when highlighted[/p][p] - Uploading ships to the steam workshop now uploads screenshots of the ship's exterior, interior, and schematic[/p][p]    [/p][p]BUG FIXES[/p][p]    - Reworded stable isotopes collection dialogue in DSI part 2[/p][p]    - Fix translator assist not working for communicator messages[/p][p]    - Fix fortress systems sometimes spawning on top of systems that already exist[/p][p]    - Fix assembly table phantom sprites still showing when item is fully fabricated[/p][p]    - Fix assembly table showing a phantom sprite of itself when set to stop and it still has a fabricated object in its output slot[/p][p]    - Fix DSI 2 Gas Collector sometimes spawning in Wolf systems[/p][p]    - Fixed: Bug in survival mode that could cause the Jumpgate to be blocked from use, even though there was no mission to activate it[/p][p]    - Fix autotrades triggering in systems where there is no colony or shipyard[/p][p]    - Fix drones returning home to a layer in another system[/p][p]    - Fix user ships being used as shipyards and stations[/p][p]    - Fix drones left stuck outside the ship when a drone bay finishes dismantling while a drone is in the exterior slot[/p][p]    - Fix tactical mode selection remaining selected when switching layers[/p][p]    [/p][p] - Issue #517: Shuttle docks at different distances depending on docking port orientation.[/p][p]    - Issue #520: Fixed a case where the Jumpgate is damaged, but cannot be repaired because there are no externally damaged tiles available for drones to repair.[/p][p]    - Issue #525: Text too long on mission goal.[/p][p]    - Issue #532: Drone Bay deleted when saving/loading[/p][p]    - Issue #533: CMDR Harken used as a mission destination[/p][p]    - Issue #536: Crash on launch related to bad .ship file[/p][p]    - Issue #514, #539: Storage crates ending unrelated jobs when changing crate options[/p][p]    - Issue #540: File extensions removed twice on ship files[/p][p]    - Issue #541: Shuttle gets stuck if you have moved civilians before handing in a passenger mission[/p][p]    - Issue #542: Assembly Tables to have pipe input (thanks TomYeltz for suggested fix)[/p][p]    - Issue #543: Sector map shows jump transits from both sectors[/p][p]    - Issue #544: Weppos have circles under their feet after being ejected into space[/p][p][/p][p][/p]