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Starforged Legacy News

Demo Deactivation Imminent: 24 Hours Remain

[h2]Demo Closure Final Notice[/h2][p]Attention, Commanders! This broadcast is a reminder that the Starforged Legacy Demo will be deactivated tomorrow, March 14th![/p][p] [/p][p]While we're grounding you for now, this is by no means the end of the demo; in fact, it's far from it.[/p][p] [/p][p]The demo will return closer to our Early Access launch after we've incorporated feedback from Steam Next Fest! Our last developer log outlined our top focus areas, our plans to address them, and offered a first look at upcoming features for the game: Narrative Encounters and Ship Customization![/p][p] [/p][p]In case you missed it, you can find Devlog #3 here:[/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]We also want to take one last opportunity to thank all 3,600+ pilots who have already taken to the stars in our demo, and commend those of you who submitted feedback and bug reports for the game. Starforged Legacy wouldn't be what it is without you![/p][p] [/p][p]In the meantime, stay updated on development by wishlisting the game and following us on socials (listed below)! We may also run private playtests to collect feedback on new features during this period, and we strongly encourage you to join our official Discord server to be notified when they occur![/p][p][/p][p]You still have time for a few more test flights; make them count![/p][p][/p][p] [dynamiclink][/dynamiclink][/p][p][/p][p][/p][h2]Top Gun(s)[/h2][p]It's very likely our in-game global leaderboard will reset before its rerelease, so we'd like to take this opportunity to recognize our top-performing pilots during the Steam Next Fest demo period:[/p][p][/p][p][/p][p][/p][p]Congratulations, PsychoMetal666nZ, exotinez, blockpaw, And1, Entichers, Icefraud, PhilipL, Nirimetus, and DUCE NUKEM for achieving the top ten high-score positions out of over 3,600 pilots (including us developers) and thousands more individual attempts! While we don't have any medals to award you, know your triumphs will be forever immortalized here in the records of High-Command (our Steam News section).[/p][p][/p][p][/p][p][/p][h2]Communication Systems Online[/h2][p]Receive incoming transmissions: news, announcements, devlogs, and deep-space disturbances, by following Second Shift Games on X (formerly Twitter), Bluesky, YouTube, Reddit, and TikTok, or by visiting our website: SecondShiftGames.com.[/p][p][/p][p]Join our community Discord to chat with the developers and fellow pilots, and give your feedback on the game![/p][p][/p][p]Wishing you clear skies, Commander.[/p][p]// END TRANSMISSION //[/p]

