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Spaceship Commander News

New modules [UPDATE]

Update has been uploaded! Was add 5 new modules of the Earth Federation and 2 modules of the Robot Fraction.
Some modules are sold at the player's station, while others will have to be found at the traiders.


In addition to new modules, the main menu has been improved - now there is a new planet, space traffic and several new special effects.


In addition, many changes and corrections have been made:
- Fixed incorrect work of hand weapons, shooting now is much more comfortable and the player is no longer inferior to the AI characters.
- Fixed many places in Alfa City where there were incorrect colliders.
- Loading of all locations, especially Alfa City, has been significantly accelerated
- Added new engine effects. Also fixed the bug when engines turned on when a ship landed on the planet
- Optimized decorations characters
- The ship's prefab has been optimized, and now it weighs much less, which has affected on increased loading speed of space battles and planetary landings
- The ship's damage effects have been reworked (hull damages). And also is corrected the unpleasant moment with too loud sound from these damages
- The skyscrapers now have elevator motion animation.
- New VFX - flashing lights, traces of missiles as well the missiles themselves.
- Now the monitor of the enemy ship and the player's monitor shows hits of shells and missiles.
- Fixed shadows from modules
- Fixed bug when player received reports of enemy ship damage.
- Fixed a rare bug with the incorrect work of the player's ship in the system map.
- Removed the camera frieze when moving between systems
- The landing module has been removed from the robots ships, because they are not capable of boarding, for this will be introduced new ships and characters at the robot faction "Executor"

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New location

A new mini-location "Ore Preparation Plant" has been added, it is located in a large location "Mining Outpost" on the planet "Alfa Centauri".


Find out what difficulties have encountered the workers in this strategically important enterprise of the Earth Federation, and you can even was try to work by your hands like as a locksmith. And you can also buy ores at a cheap price directly from the manufacturer!


However, please note that the path to this plant is very dangerous, as the whole location is occupied by pirates.


Also has made the following corrections/bugfixes:
- Different edits in the "Mining Outpost" location, now the drone and soldiers see obstacles at the outpost exit.
- The mining drone is now able to detect the enemy.
- Loading speed of Database noticeably increased
- In "Alpha City" appeared boxes with a good things
- At the station was appeared lights of closed doors
- Fixed several colliders on objects/props
- Chain quests are now not only for story quests, but also for usual.
- Fixed bug with double loot of crates

Do you like to mine minerals? Write in comments!

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Heavy exoarmor trooper

Starfleet is adding with a new cool crew member - a heavy trooper in an exoarmor. He is armed with a high-speed plasmagun and has resistance to any climatic conditions! Airless, low or high temperatures, as well toxicity - all this he can conquer. Although he moves almost twice slowly as ordinary crew members.

Also added is a new quest where you can test this super soldier- a quest to explore the most deadly planet in the sector - "Setron". High temperatures with toxic atmosphere will start to destroy your ship as soon as you land. You can find quest in "Spaceport" location.


Also has made the following corrections/bugfixes:
- Loading speed of all planetary locations increased by optimizing civilian characters (of which there are especially a lot in Alfa City).
- Fixed the "waiting screen", which turns on when data is being transmitted.
- Fixed the algorithm, which was responsible for the impossibility of landing a very large ship on planetary locations (if was no landing site for him).
- Fixed "Executor" ships - now boarding capsule docks correctly
- Small corrections to the interior of the pirate ship Hunter.
- The algorithm for the appearance of crew members on the ship has been changed a little bit, now they appear less crowded than before.


How do you like the new crew member? Write in comments!

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New ship and location

Fraction of robots "Executor" has adding in the fleet! Now the frontier of the system "Barnard's Star" is guarded by a large, fearful and deadly ship (corvette class).


Also is add a new quest "Destroy of the Executor's Beacon", during which you will make a real combat raid on the planet "Djadar", controlled by the "Executor". This task is extremely dangerous and therefore you will need a ship of at least a corvette class, as well a squad of heavy armed crew, able to go on airless planets. It's gonna be a hard fight, Commander. Be ready!


You can take the quest at the "Commander in chief" in spaceport in "Afla City" or at the" Military Outpost" location.


Also were made some corrections:
- The balance of the weapon modules of the "Executor" has been changed a bit
- Fixed falling hatch in the boarding animation.
- The "Spacemarine Mk2" crew member can now be in an airless space and is resistant to low temperatures.
- Fixed the inside of a pirate ship "Scout".
- Fixed text in Tutorial

Write what you think about this update in the comments!


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Modules [Guide]


The game has the possibility to install various modules on your ship. Today, there are the following types of modules: battle, boarding, engine, reactor, mining, command, torpedo and general type.
Each type of module works differently and has its own specifics.


Reactors generates energy and damages the ship and its crew when detonated


Boarding modules starting the boarding capsule (the better module have larger capsule)


Mining modules launch mining drones, which will be directly extracting ore


Command allow the activation of Tactical Mode


Combat modules can be regular (consuming ammunition but requiring little energy) and energy (not needing ammunition but requiring a lot of energy).

Some modules carry a limited amount of consumables (e.g. the mining module carries a limited number of mining drones). For resupply and repair modules that have been damaged in battle, you will need to fly to your station or to some traders.
The modules are installed in the relevant ship's slots. Each hull has its own number of slots for modules. Please note that a ship, for example, may not have a torpedo module slot.



Most of the modules require energy (e.g. weapons or engines), and if your ship lost the reactor, they may shut down. However, each ship's hull generates a small amount of energy on its own, and sometimes its enough.

Some modules have activated ability - for example, the engines can increase the ship's maneuverability for a short time, the boarding module can start the capsule and the command module allows you enter to Tactical Mode.



Each faction has its own modules, for example, the pirates often use the modules of the Earth Federation, but they are always rusty and not groomed. And the fraction of robots "Executor" has a unique design and characteristics of modules that exceed the characteristics of standard modules of the Earth Federation. The "Executor" modules are not compatible with Earth Federation ships.


Here you can find only a small overview of some of the modules. Today, there are more than 30 modules. It is planned to add a very large number of modules of existing types as well new types of modules (e.g. Mining laser, Drone guard storage, Electronic Warfare modules).

You can participate in the development of new modules. Write in comments what types of modules you would like to see!

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