Changelog

Everything released on novarchy.com, newest first.

The format follows Keep a Changelog. Every entry says what the player saw before and what they see now. The four oldest releases (beta.1 to beta.4) are in Italian: they were written before the project moved to English.

A release is written up here once it is live, so the newest one appears on this page a little after it reaches the game.

Jump to a release:

1.35.15 — 2026-08-27

Fixed

A colony name can no longer scramble the feed row it lands in (#1404)

Renaming a colony used to check three things: trim the spaces, collapse the runs, keep it between 3 and 24 characters. Nothing else — no character rules, and none of the moderation that has stood at the door of commander names and guild names since August.

That was survivable while a colony name only sat on the map and you had to go and look at it. It stopped being survivable when the defender's colony name started arriving in the Activity feed of every attacker and every garrison ally after a fight. A name built to damage the row it lands in was reaching people who never went looking for it: a single invisible right-to-left character — one character, well inside the length limit — mirrored the rest of the sentence around it, so the outcome word and the loot figures came out backwards and unreadable in every opponent's feed. A 24-character slur got in through the same door.

Colony names now pass the two doors the other names already use: a character guard, then moderation. Invisible characters, symbols and emoji are refused with a message that says which rule broke and what to try instead. Everything a colony name legitimately is still works — letters in any script, digits, and ordinary punctuation, including the : and # the game writes into its own Outpost 1:10:1 names.

Guild founding had the same hole, and gets the same guard. It had the moderation check but no character rule at all, while a guild name is stamped next to every member on the leaderboard, in chat and on the bounty list — further than a colony name travels.

Also

Writing this guard turned out to be mostly a lesson in not breaking languages. Four review rounds each found a spelling the previous version refused: Persian and Hindi need the invisible joiners the first draft banned outright; Tibetan, pointed Hebrew and vowelled Arabic stack accent marks deeper than the first limit allowed; and Burmese given names — ကျော်, one of the commonest — stack deeper still. The rules are now measured against twenty-six real strings in thirteen scripts rather than guessed, and the deepest correct spelling any of them produces is what sets the limit. If your language needs a character this refuses, that is a bug and worth reporting.

1.35.14 — 2026-08-27

Fixed

Your own fleet no longer blocks the system it is flying over (#1468)

Send a fleet on a mission to or inside one of your own systems, and on the galaxy map that system became almost impossible to open: every click landed on the flying fleet's card instead, for as long as the fleet was in the air. The mark of a fleet in transit is drawn on the very system it is crossing, and the map was answering the mark first without ever asking which of the two you were actually pointing at.

Now it asks. From the sector view inwards — where a click opens the system — whichever of the two you clicked nearer wins, and standing inside a system's flower the star keeps the click unless you land on the fleet mark itself. Clicking a fleet still opens the fleet. At the widest galaxy view, where a click only steps the camera closer, nothing changes.

Two smaller things came out of it. A fleet whose heading is not yet known draws no mark at all, and one of those could still swallow a click aimed at the system underneath it; it cannot any more. And the size the map uses to decide "did you click the mark" is now the size the mark is actually drawn at, so the two can no longer drift apart.

1.35.13 — 2026-08-27

Fixed

Changed

Also

1.35.12 — 2026-08-27

Nothing changes in the game this time.

Changed

1.35.11 — 2026-08-27

Fixed

Contract rewards are priced on the planet your colony is actually on (#1072)

Every reward on the Contracts board — the daily cards, the Daily Wrap, the weekly arcs and the Weekly Chest — is sized from how much your empire produces per hour. That figure was being worked out from a colony record that, on some worlds, had never had its planet written into it. Those colonies were priced as though they sat on no planet at all: none of the world's production bonuses counted, and none of its penalties did either.

The claim did not even agree with itself. The check that trims a reward down to fit your warehouse already knew which planet you were on, while the price did not — so one payment was being worked out on two different worlds.

Both halves now read the same planet.

Some rewards go up, some go down, and which way is a property of the colony rather than of the planet. Every world gives a bonus on one resource and a penalty on another, and some worlds help or hinder your power as well — so what matters is what that colony mines and whether its reactor covers it. A colony whose mines lean towards its planet's strong resource was being underpaid; one leaning on its weak resource was being paid over the odds. In our own measurements the swing ran from roughly a tenth up to a tenth down, and on an under-powered colony an icy world and a volcanic one trade places entirely.

Whichever way yours moves, the new figure is the one your planet was owed all along.

Only colonies whose world had never been recorded were affected. A colony's world is written down for good the moment anything is built there, or the first time it is fought over — so this had already narrowed to long-dormant colonies, and it is now closed for all of them.

Also

One knock-on, if you have a "win battles" card open right now

The same hourly-production figure does a second job: it sets how much you have to destroy in a battle for that battle to count towards a win battles contract. Tying the bar to your own production is deliberate — it is what stops the card being farmed — and the card already tells you the bar is measured at claim time. So correcting the production figure moves the bar with it, exactly as finishing a mine or letting a guild boost lapse would.

The effect is a one-off and a small one. On the first board refresh after this update, a win battles card still in progress may tick by one win if a battle in that week happens to sit within a few percent of the bar. A card you have already collected cannot change. If your production is under 1,000 or over 20,000 an hour, the bar does not move at all.

1.35.10 — 2026-08-27

Fixed

1.35.9 — 2026-08-27

Fixed

1.35.8 — 2026-08-27

Fixed

1.35.7 — 2026-08-27

Fixed

Bounty hunting against the biggest empires paid almost nothing, and now it pays (#1416).

The share of a bounty you collect is measured against the target's war capital, and on the largest empires on the server that made the pot effectively unclaimable: a hunter who destroyed a whole garrison — 1,370 ships — collected 14.68 Dark Matter of a 3,924 pot. Under a third of a percent, for wiping out a fleet. The floor that produced that number now grows as a square root above 20 million rather than in a straight line, so the same hunt is paid for what it actually overcame.

Changed

Emplacements are capped on a bounty claim, and only on the most heavily armed targets (#1416).

Batteries grow back on their own, for free, one every half hour; ships have to be rebuilt. Lowering the floor without touching that would have let a wall nobody paid for collect half a pot overnight and do it again the next day. So broken emplacements now pay out of a bounty only up to a shared ceiling per 12 hours — shared with everyone who breaks them, not per hunter — and nothing above it. Ship kills are never capped.

Below the knee nothing changed: on a mid-size target a wall-heavy hunt still pays in full and still earns a Chronofragment.

Also

1.35.6 — 2026-08-27

Fixed

Reported by commander Juan, at ten colonies of ten.

1.35.5 — 2026-08-27

Fixed

1.35.4 — 2026-08-27

Fixed

You can find every commander again, not just the first three hundred (#1429)

Typing a name into chat's @ selector, or into the guild invite box, could not reach most of the game. Search commander crabdavid and the panel answered "No one by that name." — while they were logged in and playing. They were not buried at the bottom of a list; they were unreachable, and typing more letters never helped.

The search only ever looked at the first three hundred names in the alphabet. Past the three-hundredth, nothing you typed could find you. That was around five hundred of the game's eight hundred and eleven commanders — roughly three in five — and it hit both places the roster is used: they could not be mentioned in chat, and they could not be found to invite to a guild.

Now the name you type is part of the search itself, so the whole roster is looked at. Everything else about the two panels is unchanged: still ten suggestions, still no monuments or factions among them, still never yourself.

An underscore in a name no longer hides its owner (#1429)

An underscore typed into the search box was being read as "any character at all" rather than as the character you typed, which flooded the search with names nobody had asked for and could push the commander you actually wanted out of the results. Underscores are legal in names, so this was a real way to lose a real player. What you type is now what is searched.

A name is found by its own first letter, whatever alphabet it is in (#1429)

Names built from letters like İ were being matched twice, by two systems that disagreed about how to compare capitals and small letters — and the stricter of the two won. A commander called İbo could be looked up, found, and then quietly dropped again before the list reached the screen. There is now one judge instead of two, and the name comes back.

1.35.3 — 2026-08-27

Fixed

An interception could hand back goods a raider had already taken (#1480)

When a picket caught a loaded convoy, it wrote the convoy's manifest back from a reading it had taken a moment earlier. If a raid hit that convoy's home colony in those few moments, the raid took its share of the hold in flight, the raider banked it — and the interception then restored the manifest as it was before the raid. The same goods ended up in two places at once: with the raider, and still aboard the convoy that had just been robbed of them.

Nothing about it required a trick. It needed a raid and a pursuit landing on the same convoy at the same instant, and the convoys it could happen to are the everyday ones — a shipment between worlds, or a redeployment — because those are exactly the fleets that are both worth looting in flight and worth intercepting.

Now an interception refuses to write a manifest that moved while it was working. It reads the hold again, works out the engagement against what is actually still aboard, and only then writes. Nothing is created out of nothing, and nobody pays twice: if the convoy is still being fought over elsewhere, the pursuit simply comes home having found nothing rather than inventing a result. Battles, losses and reports are unaffected — what changes is only that the numbers now add up.

1.35.2 — 2026-08-26

Fixed

Mining Automation now does what its card always said (#1462)

The node promised +20% Ferrolite and Xenogas production and the game never applied it. You could research it, watch your rate, and see no change at all — which is exactly what SpartanEcho reported in universe-chat. It had been that way since the tech tree shipped: the effect was written on the card and never written into the game.

It works now, on every source of those two resources — extractors, refineries and the Stellar Forge alike. Data production is deliberately unchanged.

If you already owned the node, the bonus turns itself on. There is nothing to research again and nothing to claim: your Ferrolite and Xenogas rate simply steps up the next time your colony ticks. Anyone with a Nanoforge or a Terraformer owns Mining Automation, since both require it — so this is most established empires.

How big a jump you see depends on how developed you are. A young colony gains the full +20%. An empire already running maxed drills and Economy research sees roughly +7% on top of what it had, because the bonus adds into that total rather than multiplying it — the same way Deep Drills and every other production line has always worked.

Open Power → Details to see it: Mining Automation now appears there by name, next to your other production bonuses, so you can see exactly where your rate comes from.

Rankings score resources spent, not resources held, so nobody's position on any ladder moved when this went live.

1.35.1 — 2026-08-26

Fixed

Loot taken from a convoy in flight stays taken (#1459).

Since the raid rework you have been able to reach the goods a defender put in the sky — a laden convoy that had left the colony and had not yet delivered. Emptying somebody's warehouse into a transport no longer hides it.

That half worked. The other half quietly gave the goods back. When the convoy finished its trip, it landed carrying the hold as it was before the raid: the attacker kept their share, the defender got the same units a second time, and the difference was created out of nothing. A redeployment was worse — its cargo was not put back but paid out twice, once to the raider and once into the destination warehouse.

Every landing now checks the hold it was priced against. A convoy that is raided mid-flight comes home with what is actually left, a founding endows its new colony with the surviving dowry, and a redeployment delivers what the raid left behind. If a battle lands in the same instant, the arrival simply re-prices itself against the new hold rather than overwriting it.

Two smaller things travelled with it. A pursuit that shoots down part of a convoy's escort no longer has those hulls restored by the convoy's own arrival — the ships the picket destroyed stay destroyed. And a colonization now retries a lost race the way every other arrival already did, so a founding that collides with a battle completes instead of stalling.

1.35.0 — 2026-08-26

New

The Discord server shows the live numbers (#1471)

Before: someone who opened the Novarchy Discord found chat and nothing else. There was no way to tell from the outside whether the game had forty players or four hundred — and if the last message happened to be a few hours old, that silence read as an answer even when it wasn't.

Now the top of the sidebar carries a category called 📊 NOVARCHY LIVE with five channels whose names are the numbers, refreshed every ten minutes:

They are labels, not rooms: nobody can join them, and they cost nothing to read.

The numbers mean people. The four counters about players count humans only — the synthetic empires that carry the AI badge in game are excluded, using the same definition the internal dashboard uses, so the two can never quietly disagree. Without that, "Online" would never have dropped below the machines, and the sidebar would have advertised a busy server at four in the morning. The battle count is the deliberate exception and counts everyone: it measures the galaxy, not the roster.

If Discord is unreachable or the numbers are late, nothing in the game notices — the counters are an ornament on the sidebar and are built so they can never affect play.

1.34.0 — 2026-08-26

New

The galaxy gets its weather (#1413). The last chapter of the Hive Map redesign — depth, without a single new sign to learn:

1.33.1 — 2026-08-26

Changed

Nothing changes in the game this time — and that is the whole point of this release.

The engine has been carrying a rule that did not exist. Since late July it computed, for every system, a four-hour "window" each day during which that system was supposed to be attackable, plus a thirty-minute warning to its defenders. It was never connected to anything: no screen showed it, no attack was ever refused because of it, and no warning was ever sent. Players were attackable all day, every day, exactly as they are now and exactly as they were yesterday.

The trouble is that the code around it had started to believe in it. One engine comment stated that the window "time-boxes the permanent galaxy's systems to four hours a day", which was never true; the Calendar and the season design document both reasoned about it as a live feature, and the guild design doc's own progress table had listed it as done since 9 August. A recent piece of work came within one step of pushing "you will be vulnerable in 30 minutes" to players' phones — a notification about a threat with no mechanical effect whatsoever.

So the window has been retired rather than switched on, and every place that claimed otherwise now says what is actually the case (#1386). Time-boxed attacks were the wrong answer for a galaxy this size: the game's real contested territory, the event sector, is deliberately open at all hours, and the relic design had already turned the same idea down in writing — with fifteen players, a siege calendar is a calendar of absences. A season that wants timed sovereignty in future starts from that, not from the leftover arithmetic.

One thing did get stricter behind the scenes: the Calendar's rule that it may only show dates something actually runs on used to be written down in comments and nowhere else. It is now enforced by the compiler, so a future date that nothing enforces cannot quietly appear on your calendar.

1.33.0 — 2026-08-26

New

The inbound alert now tells you which guild is flying the attack (#1387).

Your Observatory has always graded what you learn about a fleet aimed at your colony — the sector it comes from at level 2, the exact origin at 3, the attacking empire's name at 4, and so on up to the full composition at 8. What it never told you, at any level, was whose banner those attackers fly. Eight fleets converging on one of your planets is always a single guild's operation, and you could read eight empire names without the one fact that tied them together.

Level 4 now buys both halves of identity: the empire's name and its guild tag. Your Inbound card reads attacker: Corsari di Vega · guild: [VOID], and the row your guildmates see on the threat board carries it too.

On a joint raid the card states the guild once, for the raid — and only when every contingent really is flying it. A raid whose members changed banner mid-flight claims none rather than picking one, and the per-contingent breakdown carries each. An attacker who flies no banner simply has no guild line.

It is level 4 and not a higher rung on purpose: the galaxy map already names a fleet's guild at that same level, and the alarm about the fleet aimed at your own colony should never tell you less about who is coming than a bystander's map tells them about the very same ships.

Also

The map's hint about what the next Observatory level buys had been under-selling its own level 4 for as long as it has existed — it named the empire and not the guild, though it has shown both all along. It now says what it actually gives you.

1.32.4 — 2026-08-26

Fixed

1.32.3 — 2026-08-26

Fixed

1.32.2 — 2026-08-26

Changed

A raid now reaches the cargo you put in the sky (#1344)

Emptying a warehouse into a fleet no longer hides it.

Until now, goods left your colony the moment a transport launched and nothing in a battle had ever looked at a ship's hold. So with an attack inbound you could load the warehouse onto a convoy, let the raid land on an empty colony, and take everything back — by recalling the fleet, or more cheaply by aiming it at a slot that would not accept it, which turned it round with the whole hold aboard. A raid now takes from the convoys a colony has in the air and has not delivered anywhere: on the way out, on the way back, and including a pickup carrying home what it just collected from that colony.