Message From High Command: Temporary Demo Closure & New Feature Preview

Captain's (Developer) Log #3
[p]Good afternoon, Commander![/p][p] [/p][p]In today's log, we want to share our evolving plans for the Starforged Legacy Demo, including its temporary closure on March 14th as we move from recruitment to refinement. We also want to give you an early look at two major features making their way into the game: Narrative Encounters—where your choices could have lasting consequences—and Ship Customization! Let's get into the details.[/p][p][/p][p][/p][p][/p][h2]The Demo Is Leaving (Temporarily)[/h2][p]Following Steam Next Fest, we received an enormous amount of incredible feedback on the demo. We've seen over 3,500 new pilots take to the stars, pushing our total wishlist over 5,000 and rapidly approaching 6,000![/p][p][/p][p]With this in mind, we'd like to begin addressing said feedback as soon as possible, primarily regarding the 'New Player Experience'. Here are some of the major pain points we've identified, and what we're doing to fix them:[/p][p][/p]
[p]Player Feedback[/p]
[p]Our Response[/p]
[p]Ship controls feel unintuitive, especially for players coming from other survivors-games who expected screen-relative movement (press 'D', player moves right). Others felt the ship was slow to respond to turning inputs.[/p]
[p]We're adding an alternative movement scheme as a settings toggle. You'll be able to choose between the current ship-relative controls (space sim style) and a new screen-relative mode where your ship moves in the direction you press and auto-rotates to match. We're also tuning ship responsiveness so every ship class feels tight to control from the moment you start flying.[/p]
[p]Button mapping didn't follow standard conventions, creating friction across the entire experience for controller players.[/p]
[p]We're working on updating gamepad controls to better follow platform conventions. We're a small team on a tight schedule, but this is a priority, and we're going to do our best to get it done.[/p]
[p]Enemy behavior didn't sell the fantasy of commanding a warship in deep space. Combat worked mechanically, but close-range enemies felt more like a zombie horde than a space battle.[/p]
[p]We're reworking close-range enemy behavior so combat reads and feels like a space battle. We want every enemy encounter to reinforce the fantasy of piloting a warship, not just surviving a swarm.[/p]
[p]Players wanted more story, more meaningful choices, and a reason to keep coming back between runs.[/p]
[p]Narrative encounters are a new feature we've been developing behind the scenes that, unfortunately, wasn't ready in time for the demo. See below for more details![/p]
[p]Players died without realizing they were in danger. There wasn't enough feedback when taking damage, and the transition from 'I'm fine' to 'I'm dead' happened too fast.[/p]
[p]We've improved player damage audio, added more distinct visual indicators for hull damage versus shield damage, and added a low-health screen indicator, so you always know when your ship is in trouble. You should always be able to feel the difference between a scratch and a crisis.[/p]
[p]Newer players struggled to understand what pickups do, how upgrades work, and what they should be paying attention to early on.[/p]
[p]This is our top priority during the demo hiatus. We're rethinking how the game communicates its systems in the opening minutes and taking a close look at what the first few minutes look like, especially when you play for the very first time. The goal is for every player to understand the build system well enough to start making interesting choices in their first run.[/p]
[p]Difficulty could spike unexpectedly, with enemies scaling faster than intended, creating frustrating, unfair spikes.[/p]
[p]We've overhauled how enemy difficulty scales. Previously, difficulty increased while you were on a map, which meant slower players were punished unfairly. Difficulty now increases based on how many nodes you've completed on the star map, with different node types contributing different amounts. This makes difficulty progression more predictable and puts you in control of the pace.[/p]
[p]Multiple players reported FPS drops in late-game combat, and some experienced crashes.[/p]
[p]Performance optimization is a priority. We take this seriously and are actively working on it.[/p]
[p]Players wanted to see their current weapon stats and augments when picking upgrades. Without knowing what you already have, it's hard to make informed build decisions.[/p]
[p]We're adding a 'Ship Info' screen that you can access whenever you need it. It will display all of your ship's components, their augments with full tooltips and stats, and any upgrades or enhancements you've collected.[/p]
[p]Players asked for text size options, colorblind support, and more flexible controls.[/p]
[p]Accessibility improvements are on our roadmap. We want as many pilots as possible to be able to play, and we're working toward that goal.[/p]
[p]Players want more to work towards between runs. The current skill tree feels thin, and some players wanted more options to customize their starting loadout.[/p]
