
Welcome back, space travelers!
Big update warping in! A lot of new improvements for weapons, including shooting ahead of a moving target, better special effects, improved homing on some rockets, new weapons in general and a lot of new upgrades, even some new devices for some active abilities during combat. Most of the Caduceus storyline got a little rework, including long-awaited changes for the final mission and a lot more.
As the 1.0 release is around the corner and things are getting serious now, test pilots are heavily encouraged to try out everything new and old - we want to find all the bugs and polish everything the best way possible before this big milestone. All of your feedback is welcome and needed to push this project into its next stage!

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Frozen flower collectibles[/h2]
Repair Eliz3, the robot and help Zopa cultivate her greenhouse with rare plants from the solar system.
Flowers – in space, frozen in time! Unbelievable? Wait until you've seen the flamethrower...[h2]
Extractable gas clouds[/h2]
A long-forgotten feature - to bring some extraction (extra-action!) to the last corners of the universe - has been finished and implemented. These clouds provide various raw materials, mainly - guess what: gases!
Hunt them gassy clouds, buddy![h2]
New sidequests and events[/h2]
Have a taste of mob mentality during the Ganymede Flu!
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Tougher fights[/h2]
The AI now fires fixed weapons with high precision. Shooting ahead of any moving target (leading the target) - which will very likely be YOU!
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Persistent savegames[/h2]
Asteroids, Plasma clouds, and spawned ships are now fully restored with savegames
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New J-12 big guy: Ferox[/h2]
Some of the very early birds may recognize this one - from back when a rough version of him was idling around in the Jupiter area. After some polishing, it's kind of a whole new ship now - and most important: It's playable.
2 big turrets, 3 medium ones – what else do you need to know?[h2]
Weapons[/h2]
Weapons have been kind of a main focus this time. We've added dozens of new ones, new effects and reworked basically the whole arsenal (also check the 'improvements' section). Here are some rather exotic hightlights:
- Zion Junk Cannons - yup, they're shooting trash!
- Flamethrower
- 'Razors Edge'
- New upgrades & level graphics!

- Damage type visualisation (custom projectile and impact FX)
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Active Devices[/h2]
- Distance Enforcer
A shockwave that lets you take a breath from intrusive attackers. Can be absolutely devastating in combination with asteroid fields!
- Crash
Creates a radial impulse, jamming all engines around you!
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Locations[/h2]
- ISA Observatory Deck, Hokucho Gate, Bartholdy custom location pic

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Portraits[/h2]
- Loreley
"NO drinks on the house!"
- J-12 male thrashed / patched up
This poor guy is having a rough time...
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UI[/h2]
- Some new location and weapon icons
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Audio[/h2]
- Enemy alert (NPC turns hostile)
- New weapon sounds
- Bartholdy's Bar background music - 'Night in Venice' by Kevin MacLeod
- Drinking sound
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New achievements[/h2]
- Crash on First Sight, Flower Power, Exitus Igneus


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Main Story[/h2]
- During the pirate attack on Pluto, pirate ships of the second wave will now attack the player if damaged by the player
- The Waechter hacking mission got reworked, new dialog, incorporated the actual hacking skill into the hacking event, improved balancing, also added a mini text-only hacking tutorial to the beginning of the mission
- During the Caduceus transport from Pluto, Assistant Lucca will now stop after the player has stopped the escort
- Some changes for O-Dog's boss battle. Advanced dialog, new primary weapon. After the mission ends, the player doesn't have to return to Atlas HQ anymore
- Some improved dialog before the Supreme Court hearing
- Additional dialog for Kalypso for the whole Caduceus Arc
- First big changes to the final mission, support from Atlas and Kalypso, Kouji now actually works, added dialog and first version of an ending scene (for that arc at least)
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World[/h2]
- Draw asteroid belts behind the Fog of War
- Plasma fields damage
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Weapons[/h2]
As mentioned before, a lot of work has gone into weapon finetuning and optimizations. A quick summary:
- Reworked stats of almost all weapons
- Changed some weapons essentially to make them more fun / diversified
- Added more preferred weapon sets to NPC ships for more variety and combat difficulty
- Switched the projectile blending for better visibility (no more glowy projectiles looking dark on bright backgrounds)
- Optimization of projectile collisions, spawning and visual FX
- Inventory: Weapons sorted by subcategories
- A lot of weapon renaming
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Ships & Stations[/h2]
- ISA Research Station polishing
- Include tracked damage in some affinity tests
- Improve the ship death shockwave scaling
- Show the shield on hit effect a bit stronger/longer for weak weapon hits
- Add shield damage type weakness/resistance
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UI[/h2]
- Radar HUD Scanline shader
- Some more UI & json DE translations
- Analysis HUD: Use the shield bar for gas clouds (uses the item color)
- Analysis HUD: only show the shield bar if it's useful
- Readable HUD: Improve the layout sizing
- Select the inventory list item again after a weapon upgrade
- Options Menu: Keep the scroll position on shortcut assign
- Localization: Show incomplete translations in the Options menu
- Inventory HUD: Keep the scroll position on equip/unequip
- Show the Cooldown HUD when selecting a weapon target
- Radar HUD: Show it with the tutorial
- Binary: additional icon resolutions
- Small loading time improvements
- Show the critical chance in tooltips
- Freight Containers: hacking level 3 is 100% with hacking level 1
- Fight AI does not move sideways sometimes (stuck with switching)
- Laser hit graphic is not always sized correctly
- Travel group engage should undock all group ships
- Use the full progressbar width for the hacking bar layout on freight containers
- Add an autopilot recover behavior state that does not resume fights
- Travel group can wait endlessly (does not restart) if the stage is WAITING_AT_DEST
- Person trader level is not set
- Some weapon upgrades / damage types were broken
- Ships don't randomly buy big-type weapons (weapons were unspawned)
- Bartholdy always provides the same drink as 'today's special'
- Collision aggro triggers too easily with defend mode behavior
- Show the cargo noti weapon name like it is in the inventory (with quality)
- Map icons can disappear early when they should still be visible on screen
- Weapon inaccuracy setting is limited to one plane and affects speed
- Turret z-fighting
- Kouji doesn't defend the player
- Cooldown HUD: Stop the fade out if any weapon still has heat
- Big turret uses wrong base item icon (has fixed color)
- Projectile additive blending mode is not used
- Haas-Rocket: lights offset in upgrade window
- Energy regen upgrades not displayed
- Weapon Upgrade HUD: Use a different method to uppercase the damage type
- Don't save a dying weapon target identifier
- Set the type_name for spawned_mine
- Analysis HUD: enable clipping for the linked renderer

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