Your warehouse always pays first. A raid only reaches the convoys for the part of the loot the stock on the ground could not cover, so a colony with nothing in flight fights exactly the raid it fought yesterday. Nothing else about looting changed.

Evacuating still works, and still costs a fleet and a real trip. Goods that actually reach another colony are safe from the raid you flew them away from — and lootable at the colony they reached, which is the point. What no longer works is sending them nowhere and calling it safety.

Three details worth knowing before you next load a convoy:

This closes the last of the three hiding places: #1307 shut the pickup escrow, #1332 the market board, and the rule behind all three is the same one — goods stop being lootable when they arrive somewhere, never when they are merely promised or merely loaded.

1.32.1 — 2026-08-26

Fixed

Pointing at a building on the base map now names that building, not the one behind it (#1348)

On the colony map, hovering or tapping a building could describe a completely different one — the building hidden behind it. The clearest report of it: a Xenogas Refinery whose tooltip read «lvl 14 · Under construction → lvl 15» while the level badge on that same artwork read «13». Both numbers were correct. They belonged to two different buildings.

The map was deciding what you had pointed at by looking at the flat ground tile under the cursor, while what you were actually pointing at was the drawing. Buildings are drawn rising up and over the tiles behind them, so the ground beneath a roof belongs to a tile one to three steps further back — and that was the building you got. It has been reported three times over the past months, each time as a level that looked stale.

The map now asks which artwork is actually painted where you are pointing. In practice:

One consequence worth knowing, because it is deliberate: a building whose artwork is completely hidden behind a taller neighbour can no longer be selected by clicking on that neighbour. Its card is still one tap away from the Build menu.

1.32.0 — 2026-08-26

New

The launch screen tells you which world you are attacking (#1338)

A colony's power plants run on the world underneath them — a lava world gives them more energy, an ice world less — and their Shield Bubble, Orbital Cannon and batteries all run on that power. The Advisor has been sizing your fleet against that since the last release. It just never told you.

So the same untouched spy report could ask for almost a third more hulls than you remembered, with nothing on screen to say why. That reads like an Advisor having a bad day, and the natural answer — trimming the fleet back by hand — is exactly the mistake that loses it.

The target's world is now named where you compose the fleet, on the phone and on the desktop alike, with what it does to a defender's energy and one line explaining what that moves. It comes from the coordinates themselves, so it is still there when the Galaxy view fails to load — the one moment you have least to go on, and the moment the forecast was quietly using it anyway.

Three things it deliberately does not say:

The wording says "energy production", and it says the defences follow it only while the defender is short of power — because a colony with energy to spare feels its world not at all, and a figure without that caveat is the same misleading number in a nicer font.

1.31.0 — 2026-08-26

New

Also

1.30.4 — 2026-08-26

Fixed

Also

1.30.3 — 2026-08-26

Fixed

1.30.2 — 2026-08-26

Fixed

Raids flying no stance at all — which is most of them — are completely unchanged, and so are Assault and Rampart, neither of which costs you any cargo. Transports, pickups, colonizations and harvests are unchanged too: they never carry a stance to begin with.

1.30.1 — 2026-08-26

Fixed

Changed

1.30.0 — 2026-08-26

New

Command Center 14 and 25 open a second and a third Warehouse (#1164). These were the last two levels on the ladder that bought nothing but the level cap — CC14 in particular had its description rewritten four times, because there was nothing to put in it.

A colony can now hold up to three Warehouses, and its storage ceiling is the sum of all of them. Storage is the quantity that really binds the late game, so there is finally somewhere to put those levels.

Both rows tell you the whole truth, including the unglamorous half:

2nd Warehouse Site: its storage adds to this colony's cap (the new Site starts at lvl 1).

That last clause matters. A Warehouse at level 25 holds about 1.6 billion; the new Site's first level holds 8,000. The third Warehouse is a full second investment walked up its own curve — at the usual Site surcharge, and paying its own power bill — not a switch you flip.

Each Warehouse contributes its own capacity, and the capacities add. Two Warehouses at level 10 hold twice what one level-10 Warehouse holds — not what a level-20 one holds. Building wide and building tall stay different decisions.

Everything that reads your storage now reads all of it: the ceiling on your resource bars, what a colony can accept from a convoy or a transport, what survives a raid, guild aid and treasury donations, war tribute, and your daily market intake budget. The Warehouse card on the Base tab still shows what that Warehouse contributes on its own, and now says so, naming the others.

Every Command Center level from 1 to 30 now grants something real. #1164 fills the last two gaps left by #1159, after #1162 and #1163 took the rest. There is no longer a level on the ladder whose description is "this buys you the level cap".

Changed

The Anchorage names the number that actually decides (#1164). The Deliver-to picker used to label each colony by its Warehouse level, which stopped meaning anything once a colony could hold three of them — a two-Warehouse colony at level 15 has far more room than a one-Warehouse colony at level 16. It now shows the free space in the resource you are shipping, which is exactly what the charter is accepted or refused on. The crate's own "Warehouse N" line now reads "equivalent", because it is a size guide and not a requirement.

1.29.0 — 2026-08-26

New

The six Dark Matter hulls finally look like themselves (#1418). The Voidlance Cutter, Umbral Reaver, Continuum Hauler, Aegis Bastion, Breachhead Monitor and Praxis Interdictor shipped with somebody else's picture on their card and a small "concept art coming" label in the corner — a Cutter showed you a Titan, a Hauler showed you a Colonial Ark. All six now have their own art on the shipyard card, in the detail panel, and as real 3D models in the battle replay, where they used to appear as a flat billboard of the wrong ship. The label is gone.

Two new steps on the rarity ladder (#1418). The card of every hull says how far into the game it sits, and the top of that ladder had stopped making sense: a hull you reach only by taking a Doctrine to level 20 wore the same colour as the Titan, which you research in your first week.

Nothing about what these ships do changed — no stat, no cost, no counter. This is what they look like and what their card calls them.

1.28.0 — 2026-08-25

New

A second Defense Batteries at Command Center 22 (#1163). Both sites' emplacements deploy as one group, on the one regeneration clock they always shared. The new site starts at level 1, so what it adds the day you build it is two emplacements — not a doubling.

A second Planetary Shield at Command Center 29 (#1163). The two bubbles add their HP, and the pool your defense absorbs with grows by the sum. This one is a second full investment rather than a switch: the new site starts at level 1, every level of it is bought on the Shield's own steep curve at the usual second-site surcharge, and your colony pays the power for both.

Those were the last two levels on the Command Center ladder that gave you nothing but a higher cap. Every level from 1 to 30 now grants something you can point at.

Changed

Scouting a colony with two Shields tells you the truth (#1163). The Bubble level on the target board, the planet sheet, the War Room and the ally-rescue card is now the level whose HP pool matches what is really standing there. Before, a colony with two Shields advertised only the first one — half a wall. If you have been sizing raids off that number, it will read higher on some targets now, and it is the honest figure.

Rebuilding emplacements is priced across both sites. If your batteries stand on two sites, buying them back after a raid costs what those emplacements actually cost to put up. A colony whose batteries are all on the second site can now buy them back at all — before, the game looked at the first site, saw nothing there, and refused.

Also

Emplacement counts, the "wall in the vanguard" marker, the war-value line on your colony's sheet and the spy report all count both sites now. The building sheet of a site you have not built yet no longer reports battle damage to a building that does not exist, and on a two-site colony it says which site's figure it is quoting.

1.27.1 — 2026-08-25

Changed

Also

1.27.0 — 2026-08-25

New

The factions pay Dark Matter (#1289)

Felling a bastion now pays Dark Matter on top of the Chrono shards — 9/18/30/48 by the bastion's step, to every raider who brought a real share of the fleet, with no split. Repelling a faction's retaliation sortie pays its target too: 6/9/15/24. Both channels share one ceiling, 96 DM per rolling 7 days — two full bulwark victories — and the target board now prints the price on the bastion's own row before you launch, including what your week still lets you collect. Wrecks still pay nothing, Event Control garrisons still pay nothing, and the whole haul shows up in your feed under Combat.

Precursor Schematics: one talent, three buildings (#1289)

A new one-time purchase in the Dark Matter panel — 150 DM, needs the Particle Accelerator and Production Singularity 3 — unlocks the whole Precursor district at once:

All three come with their own art on the colony grid.

Also

1.26.0 — 2026-08-25

New

Changed

Also

1.25.2 — 2026-08-25

Fixed

The weekly war board said it paid for wreckage, and it does not (#1251)

The banner over the standings read "every battle — won or lost — earns points for the value destroyed". That names the smaller half of the score. Value destroyed is capped in every battle; the loot you carry off an attack you win has no ceiling at all, so one big haul can be worth several times everything the destruction term can pay. A player worked this out from numbers quoted in chat and told us the description was what had misled him: on this board a looter outranks a fleet-killer, and the label said the opposite.

The banner now leads with the truth — the loot you carry off is the only thing on this board with no ceiling — and adds the parts a player needs to explain their own score: value destroyed pays both sides of a fight between empires whether you win or lose, but capped, and worth less against pirates or on a target that was harvested recently. It also names the fights that pay nobody, which were never written down anywhere: in an ambush or a Campaign level only a win scores, and a Wraith sortie scores for neither side. Winning and repelling add flat bonuses, the underdog and relic bonuses multiply different things, and a joint raid or defence splits the battle's points among everyone who took part.

Deliberately, the banner prints no rates. Four different parts of the game credit this one board, each with its own rules, and two drafts that tried to print the price list were found stating things the engine does not do. The exact numbers stay on the Season panel's chips, which now read them from the engine instead of having them typed in — so the day the balance moves, the chips follow.

Known limitation: you can no longer check the arithmetic from the war board itself. A page that explains the weekly score properly — one rate per case, instead of one averaged sentence that is wrong for three of them — is the next step, not part of this fix.

1.25.1 — 2026-08-25

Fixed

1.25.0 — 2026-08-25

New

The galaxy map's chrome became one instrument (#1396). The row of four filter chips is gone; a scanner bar now reads the chart back to you:

Also: the fleet-contact chip (▲) rides the bar's trailing slot, and the collapsed LANDMARKS panel keeps the old cartouche's exact height, so the map's phone framing budget still holds.

1.24.0 — 2026-08-25

New

The Activity feed names the colony that was attacked (#1397)

Until now a Battle card in your Activity feed told you who fought and at which coordinate, and never what the place is actually called:

1:6:1: defeat · loot 0 Fe · 0 Xe · 0 Da.

But nobody talks to their guild in coordinates. As the player who suggested this put it: "'Itz Iceee' is the more commonly known name of planet 1:6:1 … but is nowhere to be found on the activity page."

The colony's name now comes first, with the coordinate kept right beside it so you can still find the place on the map:

Itz Iceee (1:6:1): defeat · loot 0 Fe · 0 Xe · 0 Da.

It shows on every kind of Battle card — an ordinary clash, a raid on an undefended colony, and the razing that ends a siege — and everyone who was there sees it: the attacker, the defender, and an ally who flew in to garrison. Pirate Beacons get named too, which is the target most of you see most often.

Two things worth knowing. Battles fought before this update keep showing the bare coordinate: the feed reads each battle exactly as it was recorded at the time, and a recorded battle never changes. And the name shown is the colony's real name, the one its owner set — already public on the galaxy map and the planet sheet — so if your team calls a planet by a private nickname, what appears is the owner's name for it, not yours.

Also

Thanks to jaybee / commander Usherin for the suggestion.

1.23.1 — 2026-08-25

Changed

The ship picker puts the right hulls first (#1234)

When you compose a mission, the hangar rail used to list your hulls in one fixed order that no screen ever explained — and in that order the Freighter, the Spy Probe, the Colony Ship and the Colonial Ark sat in the middle, between the Battleship and the Monitor Frigate, and again between the Shroudrunner and the Splinter Lance.

So on a transport, the one ship you opened the panel to send was the sixth chip of the fifteen that mission accepts, behind five warships. On a defence or a redeploy — the two orders that turn no hull away — all four sat buried among the warships with nothing to separate them.

Now the rail leads with the hulls the order is actually for:

Either way the two kinds are never mixed: your support hulls are one unbroken run at one end of the rail, instead of scattered through the middle of your battle line.

Espionage still opens with the Spy Probe exactly as before, and exploration is left in the order it always had — on that one mission every hull is offered equally, and moving the support hulls to either end would have pushed the fast ship it asks for further from your thumb, not closer.

Also

Fleet cards, ledgers and battle reports are deliberately unchanged: they still list ships in the same fixed catalogue order they always have. Those are the screens you read side by side against one another, and an order that shifted with the mission type would make two panels twenty pixels apart disagree about the same fleet.

1.23.0 — 2026-08-25

New

Also

1.22.0 — 2026-08-25

New

Changed

1.21.0 — 2026-08-25

New

The Building Sheet shows every level, not just the next one (#1239)

Until now a building's sheet answered two questions: what it gives you right now, and what it gives you one level up. Anything beyond that was yours to work out on paper — whether the Shipyard is worth taking to 20, where the Extractor stops being the best place for your ferrolite, what a level 25 Shield actually absorbs.

Tap Full progression on any building and the whole ladder opens: one row per level from 1 to 30, each with what it costs, how long it takes to build, and what it contributes when it is done. The level you are on is highlighted, and the table opens on it rather than at the bottom of the climb.

Two things are marked on the way up. A sits on the levels where the building changes its look in your base, so a long upgrade has a visible landmark. And a gold line marks where your Command Center stops: it names the Command Center level the next step needs, and everything below it is dimmed until you get there. On a second Site the line accounts for that Site's own Command Center requirement too, which is a different rule and used to disagree with the button underneath.

Every number in the table comes from the same formulas the build queue charges you with — the row for your next level is the exact price the Upgrade button is about to take, discounts, edicts and all. It cannot fall out of date, which is why it lives in the game rather than in a written guide.

The table is closed by default and costs one line of the sheet until you ask for it.

Thanks to Spacca-Mazza, who asked for it.

1.20.0 — 2026-08-25

New

Also

1.19.0 — 2026-08-25

New

Four Command Center levels now give you something (#1162). Levels 16, 17, 26 and 28 used to cost a fortune and buy nothing but the level cap. They all grant something real now.

Fixed

Also

The Command Center's design table, the deploy notes and the empires run by the AI all follow the new ladder — the synthetic players will build the second Laboratory and use the wider queue exactly as you can.

1.18.1 — 2026-08-25

Fixed

The Base tab no longer hangs on «Loading base…» when the 3D view cannot start (#1362)

If your browser or device could not give the game a 3D view — hardware acceleration turned off, another 3D view already using what it needed, a driver, a graphics setting — the Base tab used to sit on «Loading base…» for as long as you were willing to wait. Nothing else ever appeared. The only account of what had happened was a line of technical text from the graphics library, in a place most players have no reason to look, and clearing cookies could not touch any of it.

Now the base says what happened, in a sentence written for a person, and gives you a button straight to the Colony tab — which is the same colony without any 3D at all: every building, its level, and everything it is working on. You can keep running your empire while you sort the graphics out. Where the cause is something a reload really does fix, it says so; where it is not, it does not waste your time suggesting it.

A base that is merely slow now says so, instead of looking broken

Opening the game for the first time on a phone on a bad connection genuinely takes a while — the colony has a lot of artwork to fetch. If it goes on unusually long, the base now tells you it is taking longer than usual and may still arrive, keeps the loading message while it waits, and offers the same way out in the meantime. It never claims a failure it cannot prove, and the moment your base arrives the notice disappears.

The Colony tab stopped greeting you with a technical error

The planet image in the Colony tab header needs 3D too. When it could not be drawn, the tab used to show the raw error text from the graphics library across the top. Now it says, briefly, that the planet image needs 3D and that the rest of the tab works without it — which matters most for exactly the player the fix above sends there.

1.18.0 — 2026-08-25

New

Also

1.17.3 — 2026-08-25

Changed

Thanks to Tibeh01 for spotting it.