[p]We're expanding the meta-progression system, and the skill tree is getting deeper. We'll also have twice as many ships and loadouts at launch, with more to come through updates after release.[/p]
[p]The current layout feels too linear. Players want more branching paths and meaningful choices on the star map.[/p]
[p]We've restructured the Star Map to make the decisions more interesting. Major boss encounters now serve as clear convergence points in your journey, giving you a visible milestone to prepare for. Shops are no longer guaranteed at fixed intervals and instead appear naturally alongside other node types, making path selection a real strategic choice about what your build needs most.[/p]
[p][/p][p]Overall, these issues were hurting our player retention and overall receptivity (first impressions are crucial), so rather than leaving a suboptimal demo active, we've decided to temporarily deactivate it, focus on creating a more polished experience for new pilots that incorporates major new features, and re-launch it close to our Early-Access launch date.[/p][p][/p][p]What does that mean for you?[/p]
  • [p]The current Starforged Legacy Demo will close on March 14th, meaning you have one week left to complete expeditions and provide feedback.[/p]
  • [p]The Demo will return! We plan to relaunch a more polished, feature-complete demo closer to our Early Access debut.[/p]
  • [p]We may run focused, private beta tests via Steam to collect feedback on in-development features during this hiatus. If you want to help shape the new user experience and new features, be sure to join our official Discord![/p]
[p][/p][p]We can't thank you enough for your feedback on Starforged so far, and although our demo may be going offline for now, we encourage you to stay updated on development by following us on socials![/p][p][/p][p]Now, about those 'new features'...[/p][p][/p][p][/p][p][/p][h2]On The Radar[/h2][h3]Narrative Encounters[/h3][p]A returning feature that some testers may remember from early in Starforged's Alpha makes a comeback: Narrative Encounters. These will offer a glimpse into the (deceptively deep) lore we've built for the universe while also adding an element of risk, reward, and unpredictability to Starforged![/p][p][/p][carousel][/carousel][p][/p][p]Pictured above is a very early, and very much in-progress implementation of narrative encounters.[/p][p][/p][p]Narrative encounters will appear as dedicated nodes on the Starmap, but can also occur randomly when warping into a new zone. Each scenario offers multiple outcomes and a level of risk associated with each decision (indicated by the colored dot next to each choice). Generally, higher risk means higher reward, but you, the pilot, will need to consider how much of your hull's integrity, salvaged cargo, or even system efficiency you're willing to risk.[/p][p][/p][p]The integration of narrative encounters into gameplay doesn't end there. Having specific augments or ship components (i.e., a Warp Drive) can alter the options available in some scenarios, allowing you to completely avoid danger or secure additional rewards![/p][p][/p][p]Your choices are also interconnected. Be mindful of your decisions in your first encounter, as they might help (or haunt) you in future scenarios. The galaxy has a long memory.[/p][p][/p][h3]Ship Customization[/h3][p]In our pursuit of rewarding pilots for their successful expeditions (beyond the luxury of living and fighting another day), we're exploring Ship Customization![/p][p][/p][carousel][/carousel][p] [/p][p]We're currently testing different color schemes and patterns to help distinguish unlockable loadouts. Whether these will remain as preset 'skins' or develop into unlockable finishes and patterns that you can mix and match is yet to be decided by R&D.[/p][p] [/p][p]Ultimately, we want your ship to reflect your rank and journey among the stars. We’d love to hear your thoughts on this, as well as on the aforementioned Narrative Encounters![/p][p] [/p][p]Remember, this content is still in development and expected to change before release![/p][p][/p][p][/p][p][/p][h2]In Case You Missed It[/h2][p]Once again, we'd like to thank Juicebags for providing us with gameplay to showcase during Steam Next Fest—show some support by checking out their recent video on the Starforged Legacy Demo![/p][p][/p][p][dynamiclink][/dynamiclink] [/p][p]Additionally, we've received quite a bit of coverage from creators since our last devlog, and we encourage you to support them too![/p][p][/p][p][dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p]If there are any notable videos or streams we've missed, or content creators who you think might enjoy a key to Starforged Legacy, please let us know![/p][p][/p][p][/p][p][/p][h2]Communication Systems Online[/h2][p]Receive incoming transmissions: news, announcements, devlogs, and deep-space disturbances, by following Second Shift Games on X (formerly Twitter), Bluesky, YouTube, Reddit, and TikTok, or by visiting our website: SecondShiftGames.com.[/p][p][/p][p]Join our community Discord to chat with the developers and fellow pilots, and give your feedback on the game![/p][p][/p][p]Wishing you clear skies, Commander.[/p][p]// END TRANSMISSION //[/p]