1.17.2 — 2026-08-25

Fixed

The Sunless Vault's ROUNDS column no longer looks like broken counting (#1361)

The column that decides the Proving Ground's ranking — how many rounds your fleet needed to break the boss — printed its figures as "1 rd", "2 rd", "3 rd". A player reported it as a bug, and he was reading it exactly as written: after a small number, " rd" is the tail of an ordinal before it is short for "round", so the column read as a failed attempt at 1st, 2nd, 3rd.

It now prints the number alone. Nothing is lost: the column is headed ROUNDS on a wide screen, and on a phone every figure already carries that name above it, so the unit was being said twice and only the second one was confusing.

The battle replay had the same wording in one place — a fight lasting a single round showed "1 rd" beside the progress bar. There is no heading there to lean on, so the unit stays and the spelling changes to "rnd"; on a wide screen it spells "round" as before.

Also

The reporter suggested a third change, to the desktop wording. It turned out that text was already correct, and the file the report pointed at was not the one drawing the board — so that part is deliberately not in this release.

1.17.1 — 2026-08-25

Fixed

Nothing changes in the game this time. This release repairs the test suite that guards it.

Two checks that protect a promise the empires make to you — that an AI empire never announces a trade it did not actually make — had been failing since yesterday morning, and were blocking every other release. They were not failing because anything was broken in the game: the checks themselves carried a hard-coded date, and once that date passed a day old, the scenario they were meant to describe stopped happening. They were written to expire without anyone noticing.

They now measure time against the clock rather than the calendar, so they cannot go stale again, and they say plainly when their own setup no longer holds.

Along the way the same checks gained two things they never had. One of them proves that when an AI empire's offer disappears from the market board, it is only reported as a sale if it really was one. The other proves that a stranger's offer vanishing from the board is never mistaken for your neighbour's own deal — until now, removing that protection entirely would not have made a single check complain.

1.17.0 — 2026-08-25

New

Also

1.16.6 — 2026-08-25

Fixed

A market offer no longer hides your goods from a raid (#1332). Publishing an offer used to empty the goods out of your warehouse, and cancelling put them back — in full, instantly, for free. With an attack inbound that was a trick anyone could use: list a fat offer, let the raider land on a warehouse that was short by exactly that much, cancel the moment the battle report arrived. Two taps, no fleet, no risk.

The offered resources now stay in your warehouse until somebody accepts. They are visible in your chips, honest in a spy report, and a raider can take them — and they are handed over only when the trade actually settles.

Evacuating ahead of a raid is still possible — that is what fleets are for — but it costs a round trip and a launch colony instead of two taps.

Also

Every offer that was open has been returned to its seller. Those listings were made under the old rule, with the goods already out of the warehouse, so the game handed them back once and closed them: 114 offers, returned to the players who made them. If you had offers on the board, they are gone and the resources are home. Anything above your warehouse capacity was lost to the usual storage ceiling on the way in — the same thing that would have happened had you cancelled them yourself.

A note for anyone playing on an older app build. The store version still says the offered resources are locked and refunded in full if you cancel. That is no longer true: they sit in your warehouse and can be raided, and cancelling gives nothing back. Update the app when you can, and until then do not use a listing as a hiding place.

1.16.5 — 2026-08-25

Fixed

Also

1.16.4 — 2026-08-25

Nothing changes in the game this time. No screen, no number and no rule is different, and the words the agents use are byte-for-byte the ones they used yesterday — that was checked rather than assumed.

Fixed

Also

1.16.3 — 2026-08-25

Fixed

1.16.2 — 2026-08-25

Fixed

Nothing changes in the game this time. This one is entirely inside the workshop, and it is written down because the repo's history should say why a release exists.

1.16.1 — 2026-08-24

Fixed

A pickup no longer empties the colony it is flying to (#1307).

You could put a colony's warehouse out of reach the instant a raid was inbound on it. Launching a pickup at that colony from anywhere in the galaxy took the whole manifest out of it immediately, and the attacker landed on nothing while the goods sat untouchable for the hours the freighters were in the air. No fleet needed, no timing to get right, and it worked on every undefended colony you owned.

That is gone. The manifest is now what the fleet is going to ask for, not a reservation:

Changed

This inverts a rule the game used to teach. The old Pickup notice said the manifest was set aside the moment the fleet lifted off and that nothing spent at the destination could touch it. That is no longer true, and every screen that said so has been rewritten. Evacuating resources ahead of an attack is still perfectly possible — that is what fleets are for — but it now costs a round trip, a launch colony within range, and the clock, instead of being a button you press when the alarm goes off.

Two smaller things that came with it: the mission card explains why a pickup cannot be recalled without citing a mechanic that no longer exists, and a pickup that comes home empty says "Pickup found nothing" rather than "Pickup loaded".

Also

Hiding resources from a raid is not closed in general — this release fixes the pickup door only. The market has the same shape through a cheaper one, and it is tracked at #1332.

1.16.0 — 2026-08-24

New

A newcomer's first word no longer falls into the void (#1296)

The galaxy channel answers you only if you name somebody — by name, with the reply button, or by naming their guild. That rule assumes you know a name to type. If nobody has ever answered you, you don't know one, and the channel is quiet by design, so you can't learn one by reading it either. A new commander who typed "hi, anyone around?" into the busiest room in the game got silence, and nothing on screen said there was another way to ask.

The first line you ever address to the channel now gets an answer, even when it names nobody. Once — after that you have a name, and the channel works the way it always has.

It stays narrow on purpose. The line has to name nobody at all: ask something of another commander and that line is theirs, not ours to take. Whoever answers has to be awake and not already talking themselves hoarse. And it is one line per person, remembered across restarts, so nobody gets greeted twice.

The answer is not a welcome. An agent knows you have never spoken to it — not that you are new to the game — so it answers what you actually wrote, the way somebody who happened to be around would. If you ask how a game mechanic works, it will tell you it doesn't know rather than invent a number: that has always been the rule, and it still is.

Also

The switch's own documentation had drifted: it still listed war declarations among the things agents never say in the galaxy channel, which stopped being true some time ago. It now lists what actually reaches that room.

1.15.0 — 2026-08-24

New

Superconducting Grid — a fully built early base can be powered (#1278)

A Command Center 4 colony with everything built and everything maxed sat in energy deficit, with every building running below full output and nothing to do about it: the second Reactor is gated at Command Center 7, so the era's power supply was fixed while the catalogue kept selling things that draw.

The Forge branch now opens a way out. The Superconducting Grid is a tier-1 repeatable, +8% energy production per level, up to 5 levels. Buying the line out takes a full CC4 base from 74% to a thin positive margin. Skip it and the era's ceiling is still there — raising the Command Center remains far cheaper, which is the point.

The trough was wider than reported: at CC5–6 a completionist base sits at 62%, worse than the CC4 that prompted this, because Batteries and the Trade Portal unlock while the power supply does not. The maxed line leaves that rung at 87% — softened, still a ceiling. From CC11 the base closes on its own.

It cannot inflate a colony that is already fine: energy yield is capped at 100%, so the Grid is worth exactly nothing where the balance is already positive. It does keep feeding a Particle Accelerator, which is the one building that can still black out a mature colony.

Fixed

Changed

Also

Synthetic empires read the same energy figure the server charges them, including the world they sit on — previously they could misjudge their own colony and chase power they did not need, or ignore a shortfall they did have.

1.14.2 — 2026-08-24

Fixed

1.14.1 — 2026-08-24

Changed

1.14.0 — 2026-08-24

New

Fleets in transit are now on the chart. Until now a fleet only existed at the two ends of its journey: it left, and later it arrived. The space in between was empty. It is not empty any more — ships crossing your sensors show up as contacts on the map while they are still flying, with their heading, their route and the time left before they land.

What you learn about a contact depends on your Sensors. A low reading gives you a mark and little else: something is up there, crossing that way. Build the Sensors up and the same contact tells you more — how big it is, where it came from, and eventually whose it is. Nothing about a contact is free, and nobody sees the whole picture. Range matters as much as level: a mark on the far edge of your reach reads worse than the same mark overhead.

Hiding is now worth something. The Veil, espionage research and the quiet hulls all lower what your fleets broadcast, and for the first time that has a use beyond flavour: a well-covered fleet crosses somebody's sensors without ever becoming a row on their chart. A large fleet is far louder than several small ones, so splitting a run is a real choice rather than a trick.

You can meet a fleet in flight. Open a contact and you can send a fleet to intercept it. You do not pick a place — you pick the contact, and the game solves where the two of you would actually meet, if you can get there at all. Slow ships chasing a fast fleet simply cannot, and the screen tells you so before you commit rather than after your fleet comes home empty.

Or leave a watch standing. A picket is a fleet stationed on a spot in open space that meets qualifying fleets crossing it while you are asleep. You choose how long it stands, and it comes home on its own.

Some fleets are never touched. Colony ships, probes, explorers and defence flights all pass. So does anyone sheltered by their night window, anyone still under novice protection, anyone you hold a pact with, and anyone hauling their own goods between their own worlds — housekeeping is not war. The cradle sectors are where nobody is hunted at all. When a launch is refused, the screen now says which of those it was.

Also

Interception ships switched off by default for its first run in production: contacts, sensors and stealth are all live and the picket flies and records what it meets, but nothing is fired until the mechanic has been watched against real traffic. Nothing you build for it is wasted in the meantime.

1.13.0 — 2026-08-24

New

Fixed

Also

1.12.0 — 2026-08-24

New

Twenty contested relics on the map, and no guild may hold more than four (#1300).

There were four. If your guild did not hold one of those four, there was nothing on the board for you to want — the prize existed, but it was somebody else's furniture, and most guilds simply stopped looking at it.

Now there are twenty: five carrying each bonus, five in every sector from 5 to 8, and at least one of every bonus inside each sector, so there is always one within reach. The four you know — The Jump Ring, The Verdant World, The Suspended Yard, The Exarch Archive — keep their names and their coordinates. Sixteen new ones have joined them, from The Tidewalk to The Forge Moon.

Two rules keep this from becoming a runaway:

Together those mean the strongest guild's ceiling has not moved a gram — the best possible hand is still one relic per bonus. What changed is how many guilds can have something at all.

Changed

The relics panel now groups by bonus and tells you which of yours is earning it, so a duplicate reads as a spare rather than a second bonus. The Power dialog and the Inventory say the same thing about the same relic, every time you open them. The map's PRIZES cartouche scrolls instead of pushing the map off a phone screen, and it tells you when your guild is at the cap — because at four, winning another prize is not adding one.

Fixed

Also

Your synthetic neighbours read the same rules you do. They will not set out for a relic that would add nothing to their guild, they will not promise an expedition their guild has no room for, and when a call to arms stops making sense they say so instead of going quiet on the people who answered it.

1.11.1 — 2026-08-24

Fixed

Changed

1.11.0 — 2026-08-24

New

Ten minutes to take back a change to your night window (#1303). The night window is the one setting that has to match something outside the game — when you actually sleep — and it can only be moved once every 24 hours. Until now, an hour set by mistake was set for the day.

For ten minutes after you move it, the control offers one button: Undo — back to 22:00 · 4m left, naming the hour you came from on your own clock and counting down what is left of the offer. Press it and that hour is restored. It is on the HUD row on desktop and tablet, and in the settings sheet on a phone, and it stays usable while the window itself is locked.

The button says the rest out loud: the 24-hour wait keeps running. The undo takes you back to where you were, and not on to a third hour. That is deliberate — it is what stops the grace from becoming a way to re-aim the window at whoever is attacking you, because the hour it restores was already the one in force.

This came from a player who set the wrong hour the day the picker switched to local time, and could not fix it for a day.

Also

The hour a mis-set move can be restored to is now remembered per commander, and the settings your client receives carry it. Nothing you had set changes, and if you have not moved your window in the last ten minutes there is simply nothing to take back.

1.10.1 — 2026-08-24

Fixed

Also

1.10.0 — 2026-08-24

New

You can now hear an attack coming (#1290). The incoming-fleet alarm has always been something you could only see — the red chip in the HUD, and on the phone the pulsing screen edge in the last ten minutes. Both need your eyes on the game, so the most urgent thing that can happen to you was also the easiest to miss while you were reading the market in another window.

A fleet newly on its way now sounds a cue: a low three-second swell, dark and restrained, not an alarm bell. It plays once per attack — never once per poll, however many hours that fleet stays in the sky — and it stays quiet for anything that was already in flight when you opened the game, so refreshing the page mid-siege will not replay an alarm you have been watching all evening.

It respects your sound settings: mute silences it, and the SFX slider sets its level. It deliberately still plays when the tab is in the background, because that is the whole point of it. The phone notification opt-in is unchanged and still covers the app that is fully closed.

Thanks to Spacca-Mazza for the suggestion, and for naming the right register: dread, not panic.

1.9.0 — 2026-08-24

New

The fleet ledger is on the Overview (#1280)

The empire dashboard could tell you how many ships you owned, and what was in the air. It could not tell you where they were. That table already existed — one row per ship type, one column per colony, plus what is in flight, what is on garrison, and the total you own — but it lived only inside the Fleets tab. If you wanted to know which colony held the bombers, you opened your colonies one by one and added up.

It is now on the Overview too, below your colonies and above the fleets in flight. Same table, same numbers as the rest of the tab.

On a phone it starts folded — tap the FLEET LEDGER row to open it — because a wide table becomes one card per ship type there, and the summary above it is what that screen is for. Wherever the table fits, it is simply open.

It appears from your second colony onward: with one colony, the hangar already is the ledger.

Changed

Fixed

1.8.0 — 2026-08-24

New

Your first screen now says the galaxy is running (#1194)

A new commander used to arrive on an empty base with a build panel and a timer, and that was the whole game as far as he could see. The season, the war weeks, the market and every other empire were running the entire time — behind tabs nobody opens on their first visit.

The first-steps panel now closes with one quiet line naming the season that is running and how long the galaxy has left on it:

OUT IN THE GALAXY Season of the First Omen · 12d 4h left

No button, no badge, no sound. It appears while you are still working through the first steps and leaves when they are done — and it stands aside on the Season tab, where that countdown is already on screen and ticking.

Also

Three of the four directions the original issue proposed turned out not to need building, and saying so is part of the entry:

1.7.4 — 2026-08-24

Fixed

1.7.3 — 2026-08-24

Changed

1.7.2 — 2026-08-24

Changed

Every ship in the game is a real 3D model now (#1281)

The Colony Ship was the last hull still shown as a painting. Open its card in the Shipyard and it turns like every other ship; send it out escorted and the replay draws a real hull among the fleet instead of a cardboard cutout that gave itself away the moment the camera moved.

That closes the art pass. Sixteen hulls, sixteen models — the Spy Probe, the Shroudrunner and the Colony Ship were the last three, and they landed over the past two days.

Also

A player raised this one in universe chat, naming the Shroudrunner and the probe. Both went out earlier; this is the ship nobody complained about and that turned out to be the last one left.

One thing deliberately left for its own release: the Colony Ship, the Freighter and the Ark all draw a little smaller than their artwork did. It is an old quirk of how those three are sized rather than anything new, and correcting it moves two ships that are already flying, so it gets its own change and its own look rather than riding along with this one.

1.7.1 — 2026-08-24

Changed

The Shroudrunner is a real ship now, not a painting of one (#1281)

Open the Shroudrunner's card in the Shipyard and it turns: the illustration fades into the actual hull, which you can spin like every other warship in the catalogue. In a battle replay it is a real mesh among the rest of your fleet instead of a flat cardboard cutout that gave itself away the moment the camera moved — and its running lights are lit.

It also arrives at the right size. The catalogue rates the Shroudrunner a shade larger than an Interceptor, and until now the model would have flown at half that: review caught it before it reached you, and there is a new check that measures every hull against its class so the next ship cannot arrive shrunk.

Fifteen of the sixteen hulls in the catalogue now have a 3D model. The Colony Ship is the last one still waiting for its own.

Also

A player pointed this one out in universe chat — the Shroudrunner was named specifically. The Spy Probe, mentioned in the same conversation, was already dealt with a few releases ago.

1.7.0 — 2026-08-24

New

Rebuild your emplacements instead of waiting out the clock (#1261)

When a raid flattens your Defense Batteries or your Orbital Fortress, the emplacements used to come back on a clock and nothing else: one every 30 minutes, one Fortress platform every 2 hours. A wiped Batteries L14 was fourteen hours of watching a countdown with a full warehouse.

Now the Batteries and Fortress sheets offer to rebuild them, paid out of the colony's own ferrolite, xenogas and data at what that colony sank per emplacement. The bill for what the tap will actually buy is printed before you tap it, and when you cannot afford it the button tells you what a single emplacement costs instead of just refusing.

One tap proposes at most half your warehouse — this button sits under Upgrade and there is no confirmation step, so it should not be able to empty the fund you were saving for something else. When the whole line is within reach anyway, a second Rebuild all appears, so buying the lot is one deliberate choice.

Two things it deliberately does not do:

Rebuilding does not change what an attacker earns for destroying your emplacements again: a bought emplacement is worth exactly what a regrown one is worth, and the same weekly limits apply.

Synthetic empires got the same button, and they use it the way a player would — during their own waking hours, after a pause, on whichever of their colonies took the worst of it, and only out of what they can spare.

Also

The activity feed now names the colony and the price on the rebuild receipt, so two purchases minutes apart are no longer the same line twice.

1.6.0 — 2026-08-24

New

Hangar interdiction — cloaked hulls can finally catch the freighters they hunt (#1265)

A Shroudrunner's counter kit is freighters ×3, spy probes ×4, colony ships ×2. Against another player, none of it could ever happen: unarmed hulls stay in the hangar by default, and the reserve took no losses whatever the outcome. The ships those counters named were never in the battle, so bringing cloaked hulls to hunt an enemy's haulers bought you nothing.

Now, when an attack takes the colony, the winner's surviving ships run down the unarmed hulls they counter, caught in the docks:

The caught ships are destroyed and leave nothing behind — no loot, no debris, no season points. The attacker's reward is that your hold capacity is gone.

Three places tell you about it: the battle report names what was destroyed in the defender's docks, the activity row lists the hulls caught in the hangar beside your battle losses, and the Ship reference explains when a counter against an unarmed hull is worth bringing.

Changed

The Planetary Defense panel stops promising the reserve is safe (#1265)

It used to say the reserve "sits out the battle, safe in the hangar". That was true until this release and would now be the game telling you that a loss you are about to take cannot happen. It says what is true instead: out of the battle, not out of danger, with the share and the rounding spelled out — and it still says the part that has not changed, that armed ships held back are untouchable on the ground.

Thanks to RoyDisco, who spotted that the desk's own doctrine was wrong about this and that the mechanic underneath was oddly shaped.

1.5.0 — 2026-08-24

New

Changed

Also

1.4.1 — 2026-08-24

Changed

Also

1.4.0 — 2026-08-24

New

Your ally's own defences, on their distress call (#1263) — the "Allies under attack" card in Joint raids told you what was flying at a guildmate and nothing about what it was flying at. You could not find out any other way either: spy runs refuse a friendly target, so an ally who was offline could only be rescued blind.

Each threatened planet now carries what is already standing on it, in the words the rest of the game uses:

Their own defences at 3:58:2 — Bubble 12 (48,120 HP) · Emplacements ×9 · Fortress ×2 · Orbital Cannon · 340 ships

If there is nothing left, it says so in amber — nothing of their own takes the field — which is the moment a garrison is worth stripping your home cover for. If the colony is browning out, a line underneath tells you by how much, because a Bubble running on short power shows fewer hit points than its level would suggest and that is worth knowing before you decide how much to send.

It is your ally's own information, riding your ally's own alarm to their own guild. Nothing is revealed that they cannot already read on their colony screen, and no one outside the guild learns anything.

Fixed

"You never lose it to them" no longer reads as "your ships cannot die" (#1263) — that sentence meant you are not handing the fleet over to the defender, and more than one player read it as a promise that a garrison could not be destroyed. A guard fleet that then died in the battle contradicted what they believed they had been told.

The two facts are now two sentences: the ships stay yours, a garrison is never handed over — and they do fight, so they can be lost there like any fleet of your own.

1.3.0 — 2026-08-23

New

Changed

1.2.0 — 2026-08-23

New

A queued research can be taken back out of the queue (#1244)

Until now a research order, once queued, could not be taken back — the only way out was to wait for it to finish. That was worst exactly where it hurt most: an order needing a Laboratory level your network has fallen below stops the whole queue behind it, and there was nothing to do but watch.

Every queued order now carries an × in its slot. Pull one and it leaves the queue, the slot frees, and anything that was stuck behind it starts right away in the same request. Nothing is refunded because nothing was ever charged: a queued order is unpaid until it starts.

Two details worth knowing:

1.1.4 — 2026-08-23

Fixed

1.1.3 — 2026-08-23

Fixed

The ally who helps repel an attack is told they won (#1245)

Lend a fleet to defend a guild-mate's colony, win the battle, and the Activity feed told you that you had lost: «Battle (defender) — defeat», in red. Every single time.

The row contradicted itself in one sentence — the title already called you a defender, and the body underneath called it a defeat — and it was invisible unless you happened to win, because a defence that actually fell produced exactly the same row.

A garrison now reads the same row the colony's owner reads: victory, in green, with the siege note when there is one. A defence that falls still reads defeat, in red.

1.1.2 — 2026-08-23

Also

Nothing changes in the game this time. This release fixes the machinery that numbers the releases themselves.

Since 22 August the version has been plain 1.0.0, 1.0.1, 1.1.0 — the long 1.0.0-beta.N series was closed. It did not quite take: over the following day, 15 releases came out still numbered 1.0.0-beta.N, which is why the changelog you are reading has entries that look out of order, with a newer release sitting below an older-looking one.

The cause was mundane. The script that cuts a release is kept among the project's own files, so every working copy carries its own; the copies that had not been updated kept using the old numbering, and nobody noticed because the result looked like a perfectly normal release. From now on that script refuses to run unless it is the same version as the code it is about to release — so a stale copy stops the release loudly instead of quietly mis-numbering it. The script that deploys the site is checked the same way, since the release runs it.

The old tags stay exactly as they are. Renumbering or deleting them would break every link that already points at them; they are simply out of sequence, and the sequence behaves again from here.

1.1.1 — 2026-08-23

Also

Nothing changes in the game this time — no ship, no building, no agent behaves differently. This release fixes two tests that had been quietly given expiry dates.

Both described a moment "in the future", but wrote it as a fixed date rather than a distance from now. One of those dates arrived this afternoon and the test simply stopped being true, which froze the whole release pipeline: nothing could be merged or shipped while it was red. The second would have done the same thing on Monday.

Both now measure from the real clock, so they stay true whenever they run, and a new check fails if anyone writes a future date the old way again. To be sure there was not a third one hiding, the entire test suite was re-run with the clock wound forward a week, a month, a year and nearly three years: green at every point.

1.0.0-beta.241 — 2026-08-23

Nothing changes in the game this time. No balance moves, no screen looks different, and no empire gains or loses anything. This one is a rule that was written down but never actually enforced, and is now enforced.

Fixed

The Pirate Beacon was never really exempt from Dark Matter (#1228). Dark Matter is meant to be a currency for real empires only: the pirates who hold the Beacon were supposed to be left out of it, and the game said so. In practice the check never excluded anyone. It asked each colony who owned it, but never actually looked up the owner, so every answer came back "a real player" — pirates included — and the whole galaxy went through a gate that had been built to stop them.

Nobody was ever paid a unit they should not have been, and it is worth being precise about that rather than leaving it to be imagined: producing Dark Matter needs a Particle Accelerator, the Beacon has none and never builds one, so the amount owed to it was always zero. Every pirate, faction and relic holding in the game was sitting on exactly 0.000 Dark Matter when this was found. The rule was not being bent — it simply was not doing anything, and would have given way in silence the first time a pirate holding ever came to own an Accelerator.

The check now happens where it cannot quietly stop working. As a side effect the periodic sweep also stops picking up the hundred-odd pirate and guardian colonies it had no use for, every five minutes.

1.0.0-beta.240 — 2026-08-23

Fixed

A pickup's two diary lines now land under the same Activity chip (#1229)

Sending a fleet to fetch resources from one of your own colonies writes two lines in Activity: one when the hold is loaded at the far colony, one when the fleet lands back home. Until now the first was filed under Economy and the second under Empire.

If you tapped Empire to keep an eye on your fleets, you saw trips end that you had never seen begin. If you tapped Economy, you saw a hold get filled by a fleet that then vanished. Both halves of a pickup now sit under Empire, next to your transports, transfers and returning fleets.

Two Contested Space lines moved to Combat (#1229)

Two more lines were filed under Economy when nobody would ever look for them there, and both are now under Combat:

Also

Nothing else changes in the game. The chips themselves, their counts and every other line in Activity are exactly where they were.

1.0.0-beta.239 — 2026-08-23

New

Also

1.0.0-beta.238 — 2026-08-23

New

Also

1.1.0 — 2026-08-22

New

Fixed

1.0.0-beta.237 — 2026-08-22

New

Also

1.0.0-beta.236 — 2026-08-22

Fixed

1.0.0-beta.235 — 2026-08-22

Fixed

Changed

1.0.0-beta.234 — 2026-08-22

New

Fixed

Also

1.0.0-beta.233 — 2026-08-22

New

A warning before a launch empties your colony (#549)

Sending an attack, a garrison, a joint raid or a redeployment could quietly take away the last defence your colony would actually put on the field. The mission left at once, and the first you heard about it was a battle report from a colony that had been standing open the whole time.

Now the game stops and tells you first. When a launch would turn a defended colony into one with no defences of its own, you get an explicit decision naming the colony and what you are exposing:

Two details that decide whether a prompt is worth reading. It judges what STAYS BEHIND, not what you selected: leaving a single scout at home does not buy you a quiet launch, because a scout is not something the battle engine fields. And it only fires on the change — a colony that was already undefended does not ask again, so the warning stays rare enough to mean something when it does appear.

The test for "undefended" is now literally the same one the battle engine uses to stamp that word on your battle reports: ships, defence plans, Batteries, Fortresses, Shield, Orbital Cannon, planet traits and energy shortfall, all from one definition. What the warning calls exposed and what a battle calls unopposed cannot drift apart.

Also

The return time shown in the warning is the latest planned return before any battle delay — bonuses that only the server knows can bring the fleet home sooner. When the game does not yet know your travel settings, it says so in words instead of showing you a number it cannot stand behind.

1.0.0-beta.232 — 2026-08-22

New

The Guild tab tells you when something needs you (#1182). Until now, opening the Guild tab was the only way to find out whether anything was waiting behind its fifteen doors. Three of them now say so before you open them:

Two colours, and the difference is deliberate: red is something happening on a clock, cyan is something waiting with none. The Guild tab's own dot in the navigation follows only the timed half — a raid forming, or a guildmate with a fleet on final approach — so it never burns all evening over something nobody has to rush.

Both the phone's command room and the desktop rail now show all of this. They used to keep two separate lists of what each door says, and those lists had already drifted apart, so some doors told desktop players things they never told anyone on a phone. There is one list now.

An attacked guildmate arrives with their Observatory reading (#1182). The "Allies under attack" list used to give you a name, a coordinate and a countdown, and then say their observatory sees these fleets coming without showing you any of what it saw. It now shows the readout that guildmate's own Observatory produced: where the fleet is coming from, who is flying it, how many hulls or what size, which classes, and — at the top levels — the exact composition.

Nothing new is being revealed. It is the defender's own intel about an attack on themselves, at exactly the detail their own Observatory buys, riding their own request instead of being retyped in chat. And when their sensors could not read the fleet, the row says so in red — fleet unidentified, or partial reading — cloaked hulls are not counted — because a cover sized against four visible hulls is the wrong cover when sixty are coming.

Also

The Observatory readout appears wherever more than one fleet is inbound, and says which of them it is describing. Numbers in it are grouped in thousands, and a single incoming hull is now "1 ship" rather than "1 ships" on both the guild's row and your own inbound alarm.

1.0.0-beta.231 — 2026-08-22

New

Tier 8 Mastery: three choices, and each one costs you something (#1108)

Research used to reach the Eschaton Depths and find nothing waiting there but more storage. Tier 8 now asks you to decide, three times over — and all three are trades. Both halves are on screen before you commit.

Battle stances, chosen per fleet at launch, once you have researched Admiralty:

The stance belongs to the fleet that leaves. Change your mind and the fleet already in flight keeps the orders it launched under. On a joint raid every ally fights under their own — the one who opened the raid does not choose for everybody.

Pursuit can only be taken where its cargo cost can actually be charged, so it is offered on a raid or a loaded run and not on a probe or a garrison, where it would be free speed.

Planetary mandates, one per colony, changeable every 72 hours, once you have Planetary Mandates:

Industrial edicts, one for the whole empire, also on 72 hours, once you have Industrial Edicts:

An edict changes what the next order costs in time, never one you have already paid for: a queue you filled yesterday keeps the durations you were quoted, in both directions. Changing or dropping an edict settles what your colonies have already earned first, so it can only ever price the future.

Choosing nothing is still a choice, and it is free — an empire, a colony or a fleet with no selection behaves exactly as it did before today.

Changed

The mission composer now prices the stance everywhere it shows you a number, not just in one place: the battle forecast, the loot estimate, the fleet totals, the cargo cap and the arrival time all reflect the stance you picked. Under an edict, the build and shipyard panels quote the duration the order will actually take.

Also

Every account gets its first mandate and its first edict change immediately: the 72-hour clock starts when you first use one, not when this update shipped.

1.0.0-beta.230 — 2026-08-22

New

The spy report launches the attack it justifies (#1179)

An espionage report told you everything about a target except how to get there. You studied the defences, the fleet and the emplacements in Activity — then walked to Missions and re-found the same address by hand, usually through the Recent row, which carries none of the report's context. Deciding with the intel in front of you meant memorising three numbers across a tab switch.

Every espionage report now carries two actions under its header, without opening the card:

Nothing is sent by pressing either one: they aim, you still choose the fleet and launch.

The intel comes with you. Missions already looks up the freshest espionage report for whatever coordinates it is aimed at, so the report's age, the attack forecast built on its snapshot, and the Advisor are all there when you arrive — which is why this needed no new panel anywhere.

The actions do not judge whether the target can be hit. A shielded target is still aimable, and the launch itself is where that gets refused, as before. The report shows you what a probe saw; it does not hand out permission.

1.0.2 — 2026-08-22

Changed

Also

1.0.0-beta.229 — 2026-08-22

Changed

1.0.1 — 2026-08-22

Changed

Also

1.0.0-beta.228 — 2026-08-22

Fixed

1.0.0-beta.227 — 2026-08-22

New

Every battle in the galaxy is replayable (#1168). The Activity feed has always told you that a battle happened — who struck, where, what they carried off. Now it will show you. Every battle row in the galaxy's chronicle has a Replay button, and it opens the same film the people who fought it watch: every salvo, every round, the shield pool going down, the batteries firing.

Your own old battles came back (#1168). The archive only ever kept the replay for your last twenty reports; past that you could scroll to a battle and find nothing to open. Those rows have their Replay button back, however far down you go.

Changed

A battle opens to the galaxy a day after it is fought — your own, at once. A fresh report is not just a story, it is a map: it carries the defending fleet's formation, the strength its walls started with, and the ships each attacker still has in the air on their way home. Handed to everyone the moment the shooting stopped, that would have been a free scouting report on whoever had just been in a fight — better than a probe buys, with no probe to lose and no warning to the person being read. A day later the fleets have landed and the losses are rebuilt, and what you are watching is a war story.