Starforged Legacy Hotfix 02.25.26

[h2]Tutorial Changes[/h2]
  • [p]Players will now encounter a more curated selection of augments on their first run. This is to create an easier introduction to the augment system and concept of crafting a 'build'. After one run is completed, successfully or not, all augments will be incorporated into the drop pool.[/p][p][/p]
[h2]Balance Changes[/h2]
  • [p]Autocannon AOE radius increased from 800 to 1000.[/p]
  • [p]Speed Enhancement now also grants Movement Speed and Acceleration in addition to Thruster Power.[/p]
  • [p]Critical Surge no longer removes Shield Cooldown on activation.[/p]
  • [p]Shielder enemies now have significantly higher base shields and better shield scaling with threat level, letting them fulfill their tank role properly.[/p]
  • [p]Ironhide's Relentless loadout (default) now starts with Vulnerability Overload instead of Nanobots.[/p]
    • [p]Nanobots (Hull): Ship automatically repairs itself by {1} of Max Health every {2}.[/p]
    • [p]Vulnerability Overload (Subsystem): Increases Global Damage Scalar up to {1} based upon the amount of Shield that is missing.[/p]
[p][/p][h2]Fixes[/h2]
  • [p]AOE weapons now correctly damage large enemies and shielded targets. Previously, if the hit point were far from an enemy's root position, the AOE radius check would sometimes miss them entirely. AOE now guarantees damage to the initial hit target first, then damages everything else in the radius.[/p]
  • [p]Shielder (enemies) shields now appear correctly in builds. A mesh configuration issue was preventing their shields from rendering.[/p]
  • [p]Micro-Warp Drive teleport camera no longer zooms out twice.[/p]
  • [p]Special Target now uses health thresholds to determine when it drops credits, rather than whenever it's damaged.[/p]

Directives: Give Feedback, Win a Game Key!

[h2]Win A Key To The Game[/h2][p]Greetings, Commander! We're seeking a few standout cadets to graduate to full-time pilots—which means it's time for another key giveaway![/p][p][/p][carousel][/carousel][p][/p][p]To those who remember our previous combat trials (high-score contest), you can consider this the written portion of your exam. Though contrary to most exams you likely (hopefully?) have taken, this one will ask you about the most interesting way to blow up spaceships. It's simple to enter:[/p]
  1. [p]Complete a few test-flights of the Starforged Legacy Demo.[/p]
  2. [p]Complete the In-Game Feedback Survey (also available here).[/p]
  3. [p]Join our community Discord to be notified when we draw winners![/p][p][/p]
[p]When filling out the feedback survey, be sure to include your Discord username (not just nickname)! This is how we'll contact our winners and distribute game keys.[/p][p][/p][p]We'll select 3-5 winners at random (and potentially more, depending on the number of new recruits we see) on March 3rd, 2026![/p][p][/p][p]These keys can be redeemed at anytime, but the full version of the game won't be playable until it launches into Early Access on April 16th, 2026. Until then, you'll only be able to play the demo version of Starforged Legacy. Good luck![/p][p][/p][p][/p][p][/p][h2]Wishlist Starforged Legacy[/h2][p]If you're enjoying the demo, be sure to wishlist and follow Starforged Legacy to stay up-to-date with development! If you'd really like to show us support, please leave a review for the demo![/p][p][/p][p] [dynamiclink][/dynamiclink][/p][p][dynamiclink][/dynamiclink][/p][p][/p][p][/p][h2]Communication Systems Online[/h2][p]Receive incoming transmissions: news, announcements, devlogs, and deep-space disturbances, by following Second Shift Games on X (formerly Twitter), Bluesky, YouTube, Reddit, and TikTok, or by visiting our website: SecondShiftGames.com.[/p][p][/p][p]Join our community Discord to chat with the developers and fellow pilots, and give your feedback on the game![/p][p][/p][p]Wishing you clear skies, Commander.[/p][p]// END TRANSMISSION //[/p]