Whoever was in the battle never waits: attacker, defender, everyone who joined the raid, and the allies who had a garrison there.

What a stranger sees of your battle. The battle itself is the same for everyone watching — the ships, the rounds, the losses, the outcome. What does not travel is where each fleet set out from and the research each commander fought with: the things a spy has to be sent out for.

Beyond your last twenty reports the archive offers the replay but not the Details panel, and now says so instead of leaving a button silently missing.

1.0.0 — 2026-08-22

Changed

From here the version carries a little information. When a release adds something we call out as new, the middle number moves; when it only fixes or adjusts, the last one does. So 1.1.0 and 1.0.1 usually tell you something different before you read a word — usually, not always, because it is the release notes that decide, and a small addition sometimes travels under a heading that does not announce itself.

Every earlier release keeps the name it shipped under. Nothing was renumbered, nothing was removed, and no existing link changed.

Also

1.0.0-beta.226 — 2026-08-22

Fixed

The Command Center stops telling you the ladder is over at 15 (#1159)

From Command Center 15 upwards, the gold "At the next level you unlock" panel — the one you decide a ~430k ferrolite upgrade from — said there was nothing left to unlock. That was wrong, and the game had been granting things above 15 the whole time.

You really do get, and now you are told about it one level in advance:

The "The road ahead" list had the same hole: it showed nothing at all to anyone at Command Center 15 or above, which is to say to the players with the most Command Center left to buy. It now opens on the whole remaining ladder.

And it stops promising build queue slots that were never coming

The same panel said "queue slots keep growing regardless". They do not: the fourth slot arrives at Command Center 13 and is the last one. A player at 16 read that sentence and, fourteen levels later, still had four slots. It is gone.

Changed

Every Command Center level from 1 to 30 now says what it gives. Levels that raise only the level cap say exactly that, instead of the old line that opened by denying it unlocked anything — under a heading announcing an unlock — and went on to promise a build-time speed-up that, at some of those levels, the panel's own discount row measures as zero.

The colony advisor no longer offers one of those levels as a reason to buy the Command Center. A level whose only content is the cap is not an argument for spending on it, and that suggestion sits one tap from the queue button.

1.0.0-beta.225 — 2026-08-22

Changed

1.0.0-beta.224 — 2026-08-22

New

Changed

1.0.0-beta.223 — 2026-08-22

Changed

Also

1.0.0-beta.222 — 2026-08-22

Fixed

The colony no longer opens with its base tucked under the HUD (#616)

On a phone the colony fills the whole screen and the interface floats on top of it: the resource bar covers the first 150-210 pixels, the navigation bar the last 60-95. The camera had never been told any of that — it centred your base on the middle of the screen, which put it 45 to 81 pixels above the middle of the strip you can actually see, with its top edge sitting behind the HUD.

The Base tab now measures those two bands and opens the colony in the middle of what is left free. On a planet whose painted ground is not offset the centring is exact; on rock and ice the terrain calibration keeps 12 to 27 pixels of the old drift, because the alternative would be showing you the edge of the world.

Two consequences worth knowing about, both on phones only:

On desktop and in landscape nothing moves and nothing costs anything.

1.0.0-beta.221 — 2026-08-22

The Events tab is gone. What was in it is now in two better places.

Changed

Fixed

Also

1.0.0-beta.220 — 2026-08-22

New

1.0.0-beta.219 — 2026-08-22

Fixed

Also

1.0.0-beta.218 — 2026-08-22

Fixed

Also

1.0.0-beta.217 — 2026-08-22

New

Changed

1.0.0-beta.216 — 2026-08-22

Fixed

The Missions "Recent" row now tells you how much salvage is out there (#586)

After a battle, wreckage is left floating at those coordinates, and the game has always worked out how much of it is still there — decaying it hour by hour, subtracting whatever you have already lifted. You never saw that number in the Recent row. It was computed on every refresh and thrown away.

The row had a whole chip type for it, and that chip could never appear: a coordinate only gets a salvage estimate because one of your own battle reports left wreckage there, and that same report already puts a "battle" chip on the row, which won every time. So the figure existed and was never once shown to anybody.

Now the chip that does appear wears the estimate next to the address, in gold: • 4:2:7 ♻ ≈ 305,000,000. You can see there is a harvest worth sending recyclers for before picking the target, instead of having to select each coordinate in turn to find out. The tag rides on whichever chip you get — your own colony with wreckage in its orbit, a target you have a fleet already flying to, a coordinate you pinned — not only on battle chips.

The figure is an estimate and says so with : it is too high if somebody else has harvested there without your knowing, too low if somebody else has fought there. It does not yet subtract a harvest of your own that is still in flight — that is #1146, and it affects the target panel and the Fleet Advisor the same way it always has.

Removing a chip with × still hides everything known about those coordinates, salvage included, until a newer contact brings the chip back — and when it comes back, it comes back with the figure.

1.0.0-beta.215 — 2026-08-22

New

Fixed

Also

1.0.0-beta.214 — 2026-08-22

The Research screen has been rebuilt, on both desktop and phone.

New

The research queue is a bench, not a row of dots (#1130). Before, your lanes and queue slots were ten-pixel dots with a line of text beside them — and one hollow dot was drawn for every slot the game can ever grant, so a new player counted four and owned one. Now each lane is a card: what is running, how far along, how long left. Your queue slots sit beside them, and the next slot you have not unlocked yet says which Laboratory level opens it.

The Laboratory network and your treasury are on the same panel. The number the game actually researches with, the arithmetic behind it when you own several Laboratories, and the three resource totals that every cost on the screen is measured against.

Every card now shows what its next level costs and how long it takes. That used to live only inside the detail panel, so choosing between two Disciplines meant opening one, reading two numbers, and going back. A green or red dot tells you whether your mother colony can pay for it today, and when it cannot, the card says which resource is short and by how much.

Filter and sort the catalogue. Affordable now, In the queue, Locked, and a shortest first sort — the two questions the grid could not answer before.

Disciplines, the tech tree and the Dark Matter apex are one catalogue. They used to be three sections stacked down a page four screens long; the tree began below ten cards and a detail panel, so a player who had never scrolled that far did not know it existed. They are one switch apart now, and the switch says how much of each you own.

Fixed

A locked tech tree node tells you what it is waiting for. A padlock said "no" forty-odd times and never said why — finding out meant opening every node in turn. Each locked node now names the one thing that is missing: a Discipline level, a prerequisite, or a Laboratory.

A queued order that cannot start says so. If your Laboratory network drops below what a queued order needs — leaving a guild can do it — that order stops the whole queue, and every order behind it. The screen used to say it was waiting for a lane, next to a lane it had drawn as free. It now says the queue is on hold and which level it is waiting for.

A waiting order and a stalled one no longer look identical. An order waiting its turn and an order the treasury cannot pay for were drawn the same way while the queue sat still.

A card no longer prices a level you already bought. With an order running, the queue level and the next level are two different numbers, and the card was mixing them.

Changed

The tree's symbols are drawn instead of typed. The branch and node emoji came from the system's colour emoji font on iPhone and iPad, which ignores colour — a locked node's symbol was as bright as an unlocked one, and sizes differed from device to device. They are proper icons now and take the colour of whatever state they are in.

1.0.0-beta.213 — 2026-08-22

Fixed

The Proving Ground board was ranking the wrong thing (#1126). A strike used to be scored on everything it landed, including the shields the boss soaks up — and those shields grow back between rounds. So a fleet that could not break through kept hitting the same shields over and over, and every round added to its score.

The result was a board that rewarded taking longer. Measured on the live server: of two fleets that both destroyed the boss outright, the one less than half the size scored 78% higher, purely because it needed 400 rounds instead of 6. The empire at the top of the Armada bracket would have improved its standing by scrapping half its navy.

A strike now scores the boss hull it destroyed. Shields do not count. The whole wall is a fixed amount of hull, so that is the most any strike can score — and once you can break it outright, what still improves is how few rounds you need. The board shows those rounds next to every score, and a row that took the whole wall is marked with a ★.

Changed

Every score on the board has been reset, and this is not a bug. Scores taken the old way cannot be compared with scores taken the new way, so every existing strike has been retired. Open the Proving Ground and strike once to get a score on the new scale — it costs nothing, as always, and nothing is lost.

Expect a much smaller number than before. That is the point: the old figure counted the same shields hundreds of times. The new one counts what you actually broke.

Also

Battle reports credit a fleet that surrenders correctly now — a defence that gives up without firing used to be recorded as if almost nothing had happened to it.

1.0.0-beta.212 — 2026-08-22

New

Changed

Also

1.0.0-beta.211 — 2026-08-22

New

Fixed

Changed

Also

Space is the same colour it has always been. Rendering the whole frame through one final tone-mapping pass would have taken the deep blue of space almost to black and the faint nebulae with it; the backdrop is authored against that pass so it arrives where it always did.

1.0.0-beta.210 — 2026-08-21

Changed

Also

1.0.0-beta.209 — 2026-08-21

Fixed

1.0.0-beta.208 — 2026-08-21

New

Changed

Also

1.0.0-beta.207 — 2026-08-21

Fixed

1.0.0-beta.206 — 2026-08-21

New

The map now tells you where the contested worlds are.

The system dropdown marks which systems hold one — 3 ◆, 6 ◆, and so on — so you can see which door to open before you open it. Fly to one and the world itself wears a gold ring, with its own name written beside it: The Cindergate, Ember Crown, Ashfall Reach. There is a new entry in the map key for it.

This mattered more than it sounds. The Event Sector is nineteen systems of eighteen planets, and six of those slots are contested — one per system, in six systems out of nineteen. Thirteen systems hold none at all. Unless you already knew the coordinates, walking the sector and finding one was luck.

Fixed

Until now the six were labelled "The Verge Watch" on the map — the name of the neutral garrison that holds a world nobody has captured. The same words on all six, indistinguishable from each other and from any other outpost. They read as their own names now, and a world a guild has taken keeps its name rather than reverting to the garrison's.

Also

The Contested Space panel still lists all six with their coordinates, and still tells you who holds what and for how long. What changed is that you no longer have to memorise a number from it and go hunting: the answer is on the control you were already using.

1.0.0-beta.205 — 2026-08-21

New

Also

1.0.0-beta.204 — 2026-08-21

New

Fixed

1.0.0-beta.203 — 2026-08-21

New

The six contested worlds are now structures on the map itself, not just in their detail panel.

Fly the event sector and you can see which planets are the contested ones without opening anything: where the other seventeen orbits carry rocks and gas giants, these carry built things — Ashfall Reach, The Cindergate, Hollow Meridian, Sable Anchorage, The Long Silence and Ember Crown, each turning slowly on its own orbit.

The sector already told you it was different — the green nebula, the pale star — but it never told you which worlds mattered. Now the map does.

Changed

They are drawn larger than the body they replace, and that is deliberate rather than decorative. A planet is a solid disc; a station is mostly empty space — a tower, a ring, a spire — so at the same size it reads as a scratch on the dark instead of a place. Twice the body, which is as much as fits between one orbit and the next.

Also

Nothing extra is downloaded to look at the map: a world's structure is fetched only when you actually visit the system that holds it, and it is the same model the detail panel already uses. Systems outside the six are untouched, and so is every other sector.

1.0.0-beta.202 — 2026-08-21

Also

1.0.0-beta.201 — 2026-08-21

Changed

Fixed

Also

1.0.0-beta.200 — 2026-08-21

Fixed

1.0.0-beta.199 — 2026-08-21

Fixed

1.0.0-beta.198 — 2026-08-21

Nothing changes in the game this time. No new building, no rebalance, no screen you have not seen before — this release is a floor under the combat engine, and the best possible outcome is that you never notice it.

Fixed

Also

1.0.0-beta.197 — 2026-08-21

New

Contested worlds are no longer drawn as planets. Tap one of the six in the galaxy and you now see its own structure — a built thing, turning slowly against the dark, different for each world.

They were spheres until now, which was the one thing a contested world is not: a station is not a rock, and the panel had been showing a rock. Ashfall Reach, The Cindergate, Hollow Meridian, Sable Anchorage, The Long Silence and Ember Crown each have their own.

And the panel says which one you are looking at. The six have had names since the day they opened, and the detail panel never showed them — the only place you could read them was the Events tab. Now the world's name sits at the top, next to its coordinates.

Changed

The picture is bigger on a phone, where there is room for it. A sphere reads at any size — it is one circle — but a structure's meaning is its shape, and at the old size the panelling on these simply disappeared. On a phone held upright the panel now puts the structure above the text instead of beside it, so it gets close to the full width. On a short phone, or one held sideways, the layout stays as it was: there is no room there without pushing the buttons off the bottom of the screen, and a smaller structure is better than a button you cannot reach.

Also

Nothing is downloaded until you actually open one of the six, and each structure is about a megabyte — roughly what one of the ship models costs. The rest of the galaxy is untouched.

1.0.0-beta.196 — 2026-08-21

Fixed

Also

1.0.0-beta.195 — 2026-08-21

Changed

Also

1.0.0-beta.194 — 2026-08-21

New

Fixed

Also

1.0.0-beta.193 — 2026-08-21

Changed

On a wide screen the Colony tab is now two columns. The colony's identity and its stockpiles sit in a rail on the left; the advisor, the build queue, the fleet and the whole buildings list get the space on the right. Before, everything was one long column: on a 1440px monitor the buildings list started below the fold, and the resource cards you had already read were what you scrolled past to reach it.

On a narrow screen the order changed too. The advisor — the panel that answers "what do I upgrade now" — comes second, straight after the colony's name. It used to sit behind roughly 330px of resource cards and two more panels. The cards still say everything they said; they are simply no longer in the way of the answer.

New

The buildings list has family filters: All, Production, Military and Civic, each carrying the number of buildings it will show for this colony. They use the same three colours the Base map uses for the same three families. The filter follows the colony you are looking at: switch colony and it resets, so you never arrive at a screen that looks empty because of a choice you made somewhere else.

Fixed

1.0.0-beta.192 — 2026-08-21

Fixed

The Weekly Chest no longer opens under your finger (#1069)

Collecting your fifth Daily Wrap of the week is what earns the Weekly Chest — and the board refreshes the moment you collect. So the chest appeared, with an Open button identical to the one you had just pressed, in the same list, right under your thumb. A second tap landed on it, and the chest was spent before anyone decided to spend it.

Opening a chest now takes two deliberate taps. The first arms it; the row then shows Open chest and Cancel, with Cancel in the spot Open used to occupy — so a repeat tap in the same place cancels instead of opening. The warning sits above the buttons, so a tap at the old height hits nothing at all.

The chest now tells you what it will cost before you open it (#1069)

The chest pays production hours from your whole empire into a single warehouse — your home colony's. On a large empire that can be more than the warehouse holds, even when it looks far from full, and the overflow is simply lost. The only warning before was "your warehouse is nearly full", which stays silent in exactly that case.

The confirmation now says it plainly: roughly what the chest pays, roughly how much would not fit and would be lost, and whether a chrono shard arrives at all. If it does not fit, the chest will wait — spend or upgrade first, then open it. It also warns you what waiting costs: earning a newer chest converts this one's shard for good.

1.0.0-beta.191 — 2026-08-21

Fixed

1.0.0-beta.190 — 2026-08-21

Fixed

Changed

Also

1.0.0-beta.189 — 2026-08-21

New

Anomaly signals: the list the map could never be (#524)

Finding an anomaly meant reading the political map by eye. Eight sectors, nineteen systems each, and at low Astrometrics most of those screens hold nothing — the sky shows you 2 + Astrometrics/3 signals per sector, so the sweep is mostly empty space. The players who checked least often paid the most for it.

Galaxy now carries a list. Every system with a signal you can see, one badge per signal, sorted by tier or by distance from home. Tap a row and you are in that system, on the slot, ready to plan the expedition. On the desktop it sits above the map already folded, and its header alone tells you how many signals are out there; on a phone it is a chip that opens a sheet, next to Wanted and Targets.

Nothing about what you can see has changed. Astrometrics still decides which tiers reach you and how many, exactly as before — the list only shows what the map was already drawing as a dot, and finding the exact planet still means opening the system, same as always. What is gone is the sweep.

Two things the list does not do. It does not name the outcome type, even with the Deep Observatory built: that reading lives on the planet's own card, one tap further in, and it has stayed there. And it does not appear at all when nothing reaches you — there would be nothing to open, and the note on the map already explains why the sky is quiet.

1.0.0-beta.188 — 2026-08-21

The Empire Overview now opens by telling you which colony is waiting on you, instead of leaving you to find it.

New

Fixed

Changed

1.0.0-beta.187 — 2026-08-21

Fixed

Also

1.0.0-beta.186 — 2026-08-21

New

Contested Space — the Event Sector is now guild territory. Sector 9 holds six worlds you can take and hold with your guild: Ashfall Reach, The Cindergate, Hollow Meridian, Sable Anchorage, The Long Silence and Ember Crown.

The garrisons are tuned to the strength of the field rather than to its single strongest empire — deliberately, so that these worlds are something a guild can organise around instead of something only one player could ever reach.

Two notes for the curious: worlds where somebody had already planted a colony are out of rotation for the season and show as "occupied", and a guild without a foothold in the sector cannot score there — this is a guild contest, and the panel in Events says so.

Also

The Event Sector had one participant in each of its last two seasons. This is the answer to that.

1.0.0-beta.185 — 2026-08-21

Also

1.0.0-beta.184 — 2026-08-21

New

Changed

Also

1.0.0-beta.183 — 2026-08-20

Changed

Fixed

Also

1.0.0-beta.182 — 2026-08-20

New

Also

1.0.0-beta.181 — 2026-08-20

Fixed

Now the landing is checked against the fleet as it stands at that moment. If anything changed underneath — a battle, or another run of the same return — the deposit is undone and recomputed from a fresh read, so what reaches the hangar is the survivors, and it reaches it once.

Also

Known

1.0.0-beta.180 — 2026-08-20

Fixed

Changed

Also

1.0.0-beta.179 — 2026-08-20

New

Each planet now lights its own colony (#472)

Until now every colony looked like the same colony. The ground under your base changed from world to world — a lava field, an ice sheet, a gas deck — but the buildings standing on it were drawn under the same neutral light everywhere, as if they had all been cut from one photograph.

Now the planet lights what you build on it. Walk into a colony and the whole base sits in that world's light: every building, at every stage, the placement preview included.

Two things stay deliberately untouched by the light, because they are signals and not scenery: a level-0 blueprint keeps the same teal on every world, and the "you cannot build here" red on the placement preview reads identically everywhere.

And it stays a light, not a repaint — the art is the art, it is just no longer lit the same way on four different worlds. The four lights were tuned by measuring the actual sprites, so the difference is one you can see, not one that only exists in the code.

Also

The full version of the suggestion this answers — buildings actually redrawn per planet, molten metal on a lava world — would be more than two hundred new pieces of art, and is not in this release. Neither are the targeted re-skins of the buildings each world's economy already favours. The building thumbnails in the build menus stay neutral on purpose: those are pictures of a building type, and they should look the same wherever you are.

1.0.0-beta.178 — 2026-08-20

Fixed

Also

1.0.0-beta.177 — 2026-08-20

New

Also

1.0.0-beta.176 — 2026-08-20

Fixed

1.0.0-beta.175 — 2026-08-20

Changed

1.0.0-beta.174 — 2026-08-20

Changed

Also

1.0.0-beta.173 — 2026-08-20

Fixed

1.0.0-beta.172 — 2026-08-20

New

Changed

Also

1.0.0-beta.171 — 2026-08-20

Fixed

1.0.0-beta.170 — 2026-08-20

Fixed

Synthetic empires respect the human-war brake (#982)

Before, a synthetic leader could declare war on a guild containing players before tension reached the protected threshold. Now the declaration requires 55 tension whenever at least one person is in the target guild, while wars between synthetic-only guilds still unlock at the normal 40 tension.

1.0.0-beta.169 — 2026-08-20

Changed

Also

1.0.0-beta.168 — 2026-08-20

Changed

Also

1.0.0-beta.167 — 2026-08-20

Changed

Also

1.0.0-beta.166 — 2026-08-20

Changed

Also

If a 31-hour order surprised you, it is worth knowing the wait is not fixed: the same 169 Monitor Frigates take 31.9 hours at a bare Shipyard 2 and 3.8 hours at Shipyard 20 with the shipyard research, Cybernetics and a Nanoforge behind it. Splitting a batch across free slips helps too — they build in parallel, and the sheet has always said so when you have more than one free.

Pointing you at a different colony whose yard is idle is not in this release: getting that right means weighing the flight home, that colony's own resources and its own shock, and a half-right version would send you somewhere slower. It is tracked separately.

1.0.0-beta.165 — 2026-08-20

Changed

Also

1.0.0-beta.164 — 2026-08-20

Fixed

A note to ourselves that was not true (#993)

Nothing here changes the game. It corrects the repo's own paperwork, and it is in this log because the previous release (beta.163) fixed a check that had stopped recognising this very page — and then explained itself, four times over, with a sentence that was wrong.

That sentence said the safeguard runs "in CI", meaning automatically on every proposed change. This project's automated-checks workflow has been switched off for a long time; every green is produced by hand before a release goes out. So the sentence described a safety net that is not there. The safeguard is real and does run — as part of the checks that must pass before anything ships — but that is a different claim, and it is the one now written down, along with the one place in the process that skips those checks.

The reason to spend a release on a comment: this is the same failure as beta.163 itself, one level up. Two halves of something that must agree, drifting apart, with prose asserting they still do. A note that says a thing is protected when it is not is worse than no note, because the next person believes it.

1.0.0-beta.163 — 2026-08-20

Fixed

Releases can reach you again: the ship's own check had stopped recognising this page (#987)

Nothing a player could see was ever broken here, and the changelog has been serving correctly all along. What broke is the last step of shipping anything else.

Before every release goes live, the deploy fetches this page and checks it is really the changelog — not the game's login screen, which the server would also answer with a cheerful "200 OK" if the page were missing from the build. The only reliable proof is the page's title. On 20 August that title was reworded from «Novarchy — Changelog» to «Changelog — Novarchy», and only one of the two sides that have to agree was updated. From that moment every deploy in the repo stopped at the smoke step, reporting a page it did not recognise, on a production that was entirely healthy.

The check now recognises the page again, so releases flow. And the two halves are held together by something that runs on every change, in both directions: rewording the title fails loudly, and so does quietly widening the check to accept more than it should — the direction that would otherwise have looked fine while the check silently stopped doing its job.

If you are reading this entry at all, it worked: the release before this one had been finished and live for hours with no way to announce it.

1.0.0-beta.162 — 2026-08-20

Fixed

Guild bonuses no longer show a number they are about to change (#950)

In the first moments after opening the game — before your guild finished loading — anything your guild improves was shown at its base value, and then quietly corrected once the guild arrived.

If your guild holds a Science keystone, that was not a bonus arriving late. It was the wrong number, printed and then contradicted:

Now the game waits instead of guessing. During that moment the Laboratory's research row reads "— (checking…)" with a line saying your research network is still loading, and the recon-cap sentence simply is not there. Each fills in once, correct the first time. Nothing else on the card changes: the price, the build time, the power cost and the Upgrade button are where they always were.

If you have no guild, nothing changes for you at all — "no guild" is an answer, and your numbers were always right. If your other colonies have no Laboratory, nothing changes either: your guild's keystone cannot move a network you do not have, so there is nothing to wait for.

And if the game cannot reach your guild at all, it stops waiting after a few tries and shows the ordinary numbers rather than leaving those lines blank for the whole session.

1.0.0-beta.161 — 2026-08-20

Fixed

Changed

Also

1.0.0-beta.160 — 2026-08-20

New

Also

1.0.0-beta.159 — 2026-08-20

New

First Steps carries on to the market (#961). The guided chain used to stop at Command Center 3 and go quiet, and the measurement said that is where a lot of people stopped too: of the 114 players who collected every step, 43 were still at Command Center 3 days later — 40 of them more than a day old — holding an average of 4,179 resources against the 1,227 the next level costs. They were not saving up. Nothing in the game had ever told them the Command Center was the thing to buy.

The chain now runs three steps further: Command Center 4, Command Center 5, and the Trade Portal. That puts the market — the one early thing to do that involves other people rather than a timer — inside the tutorial instead of hours past it. It is about nine minutes of building, and it costs less than the chain has already paid you, so it is direction for resources you are already holding rather than a new grind.

Changed

The advisor stops hiding the Command Center. The "Suggested next" panel ranks by payback, and the hub never wins on payback — at Command Center 4 and 5 it was scoring zero and being dropped from the list entirely, on exactly the two levels that open the market and the second colony. It now says what the next level unlocks, and what it costs, as its own line above the ranking. The ranking itself is unchanged: the panel still tells you the fastest-paying upgrade first.

It also prices the hub properly for the first time. A second Site — a duplicate extractor or refinery, the strongest economy move in the early game — was worth nothing at all to the level that unlocks it. Now it counts, so the Command Center shows up on its own merits when it deserves to.

The Command Center's card shows two levels ahead, not one. At Command Center 3 that means you can see that level 5 opens the market before you have to go looking for it.

Fixed

Players who had already finished the old chain keep everything they had. Growing the tutorial could have closed the Contracts board, put out the daily-contracts dot and taken away the "Find your guild" card for everyone who finished before today. It does not.

Nobody loses a reward they earned. If you have collected steps waiting — including a step you cannot collect right now because your fleet is away — the chain stays open until you take them.

The onboarding funnel stops overcounting. An internal measurement was reading "this was already true before we started watching" as "the player got here". Only the admin dashboard shows it, but it is the number this change will be judged by.

1.0.0-beta.158 — 2026-08-20

The battle replay and the battle report are one click apart, on the same row of Activity. Until now they told different stories about the same fight.

Fixed

The Fortress was invisible in the replay (#948). A colony defended by an Orbital Fortress showed shots flying into a bare point on the defence line, and return fire coming back out of it — no hull, no sparks, no counter. The finale listed your Emplacements and never the Fortress, while the report a click away printed Fortress 1 → 0. The Fortress now stands on the line as the heaviest thing on it, fires its own artillery, loses pieces as it is shot at, and gets its line in the finale.

The Orbital Cannon's kills landed on the frame the verdict did (#948). The Cannon fires before the first round, so the ships it destroyed appeared in no exchange: their card sat full for the whole battle, then dropped in one jump — explosion and grey-out arriving together with VICTORY. The Cannon now has its own beat before round 1, where it actually fires, and the counters go down there.

"No resistance" over a fight that cost you ships (#948). A colony whose only defence was the Orbital Cannon produced no rounds at all, so the replay announced no resistance — and then your fleet lost ships three seconds later, on the same screen. A colony that fires its Cannon is not undefended, and the replay no longer says it is.

The Cannon's tally was wrong in raids. "Orbital cannon: … · N ships lost" counted only the last squadron's dead when two squadrons brought the same ship type. On the case measured for this fix it read 112 where 179 had died. The report now counts all of them, and records which squadron lost what — so a raid's replay scales the right squadron's card.

Also

Reports written before this update keep the old, undercounted Cannon tally, and the replay deliberately refuses to guess which squadron lost those ships: on those older raids the losses still land on the final frame. New battles are exact.

The Fortress borrows the Emplacements' art for now — it is the right size on the line, but it is not yet its own picture.

1.0.0-beta.157 — 2026-08-20

Fixed

Also

1.0.0-beta.156 — 2026-08-20

New

Changed

Also

1.0.0-beta.155 — 2026-08-20

Fixed

Also

1.0.0-beta.154 — 2026-08-20

Fixed

The Colony tab stops giving you two opposite answers about the same Laboratory (#953)

Your research network counts every colony's Laboratory, but it stops at twice your best one. Once it is sitting at that ceiling, buying levels on a smaller colony does nothing at all until your best Laboratory grows.

The Laboratory sheet knew that and said so: raising your best Laboratory is far cheaper. The Suggested Upgrades list, a couple of centimetres higher on the same screen, did not — it offered that Laboratory anyway, two levels at a time, and charged for both. Its button queues the build in one tap without opening the sheet, so if you followed the suggestion you paid for the pair and never saw the line telling you not to.

Now the advisor stays quiet about a Laboratory it should not be selling, and tells you why underneath the list: your research network is capped at double your best Laboratory: levels here add nothing until that one grows — raising your best Laboratory is far cheaper.

Nothing else about the advice changes. On a secondary colony below the ceiling, where a level is dead only because of rounding and the next one brings it back, the pair is still suggested exactly as before — and on the colony that holds your best Laboratory, the one you are being told to raise, the upgrade is still recommended at a single level's price.

1.0.0-beta.153 — 2026-08-20

Fixed

Stellar anomalies reach the whole galaxy (#937)

Anomalies only ever appeared in the oldest, most crowded corner of every sector. The weekly draw covered a fixed 120 planet slots — the galaxy as it was before it grew twice — while a sector actually holds 342. Roughly two thirds of the map could not produce an anomaly at all, and never had.

That old corner is also where every new empire starts, and it is almost fully colonised: a survey found the first three sectors sitting at 119, 120 and 119 of those 120 slots taken. An anomaly that appears on an already-colonised slot stays hidden, so most of each week's supply was born invisible exactly where the newest players were looking — while the emptier half of the galaxy, the half with room in it, produced nothing.

That is the real reason the Observatory so often looked bare, underneath the "the easy ones get taken on Monday night" explanation.

From Monday 31 August, the draw covers the whole sector. The number of anomalies per sector per week has not changed — still twelve — but they are now spread over the entire map instead of piling onto slots that are already someone's colony, so far more of them survive to be found. Measured across a year of weeks, about two thirds of every week's anomalies now land on ground that could never hold one before.

Nothing changes before that Monday. The current week keeps exactly the board it already has, and an expedition already in flight arrives at the anomaly it was launched at, even if it crosses the boundary.

Also

The Observatory's warning about when the next survey lands (#921, shipped in beta.143) was the visible half of this problem. This is the other half — the supply itself.

1.0.0-beta.152 — 2026-08-20

Fixed

The Pirate Beacon in your home system no longer outgrows you (#920)

The Beacon is where the game tells every new commander to learn to fight — the novice panel says so outright: train on them and keep it all. But a Beacon's gun emplacements grew with the age of the system, not with yours, and a system only ever gets one Beacon, seeded the day the first commander arrived there.

So if you registered into a system that had been lived in for a few weeks, your very first fight was against a fortress. On the live server right now, 70 of the 99 Beacons had already grown their twelve emplacements, and 178 commanders less than two weeks old were sharing a system with one.

That fight could not be won. Five starting interceptors beat a freshly seeded Beacon every single time; against twelve emplacements, twenty interceptors lose every single time — emplacements are built to shred light hulls. It was not a hard tutorial, it was an impossible one, and nothing you did caused it.

From this release, the Beacon in your own home system starts its clock the day you arrived. Its wall is as old as your command, not as old as the system — and it still grows, on your fourteenth day and again on your forty-second, so the siege lesson it was built to teach still comes. Just when you are ready for it, instead of before you started.

Nothing changes for established commanders: if you were already here before your Beacon was seeded, or you have passed its milestones, you meet exactly the wall you met yesterday. Every other Beacon in the galaxy keeps its true age for everyone — the relief is for the Beacon that is teaching you, not a soft target you can go hunting for. Settling a second colony next to an old Beacon will not soften it either.