Starforged Legacy Hotfix 02.22.26

[h2]Critical Fixes[/h2]
  • [p]Ship stats now display correctly. The Ship Customization screen and pause menu previously showed inaccurate values after augments, enhancements, and buffs were applied. This has been completely overhauled—stats now update in real time as you change your loadout.[/p]
    • [p]Ship Customization now features live stat previews. Hovering over loadout presets shows their exact stats before you confirm the switch.[/p][p][/p]
[h2]New Content[/h2][h3]Player Tutorial[/h3]
  • [p]An optional tutorial now appears on your first run. It explains movement, combat basics, and core systems. The text adapts based on whether you're using a keyboard/mouse or a gamepad. Includes a "Don't Show Again" option.[/p][p][/p]
[h3]Hard Mode Overhaul[/h3]
  • [p]Special enemies now appear twice as often across all maps.[/p]
  • [p]Mini-bosses can now spawn alone starting at Map 4 (they never appeared alone in Normal).[/p]
  • [p]Mini-bosses spawn in group waves starting at Map 2 instead of Map 4, increasing to a 95% chance by Map 10 compared to Normal's 75% maximum.[/p]
  • [p]Higher-tier enemies enter the spawn pool two maps earlier, so you face stronger threats sooner.[/p]
  • [p]Hard difficulty now grants 20% more Credits, Materials, and Science to offset the increased challenge.[/p]
  • [p]Pickup drop chances are reduced by 50% compared to Normal.[/p][p][/p]
[h2]Balance Changes[/h2][h3]Augments[/h3]
  • [p]Critical Swarm (Swarm Missile) - Now caps at 10 stacks and grants less Critical Chance per stack. Previously caused nearly infinite projectile counts.[/p]
  • [p]Critical Surge (Weapons) - Critical Chance bonus and Shield restoration amount reduced.[/p]
  • [p]Full Charge (Beams) - Now only requires Shields to be active, not full, making it more reliable.[/p]
  • [p]Hardened Bullets (Projectiles) - Reworked: "On Pierce, {1} Chance to Stun." No longer increases Pierce Strength.[/p]
  • [p]Heated Chamber (Projectiles) - Reworked into a Pierce-to-Plasma enabler. Now: "On Pierce, applies Plasma Damage at {1} of Damage Dealt."[/p]
  • [p]Dreadnought Protocol (Nemesis Subsystem) - Damage buff now stacks every 5 kills instead of every kill.[/p][p][/p]
[h3]Missions[/h3]
  • [p]Trader Rescue health reduced from 400 to 300, with the time requirement decreased from 45 seconds to 30 seconds.[/p]
  • [p]Merchant Rescue health reduced from 500 to 350.[/p]
  • [p]Merchant Escort health reduced from 600 to 300.[/p]
  • [p]Kill secondary mission cap decreased from 120 to 70 (120 was unattainable).[/p]
  • [p]Secondary missions now grant score upon completion.[/p][p][/p]
[h2]Visual Enhancements[/h2]
  • [p]Projectile burst time increased for Autocannon, Cruise Missile, Standard Missile, and Railgun to better showcase the increased projectile counts from buffs.[/p]
  • [p]Weapon impact VFX lifetime reduced for clearer visuals during intense fights.[/p]
  • [p]New icons for all three Beam weapons and seven status-focused augments (Breach Detonation, Destabilizing Fire, Plasma Contagion, Overloaded Circuits, Plasma Breach, Exposed Systems, Thermal Stasis).[/p]
  • [p]VFX improvements include less abrasive Breach Detonation effects, a new generator charge effect for Shield Burst, new VFX for Power Surge, and better fade-out for damage explosions.[/p]
  • [p]Map modifier notifications now display "CHALLENGE: \[Modifier Name]" and remain visible throughout the entire map for better awareness.[/p]
[p][/p][h2]Audio Enhancements[/h2]
  • [p]Warp charge sound volume reduced from 1.0 to 0.75.[/p][p][/p]
[h2]Quality Of Life Changes[/h2]
  • [p]Gamepad ship controls overhauled. The left thumbstick now directly points your ship in the direction you're aiming rather than using the old control scheme.[/p]
  • [p]Difficulty setting now displays in the top-right corner of the HUD during runs.[/p]
  • [p]Difficulty select UI added with full gamepad support.[/p]
  • [p]Ambush Boss now drops a weapon reward bundle instead of a chest.[/p]
[p][/p][h2]Fixes[/h2]
  • [p]Fixed Shield Burst to hit all enemies in the radius instead of just the closest.[/p]
  • [p]Fixed Shattered Momentum to work correctly.
    Emergency Protocols (Ironhide's signature augment) now correctly activates when coming off cooldown if you're below 25% health. Previously only triggered on damage taken.[/p]
  • [p]Micro Warp Drive's Teleport ability now works with gamepad and includes a camera zoom effect on activation.[/p]
  • [p]Fixed Shattered Shields incorrectly triggering in the hangar and on map start.[/p]
  • [p]Fixed Ambush missions spawning continuous enemies when they shouldn't.[/p]