Joint raids are the exception, deliberately. A raid always meets the Beacon at full strength, because a raid is not one commander's fight and the pack cannot be sized to its youngest member. If a Beacon is still your tutorial, opening or joining a raid on it is now refused with a clear message rather than sending your fleet into something your own scout report promised you would win. Strike it alone.

Your scout reports and the Fleet Advisor already speak the same language as the battle: the fleet the Advisor recommends is sized against the wall you will actually meet, on the phone app and in the browser alike, with no update needed.

One older report may still overstate a Beacon you scouted before this release — it will say you cannot win a fight you now can. Send one probe and the report corrects itself.

1.0.0-beta.151 — 2026-08-20

Fixed

The Shipyard opens on the Shipyard again, not on three notices (#904)

On a phone, opening a tab meant scrolling past a war line, a four-line shield paragraph and a three-line siege paragraph before reaching what you came for. They were always on and never changed, so by the ninth visit of the day you had read all of them and were still scrolling past them.

The shield and siege notices are now a single row of chips at the top of the tab — Under siege 2/3, Empire shield · 6h. The numbers you actually check stay in view; tap a chip and its full text opens underneath, on the same tab, right where it was. Tap again to close it.

Nothing is hidden for good: no dismissal is remembered, so a notice that still applies is there again next time you look.

A full siege bar is still spelled out in full. When the next lost battle can raze the colony, the line that tells you an allied garrison counts toward the defence that breaks the siege is not something you should have to go looking for.

On desktop nothing changes.

Also

The war line was already a single line on a phone and is untouched — collapsing it would have cost the opponent's name, which it prints when you are in one war.

Two notices further down the same stack, the first-steps panel and the guild prompt, are not part of this change: they sit above these ones and are still the tallest things on that screen.

1.0.0-beta.150 — 2026-08-20

Fixed

The Galactic Log was a market ticker (#914). With the economy busy, a burst of trades filled the whole public log and everything else — battles, colonizations, Eschaton sweeps, the War Week podium — dropped out of it within minutes. Tapping «Battles» to go and find them made it worse rather than better: the filters can only sort what the log already holds, so once the trades had taken every slot the filter answered with an empty page and looked broken.

Now every kind of event has a place in the log, whatever the market is doing. A recent battle, a colonization or a podium is still there under a wall of trades, and the filters have something to show again. Pirate raids and battles between players are kept apart too, so a night of hunting the Beacon no longer pushes the wars off the page.

Reported by QQQQ in the suggestions forum, with a diagnosis that turned out to be exactly right.

The War Week podium could announce the wrong winner. The medals were handed out by position in the list rather than by placement, so whenever the podium did not start at first place — which happens when the week's top scorer has no colony left when the prizes are paid — the log crowned the runner-up. Quoting the result into chat made it worse: a quoted podium carries a single name, and that name was always shown wearing the gold. Placements are read properly now, in the log and in chat, and a quoted result that is not first place says so.

A war week could appear twice, the second time incomplete. Left-over rows from the previous week were being assembled into a podium of their own, with members missing and a medal on whoever happened to come first. The log now carries the most recent week only, whole.

Changed

Trades read as news instead of a ticker. Three or more trades in a row are drawn as a single line — «12 trades · 6 traders» with the time and, if you were one of them, a mark saying so — which opens on a tap to show every one of them exactly as before. Nothing is hidden: any other event breaks the run, so a battle among the trades is never folded away, and under the «Market» filter nothing is grouped at all, because there the trades are what you asked for.

1.0.0-beta.149 — 2026-08-20

Fixed

Changed

Also

1.0.0-beta.148 — 2026-08-20

Fixed

Battle replays no longer show ships being fired at after they have exploded (#939)

Watching a replay, a group's health bar could hit zero and its name grey out, and then a whole further round of fire would still be aimed at the wreck before anything retargeted. A player watching a campaign fight reported exactly that — destroyed in round 3, shot at through round 4, retargeted in round 5 — and read it as wasted fire, and as the reason his battle kept ending in a stalemate.

The battle itself was never wrong. Fire inside a round is simultaneous and the engine stops aiming at a group the moment it dies, so not a single shot was ever wasted; the stalemate was the round limit against the hulls that were left. What was wrong was the replay's reconstruction of when each ship died, and it was wrong in two separate ways.

The battle report does not record deaths round by round — it records each shooter's rounded share of them. Those shares can add up to slightly more or slightly less than the ships actually lost, and the replay stretched them to fit, which slid deaths from one salvo to another and sometimes across a round boundary. On top of that, the counter on each card was updated in the order shots were fired, while the screen draws them in the order they land — and a torpedo is nearly twice as slow as a bolt, so a card could empty while another shot of the same volley was still in flight, then count back up.

Now a group's counter reaches zero only on the last salvo actually aimed at it, and it follows the impacts rather than the shots. Fire that looks simultaneous is simultaneous, the explosion and the grey-out land on the shot that did the killing, and nothing is ever drawn shooting at a wreck.

One consequence worth knowing: on a group that was wiped out, the replay and the report's damage breakdown can now credit the killing blow to different ships. Inside a single round the engine splits the kill between everyone who fired, so there is no true answer to which shot landed last — and a ship still standing while it is being shot at is something you can see, while that split is not.

1.0.0-beta.147 — 2026-08-20

Fixed

1.0.0-beta.146 — 2026-08-20

Fixed

Trades at the going rate now count toward "Close 2 trades" (#923)

You sold dati at the price the board was asking. The trade settled, the resources arrived — and the weekly contract card sat at 0/2. No error, no explanation, nothing anywhere in the game telling you a trade could settle and not count. To make the card move you had to price your dati about twice worse than the market for yourself, and hope somebody took the deal.

That is fixed. A trade at the going rate counts.

The rule was judging offers by adding ferrolite, xenogas and dati together one-for-one — a price nobody trades at, since dati changes hands at roughly twice a ferrolite. Measured over every settled trade in the game's history, it was refusing more than half of them, and the typical honest trade sat exactly on the limit. Fairness is now judged at the price the board is actually quoted at, which also removes something invisible but unfair: the same fairly priced offer used to pass or fail depending on which two resources it happened to involve.

The card now explains itself. Underneath "Close 2 trades" you will find the rule it is judged by — the size, the price, and the once-per-partner-per-week limit — so you can tell before the trade instead of guessing after it.

Two things worth knowing:

1.0.0-beta.145 — 2026-08-20

Fixed

Reported by Spacca-Mazza, with the screenshot that made it findable.

1.0.0-beta.144 — 2026-08-20

Fixed

The harvest contract is no longer dealt to players who cannot harvest (#922)

If you had just finished First Steps, your first set of daily contracts could include "Harvest a debris field" — a card you had no way to play. Harvesting needs a Recycler, and the Recycler is not something you can buy: it is unlocked deep in the Tree, behind Logistics 8 and a node before that, tens of thousands of resources out of reach of a new empire. The card simply sat in your hand until the 05:00 reset.

From now on it is only dealt to empires that own a Recycler in at least one colony; everyone else gets a contract they can actually complete in that slot. A Recycler anywhere in your empire counts, not just your home world, and one that finished building while you were offline counts straight away rather than from your next login.

And with it, a Daily Wrap that could never be earned

This turned out to be the bigger half. The Daily Wrap — the double payout — becomes due when you complete two of the dailies you were dealt, and its target is worked out from the hand you actually got. If you had no Recycler and your hand came up as the build contract plus the harvest contract, that target was two out of two, with one of them impossible.

So the Wrap was not just harder for those players. It could never be earned at all — and neither could the Weekly Chest, which counts Wraps. With the dead card gone, both are reachable again: on a bare empire the Wrap is now due after a single completed contract instead of never.

If you are holding an impossible harvest card right now it stays until the next reset, because hands are drawn once a day and kept. After that it will not come back.

1.0.0-beta.143 — 2026-08-20

Fixed

1.0.0-beta.142 — 2026-08-20

Fixed

The deployment sheet stopped shuffling itself under your finger (#893)

On the deployment sheet each ship type gets a line with three buttons — Front, Center, Rear. The lines were sorted by the row the ships were standing on: the whole vanguard first, then the center, then the rearguard.

So tapping Center on a ship did move it — and its line immediately dropped down into the center section, below everyone still on the front. Another ship slid up into the exact spot you were looking at, with its own buttons still lit on Front. From where you were sitting, the tap had done nothing. Tap the same spot again and a different ship went to the center. It looked like the three buttons were cycling through your whole fleet instead of letting you choose.

It bit hardest on the campaign sheet, where you field one of each hull and they all start on the vanguard, so every choice reshuffled the entire list. On an attack with one or two hull types it barely moved, which is why some of you never saw it at all.

Now the lines are in the same order as the shipyard and the fleet pickers, and that order does not change when you move a ship. The line stays where it was, the button you tapped is the one that lights up, and tapping the same spot twice moves the same ship twice.

Nothing about the battle itself changed: the rows, the share of fire each one takes, and where your ships actually fight are all exactly as before. Only the order of the lines on screen was wrong.

Reported by Spacca-Mazza, with a recording that made the cause obvious.

1.0.0-beta.141 — 2026-08-20

Fixed

The energy yield you see is the one the server is giving you (#925)

An ice world's energy malus can be lifted — the Colonial Outpost relieves half of it the moment it stands, the Terraformer relieves a tenth per level and cancels it entirely at level 10. The engine has been paying out that relief all along. The screens were not showing it.

Every surface that displayed your energy balance used the planet's untouched malus: the +X/h resource tiles, the ⚡ pill and the Dark Matter per-day estimate beside it, the Colony tab's energy row, the Base build list and the placement banner, the glowing conduits in the Base scene, and the building sheet. So a commander who had paid for the Terraformer to make an ice world livable was shown a yield up to 11% harsher than the one actually being banked — 5.6% with the Outpost alone.

It was worse than a low number. Because the deficit / thin margin / surplus verdict is decided on the figures printed on screen, a colony sitting near the line could show a red energy pill — and red conduits under it — while the relief you had already bought put you in the clear.

All of those surfaces now read the same figure the server does. Nothing reads better than the truth: an empire with neither building sees exactly what it saw before.

The Outpost no longer looks like it breaks the energy it fixes

Lining up a Colonial Outpost on an ice world showed you the cost and hid the benefit. The placement banner simulated the new building against the old malus, so on a colony at 426 / 414 it announced 426 / 427 — in red, a deficit — for a move that actually leaves you at 449 / 427 with production up 5.6%. The one line that answers "can I afford the energy for this?" was telling you the building that fixes your energy would break it. Same for the Terraformer.

The colony advisor stops contradicting the row above it

SUGGESTED NEXT priced everything on the unrelieved malus while the ⚡ row a finger above it showed the relieved one — so a healthy balance could sit directly over advice warning that every plant on the colony was running short. It now reasons about the same empire the server does, which also means it stops promising a Command Centre level "for your 2nd commandable colony" on a world that can never command one.

A zeroed malus is not a bonus

The Terraformer's own sheet announced a fully lifted malus as Energy −10% planet → +0% planet — a bonus of zero percent, on the one row whose job is to tell you what the building you just maxed bought you. It reads 0% planet now.

1.0.0-beta.140 — 2026-08-20

New

Changed

1.0.0-beta.139 — 2026-08-20

Nothing changes in the game this time. This release is entirely behind the admin door: it gives the people running Novarchy a way to watch the inactive-empire lifecycle that started working three days ago.

Also

No player-facing screen, rule, price or balance figure changed, and no empire was touched by this release.

1.0.0-beta.138 — 2026-08-20

Fixed

The last fleet in your in-flight list is readable again (#910) — on a phone, scrolling to the bottom of Fleets left the last card tucked under the navigation bar, and no amount of further scrolling would free it. On a returning fleet the part it swallowed was the «Return in …» line and its progress bar, which is usually the only reason to open that list at all. It happened most on Chrome for Android and it came and went, which is why it took a screenshot to pin down.

Two things were wrong. The space every scrolling tab reserves under the bar was worked out from a number written by hand years ago — and the bar has never been that tall, so the real gap was eight pixels rather than the seventy-two it looked like. And the screen itself was being sized to the phone's screen with the browser's address bar hidden, so whenever that bar was showing, the bottom of the page sat below the part you could see.

The navigation bar now measures itself and everything that has to stay clear of it reads that one figure, so the gap is real and follows the bar when it changes — when you turn the phone sideways, for instance, where the bar is shorter. As a side effect the page can no longer be dragged around underneath the interface on a phone.

Thanks to QQQQ for the report and the screenshot.

Also

This release fixes the web. If you play through the iOS or Android app, the fix reaches you with the next app build, not with this one.

1.0.0-beta.137 — 2026-08-20

Fixed

The production rate on your HUD is the rate you actually produce at (#907)

The +X/h beside each resource was lower than what your colony was really producing — for anyone with levels in Galactic Economy, a guild with Economy research, or a granted boost.

The engine scales hourly output by the planet traits, the energy yield, the research tree, the empire boost and the guild boost. The number on screen applied the first two and stopped. At Galactic Economy 14 with a guild, the tile read +2,229/h on a colony the server was filling at +3,138/h — a 41% understatement that grew with the tree.

Everything derived from that figure inherited it. The most visible was the "Full in 5h 42m" estimate: it divided the right ceiling by a flow that was too slow, so your warehouse always filled before the tile said it would. The estimate no longer ends in "at this rate" — that hedge existed because the rate was this client's own understated figure, and it is not any more.

The building sheet agrees with the tile again

Opening a building showed its contribution using only the planet trait, so an Extractor read ~4,215/h under a header counting it as ~5,935/h. Those two numbers used to match and now match again.

The Terraformer stops being contradicted on the screen that sells it

A colony with a relieved planet malus was still told "−10% planet" on the building sheet, beside a figure that already reflected the relief being lifted. The chip now reports what is actually left — and disappears entirely once the malus is fully relieved, instead of announcing a penalty of zero.

Also

Two production multipliers the client had no way of knowing about — the empire boost and the guild Economy bonus — now travel with the colony data. Without them no amount of fixing the arithmetic on your device could have produced the right number.

Under the hood, the four separate copies of that calculation are now one, so the next term added to it cannot reach some screens and miss others.

1.0.0-beta.136 — 2026-08-19

Changed

New

1.0.0-beta.135 — 2026-08-19

New

Silent empires stop paying out (#560). Beating an abandoned empire was the cheapest infamy in the game: a derelict cannot defend itself, so the power gap maxed out and the attacker walked away with a full bounty on their head — which their friends then collected. Three commanders took turns on the same dead empire and rotated the prize between them. From now on, an attack on an empire that has been silent for seven days puts nothing on your head at all. The target board marks it silent, the price column reads "no bounty" before you commit a fleet, and your log says why the strike was free.

Ruins at fourteen days (#560). An empire nobody has touched in a fortnight stops producing, and its garrison rots by 5% a day. It is still lootable — scavenging ruins is content — and it is reversible: one login restarts production. Ships already lost stay lost. Nothing is charged retroactively: the clock opens the first time the game looks at a colony, so nobody pays for days that passed before this rule existed.

Empires are cleared away eventually (#560). An account silent for 30 days (or 60, if it is linked to Google or Apple) is removed, and its name becomes free again. Guest sessions expire at 30 days anyway, so a guest silent that long could not have come back in any case. Linked accounts always can, which is why they get twice as long.

Going away? Say so (#560). There is now a leave you can declare from your settings, up to 21 days. It shields your empire, stops the inactivity clock, and pauses your production while you are gone — and when you come back, the days you were away do not count against you. You can end it early whenever you like. Launching an attack still forfeits the shield, as it always has, and the settings row now says so instead of continuing to promise cover you no longer have.

Fixed

Also

1.0.0-beta.134 — 2026-08-19

Fixed

The storage ceiling counts your Compressed Depots again (#882)

If you had researched Compressed Depots, the storage limit shown next to each resource was lower than the one your colony actually has — up to 44% lower at max level. The Warehouse card was already telling the truth, so the two numbers on screen disagreed with each other. A player sitting at 151M against a displayed ceiling of 154M believed production was about to spill, while the real ceiling was 278M.

The limit now includes the tech everywhere you read it: in the top bar, in the Colony tab, on the bar that fills toward it, and in the "nearly full" warning that goes with it. The amount your colony is holding is no longer redrawn against the lower ceiling between refreshes either.

The market no longer eats what you hold above the old ceiling (#882)

This is the half the reporter found by testing it: holding gas and data above the displayed limit and then making a single market transaction truncated both down to it — permanently. Publishing an offer, accepting one and cancelling one were all affected, and an accepted trade hit both parties at once. The same flaw was in the admin resource editor, where granting one resource quietly cut the other two.

Nothing above a legitimate ceiling is lost by touching the market any more.

Also

Thanks to Jsnam, who reported this and named the exact cause himself, then went back and proved the destructive half.

One number moves for everyone, not just for Depots owners. The market and the admin editor used to advance a colony's production at the base rate when they touched it, ignoring the research tree and the guild bonus that every other part of the game already applied. They now use the same rate as everywhere else, so an accepted trade no longer quietly costs you the boosted share of whatever had accrued since your last visit.

Still on the list. The "+X/h" figure beside each resource — and so the "Full in …" estimate that divides into it — still leaves out the research tree's production nodes and the guild bonus, which means it reads low and the estimate arrives late. That one is tracked separately and is not fixed here.

1.0.0-beta.133 — 2026-08-19

New

Changed

Suggested by Spacca-Mazza in the Discord suggestions forum.

1.0.0-beta.132 — 2026-08-19

New

1.0.0-beta.131 — 2026-08-19

New

1.0.0-beta.130 — 2026-08-19

Changed

1.0.0-beta.129 — 2026-08-19

New

Also

1.0.0-beta.128 — 2026-08-19

Changed

1.0.0-beta.127 — 2026-08-19

New

Changed

Also

1.0.0-beta.125 — 2026-08-19

New

Fixed

Changed

1.0.0-beta.124 — 2026-08-19

Fixed

1.0.0-beta.123 — 2026-08-19

Fixed

1.0.0-beta.122 — 2026-08-19

Fixed

1.0.0-beta.121 — 2026-08-19

Nothing changes in the game this time. This release is a change to how updates are reviewed before they reach you, and it is here so the record stays complete.

Also

1.0.0-beta.120 — 2026-08-19

New

Also

1.0.0-beta.119 — 2026-08-19

Fixed

1.0.0-beta.118 — 2026-08-19

New

1.0.0-beta.117 — 2026-08-19

Changed

Fixed

1.0.0-beta.116 — 2026-08-19

Fixed

Also

1.0.0-beta.115 — 2026-08-19

Changed

Fixed

Also

1.0.0-beta.114 — 2026-08-19

Fixed

1.0.0-beta.113 — 2026-08-19

Nothing changes in the game this time. This release is a change to how updates get built and shipped, and it is here so the record of what went to production stays complete.

Also

1.0.0-beta.112 — 2026-08-19

Changed

Fixed

Nothing in this release changes the rules of the game: no balance, no costs, no combat. The desktop layout is untouched.

1.0.0-beta.111 — 2026-08-19

Changed

Fixed

Unchanged

1.0.0-beta.110 — 2026-08-19

Fixed

1.0.0-beta.109 — 2026-08-19

New

Fixed

Also

1.0.0-beta.108 — 2026-08-19

Fixed

Also

No engine rule changed in this release. Whether the shield should bounce fleets already in flight is a separate balance question, and it is recorded on the issue rather than decided here: nothing in the game stays in flight for more than two hours while the shield lasts eight, so a single 40-Scrip purchase would void every fleet aimed at you, joint raids included.

The commander who reported this also asked for the fleets they lost to be restored. That is an open question for the game's owner and is not answered by this release.

1.0.0-beta.107 — 2026-08-19

New

1.0.0-beta.106 — 2026-08-19

Nothing changes in the game this time: this release is housekeeping inside the engine, plus two comments that described the rules incorrectly.

Changed

Fixed

Also

1.0.0-beta.105 — 2026-08-18

New

1.0.0-beta.104 — 2026-08-18

Changed

1.0.0-beta.103 — 2026-08-18

New

1.0.0-beta.102 — 2026-08-18

Changed

New

Fixed

1.0.0-beta.101 — 2026-08-18

New

Changed

Fixed

Also

1.0.0-beta.100 — 2026-08-18

New

1.0.0-beta.99 — 2026-08-18

Changed

1.0.0-beta.98 — 2026-08-18

Fixed

1.0.0-beta.97 — 2026-08-18

Changed

Fixed

1.0.0-beta.96 — 2026-08-18

Fixed

Known

Also

1.0.0-beta.95 — 2026-08-18

Fixed

Also

1.0.0-beta.94 — 2026-08-18

Added

Changed

Also

1.0.0-beta.93 — 2026-08-18

Fixed

1.0.0-beta.92 — 2026-08-18

Changed

Fixed

Also

1.0.0-beta.91 — 2026-08-18

Changed

1.0.0-beta.90 — 2026-08-18

Added

1.0.0-beta.89 — 2026-08-18

Fixed

1.0.0-beta.88 — 2026-08-18

Fixed

Changed

Also

1.0.0-beta.87 — 2026-08-18

Added

Changed

Fixed

1.0.0-beta.86 — 2026-08-18

Added

Changed

Also

1.0.0-beta.85 — 2026-08-18

Fixed

Also

1.0.0-beta.84 — 2026-08-18

Fixed

1.0.0-beta.83 — 2026-08-18

Added

Fixed

Changed

1.0.0-beta.82 — 2026-08-18

Changed

1.0.0-beta.81 — 2026-08-18

The legendary Destroyer stops being a ship you cannot afford to use. (#718)

Added

Changed

Fixed

Also

1.0.0-beta.80 — 2026-08-18

Nothing changes in the game this time. This one is about not losing it.

Changed

Fixed

1.0.0-beta.79 — 2026-08-18

Added

1.0.0-beta.78 — 2026-08-18

Changed

Nothing else changes: no rules, no balance, no new systems.

One thing this does not reach. On the website the icon set described by the web manifest is not referenced by the page, so for a browser visitor the tab icon is the only surface that changes; the "add to home screen" icon on the site is unaffected. That was already the case before this release and is deliberately left alone — connecting it would switch on installing Novarchy as an app, which is a separate decision from redrawing the logo.

1.0.0-beta.77 — 2026-08-18

Fixed

1.0.0-beta.76 — 2026-08-18

Fixed

Changed

Also

1.0.0-beta.75 — 2026-08-18

Changed

Fixed

For players with a run still flying from the previous version: it lands under the old rules and your committed ships come home as survivors. During the switchover hour those runs resolve against the new, gentler garrisons — the error is in your favor.

1.0.0-beta.74 — 2026-08-18

Fixed

Changed

The reward promised on the report — 20 chronofragments of each size to Jsnam, who found it — is not part of this release and is still to be granted.

1.0.0-beta.73 — 2026-08-18

Fixed

Note on ordering: this release is numbered after beta.72 but its commit precedes it. Two sessions shipped in parallel, and the beta.72 deploy carried this change to production alongside its own. compare/v1.0.0-beta.71...v1.0.0-beta.73 therefore shows exactly the one commit this entry describes.

1.0.0-beta.72 — 2026-08-18

Nothing changes in the game itself. This release repairs the recorded history behind the admin dashboard — the daily note of how many people are actually playing — which was stamping a copy of today onto every day it wrote.

Fixed

Changed

The rows recorded before this release keep the old meaning, and that is worth knowing before reading the chart: a pass only ever rewrites today, yesterday, and days with no row at all, so the thirty rows written when the daily record first shipped (beta.47) are never revisited. The series is right from this release forward and flat before it, with a step in between. The database comment on those columns now says so outright, so nobody reads the older part as a measurement.

1.0.0-beta.71 — 2026-08-18

Fixed

Nothing else changes — the fleets arrive at the same moment they did before, and no decision taken from that panel is affected.

1.0.0-beta.70 — 2026-08-18

Nothing changes in the game itself. This release corrects the admin dashboard — the internal panel used to read how the game is actually going — which was measuring retention over the wrong group of people, and always in the flattering direction.

Fixed

Changed

Also

1.0.0-beta.69 — 2026-08-18

Nothing changes in the game itself. This release repairs the admin dashboard — the internal panel used to read how the game is actually going — which answered the same question two different ways depending on which button was pressed.

Fixed

Also

1.0.0-beta.68 — 2026-08-18

Fixed

Notes

Nothing changes for a healthy colony: every real building level produces the same number as before, down to the last digit. This release closes holes before anyone fell into them.

What is deliberately not in it: the repair migration the issue asked about. It was made conditional on a read-only query, and that query returned no rows — no score, no colony and no balance in production is affected — so there is nothing to repair.

1.0.0-beta.67 — 2026-08-18

Added

Changed

Also

1.0.0-beta.66 — 2026-08-18

Changed

Added

Known limits

1.0.0-beta.65 — 2026-08-17

Changed

Fixed

Also

Anomalies can still only appear in the oldest ten systems of each sector, and in the core those are almost entirely settled, so most of the new supply lands in the outer sectors — the trip is still a trip. Opening the rest of the galaxy to them is the larger lever and costs nothing in rewards, but it re-rolls the week in progress, so it can only ship at a week boundary and has its own issue.

1.0.0-beta.64 — 2026-08-17

Changed

Fixed

Also

1.0.0-beta.63 — 2026-08-17

Fixed

1.0.0-beta.62 — 2026-08-17

Changed

Also

1.0.0-beta.61 — 2026-08-17

Fixed

Changed

1.0.0-beta.60 — 2026-08-17

Fixed

Changed

1.0.0-beta.59 — 2026-08-17

Fixed

Changed

1.0.0-beta.58 — 2026-08-17

Fixed

1.0.0-beta.57 — 2026-08-17

Fixed

1.0.0-beta.56 — 2026-08-17

Fixed

Also

Left out on purpose, and tracked in #656: the guild decision prompts still use Italian JSON keys, which are a contract with the model's own reply and have to be changed on both sides at once; and a commander in the attacking guild still records a grudge against its own guildmate, which needs the guild identity plumbed through to the agents rather than a change of wording.

1.0.0-beta.55 — 2026-08-17

New

Also

1.0.0-beta.54 — 2026-08-17

Fixed

1.0.0-beta.53 — 2026-08-17

Fixed

Also

1.0.0-beta.52 — 2026-08-17

Fixed

Changed

1.0.0-beta.51 — 2026-08-17

Fixed

Changed

1.0.0-beta.50 — 2026-08-17

Fixed

Also

1.0.0-beta.49 — 2026-08-17

Fixed

Changed

Also

1.0.0-beta.48 — 2026-08-17

Like the release before it, nothing here changes what a player sees or how anything in the game behaves. No deletion behaviour changed either — only whether it is written down.

Also

1.0.0-beta.47 — 2026-08-17

Nothing in this release changes what a player sees or how anything in the game behaves. It is an instrument for whoever runs the server, and saying that plainly is better than dressing it up.

Also

1.0.0-beta.46 — 2026-08-17

Fixed

Left out

1.0.0-beta.45 — 2026-08-17

New

Fixed

Also

1.0.0-beta.44 — 2026-08-17

Fixed

New

Changed

Left as it is, and on purpose

1.0.0-beta.43 — 2026-08-17

Fixed

Not fixed, and deliberately

Nothing here changes a cost, a timing or a battle. The issue asked for the anchor to be converted from one fraction to another; it turned out there were two errors cancelling each other, and doing only what was asked would have made the symptom worse — the pull request carries the measurements.

1.0.0-beta.42 — 2026-08-17

Changed

Fixed

Nothing in this release changes a battle, a price, or how any fleet fights. The agents' side of issue #406 — reading a target's rows and countering them — stays deliberately unbuilt, and the issue is still open with the measurements that say why.

1.0.0-beta.41 — 2026-08-17

Added

Changed

Fixed

1.0.0-beta.40 — 2026-08-17

Fixed

Changed

1.0.0-beta.39 — 2026-08-17

Added

Changed

1.0.0-beta.38 — 2026-08-17

Changed

Fixed

Also

1.0.0-beta.37 — 2026-08-17

Added

Changed

Nothing about combat itself changed: the multipliers on the page are the ones the engine has always applied. What changed is that they can be read before the battle instead of inferred from having lost one.

1.0.0-beta.36 — 2026-08-17

Nothing changes in the game this release. No content, no balance, no fix a player can see. It is here because everything that reaches main gets a tag and an entry, including the times there is nothing to show — a changelog that only speaks up for the good weeks is not a record of anything.

Also

1.0.0-beta.35 — 2026-08-17

Fixed

Changed

Known issue

1.0.0-beta.34 — 2026-08-17

Fixed

1.0.0-beta.33 — 2026-08-17

New

Changed

Also

1.0.0-beta.32 — 2026-08-17

New

Fixed

Changed

1.0.0-beta.31 — 2026-08-17

Fixed

Changed

1.0.0-beta.30 — 2026-08-17

Changed

1.0.0-beta.29 — 2026-08-17

New

1.0.0-beta.28 — 2026-08-17

Changed

1.0.0-beta.27 — 2026-08-17

New

1.0.0-beta.26 — 2026-08-17

Added

Changed

1.0.0-beta.25 — 2026-08-17

Added

1.0.0-beta.24 — 2026-08-17

New

1.0.0-beta.23 — 2026-08-17

Fixed

Changed

1.0.0-beta.22 — 2026-08-16

Added

Changed

1.0.0-beta.21 — 2026-08-16

Fixed

Added

1.0.0-beta.20 — 2026-08-16

Fixed

1.0.0-beta.19 — 2026-08-16

Fixed

1.0.0-beta.18 — 2026-08-16

Changed

Fixed

Guards

1.0.0-beta.17 — 2026-08-16

Added

Fixed

Added

Fixed

Notes

Three review rounds over four lenses closed two blocking and five major findings, and refuted four more. Both blocking findings were in this PR's own guards, surfaced by a mutation harness rather than by reading: the test named "the disclosure starts collapsed" was satisfied by an unrelated useState(false) elsewhere in the file, and condition was never tied to payload, so swapping the two caveat constants left every assertion green with each sentence on the wrong row. The second round then found the swap had merely moved one line up — binding a flag to a constant's NAME says nothing about which sentence that name holds — and that the extraction of those two sentences into constants had made a pre-existing assertion in riquadro-sblocco-cc.test.ts vacuous, since toContain("commandable colonies follow") is now satisfied by the declaration alone. All nine mutations written against the guards die.

1.0.0-beta.15 — 2026-08-14

Added

Fixed

1.0.0-beta.14 — 2026-08-14

Added

Changed

Notes

1.0.0-beta.13 — 2026-08-14

Added

1.0.0-beta.12 — 2026-08-13

Added

Fixed

1.0.0-beta.11 — 2026-08-13

Added

Fixed

1.0.0-beta.10 — 2026-08-13

Changed

1.0.0-beta.9 — 2026-08-13

Changed

1.0.0-beta.8 — 2026-08-13

Fixed

1.0.0-beta.7 — 2026-08-13

Notes

1.0.0-beta.6 — 2026-08-13

Fixed

1.0.0-beta.5 — 2026-08-13

Changed

1.0.0-beta.4 — 2026-08-13

Corretto

Sotto il cofano

1.0.0-beta.3 — 2026-08-13

Aggiunto

Modificato

Corretto

1.0.0-beta.2 — 2026-08-13

Corretto

Note

1.0.0-beta.1 — 2026-08-12

Prima release taggata. Copre tutto ciò che era in produzione fino a #466 incluso, fra cui: