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:

1.450.1 — 2026-10-13

Changed

1.450.0 — 2026-10-12

New

1.449.2 — 2026-10-12

Fixed

The login screen tells an Italian player their account is deleted in Italian (#7288) After deleting their account, a player playing in Italian landed on a login screen in Italian with one English sentence on it: the notice saying the account was gone, with everything it held, and that they can sign up again to start a new empire. That notice is now in Italian too, in wording the owner approved, and it says exactly what the English says. English players see the same sentence as before.

1.449.1 — 2026-10-12

Changed

1.449.0 — 2026-10-12

New

The Season tab gets a Season Chronicle: four milestones on your own season score, each with a title (#7158)

Until now, the only personal goal in a season was the podium of three. While a season runs, the Season tab now shows a Season Chronicle card with four milestones on your own season score. Each one gives a title: Witness, Chronicler, Harbinger and, for the top tenth, Mark of the Eschaton.

The previous season's scorers set the milestones, at roughly their 25th, 50th, 75th and 90th percentile scores. Each milestone is at least double the one before it, and the first is at least one founding. When the previous season had fewer than 20 scorers, fixed figures set them instead. Each milestone you have not reached tells you what closes the gap: founding worlds in the sector (only when you have room left under the two-world limit), or more hours holding a world with your guild while your garrison is above the bar.

Your title shows beside your name on the season's player board. The highest title you reach in a season replaces the lower ones. When the season closes your title is kept, and it stays yours until the next season closes. Titles carry no resources and no Dark Matter.

Titles start being kept with the first season that closes after this release. Until then, the board shows only the titles players reach in the current season, from their score so far.

1.448.2 — 2026-10-12

Changed

1.448.1 — 2026-10-12

Changed

1.448.0 — 2026-10-12

New

The catch-up ramp now speeds up construction (#7158)

Before, the catch-up ramp made a newcomer's resource production and research faster, but buildings and ships still took their normal time. Now, while your empire is on the ramp, building and ship orders are faster too, by the square root of the ramp's boost. The speed-up fades as the boost does and ends where the ramp ends. An order keeps the time it was quoted when you placed it. The Leaderboard's ramp line shows your current construction speed next to the boost, and the "Joined late?" note explains the rule. Research works as before, and Anchorage ship bundles keep their normal price.

1.447.0 — 2026-10-12

New

The Leaderboard shows your catch-up ramp and the Gate it fades out at (#7158)

Before, the Leaderboard showed a newcomer how far behind they started. The catch-up ramp that answers that worry was mentioned on this tab only inside the collapsed "Joined late?" note, without its figure. The threshold, half the median Gate of established, active empires, did not appear anywhere on screen.

Now, while your empire is ramped, a line under the Leaderboard header shows your boost and the Gate at which the ramp fades out, in PP. Both figures are the ones the server measured, for example "Catch-up ramp ×8.55: … (315,248 PP)". Power Details now lists the ramp as the last source of Ferrolite, Xenogas and Data production. The Leaderboard line is also translated into Italian; the Power Details row is in English, like the rest of that dialog.

For a few minutes after a server restart, before the ramp is measured again, the line appears without the figure. This is the first part of #7158. The ramp's numbers are unchanged, and the issue's other proposals are not in this release.

1.446.11 — 2026-10-12

Changed

A spy report now says where a parked defence fleet is (#6353) A top-tier spy report used to list a fleet the target had parked on another colony only as "defend (stationed)", with its ships and its return time, and never said where it was. A fleet parked on a friend's colony therefore stayed out of sight for as long as its watch lasted. The row now names the colony it is parked on and gives that colony's coordinates. If that colony is under the Veil, the row says only that the fleet is at a colony under the Veil, with no name and no coordinates. Nothing about the host colony itself is shown: not its hangar, its buildings or the other fleets guarding it. The return time works as before, and reports below the top tier have not changed.

1.446.10 — 2026-10-12

Changed

A guild donation no longer charges Warehouse capacity the weekly war prize does not count (#5927)

Before: every donation cost 0.6% of your home colony's Warehouse capacity, however large it was. Since the war prize stopped counting capacity above its reference, a player with a big Warehouse kept paying for storage the prize ignored.

Now: the donation counts your home Warehouse's capacity only up to a ceiling, the median of the largest home colonies among the empires played in the last week, re-measured every hour. A home Warehouse above that ceiling pays what a Warehouse exactly at it pays, and one below it pays what it paid before. Every resource still costs at least 1. The guild's daily dues are donations, so they pay the same price. The Treasury panel's donation sentence names both figures when the ceiling applies, and the rule under the button says the capacity is counted only up to it.

The iOS and Android apps keep showing the previous, higher price until their next update. Until then, a player above the ceiling who holds the new price but not the old one finds the Donate button dark in the app. The web game shows and charges the new price.

Reported by a player on Discord.

1.446.9 — 2026-10-12

Changed

The account deletion panel is now in Italian (#6561) An Italian player who opened the panel to delete their account, on the phone settings sheet or on the commander card, used to read all of it in English. That covered the warning, the list of what is deleted, what is kept, the guild line, the confirmation prompt, the buttons and both failure messages. The whole panel now reads in Italian, in wording the owner approved, and it says exactly what the English says about what is deleted and what is kept. English players see the same text as before.

Still in English: the one sentence on the login screen after a deletion. It waits on owner-approved Italian (#7288).

1.446.8 — 2026-10-12

Fixed

The privacy page names Anthropic as the AI behind the Wraiths, and says what the AI empires' plans and guilds send (#5234, #3214) Before, the privacy page did not say who commands the Wraiths. It also said the AI empires' planning ran whenever the game used its AI service at all, and it never said that a guild's rank review sends the whole roster.

Now the page has an Anthropic entry: the Wraiths are commanded by Claude, Anthropic's AI model, on a schedule. The entry lists what their briefing carries about players:

The OpenRouter entry now says the AI empires' plans and guild decisions use the AI service only when it is switched on for them, whether or not they are talking. It also lists what each use sends:

Guild rank titles are now listed among the names that are checked.

Nothing the game sends has changed; only the page has.

1.446.7 — 2026-10-12

Changed

1.446.6 — 2026-10-12

Changed

1.446.5 — 2026-10-12

Fixed

1.446.4 — 2026-10-12

Changed

1.446.3 — 2026-10-12

Changed

1.446.2 — 2026-10-12

Changed

1.446.1 — 2026-10-12

Fixed

Guild research nodes now speak the language on screen (#7252)

Before, the guild research door printed every node's name, and every effect except the nine keystones', in English in every language. The guild log did the same when it named a node someone had started. Now every one of the 40 nodes has its own name and effect in Italian, Open Hands included, both on the cards and on the 3D board, and the guild log names nodes the same way. Every number in an Italian effect is read from the game's own values, so a balance change moves both languages together. One keystone line reads slightly differently in Italian: the reserve-charges node no longer spells out how many charges it adds, and gives the change as 12 → 14. English is unchanged. A node added by a newer server than your app still shows in English instead of as a blank or a code.

1.446.0 — 2026-10-12

New

A System view button on the colony screens (#7195) Getting from a colony to its own system on the Galaxy used to take several steps: leave the colony, open the Galaxy, find the system, then open its view. The Colony tab and the Base now each have a System view button that opens the Galaxy straight onto the system view of the colony you are looking at. On the Colony tab it sits beside the coordinates. On the Base it sits beside the title on desktop. On a phone it is a round button in the top-right corner of the map, next to the planet's traits, and it hides while you place a building. Back returns you to the colony screen. Suggested by a player for the season's system challenges.

1.445.3 — 2026-10-12

Changed

The Nightfall Protocol's counter moved from a Deep Sensor Grid 8 to a Deep Sensor Grid 20 (#7183). Before: one Grid at level 8 anywhere in the defender's empire, about 64k resources, cancelled the 10-billion Spectre capstone completely. Most active empires already had one, and no Nightfall attack had ever launched dark. Now the defender needs a Grid at level 20 anywhere in their empire, or a lower Grid that the Watch lifts to the same reading (for example a Grid 19 with the Watch at level 3, or a Grid 15 with the Watch at level 20). The counter is still empire-wide. The 10-minute floor is unchanged: an attack whose flight is ten minutes or shorter is never hidden, and a hidden attack still shows for at least its last ten minutes, or its last 15% of the flight if that is longer. The Nightfall sheet, the Incoming badge, the late-alarm lines and the Watch card now say level 20.

1.445.2 — 2026-10-12

Changed

1.445.1 — 2026-10-12

Fixed

The phone header no longer runs off a small screen (#7241) On a phone, the top line of the HUD holds your commander card and the controls beside it: Back, the dispatch bell and the colony chip. With several colonies and Back up, those controls could be squeezed below their own size. The colony chip then ran past the right edge of a 320px phone, or under the resource strip on a phone turned sideways. A guest in a guild had it worst, and a medium-length colony name was worse than a long one.

Now the controls keep the room they need, and your commander name gives way first. The header stays inside its space on upright phones and on rotated phones from 568px wide up. On a rotated phone narrower than 620px, the colony name can disappear entirely when there is no room, leaving the chip's two marks. Tap the chip to see the full name in the colony list, and screen readers still read the whole name. On the map tabs, a tap on the GUEST badge now stays on the badge instead of opening the Power details.

Not included: windows that get the rotated layout but are narrower than about 530px, such as split screen, still run out of room.

1.445.0 — 2026-10-12

New

Open Hands: a guild research that lets a guildmate receive a third gift a day (#7188)

A player asked for a way to send guildmates in need more than the small favours the Help board and direct gifts allow. Until now, a commander could receive at most two direct gifts a day, from everyone combined. Logistics in the guild research tree now has a new node, Open Hands: tier 2, next to Open requests, unlocked by Aid capacity 3, for 3,000 Fund and 24 hours of research. Once the guild owns it, each member can receive three direct gifts a day instead of two. The Send dialog's count of gifts a guildmate can still take shows the raised number.

The size of one gift does not change: it is still at most 2% of the smaller of the two warehouses. Each giver can still send the same guildmate at most two gifts a day, so the third has to come from someone else. Recruits still cannot receive gifts. There is no tax on gifts. The node's name and effect appear in English in every language, like the rest of the Logistics branch.

Suggested by a player.

1.444.6 — 2026-10-12

Fixed

Signing out of the iPhone app now clears Apple's and Google's sign-in data from the phone (#7027)

Before, signing out of the game in the iPhone app left behind what Apple's and Google's sign-in kept on the phone. That was Apple's identity token, which carries the Apple account ID and email, the name Apple shared on the first sign-in, and Google's saved session, which the next "Continue with Google" restored without asking. On a shared phone, the next person inherited all of it. Signing out now deletes the Apple token and name from the phone, even if the app was restarted since the sign-in, and signs Google's library out, so the previous account is no longer restored silently.

This reaches players with the next iPhone app build: the app carries its own code, so phones keep the old behaviour until they update. The privacy page still says that signing out does not clear this data. It will be rewritten, naming the app version, once that build is on the App Store (#7248). The fix was checked by tests here, not yet on a device.

The privacy page also now says that signing out removes this device's notification address once our servers confirm the sign-out, rather than as soon as the request reaches them.

1.444.5 — 2026-10-12

Fixed

The Echelon panel speaks Italian (#7230) Before, a player on the Italian locale read the whole Echelon panel on the Leaderboard tab in English: the heading, the countdown to the weekly close, the rules line, the last verdict and its receipt, the board's counts, the purse preview, and the tier mark on the server board. Now every sentence of the panel is translated. Echelon, the tier names, Scrip and the Gate keep their English names, as in the glossary. Figures follow the reader's language, so an Italian reader sees 13.000 and 1.200.000. The purse preview keeps the cycle rule from #7181 in both languages: the cycle that started on 5 October shows the uncapped warehouse share and says the cap starts next cycle, and from 12 October the share is shown capped. In English, a tier with one racer now reads "1 commander" instead of "1 commanders", and counts and ranks above 999 are grouped ("1,234 commanders").

1.444.4 — 2026-10-12

Fixed

On a phone turned sideways, the resource strip now scrolls instead of running off the screen (#6984)

On a phone held sideways, the HUD shows the commander card and the resource strip on one line. That strip did not scroll. It grew to fit every chip and ran past the right edge of the screen, so anything past the edge could not be reached. The commander card beside it was squeezed to make room, and with every chip up it disappeared entirely.

Now the strip scrolls sideways under the thumb, as it does on an upright phone, and stays on the screen. The Build chip stays pinned at the strip's right edge here too. The commander header keeps its width up to half the bar. When it needs more, its name and colony chip shrink as they already do upright. Upright phones, tablets and desktop are unchanged.

Not fixed yet: on a sideways phone narrower than about 660 pixels, a guest at the longest name with several colonies, the Back button showing and a long colony name still has a header that overlaps the start of the strip by a few pixels (#7241).

1.444.3 — 2026-10-12

Changed

1.444.2 — 2026-10-12

Changed

The Help board now points to sending resources directly (#7188)

The Help board explained how to ask your guild for supplies and how to fill a guildmate's request, but it never mentioned the other way to share: the Send button on the Members roster, which sends resources straight to a guildmate without a request. Under the board's rule about its caps there is now one more line saying so. It adds that a gift uses the same daily hands as the board and pays no Scrip. An Open Members button under it takes you to the roster, on phones and on desktop. The line and the button only appear once your account is past its first two days, because a gift is refused before then. The caps themselves are unchanged.

Suggested by a player.

1.444.1 — 2026-10-11

Changed

1.444.0 — 2026-10-11

New

The System Survey launches from the colony you choose (#7143)

On the Galaxy map, Survey this system always sent its Spy Probes from your home colony. When the home hangar ran out of probes, the survey refused, even if another colony held plenty, and choosing that colony in the header changed nothing.

Now a Launch from picker sits above the planet list. It lists every colony with at least one Spy Probe, and each entry starts with that colony's probe count. It opens on the colony selected in the header if that colony has a probe; otherwise it opens on your home colony, then on the colony with the most probes. The price, the refusal and each planet's travel time all use the hangar you picked, and the probes leave from there. Your ticked planets stay ticked when you switch colony. The 30-second refresh never changes your choice. If the colony you picked runs out of probes, the panel asks you to pick another.

Suggested by a player.

Send sits next to «All N» in the System Survey (#7144)

The Send button sat under the list of planets, so the most common sweep, ticking «All N» and sending, meant scrolling past every planet. Each group of planets now has its own Send right after its «All N» and «None» buttons, and the Send under the list stays for picking planets one by one. Every Send sends the same sweep. The result appears under the button you pressed. The line explaining why Send cannot be pressed, such as not enough probes or nothing ticked, is now shown above the list as well as below it.

Suggested by a player.

1.443.1 — 2026-10-11

Fixed

1.443.0 — 2026-10-11

New

Supply lanes have one home: Missions › Lanes (#7165) Before, the list of standing lanes appeared under Missions only while a lane was running. The only way to open a lane was a switch inside a Transport or Pickup order, even though a lane flies no ship. The Colony tab's SUPPLY LANES card showed one colony's lanes and pointed nowhere else.

Suggested by a player.

1.442.3 — 2026-10-11

Changed

1.442.2 — 2026-10-11

Fixed

The Echelon cycle already running pays under the rule it started with (#7181)

Before: the cap on the Echelon resource purse (a winner is paid on the smaller of their own Warehouse capacity and the median capacity of the largest active empires, v1.434.15) took effect in the middle of the cycle that started on Monday 5 October. Players who had already spent to climb that week would have been paid a smaller purse than the one the panel showed when they started, and the panel's preview already described the cap.

Now: the cycle that started on 5 October is paid on your own Warehouse capacity, as it was when the cycle began, and the panel's preview says so. It adds that the cap starts with the next cycle. The cap applies from the cycle that starts on Monday 12 October. No Echelon purse was ever paid under the cap: no cycle closed between the change going live and this fix.

From now on, a change to what a weekly prize pays takes effect at the start of the next cycle, never during a cycle that is already running.

Suggested by a player.

1.442.1 — 2026-10-11

Fixed

Chat translation no longer publishes a sentence you did not write (#7209, #7150) Before this release, the automatic translator could put an invented reply in the channel under your name, for example a threat or an accusation. It happened when the message was reversed, in leetspeak, keyboard noise, half broken by punctuation, or an English line it took for a foreign one, and the made-up reply was short. Now a translation is shown only when a second check confirms it says what you wrote, and it never adds a coordinate or a link you did not type. Lines that cannot be read as a language, or English lines in disguise, are not sent to the translator at all. Whenever there is any doubt, your message is posted exactly as you typed it. A translated line can now take a moment longer to post, because it is checked before it is stored.

1.442.0 — 2026-10-11

New

Fixed

1.441.1 — 2026-10-11

Changed

The Crucible target lock now has a Fight button above your roster (#7180). Until now the only Fight button sat under the roster panel, which lists one row per ship class. With a full hangar it was below the fold even on a 1440p screen, so fighting again with the same roster meant scrolling past every row first. A compact Fight button now sits at the head of the roster panel, next to its tonnage cap, with the same label and attempt count. The button at the bottom stays for players who edit the roster first. Both buttons are one action: they open and close together, and either press spends the same single attempt. On a desktop the new button is on screen as soon as the sheet opens. On a phone it sits above the roster rows, but you may still need a short scroll to reach it.

Suggested by a player.

1.441.0 — 2026-10-11

New

Changed

1.440.1 — 2026-10-11

Changed

Calling off a guild raid no longer keeps your fleet away for the whole trip home (#7157) Before: a leader who called off a raid they were still flying alone got their fleet back only after the full return flight, however early they called it off. A cancel a few seconds in kept the ships away for over a minute, with nothing on screen saying why, and it read as a lockout. Now: a called-off raid flies home the way a recalled attack does, for the share of the flight it had covered. Gathering time added to the raid does not shorten that trip: a cancel never comes home faster than an attack recalled after the same time in the air. Once a guildmate has joined, the raid still cannot be called off.

Fixed

The raid composer says when your fleet is back, and why the battle line is empty (#7157) Before: after calling off a raid, the composer showed "No ships" and advised building more, and the receipt said only that the fleet was flying home. The battle-line editor was simply missing until you picked ships. Now: the confirmation quotes the real time home before you tap, the receipt counts down to the landing, and an empty hangar (or one holding no warships) says when your raid fleet lands there. With no ships picked, the composer says the battle line is drawn from the ships you send.

Reported by a player.

1.440.0 — 2026-10-11

Added

1.439.3 — 2026-10-11

Fixed

A failed changelog push now says which command failed and why, and the push is retried once (#7101) When the release script could not commit or push the changelog branch, it printed one generic error for both cases, and git's own message was thrown away, so the cause could not be found afterwards. Now the error says whether the commit or the push failed, shows the last lines git printed, and gives the steps to finish the release by hand. Since the tag and the Release are already public at that point, a failed push is retried once after a short pause before the script gives up.

This release changes only the release tooling. No game code changed, so the deploy step had nothing to ship and ended DEPLOY: SALTATO (production already matched).

1.439.2 — 2026-10-11

Fixed

A relic held by another guild no longer looks unowned in the system view (#7151) The galaxy map's Relics panel already named every relic's holder. One step closer in, it did not. A relic's colony belongs to no guild, so the system view showed a held relic by its name alone. The planet sheet said "Enemy colony" and gave a note that could mean either unclaimed or held. To anyone outside the holder guild, a held relic read as belonging to nobody. Now the relic's caption in the system view carries the holder's tag, like a player's caption carries theirs. The planet sheet adds one line: "Held by guild [TAG]", or "Unclaimed: no guild holds it". Members of the holder guild still see "Relic held by your guild", as before.

Reported by a player.

1.439.1 — 2026-10-11

Fixed

A message spelled out letter by letter no longer comes back as a sentence nobody wrote (#7150)

Before: a line typed with its letters spelled out between dots, such as a question written as W.h.a.t d.o.e.s i.t s.a.y.?, went to the chat translator. The translator could not read it and invented a reply, often a threat, and that reply was posted under the player's name as if they had written it. Each repeat gave a different invented line.

Now: a message whose letters are spelled out one at a time, with dots, spaces, hyphens, underscores or apostrophes between them, or whose words are mostly broken up by punctuation, is never sent to the translator. It is posted exactly as typed. Ordinary chat in other languages is still translated as before. A few short lines (dotted three-letter acronyms, some Russian abbreviations next to one-letter words, and short lines typed with no space after a comma or full stop) now stay as typed instead of being translated.

This closes the spelled-out trick only. The translator can still invent a short reply for other kinds of input, and that is tracked in #7209. Messages already posted with invented text are not changed by this release.

Reported by a player.

1.439.0 — 2026-10-11

Added

Changed

1.438.5 — 2026-10-11

Fixed

Opening a battle report in Activity no longer puts its Hide button next to it, and hiding a row leaves a way back where the row was (#7182). Before, every Activity card had its Hide mark, a ✕, pinned to the top-right corner. On a card whose report was opened, that ✕ looked like the button that closes the report. One tap hid the whole row on that device, and it stayed hidden after a reload. The only way to get it back was «Show N hidden» at the bottom of the column, so a player who closed two battle reports this way saw both rows disappear from the feed. Now the ✕ is not drawn while a card's report is open: the card's own Close is the only control there, and the ✕ comes back once the report is closed. Hiding a row in the feed now leaves a one-line «Hidden · Undo» in its place until the page is reloaded, and Undo brings the row back. The exceptions are the Kept chip and the «Show N hidden» view, which work as before. Rows hidden before this change are still behind «Show N hidden», as before. Reported by a player.

1.438.4 — 2026-10-11

Fixed

The attack composer now says whether a spy report read the target's garrisons (#7152) Below the deepest espionage tier a spy report does not read the fleets garrisoned on a colony, and the attack composer's spy line listed only the colony's own hangar, with no word about garrisons at any tier: a garrisoned colony read as lightly defended, and a player lost two fleets that way. The line now ends with one of three notes: that garrisons were not read and a fresh probe at the deepest espionage tier reads them, that nothing else will fight for the colony as of that probe, or how many garrisoned hulls the probe found. The unread note is the same whether or not a garrison is there, so it reveals nothing the tier does not sell, and it is never shown on the Pirate Beacon, which cannot be garrisoned. The fleet matchup card now also says garrisons are not drawn there. In English and Italian.

1.438.3 — 2026-10-11

Changed

The Shipyard's spinning ship can be paused, and it costs far less while it turns (#7162)

Before: the 3D model of the selected hull in the Shipyard spun nonstop, redrawing on every refresh of the display, so 144 times a second on a 144 Hz monitor. It also kept turning the previous hull behind the picture while the next one loaded. The only way to stop it was the operating system's reduce-motion setting.

Now:

Reported by a player. The CPU saving on real hardware was not measured; what is measured is the number of frames drawn.

1.438.2 — 2026-10-11

Fixed

Spy probes sent outside the Missions tab now play the spy launch sound (#7187) Since v1.437.0 a spy mission sent from the Missions tab played its own launch sound. The other three ways to send a probe played nothing: the quick-spy dialog behind every Spy button, the Spy action on the Galaxy's Targets board, and the System Survey sweep. All three now play the same sound once the server accepts the launch. A burst counts as one action: a sweep or a Targets-board burst plays the sound once, on the first probe that leaves, not once per probe. A refused launch, or one whose outcome is unknown, stays silent. Only the player who sends the probe hears it.

1.438.1 — 2026-10-11

Fixed

The full progression table prices the core that levels 16 to 30 need (#7156)

The Hypergate's level-by-level table quoted levels 16 to 30 at their construction price alone. Each of those levels also needs a paid core, in resources and Dark Matter, and that price only appeared in the core panel once the gate stood at level 15, so a player planning the climb could not see what it really costs. The table now has a Core fee column with each level's core price beside the unchanged construction cost, and the note above it names the levels the column covers. The Factory and Arsenal tables had the same gap and get the same column.

Reported by a player.

1.438.0 — 2026-10-11

New

Send resources straight to a guildmate (#7185) Before, guildmates could only move resources to each other through the help board. Someone had to post a request first, and the rest of the guild could only answer it. Now every Member's and Officer's row on the guild roster has a Send button; on phones it is the first entry in the ⋯ sheet. It opens a dialog that shows, before you type anything:

The resources leave your home colony and land on theirs. They see "name sent you a gift" in their activity feed, and the guild log records it.

A gift follows the help board's own limits. It uses one of your daily hands, the same allowance that answering requests uses, including the limit of two a day toward the same commander. Both accounts must be at least two days old. One gift is never bigger than what the recipient could ask for on the board, or than what you could ask for yourself. It is also cut to the room left in their warehouse, so nothing is lost to a full store.

Two new limits come with it:

Gifts earn no Scrip and no guild contribution; answering a request still earns both.

Not included: an app that has not been updated since this release shows a received gift as an answered help-board request, until the update arrives. The AI empires can receive gifts and remember them as gifts, but they do not send them.

1.437.1 — 2026-10-11

Changed

1.437.0 — 2026-10-11

New

Spy probes and attacks leave with a sound of their own (#6905) Before, every launch from the Missions tab played the same engine note, except colonisation. Now a spy mission (sabotage included) leaves with a short, soft probe beep, and an attack (raze and dock raids included) leaves with a low, rising hum. Colonisation keeps its own sound, and every other order keeps the engine note. Only the player who sends the fleet hears it; the defender's incoming-attack alarm is unchanged. Spy missions sent from outside the Missions tab (the quick-spy dialog, the Galaxy list's Spy action, survey probes) still launch without a sound, as before.

1.436.1 — 2026-10-10

Changed

1.436.0 — 2026-10-10

New

Synthetic empires will settle the Event Sector, from the first season that opens after December 4 (#4316) Until now the AI empires fought over the Event Sector's six contested worlds but never founded a colony there. On 2026-10-10, 125 human colonies and no AI colonies stood in the sector.

From each AI empire's own switch-over between December 3 and 4, an AI empire that is at its core colony limit may found one world in the Event Sector per season. The rules:

On the current fortnightly calendar that is the season of December 10. Nothing changes in the season running now or in any season that opens before the switch-over. Chat is unchanged.

1.435.6 — 2026-10-10

Also

1.435.5 — 2026-10-10

Fixed

The advisor no longer offers a new building you cannot afford (#2141)

Before, a building you had not built yet stayed lit in the Colony tab's advisor even when you were short of resources, and the red price was the only warning. Tapping its button opened the base map. You picked a spot there, and only then was the build refused. Now that row is dimmed like an upgrade you cannot afford, its button is disabled, and the card says "Not enough resources." in plain text, so the reason shows on a phone too. When the build queue is also full, the card says "Queue full." instead, because waiting clears that one first. The Command Center line above the suggestions now names a short purse the same way.

The button for a new building is now a pill that reads "Place", in place of a round plus sign beside the upgrade arrow. It no longer looks like a build button that does nothing. The upgrade arrow is unchanged.

Reported by players.

1.435.4 — 2026-10-10

Changed

A wanted player is told the Veil hides their address, never their place on the Wanted board (#7124)

Before, nothing on screen said what the Eschaton Veil does to a bounty. A wanted player saw their own row on the Wanted board with their coordinates printed, whatever their Veil level, and could reasonably expect a higher Veil to take them off the list. It never does. The board lists every wanted player. The Veil withholds only the address, and only while every one of their colonies is under it, from a hunter whose Sensors cannot resolve it. Your own row always shows your coordinates, because they are yours to see, so it could not show you what a hunter sees.

Now your own row on the Wanted board carries a line under it saying exactly that. The Veil can hide your address from a hunter, depending on their Sensors against it, but only while every one of your colonies is under it. It never takes you off the board, and the coordinates on your row are your view, which a hunter may not share. The bounty chip's tooltip in the header, and the sheet that opens from it on a phone, say the same in one sentence after the decay rate. Only the wanted player sees these lines, in English and Italian. Nothing about the Veil or the bounty itself changed.

Reported by a player.

1.435.3 — 2026-10-10

Also

1.435.2 — 2026-10-10

Changed

A won war pays every member who was there from the start, not only the ones who scored (#1484)

Until now, a guild war's tribute was split by war points alone. A member who scored nothing, including the leader who declared the war, received nothing and was never even listed for a share.

From wars whose scoring week starts on Monday 2026-10-19, 10% of the tribute is split equally among every member who was in the guild when the war week began, scorers included. The other 90% is split by war points as before. Nobody who was there from the start can receive less than a member who scored nothing, and more points always pay more. If nobody scored, the tribute is split equally. A member who joined during the war week gets no part of the 10%; if they scored, they are paid their points share. Being demoted to Recruit does not reset when a member joined. Wars that score in an earlier week, including every war already running when this shipped, keep the old split.

The War Room states the rule for the war in front of it, and the effort tab now lists the members who scored nothing with their share. A winner who scored nothing finds a line on their verdict explaining where their share came from. Each resource is still rounded down per member, and a full Warehouse still refuses what does not fit, as before. A surrendered war is paid by the same split its War Room showed.

Not included: the War Room still does not say which colony the tribute lands in. That part of #1484 stays open.

1.435.1 — 2026-10-10

Fixed

1.435.0 — 2026-10-10

New

Changed

1.434.15 — 2026-10-10

Changed

The Echelon weekly purse stops paying more for a bigger Warehouse (#6679)

Before: the resources the Echelon paid at the weekly close were a share of your own total Warehouse capacity, in every tier. So the size of your warehouses decided the payout, and a very large empire could take more from the Echelon than from the War-week podium the Echelon is sized under.

Now: the share is taken on the smaller of your own capacity and the server reference. That is the same reference the War-week prize has used since #5767: the median capacity of the largest empires being played. Below the reference nothing changes. Above it, a bigger Warehouse pays nothing extra. The Echelon panel's purse preview now states the cap next to the share.

1.434.14 — 2026-10-10

Fixed

AI empires that hold the Lance or the Vanguard stop over-sending against a Shield Bubble (#4964)

Before: an AI empire whose own Doctrines slow a Bubble's regeneration (Cascade, the Lance at 15) or skip it in the opening round (Shock, the Vanguard at 10) planned its attack as if it had neither, and sent more ships than the battle needed. Now it counts its own keystones, and the defender's Unyielding (the Mantle at 15), which cancels Cascade. On a bench of 468 matchups under a Bubble, every attack it launches still has enough ships to win, none sends more than before, and 301 send fewer. Strikes it used to call off can now go ahead, and none that it called off before now goes without a reason. The overkill spillover and formations in the same forecast stay open on #4964.

This takes effect gradually from 30 November: each AI empire switches over on its own night, between 30 November and 2 December.

1.434.13 — 2026-10-10

Fixed

AI empires stop sending too few ships against a lone Titan or a few heavy, well-researched hulls (#7132)

Before: against a colony held by a lone Titan, three Battleships or four Reavers with high military research, AI empires sometimes launched a fleet too small to win and lost it. Their battle forecast left out that a ship's shields take part of every salvo, round after round, and it read the defender's research as one flat bonus, below what the battle gives it. Now they price both, so they send enough to win there, and elsewhere a little more than before, never less. When the fleet they gathered still is not enough, they call the strike off and say why, instead of waiting in silence until the plan lapses. On a bench of 1368 matchups, the launches that fell short go from 35 to 6. The 6 left are all a lone Titan with no Bubble up, at worst 94% of the ships the battle needs; #7132 tracks them.

This takes effect gradually from 26 November: each AI empire switches over on its own night, between 26 and 28 November.

1.434.12 — 2026-10-10

Changed

Sixteen more numbers the AI empires plan with are now checked against the game's own rules (#4319)

The synthetic empires keep their own copies of engine numbers: how many empires can join a raid and how strong a raid may be against its target, the relay and stargate travel discounts, the dark matter rate and the warp jump's speed, floor and price, the planetary cannon's damage and cap, the destroyer's per-round hull cap, the price step of each extra copy of a building, and how long a sighted fleet can still be in flight. Until now most copies were checked only against a figure typed again in a test, and four were not checked at all, so a retune of the game left the empires planning on the old number without any test noticing. Each one is now read from the engine and compared, and the check fails if one side changes alone. All sixteen agree today, so nothing in the game changes.

Part of #4319: the other copies the survey lists, and the sweep that would catch a new unchecked copy, are still open.

1.434.11 — 2026-10-10

Fixed

A colony that cannot launch a probe no longer stops the Targets board's whole spy sweep (#7123)

Since the sweep started sending each probe from your nearest colony that has one, a refusal about a single colony stopped the whole sweep. That refusal could be a hangar that was emptier than the board knew, or a colony in the middle of a fold. Probes planned from your other colonies stayed home. Every untried target was cleared from your picks, so you had to pick them all again.

Now that refusal stops only the launches from that colony. Your other colonies keep sending their probes. The targets the refused colony could not launch stay picked, so you can send them again with one tap. The result says how many were "not sent", and says "the sweep stopped there" only when the sweep really stopped. The per-player request limit still stops the whole sweep, as before.

Not included: the board still cannot tell in advance that one of your colonies is folding, so it can still choose a folding colony to launch from. That colony's first launch is refused and its other launches are skipped. Your other colonies are no longer affected.

1.434.10 — 2026-10-10

Fixed

A wanted player is now told how fast their own bounty fades (#2606) A bounty has always shed 15% of itself every day and dropped off the wanted board below grade 1, but only hunters were told. The player carrying it read "it decays on its own if you stop", with no rate and no time. Now the bounty chip's tooltip, its phone sheet and Power details say "It sheds 15% a day on its own: off the wanted board around (day and time) if you stop, sooner if someone collects a share." Your own row on the Wanted board shows "off the board around (day and time)" on a line of its own. The time is in your local clock. When the game cannot name the time, these surfaces state the daily rate alone. All four surfaces are now translated into Italian too. Reported by a player.

1.434.9 — 2026-10-10

Fixed

A won war now tells each winner what they got, where it landed, and what a full Warehouse refused (#1484)

Before, the war verdict card showed every member of both guilds the same thing: who won and the whole tribute pot. A winner's share was paid silently into their mother colony and never recorded anywhere. If that colony's storage was full, the part that did not fit was destroyed without any notice. Winners reasonably concluded that they had received nothing.

Now, on wars that end from this release onwards, each winner who was paid sees one more line on their own verdict card: their share as it actually landed, after the storage cap, and the name and coordinates of the colony that received it. When the cap refused part of the share, a second line says how much was lost and of which resources. Nothing changes for the losing side, for a draw, for a winner whose share was zero, or for any verdict written before this release: those cards read exactly as before. Older wars cannot be backfilled, because the split was never stored.

Not included yet: the overflow is still lost (this release records and shows it but does not change the cap), whether a declarer who scored no war points should be paid at all is still an open design question, and the War Room does not yet say before the verdict where the tribute will land.

Reported by a player.

1.434.8 — 2026-10-10

Changed

On a wide screen, the Campaign tab's boss rematch now sits right under your last engagement (#3834)

Before: when the Campaign tab was wide enough for two columns, the boss rematch was at the bottom of the right column, below the list of your attempts at the level.

Now: the right column runs from the auto battle summary to your last engagement, then the boss rematch, then the attempts list. You hit a wall, and the next thing you see is the one thing you can still do there.

The rematch still uses its quieter button, so it never looks like Engage. Tapping it still opens the engagement sheet first, and your weekly ticket is spent only when you confirm there. Phones, tablets and narrower windows keep the order they had.

1.434.7 — 2026-10-10

Fixed

The Targets board's spy sweep sends each probe from your nearest colony that has one (#2482)

When you picked targets on the Targets board and pressed Spy, every probe left from your mother colony. The board's list spans sectors, so a target two systems from one of your outposts got a probe crossing the galaxy from home.

Now each target takes its probe from the nearest of your colonies that still has a Spy Probe. "Nearest" is measured by flight time, counting that colony's Relay and Observatory. Targets are served in the order you sorted the list. When a colony runs out, the next target goes to the next nearest colony. A target no colony can pay for stays picked, as before.

The confirm dialog shows, for each target, which colony the probe leaves from and the estimated flight. It also lists how many probes leave from each colony. The picking bar counts the probes in all your hangars. The System Survey still launches from your mother colony.

Not included:

Suggested by a player.

1.434.6 — 2026-10-10

Changed

The AI empires' copy of the production rates is now checked against the game's own (#807) Nothing changes in play: the AI empires and the game already agree on what every Extractor, Refinery, Compute Node and Stellar Forge produces. Before, nothing would have noticed if they stopped agreeing. The empires plan their income from their own copy of those rates, and the only check compared that copy with itself, or compared the game's rates by their total alone. A re-balance that moved output from one resource to another while keeping the total, the shape of the August faucet re-cut, would have left the empires planning on the old figures with every test passing. Now a test reads every producer's rate straight from the game's building catalogue and fails the moment either copy differs, building by building and resource by resource.

Part of #807. Still open there: re-deriving the agents' trade price sheet once stocks converge (an owner decision), and the near-coincidence between the data inflow share and the 0.15 scarcity threshold.

1.434.5 — 2026-10-10

Fixed

Synthetic empires no longer pull a market offer that is still selling (#3991) Since partial fills, a buyer can take a slice of an offer. An agent used to withdraw any offer of its own that was more than a day old, counted from when it was posted, even when buyers were taking slices of it. Players saw an agent pull a listing that was mostly sold. Now an agent counts from the last time it saw the offer sell some, so an offer that is still selling stays on the board. An offer that sold some and then found no buyer for a day is still withdrawn. An offer that never sold is withdrawn exactly as before.

Part of #3991. Still open: an agent does not yet remember a partial sale of its own offer until the offer is sold out, its market lines between two market reads can quote the amount before the last slice, agents do not take slices themselves, and the price precision of very small offers is still with the design desk.

1.434.4 — 2026-10-10

Changed

The rules behind the War Room's figures can now be read on a phone (#3353). The War Room's scoreboard shows what losing costs, what winning pays, your Gate and the war countdown. The rule behind each of those figures used to appear only when a mouse hovered over it. A phone never showed it, and neither did a keyboard. The rules covered the tribute your guild pays from its home colonies if it loses, why the room does not show what the enemy would pay, where the bounty doubles and which strikes are free, and that a surrender can end a war before the countdown runs out. A fold now sits under the scoreboard, "The rules behind these figures". It opens with a tap, a click or the keyboard, and it holds one paragraph for each figure on screen, in the same order. The League's Match room uses the same fold for its purse rule and the Gate. In Diplomacy, the note that a war can end early is printed once under the list. It is no longer a hover on every war row.

This covers the War Room and Diplomacy only. Other screens still keep some decision-critical rules in hovers, and #3353 stays open for them.

1.434.3 — 2026-10-10

Fixed

The Italian resource bar calls spare energy a surplus (#7102)

In the Italian interface, the energy cell of the resource bar used an accounting phrase, the one for a balance in the black, whenever production exceeded consumption. It now reads "in surplus", the same word as in English, and it still fits the narrow row beside the fill bar. Other languages are unchanged.

Reported by a player.

1.434.2 — 2026-10-10

Changed

1.434.1 — 2026-10-10

Fixed

1.434.0 — 2026-10-10

New

The market's New offer composer shows the ratio of the offer you are posting (#7091)

Before, the composer showed quantities, caps and the fee, but no ratio. Matching or undercutting the board meant working the ratio out by hand, then sorting the board by Ratio to compare.

Now, once both sides of the offer hold something, a line under the fee says the offer's ratio: quantity given divided by quantity asked. It is the same figure the board sorts by and prints, in the same format, and the line says it is not a comparison of worth between resources. When the offer trades one resource for one other resource, a second line gives the highest ratio among other players' open offers for that pair in the same direction, or says that there is none. It appears only after the board has loaded. It leaves out your own offers, the giveaways the board pushes below its divider, and the offers whose accept the board blocks, so one gift or one dead offer cannot set the number.

Suggested by a player.

1.433.5 — 2026-10-10

Fixed

A building row on the Colony tab stays where it is when you queue it (#1743)

Before, queuing a build lifted that row to the top of the building list, and when the build finished the row dropped back to its usual place. Each row moved twice, and the second move came at a moment you did not choose. On a young colony an upgrade can finish seconds after the tap, so a tap aimed at one row could land on the building that had just slid under it. No sort option avoided this.

Now a queued row keeps its slot under every sort option, and it shows its countdown and progress bar in place. The Operations card above the list and the queue pill still list everything that is running. Completing a build moves no row in the default order or A–Z. Under the level and price sorts, a finished building moves to the place its new level gives it, because that is what those sorts order by. A building that reaches its maximum level or its Command Center cap still drops to the bottom group, as before.

The other two parts of #1743 are still open: a focus filter for the Suggested Next advisor, and payback times on the building's own page.

Reported by two players.

1.433.4 — 2026-10-10

Changed

The desktop chat opens and closes from the same button (#1821) Before, the chat button at the bottom-left only opened the chat. To close it you reached up to a small «—» at the top of the panel. Now the button stays in the same spot while the chat is open and closes it, so a quick look at a new message is one click to open and one click to close, without moving the pointer. The «—» in the panel header is gone. The button shows no unread badge while the chat is open, and the field you type in now starts to the right of it, so the button never covers it.

Escape also closes the chat when you are typing in it or have clicked inside it. With a reply or an edit in progress, the first Escape cancels the reply or the edit, as the ✕ on its bar does, and gives back what you were writing. The next Escape closes the chat. Escape does not close the chat over an open dialog, or while a tag's card or an emoji picker is open in the chat.

Suggested by a player.

1.433.3 — 2026-10-10

Fixed

The colony picker in the desktop header no longer draws its arrow against the border (#7090)

The dropdown next to your guild tag drew its arrow flush against the right edge, and a long colony name ran right up to it. It now draws the same arrow as the building-list pickers: set in from the edge by the same distance as the label, with a clear gap before it. A long name also shows slightly more than before, and the whole name is still in the tooltip and in the open list.

Reported by a player.

1.433.2 — 2026-10-10

Fixed

The research queue shows the price the server will charge for a queued Tree level, on Safari and the iOS app too (#7064) When you queued more than one level of the same Tree node, the research queue worked out the later levels' prices in your browser. Safari and the iOS app round that calculation differently from the server, and on one level the queue was off by one: level 5 of the Doctrine of Annihilation showed 521,284 xenogas while the server charges 521,283. Every queued Tree level is now priced from the figures the server sends, so the queue shows what will actually be charged. A level the server has not priced shows no price instead of an estimate. That happens only on an endgame line stacked more than five levels past the next one. Building costs, Discipline costs, core fees and guild research were checked the same way and never differed.

1.433.1 — 2026-10-10

Fixed

The Command Center unlock line in the Colony advisor now says why its button is grey when the build queue is full (#2141)

With the build queue full, the gold line above the advisor's suggestions (the next Command Center level and what it unlocks) showed a greyed upgrade button and nothing else. The reason was only in a hover tooltip, which a phone never opens. The suggestions below it already printed "Queue full." on the card. The Command Center line now prints the same sentence, in the same place and style, under its price. Nothing changes when the queue has room.

This is part of #2141. Still open there: whether first builds the colony cannot afford should be dimmed, and whether the place-on-map button needs a different look.

1.433.0 — 2026-10-09

New

The Targets board can be scoped to one sector (#2328)

Before, the board had bands, a sort, toggles, owner chips and a Gate range, but no way to ask for one sector, so a target known to be in the outer ring had no control that would take the list there. Its count of rows held behind a pact, a shelter or a cordon was also galaxy-wide, so it could not say whether the region you were looking for was the part being held back.

Now a Sector picker sits on the sort row, with All sectors (the default) and sectors 1 to 12. The event sector is not offered, because the board never lists it. Choosing a sector scopes the whole board: the list, the protected, NPC and Sanctioned counts, the owner census and the band chips all describe that sector. If the chosen sector has nothing to show, the empty list says so and points back to All sectors. The choice is kept on the device like the other filters. A board opened for one commander from the Wanted board always starts on All sectors, so none of that commander's colonies is hidden by an older choice. Your saved sector comes back the next time you open the board normally. There is no "jump to sector" button: tapping a row already opens that planet.

1.432.0 — 2026-10-09

New

A building's name on the Colony list opens its full sheet on the Base (#5408)

Before, each row on the Colony list showed only a short, clipped description. There was no way from the list to the full Building Sheet that the Base view opens. Now the building's name on each row is a button. Tap it and the Base opens with that building's sheet showing the full story: traits, the upgrade argument, the notes and the numbers. A second or third Site opens its own sheet, not the first Site's. The name looks the same at rest and turns cyan and underlined on hover or keyboard focus. Rows are no taller on a phone. The More toggle and the upgrade button work as before. Closing the sheet leaves you on the Base: there is no way back to the Colony list from there yet.

Suggested by a player.

1.431.9 — 2026-10-09

Fixed

On desktop, a long colony name cut off in the colony dropdown can now be read in full (#1799)

The colony dropdown at the top of the desktop screen is narrow, and a long colony or outpost name, together with its coordinates and planet type, was cut off with no way to read the rest from the closed dropdown. Hover over it now and its tooltip names the active colony with the whole row, the same text as its entry in the open list, ahead of the usual hotkey hint. The open list itself still shows every row in full. The dropdown keeps its width: a wider one pushed the top bar onto an extra line on common laptop widths. On a touch tablet there is no tooltip, so the open list is where the full name is read. Phones are unchanged; they use the colony chip.

Not included: opening the dropdown on hover, which needs a custom dropdown in place of the browser's own.

Reported by a player.

1.431.8 — 2026-10-09

Fixed

AI guildmates who do not lead their guild now know the guild season (#2586) Only an AI empire that led its guild knew the guild season: the week, the guild's rank and season points, and the Eschaton Project's progress in the final weeks. An AI officer or member asked in the same channel had no season facts at all, while every player sees the week counter on the guild panel. Now every AI guildmate has the same season facts its leader has. As always, it only states facts that are true. Contributing to the Project from the guild Fund is still something only the leader does.

This is part of #2586. Still open: the Calendar does not yet show when the guild season closes.

1.431.7 — 2026-10-09

Fixed

A redirected fleet whose home colony is gone can be intercepted again (#6928)

When a fleet was redirected in flight and the colony it set out from no longer existed, its contact sheet drew the plotted course but kept the Intercept button disabled. The reason line told the player to build Observatory 3, even when they already had it. The server would have accepted the order all along. Now the sheet plots that leg from the point where the fleet turned and lets you launch when one of your colonies can reach it. A contact whose origin is truly hidden is still refused, with the same explanation as before.

1.431.6 — 2026-10-09

Fixed

The guild threat board tells a garrison that is staying from one that is leaving (#785) Before, once a garrison's watch had run out, the board said "watch ending" whether or not it was still standing guard. That covered both a garrison kept in place because a strike past its point of no return was about to land, and a garrison that was about to leave. Now the board names a held garrison as held on station for now by the incoming strike, with the time its watch was due. A garrison that is about to leave still reads "watch ending". The hold has a time limit, so the line says "for now" and does not promise the garrison will be there when the strike lands. The defending total and older app versions are unchanged.

This fixes the threat board part of #785. The two edges about short watches stay open.

1.431.5 — 2026-10-09

Fixed

Fill the hold grows the cargo again after you add freighters (#2104) Before: you picked some freighters, pressed fill the hold, added more freighters and pressed it again, and nothing happened. The cargo stayed sized to the old hold until you pressed clear and filled again. Now: the second press spreads the numbers the fill wrote over the bigger hold. Any amount you typed yourself stays exactly as you typed it, and the fill only grows the cells it wrote. With nothing added, pressing it again changes nothing. Reported by a player.

1.431.4 — 2026-10-09

Changed

From 22 November the AI empires count an enemy's Aegis and an ally's Ward when sizing a strike, and say so when they call one off (#7062, #4984)

Until now, an AI empire sizing a strike counted a defender's Aegis only when an Aegis Bastion stood at the colony, and it never counted the shields that a Ward-holding ally lends a garrison. From 22 November, each AI empire counts both, at its own moment over the following two days, on spy reports it makes from then on:

In tests against the battle engine, their smallest strikes stop falling short of what those defences take. Some strikes they used to launch too small, and lose, now wait for a bigger fleet.

When an AI empire calls off a strike for this reason, it says why: the last probe showed the owner's tree holding the Aegis, or a garrison whose owner holds the Ward, alone or together with the rest of what the probe showed. Before, such a strike could be put down to a Bastion alone, or dropped with no reason given. It leaves that colony alone for a few days, unless a later probe no longer shows the cause.

1.431.3 — 2026-10-09

Fixed

Guild season points earned after the season's eighth week no longer change its final ranking (#2586)

A guild season ends eight weeks after it starts, but the season only closes the next time someone opens it. Until now, a war won, a Council Directive tier reached or a League match won in that gap still added season points to the season that had already ended, and the close then ranked guilds and paid placement rewards with those late points included. A guild could move up the final standings on points earned after the season was over.

Now a war or League match counts for the season it was fought in. A war or match fought during the season's last week still scores there, even though it is settled after the season ends. A war whose week starts after the end, a war surrendered after the end, and a Directive tier settled after the end add nothing to the ended season. Those points are dropped, not carried into the next season, because that contest had not started when they were earned. Everything else these pay out is unchanged: tribute, Scrip, Fund, guild XP and match rewards. A guild that surrenders a war fought in the last week, in the minutes before the war is settled, can no longer cost the winner its season points that way.

This fixes the second item of #2586. The other two items (season facts for officer agents, and the season close on the Calendar) are still open.

1.431.2 — 2026-10-09

Fixed

BUILD is on screen when the Shipyard opens in a narrower desktop window (#7066)

In a desktop window around 1000 to 1100 pixels wide, the Shipyard switches to its narrow layout, with the hulls in a strip across the top. In that layout the BUILD button opened 8 to 11 pixels below the bottom of the screen, and you had to scroll to reach it. It now opens fully on screen with about 55 pixels to spare, the same as in wider windows.

The build count box also shows a five-digit count in full. At 99,999 it used to cut off the first digit, at every desktop width. The box's small up/down arrows are gone to make room. The minus and plus buttons beside it still change the count.

1.431.1 — 2026-10-09

Fixed

The chat panel's sizing test now catches the resets it used to miss (#7054) A test keeps a site-wide border-box reset off the chat panel, because such a reset would shrink the panel and leave part of the game under it. That test missed resets written with nested or quoted brackets, such as *:not(:is(svg, img)) and *:not([title=")"]). It also failed on the harmless legacy *:before form, which only sizes generated content. It now reads selectors token by token. The CSS reader that the layout tests share also stopped splitting a selector list wrongly when a bracket sits inside quotes. This is test tooling only: nothing changes in the game.

1.431.0 — 2026-10-09

New

The tech card shows the price of every level ahead (#1783) A leveled research card used to price only the next level, so planning a run meant buying your way up to see what came next. A collapsed line under the price now reads "Show the next N levels (to lvl X)". Opened, it lists every later level up to the cap, each in full digits with its Dark Matter leg where there is one. The uncapped endgame lines show the next five. The server computes these prices, so they are the figures the queue will charge, on every device.

Suggested by a player.

1.430.1 — 2026-10-09

Changed

The AI empires' battle forecast can now count an enemy's Aegis and an ally's Ward, but the read is switched off for now (#4984)

Nothing changes in play yet. Until now, an AI empire sizing a strike counted a defender's Aegis only when an Aegis Bastion stood at the colony. It never counted the extra shields that a Ward-holding ally lends a garrison. Both are now part of its forecast:

In tests against the battle engine, the AI's smallest strike stops falling short of what those defences take. In the issue's own case, Bombers against four Reavers and ten Interceptors on the Aegis at 20, it goes from 98 to 142, where the engine needs 131. These reads can only make a strike bigger, never smaller.

The read is shipped switched off. Turning it on would leave some called-off strikes with the wrong reason, or with no reason at all. #7062 gives the Aegis its own call-off first, and only then picks the night the read switches on, one empire at a time over two days.

1.430.0 — 2026-10-09

New

The Base tab now shows the planet you are building on (#2293)

Until now the Base screen, where you actually build, never described your planet. Its bonus and its malus showed up on Colony, Overview, Missions and the Galaxy sheet, but not here. A small badge on the map now shows both sides of the planet's trait. The figures are the ones after your Terraformer and Colonial Outpost have done their work, which is the number that decides whether the next Terraformer level is worth building. On a computer the badge sits in the bottom-right corner of the map. On a phone it sits top-right, just under the header, steps aside while you place a building, and never takes a tap meant for the map.

Suggested by a player.

1.429.34 — 2026-10-09

Fixed

The desktop shipyard shows what an order will cost before you build it (#2264)

Since 1.72.0, the build footer of the shipyard on desktop showed the build time and the Power the order adds, but no price. The order's total was only inside the folded "Order details" panel, and the per-hull price in the console did not change with the count. On a phone the total was always on screen.

The desktop footer now has a "Total ×N" line above the build time. It gives the order's whole price per resource, multiplied by the count, and turns red on any resource you are short of. It updates as you change the count. "Order details" still opens closed and still holds the full breakdown with your stock beside each figure.

Reported by a player.

1.429.33 — 2026-10-09

Fixed

The chat dock's layout test now catches a box-sizing reset hidden inside a media query (#2535) Nothing changes for players. The test that keeps the chat panel's width honest checks that no stylesheet rule applies a border-box reset to every element, because such a reset would shrink the panel and the game band beside it. It read the stylesheet with a pattern that could not see a rule nested inside a media query, so a reset written for mouse-driven screens only would have passed it. It now uses the stylesheet reader that understands nesting, and its failure message names the media query the rule sits in.

1.429.32 — 2026-10-09

Fixed

A cheap upgrade that pays back in hours now reaches its family tab in Suggested next (#7041)

Before, a family tab of Suggested next could show three upgrades that each took two weeks to pay back. Meanwhile a low-level building that paid back in a few hours appeared on no tab at all. Its gain was small next to the colony's whole output, so it was ranked after every bigger row and cut at three.

Now, when a family tab already holds three bigger rows, its last slot goes to the small row with the shortest payback, provided that row pays back sooner than the third row it would replace. If that third row shows no payback, the small row must pay back within a day. The row sits under the "marginal" divider, so you can still tell it is a small gain. A first build of a new Site counts like an upgrade. Small rows that show no payback, such as extra Laboratory levels and defences, still never take the slot.

Not included: the All tab is unchanged. On a colony like the one reported, it still shows the three two-week upgrades, and the fast row appears on its family tab only.

Reported by a player.

1.429.31 — 2026-10-09

Changed

A browser check now keeps the Shipyard's BUILD button on screen when the tab opens (#5521) Players see no change. In September, BUILD sat 7 to 9 pixels below the bottom of the screen on common laptop and desktop sizes until the page was scrolled. That was fixed, but no test checked where the button actually lands. A headless browser now opens the real Shipyard tab at six desktop sizes, from 1280x800 to 1920x1200. It fails if BUILD is not fully visible before any scrolling, and it also fails if the page was scrolled at all. With the old defect put back, it fails at every size.

1.429.30 — 2026-10-09

Fixed

Agents now mention a portal exchange even when its first reply was lost (#7047)

When an agent converted ferrolite at its Trade Portal and the server's first reply never came back, the automatic retry received the stored result. The agent took it for an older conversion, so it never mentioned the exchange it had just made. Now that conversion reaches the agent's facts once, with the amounts the server charged and delivered. A conversion that an earlier turn already reported is still never stated twice.

1.429.29 — 2026-10-09

Changed

AI empires will name a loot preference on their raids (#4338)

When a won raid cannot carry everything, each contingent can ask for one resource to fill its holds first. Until now, AI empires never asked. Their holds always took the even mix, even when the humans in the same raid named a resource, and even right after the empire had asked its guild board for that resource.

From 18 November, each AI empire starts naming one, at its own moment over two days. An empire short of a resource usually asks for that one, and keeps asking while its guild-board request for it is still open. When nothing is short, it follows its plan and its own taste, which can lean a different way from one day to the next. Some empires rarely name anything, as some players never do. Nothing changes before 18 November.

1.429.28 — 2026-10-09

Changed

The layout checks now measure screens with the real bottom navigation bar on them (#5547)

Nothing changes on screen. The automated checks that decide whether a button on the phone layout can actually be tapped used to measure some screens without the bottom navigation bar. Without the bar, a button sitting where the bar would be counted as reachable, even though on a real phone the bar covers it. The checks now place the game's real bottom bar on the mission screen and the quick-buttons picker. On the one test page that cannot carry the bar, they compare every button against the bar's measured position. Rechecked with the bar in place, no button those checks cover turned out to be hidden.

1.429.27 — 2026-10-09

Changed

The AI empires' Trade Portal conversions now have a test that fails if they could ever be charged twice (#5531) Players see no change. An AI empire's Trade Portal conversion is the one spending request its client may re-send after a lost reply, because the server answers a repeated request id with the stored result and converts once. Until now that rested on a comment. The agents' test suite now reads the database schema and the server's replay code, and replays a lost reply against a fake server. Dropping the unique key, or changing how the replay looks it up, now fails the suite before it can ship. The other requests on the retry-safe list are still checked by review only, and the test file now says so.

1.429.26 — 2026-10-09

Changed

The launch form now says why your own Hypergate pair did not speed up a trip (#2105)

Before: the Hypergate card advertised a pair of gates at up to −50%. A transport between two of your own gated worlds could still show only the single gate's discount (for example −22%), and nothing said why.

Now, when the hyperspace row names the single Hypergate or the Relay, a line under it gives the reason the pair lost: the route stays inside one system, which a pair never covers, or the pair's own time on this route (shown) is slower than the discounted time above, because a pair only pays off on longer routes. If you have researched the Relay and the launch colony has none working, the line adds that a Relay there halves any route. The Hypergate card's pair note now says that the hop's discount shortens the hop, not your trip, and that a flat cut on every route comes from the Relay. In Italian, the row now calls the Relay by the building's own Italian name.

Reported by a player.

1.429.25 — 2026-10-09

Changed

The server's background jobs no longer all fire in the same instant every six hours (#2594)

Before: fourteen of the server's recurring jobs, among them the exodus, displacement, campaign and research sweeps, the war-week and Dark Matter ticks, sovereignty, and the faction and relic rescales, all started counting at the moment the server booted. Every six hours they all came due in the same instant and ran back to back, competing with whatever players were doing at that moment. Three more timers sat exactly on another job's tick.

Now: every background timer on the server has its own second, taken from one table, and no two of them are scheduled for the same second. No job runs more or less often than before, and none runs earlier after a restart. A new timer cannot be added without a place in that table: a test reads the source and fails if one skips it.

1.429.24 — 2026-10-09

Changed

Advisor and payback tests now check colonies the game can actually build (#5003) Nothing changes on screen. Several of the Advisor's tests checked cards built from colonies no player can have, such as a Command Center 3 colony holding a level-12 Extractor. Those cards made claims no real player sees. One said upgrading to Command Center 4 releases a level-13 Extractor, and the payback test relied on a price only that impossible colony could produce. Those tests now use colonies at their Command Center cap, and a shared check fails them if they ever go above it again. A Command Center card that names or charges the wrong building now fails the payback test instead of passing it. This is one slice of #5003: the other test fixtures above the cap are still to be checked.

1.429.23 — 2026-10-09

Changed

The AI empires' copies of more engine numbers are now checked against the engine (#4319)

The AI empires keep their own hand-copied versions of a set of game numbers that nothing compared with the server's: the market's offer ceiling curve and settlement fee, the Shield's pool, the stats of a single Defense Battery emplacement and of the Fortress, and the speed-to-flight-time constant. If the server retuned one of them, the agents kept planning with the old value and every test stayed green. Now a test reads each of these numbers from the engine's source and fails as soon as either copy changes alone.

Nothing changes in play: every one of these numbers already agrees with the server. This is one slice of #4319. The raid limits and the other copied numbers that issue lists are still not checked.

1.429.22 — 2026-10-09

Fixed

A new transport no longer opens with a red error about its empty hold, and the phone says it only once (#821)

Before, a transport you had just opened on the launch form showed a red cross with "A transport needs a cargo", even though you had not had a chance to load anything yet. On a phone, the same sentence also appeared twice: once on the sticky Send bar and once in the verdict line right next to it.

Now an empty hold reads as a neutral instruction (grey, with a bullet) until you touch the cargo: typing an amount, a max button, either fill button or clear. If the hold is empty again after that, the red cross comes back. Send stays disabled either way. On a phone, while Send is disabled, its reason is printed only on the bar. The notes and the fix button below it stay where they were.

Reported by a player.

1.429.21 — 2026-10-09

Changed

1.429.20 — 2026-10-09

Fixed

1.429.19 — 2026-10-09

Fixed

The release-notes language check no longer depends on the shell that starts it (#7019) Before: the check that keeps Italian out of release notes inherited the caller's locale. From a shell set to the plain C or POSIX locale it missed the four listed Italian words that end in an accented letter, so notes holding them could pass as English, and the merge check went red on unrelated pull requests whose queue run had started from such a shell. Now: the word search picks its own UTF-8 locale and finds those words from any shell. Where no UTF-8 locale is available, the notes are refused with that reason instead of being read as English.

1.429.18 — 2026-10-09

Fixed

Refreshing stale ship machinery no longer plants a merge conflict (#5503) Before: when a tree ran an old copy of the release scripts, CLAUDE.md, the ship guide and the release, preflight and deploy error messages all said to refresh the whole ship-skill directory. That also copied the ship ledger, a file every ship appends to, so the branch then conflicted with the next row on main even when the code merged cleanly. Now: the advice refreshes every file except the ledger, and the release message says how to put back the merge-base copy of the ledger on a branch where an older refresh already committed it. No player-facing change.

1.429.17 — 2026-10-09

Fixed

Two relic seedings running at once can no longer found a second colony for the same relic (#2552) Relics are placed on the map when the server starts and every six hours after that. If two servers ever did this at the same moment, one relic could end up with two colonies. The map would then show one address while the relic's ownership pointed at the other, and a fleet that beat the garrison at the address on the map would capture nothing. Each relic is now placed by one server at a time, and the second one finds the colony the first one made. Nothing changes in play today: the game runs on one server, so this could not happen yet. The fix makes sure it cannot happen on the day it runs on more than one.

1.429.16 — 2026-10-09

Fixed

AI empires no longer mistake a player for one of their own because the two share a display name (#4340) Before: when a question in galaxy chat named no one, the AI empire that had just spoken took it as meant for itself. It decided who had just spoken by display name, though, and names are not unique. A player who carried an AI empire's name could make that empire answer a question that followed the player's own line. If two AI empires shared a name, the wrong one could pick up the question. The same mix-up could break a tie in favour of the wrong empire when a message named a first name two AI empires share. Now: who spoke is decided by account, not by name. An unnamed question goes to the AI empire that actually spoke last, or to nobody when a person spoke last. With unique names nothing changes. One gap remains: a message that types out a name shared by a player and an AI empire still reads as addressed to the AI empire, because the text carries no account.

1.429.15 — 2026-10-09

Fixed

Research prices show every digit, also on a phone (#2276)

On the Discipline panel and the Tech Tree sheet, a research price of a million or more was shortened to a figure like 12M, and so was the "still needed" amount under it. Every value from 11.5 to 12.49 million printed the same 12M. The exact number was only in a mouse-hover tooltip, which a phone never shows. A player told they were short of 12M Data while holding 12M could not find out by how much.

Both screens now print every price and every missing amount in full digits, as the Building sheet already does. On a phone, Tech Tree prices in the billions wrap onto two lines, with each amount still under its own price. The short form on the Discipline cards and the Bench's "Exact figures" switch are unchanged.

Reported by a player.

1.429.14 — 2026-10-09

Fixed

AI empires can now rescue a stalled young outpost with Orbital Panels (#3743)

Before: an AI empire would rescue a stalled outpost (one with no power and nothing to spend) only once it could afford a Fusion Reactor (80 Ferrolite, 30 Xenogas) plus whatever producers the outpost lacked. A young empire holding 100 Ferrolite and 40 Xenogas never sent the supply run, even though Orbital Panels, at 40/10, would have got the outpost going.

Now: the supply run prices power at Orbital Panels, the cheapest generator, so that empire sends 88 Ferrolite and 34 Xenogas. The outpost spends it on Panels and a Refinery and starts earning Ferrolite and Xenogas. It no longer spends it on a Reactor that left nothing for the Refinery. Outposts and empires that can afford the Reactor and their missing producers still build the Reactor first. The same rule applies to later Reactor levels: an AI colony that is short of power and has no Refinery no longer spends on a Reactor upgrade it cannot pair with a Refinery, and most personas buy the Refinery instead. The dowry a new colony is founded with is unchanged.

1.429.13 — 2026-10-09

Fixed

With the build queue full, the advisor no longer offers a new building it cannot start (#2141). A full queue used to dim the upgrade suggestions, while the new-building suggestions right below them stayed bright with a working + button. That button opened the base map, and the server refused the placement as queue full only after you had picked a cell. Now a full queue dims new-building suggestions as well. Every suggestion it blocks also says "Queue full." on the card, so the reason is visible on a phone and not only in a hover tooltip.

Not included: a new-building suggestion is still not dimmed when you cannot afford it. Its price already shows the missing resource in red. The Command Center unlock button above the list still gives its queue-full reason only on hover.

Reported by two players.

1.429.12 — 2026-10-09

Fixed

The attack advisor's net-loss warning now prices the fleet you are about to launch (#2462)

Before: the forecast row priced the fleet on the form, while the "winning at a loss" warning under it priced the Advisor's recommended fleet. Once you edited the fleet the panel showed two net figures for two different fleets, which read like two calculations of the same raid that disagreed; a green surplus could sit above a red "sets you back", and editing a paying recommendation into a losing fleet gave no warning at all.

Now: the warning, and the "its hold cannot make the raid pay" line, speak for your fleet. An edited fleet that pays carries no warning. When you have edited a fleet that loses and the recommended fleet would do strictly better, a dim line under the warning gives the recommended fleet's figure for comparison; it stays hidden on a tie, and when the recommended fleet's own hold could not bring the loot home. The row and the warning now round figures the same way, so one figure no longer prints one unit apart on the two lines. The row's net still counts the loot your hold brings home, and its "hold full" chip names the gap when the hold caps the haul.

Reported by a player who compared the two figures and spotted that only one of them followed the edited fleet.

1.429.11 — 2026-10-09

Fixed

Four guild actions retry instead of failing when the database briefly blocks them (#4218) Before: if two guild operations hit the same guild at the same moment, the database could cancel one of them to clear the jam. Four actions surfaced that as a server error: handing over leadership, founding a guild, starting or pinning guild research (and opening the guild screen when research had just finished), and opening the guild screen when an absent leader was being replaced. The player had to try again. Now: the cancelled action is retried automatically, up to three attempts and only within the first four seconds, and each retry checks the guild again. A transfer or a succession that another request already completed is not applied twice, and a retried founding does not use up a second name check. If the database stays blocked past those limits, the error is the same as before.

1.429.10 — 2026-10-09

Fixed

A tap on a pirate beacon opens its system, even when the beacon shares its star (#3565)

On the galaxy map, the pirate beacon is the most conspicuous mark on a system, and players aim at it to open that system. A beacon alone on its star already sat on the star's own cell, so that tap worked. But when the beacon shared its star with another sign (your home, one of your colonies with My colonies on, or a named place), it was drawn off to one side, and half of it hung over a neighbouring empty cell. A tap on that half opened nothing. Now a tap anywhere on the beacon opens its system, at the same zooms where tapping a planet opens its card. On a desktop, hovering over it names the system too. Planet taps are unchanged, because the cells the beacon reaches never hold a planet. Further out, a tap on the beacon still zooms in.

1.429.9 — 2026-10-09

Fixed

The Home radar no longer hides strikes past the fourth (#6988) On the desktop Home, the strike list under the threat radar showed four strikes and dropped the rest with no line saying they existed. Now each row is one attacker on one colony: a raid of several fleets reads as one row with ×3, its soonest clock, and every clock in its tooltip. With more than four such groups, the list shows three and a final line counts the strikes left out, for example +3 more strikes · next in 2h; clicking it opens Missions. The radar blips are unchanged.

1.429.8 — 2026-10-09

Fixed

The Home timeline's Threats lane no longer hides a fifth strike (#6988) On the desktop Home timeline, a lane drew at most four points on its axis. With five or more strikes landing inside the four-hour horizon, the Threats lane showed four diamonds, and the later strikes were missing with no counter to show they existed. «Expand all» did not open the lane either. Now the Threats lane gets the same counter as a colony lane, for example +1 · next 3h 30m. The counter's tooltip lists the hidden strikes with their clocks, and opening the lane, by its counter or by «Expand all», draws them all. Strikes that land within the same minute still draw on top of each other. The radar card's strike list still shows four strikes at most; that is being designed separately.

1.429.7 — 2026-10-09

Changed

Agent tests: a check that a true line still goes out now has to prove the whitelist is why (#5556)

The gate that stops agents and Wraiths from pinning an unowned fleet on a real player is tested in both directions. Some of the tests that say "this true line still goes out" would have passed with the gate's list of named owners deleted, because the line never reached that list. Each one now runs the line a second time with the list removed and requires a refusal there. Three tests passed without ever reaching the list and now use facts that do reach it. A fourth stays as it is, because not reaching the list is the point of that test, and it now says so. Nothing changes in the game: this is test coverage only.

1.429.6 — 2026-10-09

Fixed

A number too large to hold no longer stays pasted in a raid coordinate (#4998)

When you pasted something like 1e999, or a long run of digits, into the Sector, System or Planet box of "Open a raid", the pasted text stayed in the box while the target line beside it went blank (—:—:—). The box now puts back what it held before the paste and selects it, so the next paste replaces it, and the target line keeps showing the address. Normal typing, an empty box and the out-of-range warnings work as before.

This is the same fix the other number boxes got in #4226. The two number boxes on the operator-only admin screen are not changed.

1.429.5 — 2026-10-09

Fixed

The Home timeline's «Expand all» tooltip says which lanes it opens (#6987)

On the desktop Home, the «Expand all» button's tooltip said it expanded every lane with more to show. The button opens only lanes that have a +N counter, so the Threats and Guild · season lanes, which have no counter, stayed as they were. The tooltip now reads "Open every lane that shows a +N counter", and «Collapse all» reads "Close every open lane". The Italian tooltips were reworded to match. The button labels are unchanged.

Those two lanes still draw at most four points. That limit is tracked separately in #6988.

1.429.4 — 2026-10-09

Changed

The Speed-up sheet works out its recommended spend in the same tiny time on any order, however long (#5499) Before, the one-tap recommendation on the Speed-up sheet tried every combination of 4h and 1h shards. The longer the order, the more combinations it had to try, and the work grew with the square of the order's length. On the heaviest real board, a 16-day ship batch, that came to about 40,000 tries every second the sheet was open. A year-long order on the biggest hoard in the galaxy would have needed 4.7 million. Now the best combination is worked out directly, so the cost no longer depends on how long the order is or how many shards you hold. The recommendation itself has not changed. On every order and every inventory the sheet suggests exactly the same shards as before: the least time wasted, with the smaller sizes spent first when two options waste the same. Before release, the new calculation was checked against the old search on more than 348,000 boards, and they agreed on every one.

1.429.3 — 2026-10-09

Fixed

On a phone, the Build chip is on screen without a drag (#5498) The resource strip at the top of a phone screen scrolls sideways with no visible scrollbar, and the Build chip (the build queue count, and the tap into the Colony tab) sat at its far end, past the edge of the screen on every upright phone. Nothing showed that the strip continued. Now the Build chip holds the strip's right edge: it is on screen the moment the game opens, the pill partly visible beside it shows that the strip scrolls on, and once the strip is scrolled far enough the chip goes back to its own place. The incoming-attack alarm stays on top of it. On a narrow phone under attack, the chip covers a little of the protection clock until the first drag. Desktop is unchanged. Rotated phones are not covered: their strip does not scroll at all yet, which is tracked in #6984.

1.429.2 — 2026-10-09

Fixed

At 200% text zoom, every ordering arrow stays on screen (#5520) In Settings, under Quick buttons, the Order strip shows each chosen tab as a pill with a left and a right arrow. On a very narrow screen (200% text zoom on a small phone), the pill for a long name such as Leaderboard was wider than the screen, so its right arrow sat past the edge of a sheet that cannot scroll sideways, and the first tab could not be moved right. Now a pill is never wider than its row: when space runs out, the tab's name is shortened with an ellipsis, and both arrows keep their full size. At normal phone widths nothing changes.

1.429.1 — 2026-10-09

Changed

The Home timeline opens every lane in one tap (#6966) On the desktop Home, the next-hours timeline draws three bars per lane and counts the rest behind each lane's own counter. Seeing every clock used to cost one tap per lane on every visit, which on an 8-colony empire meant six or seven taps. A small «Expand all» button now sits above the lane names: one tap opens every lane that has more to show, and it then reads «Collapse all». It appears only while some lane has hidden bars. Opened lanes are still forgotten when you leave Home, as before.

1.429.0 — 2026-10-09

New

1.428.10 — 2026-10-09

Changed

The starting sectors now say why their bounty follows the place, not the owner (#5713)

In sectors 1-4, a strike far below your Gate costs a doubled bounty, and the bounty starts from a smaller Gate gap. That covers every owner's colony there, including a veteran's oldest and best-developed one. Nothing in the game said why, so it read as beginner protection leaking to veterans. The strike preflight added to the confusion by calling the starting sectors the place "where new empires are born".

The rule is unchanged. The game now states its reason:

The same changes are in Italian.

Reported by a player on Discord.

1.428.9 — 2026-10-09

Fixed

Last Stand and Interlock no longer promise a cap that a surrender overrides (#6963) Before: the Last Stand and Interlock rows on the Doctrine sheet said the quarter-per-round hull cap held "as long as" something on the defending side still fired. A ship that fired and died in the same round broke that promise: at the end of the round nothing was left able to fire, and every defending ship group, capped or not, was lost in that round. The battle report's "Shielded by the Interlock" line on a covered fleet's card said nothing about that surrender at all. Now: both rows say the cap holds unless a round ends with no ship, Emplacement or Fortress on the defending side able to fire and no Bubble holding. The report line, in English and Italian, carries the same exception.

1.428.8 — 2026-10-09

Fixed

"While you were away" no longer shows your own spending on another device as a loss (#6958)

Before, the sheet measured your absence from the last time you used this device. If you played on your phone and came back to your desktop, everything you did on the phone fell inside the window, and the resources you had spent there showed as a red loss with no attack to explain it.

Now the sheet checks when you last played on any device:

A switch to another device that lasts only a few minutes can still go unnoticed, and the spending from it can still show in the resource figures.

Reported by a player in the bugs forum.

1.428.7 — 2026-10-09

Fixed

A refused intercept on a flight to its owner's own colony no longer tells you what the flight is doing (#6953) With an Observatory that names a fleet's owner, tapping INTERCEPT on two flights heading for one of that owner's own colonies used to give two different refusals: the housekeeping sentence for a cargo run, the general one for a defence or pickup flight. The refusal told you the mission type, which no Observatory level sells. Both now get the general refusal, at every Observatory level. Which flights can be intercepted is unchanged.

1.428.6 — 2026-10-09

Fixed

The Season tab's lane switch no longer draws its labels over each other on a phone (#6942) On a narrow phone, or with an enlarged system font, the four lanes of the Season tab were squeezed into one row: CONTRACTS was drawn across The Proving Ground and CALENDAR across CONTRACTS, and only the gold outline showed which lane was selected. Now the switch is one row of four only while every label fits whole; otherwise it becomes two rows of two, The Race and The Proving Ground above, Contracts and Calendar below. At the default text size and with system text enlarged by 30%, no label is shortened or cut, the Contracts dot included; only at much larger system text sizes does a label still too wide for its lane end in an ellipsis inside its own lane. At the default text size, phones narrower than about 468px always get two rows; desktop is unchanged.

Reported by a player in the bugs forum, with a screenshot from an Android phone.

1.428.5 — 2026-10-09

Fixed

The Interlock rung no longer promises that covered fleets always hold a quarter a round (#6934)

The Phalanx's Interlock rung on the Doctrine sheet said that no ship group it covers loses more than a quarter of its hull in a round, with no exception. In battle, a defence where nothing fires anymore still surrenders whole: if no ship, Emplacement or Fortress on the defending side has guns left and no Bubble holds, every covered fleet is lost in that round. A guest garrison of Freighters guarding beside unarmed Aegis Bastions lost every ship in round 1 while the rung promised a quarter. The rung now says the cap holds as long as a ship, Emplacement or Fortress on the defending side still fires or the Bubble holds, the same exception the Last Stand rung has carried since #6919. Nothing in combat changed.

1.428.4 — 2026-10-09

Fixed

The battle herald no longer prints the address of a colony under the Veil (#6945)

After a big battle between players, Kepler Observatory posts a line in the galaxy channel. That line used to print the battle's coordinates as plain text, even when the battle was fought at a colony under the Veil, so every reader could see an address the map hides. When the herald posts a new line, it now checks the Veil the same way the Galactic log does: if the colony at that address is under the Veil at that moment, the line says "a world under the Veil" where the coordinates were. Who fought, who won, the losses and the replay chip are unchanged.

Lines posted before this release keep the text they were written with.

1.428.3 — 2026-10-09

Fixed

A refused intercept between two starting sectors no longer hints at what the fleet is doing (#6937)

Before: you could order an intercept on a flight whose origin and destination were both in the starting sectors (an older app version, or a direct API call). The refusal you got back depended on the flight's hidden details. A plain attack or transport was refused as protected space. A spy, explore, colonise or defend flight, a raid contingent, or an owner under night, novice or pact protection got the generic refusal instead. Because a refused order costs nothing, comparing the two answers showed whether the flight carried something your Observatory had not revealed.

Now: every such flight is refused as protected space, whatever it is carrying and whoever owns it. Your own fleets are still refused as your own. Viewers who can see the owner now get the protected-space refusal on these routes, not the night, novice or pact one. Protected space is the reason that still applies after those shelters lift. The set of flights that can be intercepted has not changed.

Not included: one similar case is still open. When a flight goes to one of its owner's own colonies, a viewer who can see the owner can still tell the mission type from the refusal. Fixing it means choosing which hidden detail the refusal keeps, and that decision is tracked in #6953.

1.428.2 — 2026-10-09

Fixed

The Aegis Last Stand rung no longer promises more than a battle delivers (#6919) Before: the Aegis level 15 rung said no group of yours loses more than a quarter of its hull in a round, so it stands at least four rounds, and that the fire it turns aside falls on the rest of its row. Three things were missing. The colony's Emplacements and Fortress were never covered. A defence with nothing left that fires and no Bubble surrenders its ships at the end of that round, cap or no cap. And a row-mate without a cap takes the turned-aside fire in full. Now: the rung says "ship group", and promises the four rounds only as long as a ship, Emplacement or Fortress on your side still fires or the Bubble holds. The Orbital Cannon's shots do not count. The turned-aside fire falls on the rest of the row, up to any caps they have. The rule itself is unchanged. The same gap on the Phalanx Interlock rung is tracked in #6934.

1.428.1 — 2026-10-09

Fixed

An intercept that finds empty space now says the target may have been sheltered (#6940) When a pursuit reached its meeting point and found nothing, the activity feed listed three reasons: the target landed, was recalled, or somebody reached it first. It never mentioned the other reason the game checks at the meeting: the target's owner had become sheltered during the flight, because their night window opened, a pact was signed, or novice protection came back. The row now names that case too, in English and Italian, with the same wording as the note under every intercept solve. The title and the "flying home intact" line are unchanged.

1.428.0 — 2026-10-09

New

The Galaxy hover tip shows the salvage your own battles left (#6830) Before: on desktop, hovering a planet in a system's 3D view showed its name and type, but not the salvage estimate. The system list and the planet sheet had it; the tip had been dropped because the map did not read the feeds the estimate needs while you were just looking around. Now: the tip adds a green line, "salvage ≈ n · from your battle reports", or "· your harvest on its way" while a harvest of yours is flying there. The figure is the same one the list, the sheet and the Missions tab print, and it keeps decaying while the map sits open. The map reads your battle reports, harvests and missions once when you open it and again only when one of your battles or harvests lands, so an idle map still costs no extra request. Not on phones, where the tip does not exist. A recall or a launch made from another device shows up after your next battle or harvest, or when you reopen the Galaxy.

1.427.4 — 2026-10-09

Changed

Battle replays that field the Annihilator, the Praxis Interdictor or the Voidlance Cutter load a lighter model of that hull (#6196) Before, these three ships were each drawn in the replay from their full model: about 2 million triangles and three 4096-pixel textures, roughly 305 MB of graphics memory per hull and an 11–13 MB download. The replay now loads a lighter copy of the same hull, with 1024-pixel textures like every other ship and a reduced mesh, at about 30–41 MB of graphics memory and a 4.4–7.4 MB download. The Shipyard, the galaxy and the planet card still show the full model.

Each hull kept as many triangles as it needed to keep its panels smooth, judged by eye at the replay's closest shot: the Cutter 35%, the Annihilator 50%, the Interdictor 65%. The Interdictor is therefore still well above the ordinary ships' triangle count.

This does not yet claim to fix the iPad replay that would not start (#6188): that needs a test on the device.

1.427.3 — 2026-10-09

Fixed

The public register no longer prints the address of a colony under the Veil (#6521)

Before: the Galactic log, the Calendar's day panel, event chips in chat, and the public replay of a battle printed the exact coordinates of a battle or a new colony, even when that colony was under the Veil. A colony that the galaxy map shows as an empty slot to anyone whose Sensors cannot see through its Veil had its address in plain text for everyone.

Now: wherever those coordinates used to be, the row reads "a world under the Veil". Who fought whom, the outcome, the loot and the Replay button are all still there. Only the address is withheld, and the rule does not depend on the reader's Sensors. The tag picker in chat offers these rows with the same wording. A replay of such a battle shows the fight without naming the place.

What is left out:

1.427.2 — 2026-10-09

Changed

The Watch Array gives arrival times to the minute, not to the millisecond (#6862)

Before, each fleet a guild's Watch Array listed carried its exact arrival time. A fleet contact also carries its exact arrival time, at every observatory tier, so a guild holding a Watch Array could match even the lowest-tier contact to its Watch row and read the destination planet, which only a tier-3 contact is meant to name.

Now the Watch Array publishes each arrival rounded down to the whole minute, and fleets landing in the same minute are listed by their coordinates, not by their hidden seconds. The panel already showed whole minutes, so the countdown reads the same, except that it can now run up to a minute early, never late. Contacts keep their exact times.

Not closed: when only one Watch row falls in a contact's arrival minute, the minute still matches it. A guild that keeps refreshing the list can also see the first of two same-minute fleets drop off when it lands, which pairs the other one with the contact still in flight, with under a minute to go.

1.427.1 — 2026-10-09

Fixed

The contact sheet no longer promises an intercept the server will refuse (#6924). At Observatory 3 and above, the sheet worked out a meeting point for any flight whose route you had bought, and INTERCEPT stayed live even for flights the server always turns away: probes, exploration and colony ships, raid contingents, a fleet carrying goods between its owner's own worlds, a fleet sheltered by night, novice protection or a pact, and routes inside the starting sectors. Now a flight whose two ends both lie in the starting sectors is refused on the sheet before you tap, using the same sentence the server gives. The note under every solve now says it predicts only the course, that whether the flight can be engaged is decided when you tap and again when the fleets meet, and that a turn or a shelter before then means arriving at empty space. The refusal you get after tapping says nothing left the hangar, explains that the chart shows a course but never a fleet's errand or its shelter, and now covers raid contingents correctly in every interception mode. The sheet still never reveals what a fleet is doing.

1.427.0 — 2026-10-09

New

1.426.5 — 2026-10-09

Fixed

The Sort and Makes pickers on the building rails now leave a gap between their chevron and the border (#6904) Before, the browser drew the arrow on these pills about 3px inside the right border, and no padding could move it. On the active Sort pill, with its bright cyan border, the arrow looked flush against the edge. The pickers now draw their own chevron, in the pill's colour: cyan when a sort or filter is on, dim otherwise. On a phone it sits 13px in from the border, the same inset the neighbouring chips give their labels, and 12px in on a desktop. Every English and Italian label still fits the pill. Reported in the bugs forum.

1.426.4 — 2026-10-08

Changed

1.426.3 — 2026-10-08

Changed

The number on Overview now counts colonies that went idle since you last looked, and opening Overview clears it (#6925) On the phone, the Overview mark was a hollow gold count of every colony with nothing building, and nothing you did made it go away: measured on production, it was lit for 86–93% of active players at every hour of the day. It also added to the red number on the Empire slot. It now counts only the colonies whose build queue went empty since you last had Overview open, drawn as a red count like the other marks, and opening Overview clears it. A colony you give a build that later goes idle again lights it again. The line under «needs attention» that explained the old number is gone; the Overview's own «build queue idle» chips still list every idle colony. The memory of what you last saw is kept per device: a build queued and finished from another device may not be marked on this one, and on the first run every colony already idle counts as seen.

1.426.2 — 2026-10-08

Fixed

The contact sheet no longer offers to sell you an arrival time you can already see (#6867)

Before, the hint at the bottom of a contact's sheet said Observatory 3 would give "the ETA", and the intercept refusal said Observatory 3 would tell you "when it lands". But every tier already shows the landing countdown at the top of the sheet, so a tier-2 player was offered something already on screen. Both lines, in English and Italian, now say what Observatory 3 actually adds: where the flight came from and where it is going, which is the course an intercept aims at. The refusal also notes that a probe hidden by the Cipher's Blackout never shows its origin, at any level.

A player who already owns Observatory 3 or higher, tapping INTERCEPT on a probe hidden by Blackout, used to be told to build Observatory 3. They are now told that its origin is hidden from every Observatory level and that an intercept needs the whole route.

The Cipher's Blackout card (level 10) now describes the map as it is drawn. On the way out, other players see the probe's mark, a rough heading and its arrival time. An Observatory at 3 or more also sees where it is going. Watched for a while, its track still points roughly back toward the system it left.

Nothing about what can be intercepted, or what each Observatory level reveals, has changed.

1.426.1 — 2026-10-08

Fixed

A pursuit can no longer be aimed at a contact whose course your grid has not plotted (#6863) Before: the game screen already refused a pursuit at a contact seen below Observatory 3 (or a Blackout probe), saying its course has not been plotted. A request sent straight to the server was still accepted, and the pursuit's arrival time was worked out from the target's exact route. Launching and recalling a few pursuits could therefore recover a route the chart had not sold. Now: the server refuses those pursuits too, with the same answer for every contact below that rung. The answer reuses the existing "it cannot be met any more" message, so installed apps need no update. That message's "it has moved" wording does not quite fit this case, which is a known imprecision. Players using the game screen see no change, and so do the AI empires.

1.426.0 — 2026-10-08

New

A guildmate asking for a hand now reaches you outside the Guild screen (#6869)

Before, a request on the guild's help board lit a dot only on the Help board door, inside the Guild screen. A player who never opened that screen never learned that somebody had asked.

Now, while a guildmate's request is waiting and you can still lend a hand today:

Opening the Help board clears every one of these marks; opening the Guild tab on another door does not, because the request was never on screen. A raid forming or an attack on a guildmate always comes first: while one is lit, the tab shows that call instead, the phone pin keeps the guild's name, and the Home routes open the Guild screen as usual so the raid is not hidden behind the board. Nothing lights for a player who has already spent the day's hands, or whose account is still in its first two days.

Suggested by a player in the suggestions forum.

1.425.3 — 2026-10-08

Changed

Last Stand's keystone row reads as three short sentences instead of one that seemed to stop mid-sentence (#6884) The Aegis Doctrine's Last Stand row (level 15) was a single 64-word sentence, four times as long as the other rows on its line. It welded two claims together with a semicolon and ended on a clause that read as if the tooltip had been cut off. It now makes the same claims in three sentences. On defence, no group of yours loses more than a quarter of the hull it brought to the battle in a round, so it stands at least four rounds. The fire the cap turns aside falls on the rest of its row. And each round the cap buys is another round in which part of your guns' fire gets past the attackers' shields, however large their fleet. The rule itself is unchanged. The row is English in every language, as the other keystone rows are. Three edge cases where the row still says more than the engine does, unchanged from before, are tracked in #6919.

Reported in the QoL suggestions thread.

1.425.2 — 2026-10-08

Changed

Your first three buildings go up with one tap (#6795). A new commander's first screen said "Build the Reactor · Build it", but the button did not build: it changed screen and asked you to pick a spot on a map you had never seen, then to confirm. Half of new players left that screen without clicking anything.

Now, for the Reactor, the Extractor and the Refinery, "Build it" builds. The game picks the spot, the step turns to "Reward ready" on the same screen, and the card says what the tap did. You can move the building later from the Base. From the fourth building on, you place buildings yourself, as before.

Also

Nothing changes for anyone past their first building.

1.425.1 — 2026-10-08

Fixed

A forgotten squash subject no longer turns a merge rehearsal into a real merge (#6852) Before: merge.sh <PR> <sha> --dry-run, with the subject left out, took --dry-run as the squash subject and merged the PR for real. That is how main got a commit titled --dry-run on 2026-10-08. Now merge.sh accepts --dry-run in any position. Before any network call, it refuses a subject that is empty, starts with --, is -dry-run, or opens with an en or em dash, and the refusal names the correct usage. A subject that only contains --dry-run still merges. queue.sh add now refuses an argument after the sha and a PR title merge.sh would refuse, and queue.sh drain and withdraw refuse extra arguments, so a stray --dry-run can no longer queue, drain or withdraw for real. Still open: a subject with whitespace before --dry-run, or a blank subject, would still merge. Ships that run the scripts through run.sh pick this up from main. A direct bash merge.sh call from a tree that has not pulled this change, or one run with SHIP_MACHINERY_LOCAL=1, still uses the old parsing.

1.425.0 — 2026-10-08

New

A battle you raided now offers a spy probe on its target (#6864) Before, a spy report had a one-tap button to probe the same target again, but a battle report had no such button. To look at what a raid had left behind, you had to type the target into Missions again or open the planet from the map. Now, on a battle you fought as the attacker of a colony, the Activity feed shows a 🛰 Spy button next to Details, both on the battle's own row and on an archived report card. It opens the quick spy dialog already aimed at that colony, and nothing is sent until you confirm. The button aims only at the coordinates the report already shows. It does not appear on battles you defended, on garrison duty, or on interceptions fought in open space.

1.424.21 — 2026-10-08

Fixed

The advisor's price now colours each resource on its own (#6848)

On a SUGGESTED NEXT card, and on the Command Center line above the cards, the whole price turned red as soon as the colony was short of a single resource. A colony missing only Xenogas read its Ferrolite and its Data in red too, as if it could afford none of the upgrade, while the build list one screen away named the one resource actually missing.

Both advisor prices now use the same per-resource colouring as the Base build menu: each figure the colony can cover is green, and only the short one is red. One visible change follows from that: a price the colony can pay in full now reads green instead of grey.

Reported by a player in the bugs forum, with a screenshot of each surface.

1.424.20 — 2026-10-08

Fixed

«Send from» opens the launch form, at the top of the page (#6846)

Before, «Send from» on an Overview colony card opened the Missions screen (Fleets on a phone) wherever the Overview had been scrolled to. On a tablet that was part-way down the order list. On a phone it was inside the In flight ledger, so you had to scroll back up or tap «+ New mission» before you could compose the order.

Now «Send from» opens Missions at the top. On a phone it also opens on New mission, even when you have saved orders. The colony you tapped is the launch pad, unless you already had an order in progress, which keeps its own pad. An attack heading for you still shows its count on the Alarm pill, and the HUD alarm chip still opens the Alarm.

The other doors on the Overview cards (Base, Colony, Yard, and the rows that need your attention) now open their screen at the top as well. So do the doors on the phone's Empire tab.

Reported by a player on the gameplay forum.

1.424.19 — 2026-10-08

Fixed

The Command Center suggestion no longer vanishes without a word under a category filter (#6847)

Under SUGGESTED NEXT on the Colony tab, the gold Command Center line is shown only under the All and Civic chips, because the Command Center is a Civic building. On Production or Military it disappeared, and since those tabs still listed other upgrades, nothing on screen said a filter was hiding it. One player took it for a fault on their phone.

Now, under Production or Military, a short line stands where the Command Center line was: "Command Center 19 is suggested under Civic.", with a Show Civic button that opens the Civic tab. The Italian interface shows the same line in Italian.

Reported by a player in the gameplay forum, with a screenshot from each device.

1.424.18 — 2026-10-08

Fixed

The Crucible's attempts counter updates the moment a fight ends (#6876)

After a duel or a spar, the Crucible counter in the top bar kept showing the attempts you had before the fight for up to thirty seconds, and only a page reload brought it up to date. The Crucible tab's own Fight and Spar buttons could also stay enabled for a moment after you had spent your last attempt, and pressing one only earned a refusal. Now both take the new count, and the countdown to the next attempt, straight from the fight's result: the top-bar counter and the buttons change as soon as the result appears, and a refresh that was already on its way when you fought can no longer bring back the old number.

Reported by a player in the bugs forum, who also spotted that the Fight button stayed live with no attempts left.

1.424.17 — 2026-10-08

Fixed

The Activity lookup reads a dotted address (#6874) The search field above the Activity feed only understood an address typed with colons: 3.1.1 or 3 1 1 found nothing, with every chip at 0, while 3:1:1 found the rows. It now reads a whole address with dots or spaces the way the mission fields do, and matches it the same way: 1.6.1 finds 1:6:1 and not 1:6:12. A system typed with a dot (3.1) is still not read as an address; type 3:1 for a whole system.

Reported by a player in the bugs forum, with a screenshot.

1.424.16 — 2026-10-08

Fixed

The Guild card on Home no longer tells ordinary members that nobody is active (#6870)

Only a guild's officers and leader can see how recently each guildmate was around. Every other member got a Guild card on the Home tab that read "0 of 28 active" and showed no faces, even while they were chatting with guildmates. The card took "I was not told" to mean "nobody is here".

Now, when the card is not told who is active, it shows how many members the guild has ("28 members") and makes no claim about activity. Officers and the leader see the card exactly as before: the active count and the faces of the members who are around. Who may see guildmates' activity has not changed.

Reported by a player in the bugs forum, with a screenshot.

1.424.15 — 2026-10-08

Fixed

The bottom sheet's close button and the Empire power dialog's close button speak the player's language (#6895). Before, every bottom sheet named its close button "Close" in English, even in Italian, so an Italian screen reader announced it in English; the Empire power dialog's close button showed an English "Close (Esc)" tooltip in every language and had no name besides its glyph. Now both use the same words as the shared dialog close button: Italian players get the Italian name and tooltip, the label changes as soon as the language is switched, and the English is unchanged. The rest of the Empire power dialog is still in English.

1.424.14 — 2026-10-08

Fixed

New commander, colony and raid ids no longer reveal when they were created (#6886)

Before: the ids the game hands out for commanders, colonies and raids began with their creation time, written to the millisecond. Anyone who saw one could decode it. A commander's id, which appears in chat tags and on the boards, gave away the exact moment the account signed up, and the game shows that only to the account's owner. An enemy home colony's id, listed in the War Room, gave away the same moment. A raid's id, which is part of every public battle report, gave away when the raid was opened.

Now: commanders, colonies and raids created from this release on get ids with no time in them. Ids that already exist keep their old form, so accounts, colonies and raids created before this release can still be dated from their id. Guild, battle report and chat message ids are unchanged: the game already shows their creation time to anyone who can see the id.

1.424.13 — 2026-10-08

Fixed

Dialog close buttons are named in your language (#6890) The close button in the corner of the game's shared dialogs had an English name and tooltip in every language. These dialogs include the Campaign refit desk's slot picker, the dispatches box, the building sheet, the profile, the quick spy and the shop's purchase sheets. A screen reader announced the button as "Close" and the tooltip read "Close (Esc)", even in Italian. Both now follow the language you play in, and switch with it while the dialog is open. English is unchanged.

The Italian Shipyard uses the game's word for a refit (#6888) In Italian, the caption under the Shipyard's stat bars used the English loanword for refits. The refit desk's errors, the War Table and the Campaign refit desk all use a native Italian word. The caption now uses that word too. English is unchanged.

1.424.12 — 2026-10-08

Changed

The Campaign refit desk speaks the player's language (#6877) The refit desk, where campaign parts become standing orders, used to be English in every language, including the label a screen reader reads for each class tab's row of filled-bay dots. Now everything on it follows the player's language: the hero and its rules, the class tabs and their dots, the bays, the cooldown chip, the slot picker with its options, refunds and footnotes, and the class Summary. Italian players see the desk in Italian, with decimals spelled the Italian way. Module names, part names and slot names stay as the game names them. One English change rides along: a cooldown that has just run out used to read "refit in ready" for a moment, and now reads "refit in a moment". The Italian refusal for not having enough parts now uses the same word for parts as the desk.

1.424.11 — 2026-10-08

Fixed

A fleet's id no longer tells other players when it launched (#6860) Before, every fleet on the contacts board carried an id. The first characters of that id were its launch time, to the millisecond. Anyone who saw the contact could read when the flight had left, at every sensor tier, Blackout probes included. Now a fleet launched from this release on carries an id that holds no time.

Fleets already in flight when this went live keep their old id until they finish. The two legs of one flight still share a single id. A watcher who sees both legs can still tell when the return leg set off, and can link the two legs at the turnaround. That part of #6860 stays open.

1.424.10 — 2026-10-08

Changed

The chat's Whispers tab, its unread counts and «new messages» now speak the player's language (#6873) In Italian, the chat used to show and say some of its words in English. These were: the tab name «Whispers», the tab's spoken count «Whispers, 3 unread», «new messages» on a room with something unread, and the minimised chat button's «Open chat (3 unread)». They now read «Sussurri», «nuovi messaggi» and «Apri la chat», and the unread counts beside them are said in Italian too. The back button out of a whisper conversation now reads «← Sussurri». Nothing changes in English.

Three icons now carry their screen-reader name in a way every reader announces: the Shipyard's padlock on a locked hull, the Crucible's sparring partner badge, and the dots that count a refit desk tab's filled bays. The bay count is still in English in every language. It will be translated with the rest of the refit desk (#6877).

1.424.9 — 2026-10-08

Changed

A test now guards that a guild page refreshed for new hours always states the leader's hours (#6879)

When an AI leader's hours move, the guild page is refreshed, and the fallback text the desk composes for it adds the leader's hours whenever its own wording left them out. That behaviour was already correct, but no test pinned it: removing the step left every test green. A test now fails if it breaks, so the page cannot go silent about the hours while the leader announces "page updated" in guild chat. Nothing players see changes. Refs #6812.

1.424.8 — 2026-10-08

Fixed

Screen readers now say a whisper conversation's true unread count instead of «99+» (#6868) The gold unread pill on a row of the whisper list, and the one on the chat dock's Whispers tab, show the count capped at «99+». The true count was attached in a way that not every screen reader reads, so some could announce «99+», or nothing at all. Now the pill says its true count («150 unread») as text that only screen readers hear. The cyan dot on a chat room tab says «new messages» the same way. Nothing changes on screen.

On the dock, the count is now spoken in the player's language (in Italian, for example). The tab's own word «Whispers», the room dot's «new messages», and the minimised dock button's «Open chat (3 unread)» are still English. Their translation is tracked in #6873.

1.424.7 — 2026-10-08

Changed

The synthetic empires keep the hours the players keep (#6812)

Before, the AI-badged empires were awake in roughly equal numbers at every hour of the day, and slightly more of them at night (UTC) than in the evening, when most players are online. Now each agent's day is centred on the hours human players are actually around, so more of them are online in the European afternoon and evening and fewer in the small hours. The curve is a dated snapshot of player activity (2026-09-09 to 2026-10-07) and is re-measured each season.

1.424.6 — 2026-10-08

Fixed

A low-Observatory contact no longer gives away its route by arithmetic (#6856)

Before. A fleet seen at Observatory 1 or 2 carried four fields that let anyone with a script rebuild its route in one or two polls: an exact position re-sampled on every request, the whole route vector as its heading, the exact route length, and the request time as its fix. From those you got its origin, its destination and when it left, which is what Observatory 3 sells. A Blackout probe at Observatory 3 or above gave up its origin with no arithmetic at all.

Now. Below the route rung a contact shows:

On the map the mark stays on that fix while its cone opens 15° either side of the bearing and grows. A mark only glides once you can name its destination. Whether you see a contact, and at what Observatory tier, is also read at the edition, so it changes at most once every 15 s.

Blackout. A Blackout probe's way home is no longer drawn for anyone but its sender. The Cipher card, the contact sheet and the map legend now say what the chart does.

Landed fleets. A fleet that has landed leaves the chart at its arrival.

Agents. A synthetic commander only quotes a route length when the route is sold to it.

Not closed yet.

Old app versions. Until they update, they still glide a low-tier mark along a bound and draw the old 6° cone.

1.424.5 — 2026-10-08

Fixed

The whisper list speaks your language (#6857) The list of private conversations used to be English in every language: an Italian player whose own last whisper had been deleted read an English "You:" in front of an Italian line. Your own last line, the loading and failure lines, the empty list and the unread count a screen reader announces now all follow the game's language. English is unchanged.

Chat menu messages no longer run off a narrow phone (#6850) The confirmation under a chat message's ⋯ menu and under a player's name was one line centred on the screen. A line wider than the phone was cut off on both sides, and the server's own refusals did this in English too, for example "Only guild messages can be pinned…" on a 320px phone. The message now wraps inside the screen with a margin on each side and grows upward from where it always sat. Messages that already fit look exactly as before. Three Italian pin messages are also shorter, so they stay on one line.

1.424.4 — 2026-10-08

Fixed

Tapping Intercept no longer tells you more than your chart shows (#6537) Before, a refused pursuit could tell you a fleet was a spy probe, or your guildmate's, or sheltered by its owner's night window or novice protection, or flying entirely inside the protected sectors, even when your Observatory had not shown you that fleet's owner or route. A pursuit could also be launched at a fleet that was not on your chart at all. Now a refusal says only what your chart already shows: the owner's side, night and novice protection once the owner is named, and the protected-sector case once the route is shown. Otherwise you get the general sentence. A contact you cannot see is "gone", and a fleet's raid membership is no longer named to bystanders.

1.424.3 — 2026-10-08

Fixed

A deleted chat message reads its line in the player's language (#6843) Until now, a deleted message read "This message was deleted." in English in every language. That was true in the chat, in the quote of any reply to it, and as the last line of a whisper conversation. Since v1.424.2 the delete confirmation has told Italian players that a "deleted" line stays in the message's place, but the line itself was still English. Italian players now read that line in Italian, in all three places. English is unchanged. An app installed before this release still shows the English sentence until it updates.

1.424.2 — 2026-10-08

Changed

The ⋯ menu on a chat message speaks the player's language, report reasons included (#6838) Before, the menu on a chat message was English in every language. That covered every row and note, the delete confirmation, the five report reasons and every confirmation at the bottom of the screen. Now an Italian player reads all of it in Italian: Rispondi, Fissa in cima, Segnala il messaggio…, Insulti, Molestie, Spam, Contenuti illeciti, Altro, «Segnalato. Grazie.». Blocking uses the same words as the menu on a player's name. A report still does exactly what it did and is stored under the same reason. The line a deleted message leaves behind, "This message was deleted.", is still English in every language (#6843).

The merge commit for this change is titled "--dry-run" because of a tooling slip. Its content is the reviewed PR (#6845).

1.424.1 — 2026-10-08

Fixed

The menu on a player's name in chat speaks your language, the AI caption included (#6831)

When you pressed a player's name in chat, the menu that opened was in English whatever language you play in. That covered its rows (Whisper, Invite to guild, Block), the note under Block, the messages after a block or an invite, and the caption under a synthetic player's name. An Italian player who hovered the AI mark read «Sintetico — giocato da un’IA», then opened the menu on the same name and read "Synthetic — played by an AI".

Now the menu follows your language. Whisper uses the same words as the planet sheet. The caption uses the same words as the AI mark beside the name, so the two always agree. English reads exactly as before.

Not included: the ⋯ menu on a single chat message, with its report reasons, is still in English (#6838).

The raid join button counts one ship as one ship (#6837)

When a raid row offered to join with a single ship, the English button read "Join with 1 ships". It now reads "Join with 1 ship".

1.424.0 — 2026-10-08

New

Sector 13 now shows how much Power a garrison needs to earn you points (#6640) Before: the rules said a garrison on a world your guild holds earns you 300 points an hour only at 10% of the full garrison's Power, but nowhere said what that number was. Now: Contested Space, the season guide and the sheet of a world your guild holds all show the current bar, for example "Station at least 190,000 Power here and you earn 300 points an hour yourself". The bar moves with the strength of the field, and the copy says so. When the server does not know the bar yet (the first minutes after a restart), nothing is shown rather than a wrong number.

Changed

AI empires size their Sector 13 watch to that bar, and spend Merit on Chrono Shards (#6640)

1.423.0 — 2026-10-08

New

The Galaxy shows the salvage your own battles left (#6762)

Before, Harvest was offered on every free slot, but nothing on the Galaxy said where a debris field was. A trip launched on a guess often came back with nothing to salvage, while the Missions tab already knew from your battle reports where wreckage was.

Now the same estimate reaches the Galaxy:

The figure is the one the Missions tab prints. A fight you were not in leaves no mark: nothing new about other players' battles is published.

Not included:

Suggested by a player on Discord.

1.422.5 — 2026-10-08

Fixed

The Marshal's launcher speaks Italian (#6818) Until now an Italian player saw the Marshal page in Italian, but the card that launches a strike was still in English. That covered the order buttons, the guild raid rows and why a raid could not be joined, the gathering time, the hint about whether a strike counts for the prizes, the warning that the colony is left undefended, the launch button and the line after a launch. The whole card now reads Italian, in the words the rest of the Marshal page and the guild raid screen already use. The card is headed «Attacco al Marshal». Colony and player names print exactly as typed. The line after a launch now follows a language switch.

In English, three counts of one now read correctly: "Strike with 1 ship" (and the same for opening or joining a raid), "1 seat left" and "in 1 minute". Before, the card said "1 ships", "1 seats left" and "1 minutes". Every other English line is unchanged.

Not included: the guild raid screen's "Join with 1 ships" is still wrong in English, and is left for a follow-up.

1.422.4 — 2026-10-08

Fixed

The AI mark next to a name now speaks your language (#6819) The small mark beside every synthetic empire, the hexagon for an AI player and the triangle for a Wraith, used to give its hover tooltip and its screen-reader name in English in every language: an Italian player heard «Synthetic — played by an AI» beside Italian text. It now uses the words of the language you play in («Sintetico — giocato da un’IA», «Wraith — IA iperintelligente»), the same words the battle alerts already used, and changes with them when you switch language. The mark itself looks the same, and English is unchanged. Still English: the caption under a synthetic player's name in the chat player menu, which is not translated at all yet (#6831).

1.422.3 — 2026-10-08

Changed

AI empires now research Disciplines past level 24, as players do (#6640) Before: once an AI empire finished a Discipline at level 24 it never studied it again. Overdrive was only used by human players. Now: AI empires buy Overdrive levels through the same research queue and on the same terms. A level is bought only after the empire's other research choices, because each level counts for less the higher the line goes. It is bought only when the empire can cover the Dark Matter of every unpaid order already in its queue as well as this level. That rule keeps a parked order from freezing the queue. In chat, an AI empire now gives its real level past 24 (for example Shields level 31, not 24).

Part of #6640: the Sector 13 garrison bar and the Merit Market for AI empires follow in a later release.

1.422.2 — 2026-10-08

Changed

1.422.1 — 2026-10-08

Changed

The rest of the Marshal page speaks Italian (#6791) Before this release, an Italian player who opened the Marshal tab saw an Italian Insignia shop sitting inside an English page. The hero, How it works, the three walls, the prize ladder and podiums, the rules, the standings, the battle feed and the HUD notice for a fallen level were all in English.

Now the whole page is in Italian, in the words the Marshal's other Italian screens already use: the HUD chip, the map board, the refusals and the payout row. A window is called a round, a strike an attack, and a bracket a category. Places read as Italian ordinals. The wall names and bracket names stay in English, as the server gives them. The Italian page calls the Marshal a Wraith commander, not by the word Italian already uses for the top bounty grade, so the page cannot be read as putting a bounty on the Marshal.

The warning about hunting strikers is now one sentence in the language on screen, wherever it appears: on the rules card, on the Marshal launcher and in the Missions attack composer. When a level falls, the screen-reader announcement names an AI empire in Italian too.

English is unchanged, with three small exceptions:

Still in English: the body of the Marshal launcher card (#6818), and the AI mark's own tooltip on every board in the game (#6819).

1.422.0 — 2026-10-08

New

Both building lists can be sorted A–Z (#6772)

Before, the Colony tab's building list could be sorted by level or by the next level's price, and the Base build menu had a single «Sort: level ↑» toggle. Neither could put the buildings in alphabetical order.

Now both have a «Sort: A–Z» option («Ordina: A–Z» in Italian). On the Base build menu the toggle has become the same picker the Colony tab uses: off, level ↑ or A–Z. The order follows the name you read, in your language, so the list reorders when you switch between English and Italian («Trade Portal» files under T, «Portale Commerciale» under P). A building's second and later Sites stay right under it. As with the other orders, queued buildings still lead the Colony list and locked buildings still sit at the bottom of the Base menu. Back brings the chosen order with you.

Suggested by a player on Discord.

1.421.10 — 2026-10-08

Changed

When chat translates your message, the game now also keeps the words you typed (#6788)

Before, a translated message in the galaxy or guild channel was stored only as the English translation. If the translation invented a sentence, nobody could see what the player had actually written. Now every newly translated message also keeps the original text beside it. Only its author and the moderators can read it: the API hands it to the author alone, and moderators read it in the database. No screen in the game shows it yet. Untranslated messages, whispers and messages sent before this release are unchanged. If a message is edited, the kept text stays the one behind the first version; a translated edit's own typed words are not kept. The privacy policy now says this in its "Translating chat" entry.

1.421.9 — 2026-10-08

Changed

The cargo stays with the fleet you are choosing: the fleet page carries the load, and a colonisation's endowment comes before its ships (#6760)

On a wide screen, a transport's or a pickup's fleet page used to show «Cargo nothing loaded — set it in the order ›» right under the advisor's «Set the cargo first», so setting the load meant going «‹ Back to the order» and returning. Now the cargo fields themselves are on the fleet page while it is open, between the advisor and the Fleet, and back in the order's column when you close it — the load you typed is kept either way, and so is a supply lane you were drafting.

A colonisation's starting endowment now comes before the fleet on every screen, as a transport's cargo does: the advisor adds the freighters an endowment needs, so the load is set first. The line that used to stand in for the fields above the fleet is gone; what it said — how much the new colony can store of each resource, and how much the hold carries — is now written under the endowment's own heading, and with no Colony Ship or Ark picked it names them and takes you to them. A redeploy is unchanged: its fleet is still chosen first and its supplies after.

Suggested by a player on Discord.

1.421.8 — 2026-10-08

Changed

The Marshal's Insignia shop and the laurel's name on the commander card are now in Italian (#6785)

Before: a player with the game in Italian found the Insignia shop on the Marshal page entirely in English. That covered its title, the balance, each item's name and description, the buy buttons, the lines under each item (how many Insignia are missing, owned, already fitted, nothing to lift), the purchase receipt and the line shown when the shop could not be read. The laurel's tile on the commander card also kept its English name.

Now the shop card speaks Italian, using the words the rest of the Italian game already uses. The shop takes the name the Italian purchase refusals already give it. The rename token takes the Merit Market's name for it, and the refit takes the War Table's. Marshal, Crucible, Wraith, Season Boss and the Insignia currency stay in English, as they do elsewhere. In Italian, figures are grouped with a dot (12.500). The laurel has an Italian name, built like the Crucible's anvil, and the commander card reads it from the same entry as the shop. The two always call the item the same thing.

Players with the game in English see no change. Item ids are unchanged, so every purchase and every equipped laurel stays as it was.

Not included: the rest of the Marshal page (the event header, standings, feed and the notice when a level falls) is still in English in Italian. That is tracked in #6791.

1.421.7 — 2026-10-08

Fixed

The HUD layout check now uses the real width of every chip on the tablet top bar (#6764)

Players see no change: this release only touches tests. The test that keeps the tablet top bar from overlapping used stand-in chips, and two of them were narrower than the real ones: the build/ships/labs counters by 5px and the Crucible bar by 1px. The test could therefore pass a layout that would wrap on a player's screen. The stand-ins are now as wide as the real chips. A new check fails as soon as any stand-in is narrower than the chip it replaces, the night-shelter clock included. The check that keeps 8px between «Go to …» and the # toggle no longer fails a correct layout on sub-pixel rounding, and it still fails when the gap is 1px short.

1.421.6 — 2026-10-08

Fixed

Chat translation no longer turns a short message into a sentence nobody wrote (#6771)

Before: a short message could go to the chat translator and come back as something else entirely. In the reported case, a short English question came back as a one-line threat. That threat was stored under the author's name, shown in the channel, quoted in replies and read by the AI empires.

Now:

What is still possible, stated plainly:

Reported by a player.

1.421.5 — 2026-10-08

Fixed

Ship machinery: the merge queue starts its drain from the machine it runs on (#6803)

The ship sessions run on the queue host itself, and queue.sh always reached the queue host over ssh, which that machine refuses to itself. Every queue.sh add ended ADDED-UNTRIGGERED, every queue.sh status reported the drain as UNKNOWN, and every PR fell back to the manual merge path. Now, on the queue host (its exact full name, as the user QUEUE_HOST names), add and status run the host-side script locally, from that user's home and without the session's git, ship-machinery, queue, gate, merge and GitHub variables, under the same 60-second limit. Every other machine still uses ssh. Nothing about ssh keys or host access changed.

Not included: gate.sh --remote still reaches its gate host over ssh, so from a session on that same host it fails as before. It is opt-in, and the local gate runs on the same machine.

No player-visible change.

1.421.4 — 2026-10-08

Fixed

Ship machinery: two ships building the launcher's cache at the same moment no longer take each other's fresh copy for a tampered one (#6691)

When several ships ran the ship launcher for the first time after a merge that changed the ship scripts, one of them could see a sibling's freshly installed copy, call it "does not match git", and move it aside. That pulled the copy out from under the sibling, which was then refused. The launcher's self-test hit this under load. Now the install itself decides: a run first tries to put its copy in place, and only when that fails does it look at what is there. A correct copy installed by a sibling is kept. Only a copy that is present and wrong is replaced, at most three times, and a run that gives up says so in its own words. The self-test now forces the losing interleaving instead of hoping load produces it.

The ship scripts are tracked per tree. A tree's first build runs that tree's own launcher, before any hand-over to main's, so a tree gets this fix only once it pulls it. Until every tree on a host has pulled, a tree on the old launcher can still knock out a fixed one in the same race. The merge queue's host runs main's launcher directly, and gets the fix at its next start.

No player-visible change.

1.421.3 — 2026-10-08

Changed

1.421.2 — 2026-10-07

Changed

The server's notes on guest accounts now match the hand-off code (#6614)

Nothing changes in the game. Comments in the server code still called a guest's token the only key to the empire, lost for good. Since hand-off codes (#6368), that token can be copied to another browser. The comments now say a guest empire is lost only when every copy of its token is gone, and that its name stays taken until one of the cleanup sweeps deletes the account. The wording players see was already corrected in v1.406.26.

1.421.1 — 2026-10-07

Fixed

Activity can search the whole history of a commander you only know from battle (#6440)

Before: typing the name of someone you had only fought gave you a lookup chip and nothing else. «Search whole history for X» appeared only for names some other row tied to an account, and battle rows carried the name alone. For a combat player that is the most common case.

Now the battle rows written from this release on name each commander together with their account, so the button appears and finds every battle you fought with them. For battles fought before this release, the tab borrows the account from the battle report when that report is among your 20 latest. A battle older than that, against someone no other loaded row names, still shows the chip without the button until newer rows replace it in the feed.

Nothing new is revealed. The battle reports you already receive name the same people the same way.

1.421.0 — 2026-10-07

New

Big battles are announced in the galaxy channel (#6787). When a battle between players wipes out more than 10M in ships, counting both sides, Kepler Observatory posts one line in the galaxy channel. The line says who fought whom and where, who held or broke, and how much went down. A joint raid or a defended world is named by its leader and the number of allies. The coordinates open the map. Only fights with a player leading each side count. Raids on faction worlds, relics and Wraiths stay quiet, and so do small skirmishes. When several big fights land within twenty minutes, only the first is announced and the rest stay in the Galactic log. Picket intercepts are not announced yet.

A battle cited in chat opens its replay (#6787). The battle chip in a chat message used to open only a one-line summary. It now also offers ▶ Replay, the same film the Galactic log plays, and clicking or pressing Escape inside the film no longer closes the card behind it.

1.420.5 — 2026-10-07

Changed

Fixed

Also

1.420.4 — 2026-10-07

Changed

Also

1.420.3 — 2026-10-07

Changed

Not changed, on purpose: the weekly hold points and the top-10 Monday prizes already reset every week. Ranks are not reset weekly: rank is what the ladder pays for, and a weekly wipe would send everyone back into the same tier walls this change removes.

Reported by BryReign, holding rank 11 with a fleet that had no challenge it could win. starman01 agreed and suggested the weekly reset.

1.420.2 — 2026-10-07

Fixed

The Italian launch composer now agrees with itself when a bounty lapses before your fleet commits (#6741)

When a bounty would lapse before your fleet passes the point of no return, the Italian launch composer ended the row by saying the strike is priced as if "they" had never been wanted. That was a masculine plural, but the row names one bounty and one target. The row now says the strike is priced as if there had never been a bounty, which is the form the design desk chose for every Italian surface that says this. The English text has not changed.

1.420.1 — 2026-10-07

Fixed

The Build Advisor's waits now match what your colony actually earns and can store (#6731) The Advisor's "how long until I can pay for this" estimate used a different rate and storage cap from the one the game uses to fill your Warehouse:

The Colony tab's resource cards and building rows read the same figures as the Advisor, so the two can no longer disagree.

The table shows how much the suggestions moved. It compares 900 generated colonies per case, before and after the fix:

| Case | Waits changed | Order changed | First suggestion changed | |---|---|---|---| | ordinary colony | 0 | 0 | 0 | | VIP 9 | 4 | 4 | 0 | | Requisition Surge (6h) | 0 | 0 | 0 | | exodus shock | 381 | 11 | 2 | | Disorder | 378 | 6 | 2 | | Overdrive | 368 | 5 | 0 | | production halted | 384 | 384 | 305 |

The AI empires use the same suggestions to choose what to build first, so their choices change the same way.

1.420.0 — 2026-10-07

New

Your fleet now tells you when the hunt it is flying on has closed, while you can still turn back (#6689)

You launch a solo attack on a wanted target. Mid-flight, someone else claims their bounty, or it runs out. The strike then lands on a head that is no longer wanted, and it is priced as if they had never been wanted. If they were far weaker than you, that means a bounty on your own head. The rule bills this deliberately: the recall stays open until ten minutes before impact, so pressing on counts as a choice. On a two-hour flight, though, that is up to 1 h 50 m in which nothing told you there was a choice to make.

Now, while your fleet can still be recalled, its card on Missions and Overview shows a gold line right above the Recall button. It says that the hunt is over, whether the bounty was claimed or lapsed, and how long you have left to call the fleet back. The line disappears on the same tick as the button. When a claim closes the hunt, every fleet of yours still able to turn back also gets a «Hunt closed mid-flight» entry in your activity log, under Combat → Wars. That includes your own other waves, so you can read it later if you were not looking.

What has not changed: what a strike costs. A closure after the point of no return is still forgiven once per hunt. A closure before it is still billed. This release only makes sure you can see it coming.

Not included yet:

Reported on Discord by a player who was billed this way several times.

1.419.3 — 2026-10-07

Changed

1.419.2 — 2026-10-07

Changed

1.419.1 — 2026-10-07

Fixed

1.419.0 — 2026-10-07

New

Changed

1.418.2 — 2026-10-07

Changed

The Crucible tab speaks Italian (#6714) Until now the Crucible tab was in English whatever language you had picked. That covered the stage, the target cards, the target lock, the defense editor and its cap meter, the result screen and its class breakdown, your standing, the ladder, the Monday prizes and every explanatory line. All of it, screen-reader labels included, now follows your language. The Italian uses the same words as the rest of the game's Italian screens: la scala, la posizione, il grado, il tetto di tonnellaggio. Your ships in a duel are your «flotta», and a spar is an «allenamento». The Monday payout is named by its day. Lore names stay in English: Crucible, Merit, Wraith and the ranks from Cadet to Admiral. The two battle-line panels on the tab used to stay in English inside the Crucible, and now follow your language too. That includes the saved-formations button, which in Italian now reads «Salva con nome» here as on every other screen; v1.415.7 said the Crucible showed it in English in every language, and that is no longer the case. Five Italian refusals about your roster now call it a «flotta» too, so the one that sends you to the cap meter can no longer be read as pointing at the battle-line panel. In English the tab reads exactly as before. One layout detail changes on phones in every language: a result word longer than eight letters is drawn smaller. In English every result word is seven letters or fewer, so nothing changes there.

1.418.1 — 2026-10-07

Fixed

1.418.0 — 2026-10-07

New

1.417.7 — 2026-10-07

Also

1.417.6 — 2026-10-07

Fixed

1.417.5 — 2026-10-07

Changed

The desktop settings gear, the Discord link's tooltip and the colony dropdown's hotkey hint now follow your language (#6391)

Three small pieces of English were left for Italian players:

All three are translated now. English players see exactly the same text as before.

Still open on #6391: the account-deletion strings, which are held for a separate decision, and the Marshal laurel's name on the commander card, which waits for the Marshal shop to be translated.

1.417.4 — 2026-10-07

Fixed

1.417.3 — 2026-10-07

Fixed

1.417.2 — 2026-10-07

Fixed

1.417.1 — 2026-10-07

Changed

1.417.0 — 2026-10-07

New

A building you cannot afford yet now says how long until you can (#6707)

On the Colony tab, a building row that cost more than the colony held turned its chips red and showed only the shortfall (3,298 Fe −3,298). You had to divide it by your hourly production yourself, for each resource. The row now adds one line under the chips, for example Affordable in 59m at current production. The figure is the wait for the slowest resource, worked out from the same production and storage cap the resource cards show. It assumes your current production: an upgrade finishing in the queue, a raid or a trade will change it.

During a Requisition Surge, a price that only fits under the surged cap says Affordable in 2h at current production, if spent before the surge ends. Resources above your normal cap are only kept if the game saves them while the Surge is still running, and spending them before the end does exactly that.

When waiting can never cover the price, the line says why, in gold:

The line does not appear on rows the Command Center caps. Waiting cannot unlock those, and the note under them already says what will.

Suggested by a player on Discord.

1.416.0 — 2026-10-07

New

1.415.10 — 2026-10-07

Changed

The Season tab's Race lane speaks Italian (#6704) The Race lane of the Season tab used to be in English whatever language you had picked. That covers the clock and the sector map, a world's sheet, the "if the season ended now" strip, both podiums, the player and guild boards, the "How points are won" tiles and the close. All of it, screen-reader labels included, now follows your language. The Italian uses the same words as the rest of the game's Italian screens for contested worlds, garrisons and Dark Matter. Lore names stay in English: the Verge, the Destroyer, Eschaton. In English nothing on the lane changes except one layout detail on phones: the guilds prize tab now shows «Guilds» with «bigger» on a small line beneath it, instead of «Guilds · bigger» on one line.

1.415.9 — 2026-10-07

Changed

The clock on a Colony building row now says «Build time» (#6706)

Each building row on the Colony tab ends with how long its next upgrade takes: a small clock and a duration. Until now that clock named itself only in a tooltip, which never opens on a touch screen, and in a label only screen readers hear, so on a phone it was a clock and a number. The row now reads Build time 🕓 14m 40s (in Italian, Tempo di costruzione), on phones and on desktop alike. It is the same name and the same figure as the Building Sheet's Build time. Rows that show no clock (an upgrade already running, a building at max level) show no label either. On an unusually narrow screen only the words can shorten; the duration is never cut.

Suggested by a player on Discord, who asked the desk what the timer was and then said it needed a label that says "BUILD TIME".

1.415.8 — 2026-10-07

Fixed

The Shipyard keeps your build count after an order, so repeating it is one tap on BUILD (#6543)

Since the +5 / +50 presets started adding up, the Shipyard put the count back to 1 after every order. Ordering the same 123 hulls again meant tapping ↺ and then BUILD, and on another colony (↺ remembers each colony's own last order) typing the number again.

Now the number you ordered stays in the box. BUILD orders it again, on the same colony or after you switch to the next one. Right after an order the presets read 5 and 50 instead of +5 and +50: a tap sets the count rather than adding to what you just ordered, so +50 after an order of 123 gives 50, not 173. As soon as you touch the count (type, ±, a preset, Max) they go back to adding. ↺ still restores a colony's last order, the same way. An order that fails leaves the count as you typed it.

Reported by a player on Discord.

1.415.7 — 2026-10-07

Changed

The battle line's save button says "Save under this name" (#6713)

Under every battle line, the box of saved formations had a button that said "Save formation". On the Defense Planner it sat under "Defensive line" and above "Save defense plan", and on the Crucible above its Publish button, so it read as saving the line on screen. It never did: it files a named copy in your saved formations, and the line itself is still saved by "Save defense plan" or by publishing your Crucible defense, exactly as before. The button now says "Save under this name", the name you type in its field. On a narrow phone it sits on its own line under that field. The Crucible shows this button in English in every language.

1.415.6 — 2026-10-07

Fixed

A contested world's sheet no longer says the capture award is paid once (#6718)

In the Race tab, a contested world's sheet showed Taking it · +1,000 once. That was wrong: the award is paid on every capture. A guild that takes a world, loses it, and takes it back is paid the 1,000 again. The sheet now reads +1,000 each time. On narrow phones the figure wraps as "+1,000" / "each time" instead of leaving "time" alone on a line.

Retaking a world your guild still holds pays nothing, and neither does a battle that cannot flip the world: one under the one-hour lock, or one won by a guild already at the cap. None of those is a capture.

1.415.5 — 2026-10-07

Fixed

The Crucible roster editor says which hangar it draws on (#6554) The Crucible fields your fleet from your home colony's hangar alone. Before this fix, nothing on the sheet said so. A commander whose heavy hulls were parked on an outpost saw a short list against a much larger cap and read it as the ladder holding them to their own bracket. It does not: a duel is fought under the defender's cap.

Every sheet that lists your ships now carries one line above the list naming the colony: "Drawn from <your home colony>, your home colony. Ships stationed at other colonies cannot be fielded here until they are redeployed home." That covers the duel, the spar, the defense editor, the join form and the Defense segment on a phone. An empty hangar now names your home colony too, where before it said "This colony", which was wrong whenever an outpost was on screen.

The Crucible still fields from the home colony only; this release changes what the sheet says, not which ships you can field. The tab is still English-only; translating it is tracked in #6714.

1.415.4 — 2026-10-07

Fixed

The Italian saved-formations button now says «Salva con nome», in the same verb as its heading (#6551) In Italian, the saved-formations box under the battle line titled its list «Schieramenti salvati» and showed «Salvataggio…» while saving, but its button said «Memorizza», so pressing it changed verb mid-press. The button now reads «Salva con nome», the familiar way to save a copy under a name. It names no object on purpose: it saves a named formation to your list, never the line on screen. On the Defense Planner, under «Schieramento difensivo» and above «Salva il piano», it can no longer be read as saving the plan's line. It is no longer than the English label, so the row fits a phone as before. English is unchanged.

Reported by a player on Discord.

1.415.3 — 2026-10-07

Fixed

A world's sheet no longer makes the capture award look like a second hourly rate (#6609)

When you opened a contested world in the Race tab, its sheet showed «Pays its holder: 300 / hour» right next to «Taking it: +1000». The second figure carried no unit of its own, so it read as a higher rate per hour, and the guild banner's «+900 points an hour» for three worlds looked as if it came from an old rate. The sheet now reads «300 an hour» and «+1,000 once». Nothing about the payouts changed: the guild still earns 300 points an hour for each world it holds, plus 1,000 each time it takes one.

The Race tab is still English-only. Its translation is #6704.

Reported by a player on Discord.

1.415.2 — 2026-10-07

Changed

An idle shipyard is no longer a footnote behind an idle build queue (#6651)

When a colony had both its build queue and its shipyard empty, the Overview showed «build queue idle (+1: shipyard idle)». That happened on most colonies where both queues sat idle, so the shipyard looked like it was never reported at all. Both are now one sentence: «build queue and shipyard idle» («coda edifici e cantiere fermi» in Italian). When something more urgent leads, such as a full warehouse, the pair follows it as one item: «(+1: build queue and shipyard idle)». The Empire tab's «Needs you» list uses the same wording. Tapping the row still opens the colony screen, which lists both queues. A colony whose only problem is an idle shipyard still opens the Shipyard.

Not included: the number on the phone's Overview tab still counts only colonies with nothing building. Whether an idle shipyard should count there is #6701.

Suggested by a player on Discord.

1.415.1 — 2026-10-07

Changed

A Harvest aimed at a field your own last trip found empty now warns before it flies (#6573). The Harvest form used to send the fleet with no remark, even when your previous harvest at the same coordinates had just come home with nothing. It now shows a warning, never a blocker, when your last harvest there came back empty in the last 72 hours, none of your recent battle reports shows wreckage there since, and none of your harvests or attacks is on its way there or has just landed there with its result not yet in. The line speaks only of the reports you hold: a fight you were not in leaves you no report, so what is there now is unknown and the launch stays open. One case can still show the line for a single refresh: an attack of yours whose fleet was wiped out, until its battle report arrives.

1.415.0 — 2026-10-07

New

Synthetic empires notice when their guild loses or takes a contested world (#6669)

Before, when a contested Season Event world changed hands, the AI-badged empires in both guilds carried on as if nothing had happened. They held no grudge, made no attempt to go back for it, and said nothing in guild chat, while their human guildmates read the loss in Activity.

Now:

1.414.0 — 2026-10-07

New

The launch form says what your fleet fights with: attack, shield and hull (#6454). Picking ships for an order used to tell you how many hulls you were sending and nothing about what they were worth. The fleet page's totals under the ships counted attack, hull and hold but had no shield, so a fleet with no shields looked the same as a shielded one. The totals now print shield between attack and hull, and on a defence they print the shield your ships actually defend with. On a desktop, the order's Fleet column now shows the same three figures under your ships, in the same words and numbers as the fleet page; clicking them opens it. Hover the line to see what the figures include (your research, tech tree, refit, mastery, supporter bonus, Wraith refit and stance) and what they leave out (shield penetration, guild war bonuses, counters, formation rows, the Ward and the Phalanx on a defence, and the target's defences). They describe what you send, not how the battle will go, and there is no comparison with the target. On a phone and a narrow desktop the fleet page's totals are already on the form, so nothing new appears there.

Fixed

The fleet page no longer undercounts a supporter's fleet or a refitted corvette's shield (#6454). The figures under your ships, and on each ship card, left out the supporter bonus (up to +10% on attack, hull and shield) and the Wraith refit (+12% shield on up to 40 corvettes), although battles, the battle forecast and the Shipyard already counted both. They are counted now, and the line under the totals names each of them, so the bonus is no longer credited to research. The Marshal's strike screen gains the shield total but not these two terms, because the strike's score counts neither.

1.413.2 — 2026-10-07

Fixed

The galaxy map keeps your Layers, Places search and Signals sort while you play (#6602). These used to reset every time you left the map: a trip to another tab, or any system view, including opening a Signals row and pressing «Political map». Every layer came back on, the Signals board went back to sorting by tier, and the Places board lost its search and the band you had opened. Now the map comes back the way you left it for the rest of the session. A page reload or a logout still starts from the defaults, so the next player on the same device never inherits your switches. A Places band is only remembered if you opened or closed it yourself, so a relic you win later still opens its own band.

1.413.1 — 2026-10-07

Fixed

The guild log no longer prints an engine id for an entry your app does not recognise yet (#6675) Every new kind of guild-log entry reaches every app, including installed ones built before that kind existed. Until now such an entry showed its internal id, for example "Vex: event_control_lost". From this version, an entry the app does not recognise reads "Vex: activity logged." ("Vex: attività registrata." in Italian), the same wording the Activity feed already uses for its own unrecognised entries. This protects apps built from this version onward. An app installed before it keeps the old line for new kinds until it is updated.

1.413.0 — 2026-10-07

New

A guild that loses a contested world is told on its phones (#6688)

Before this, a lost contested world showed up as an Activity row and a guild-log line. Nothing reached the phone, so members who were not in the app found out late, sometimes after the hour in which the world could not change hands.

Now every member of the guild that held the world gets a push in two cases: a rival takes the world ("Ember Crown lost"), or a guild at the cap wins there and knocks it neutral ("Ember Crown torn away"). The push names the world and who took it, along with their guild's tag and name. If the attacker is synthetic, the push says so in words.

1.412.1 — 2026-10-07

Changed

A world freed by a guild disbanding can't be taken for an hour, as after any capture (#6676)

When a guild that held contested worlds disbanded (its last member left, the reaper closed an empty guild, an account was deleted, or a move emptied it), each world went back to neutral with its capture lock lifted. A world taken at 12:00 and freed by a disband at 12:10 could then change hands again at 12:15, inside the hour the losing guild had been told it could not. Now a disband restarts the lock: the world is neutral and sealed for a full hour from the moment the guild dissolved, and the board shows it as locked until then, the same way it shows a world a full guild tore off its holder. Nobody scores on the freed world during that hour, and nothing about points, awards or the per-guild cap changed.

1.412.0 — 2026-10-07

New

Orders over the map on phones and tablets (#6604)

Before, on a phone, a tablet, or any window narrower than 1180px, the planet sheet's Attack, Defend, Redeploy, Harvest, Colonise and Explore left the Galaxy for the Missions tab. So did the Signals board's «Send with escort…».

Now, on every window under 1180px, phones included, they open the real Missions composer in a full-size sheet over the map. The v1.409.0 note that phones were unchanged no longer holds.

Windows 1180px and wider keep the drawer from v1.409.0. Installed iOS and Android apps get this with their next build.

1.411.8 — 2026-10-07

Fixed

The phone Settings sheet shows each device setting once (#6611)

On a phone, the Settings sheet could fill up with the same row repeated over and over: Replay diagnostics (and, in recent builds, Camera shake too), one copy under another, with more appearing every time the sheet was opened and closed. Each row is now on the sheet exactly once, however often you open it, and it still shows the value your device holds each time you open the sheet.

Reported by a player on Discord, from the iOS app.

1.411.7 — 2026-10-07

Fixed

A contested world changing hands is now written down for both guilds (#6608)

Before, when a contested world changed hands, no one got a line. A guild that lost a world earning it 300 points an hour found out from the map; on the day this was reported, one guild lost all six worlds that way. The guild that took a world got no line in Activity either.

Now:

The rows sit under Combat, next to the battle that caused them. Who wins, and what a capture pays, are unchanged.

Reported on Discord by a player.

1.411.6 — 2026-10-07

Changed

1.411.5 — 2026-10-07

Changed

1.411.4 — 2026-10-07

Fixed

Spy reports on the contested worlds now name the world, not the garrison (#6557)

Until now every spy report on one of the six contested Event Sector worlds read "The Verge Watch", the neutral garrison that holds a world nobody has captured. Two reports on two different worlds looked identical in your Reports list, and the only way to tell them apart was to re-read the coordinates.

They now carry the world's own name, the same one the map shows: [13:9:12] · Hollow Meridian, [13:15:15] · The Long Silence. Five more places follow the same rule: the launch finder's Spied rows, the recent targets on the launch pad, the Scouted Systems list in Missions, the colony end of a supply lane on the report, and the Activity search. Searching "Hollow Meridian" now finds that world's reports. "The Verge Watch" still finds them too, in the Activity search and in the launch finder. Spy reports on every other world still name their commander.

Battle reports still say you fought The Verge Watch, because that is who you fought.

Reported by a player on Discord.

1.411.3 — 2026-10-07

Changed

1.411.2 — 2026-10-07

Changed

The commander card has one name: Commander profile (#6655)

The card that opens when you tap your portrait used to call itself "Commander identity", and so did the hints on your portrait, your name and the Guest chip. Every other screen that sends you there (logging out, moving to another browser, the DM Market and Merit Market receipts) already said "commander profile". Now the card's title and all of those hints say "Commander profile" too.

In Italian the card used to have three names: «Identità del comandante», «profilo comandante» and «profilo da comandante». Now it has one, «Profilo comandante», on the card's title, the header hints, the DM Market and Merit Market receipts, and the "you already own this" message.

1.411.1 — 2026-10-07

Changed

1.411.0 — 2026-10-07

New

Fixed

1.410.1 — 2026-10-07

Also

1.410.0 — 2026-10-07

New

Changed

1.409.0 — 2026-10-07

New

Plan a mission without leaving the galaxy map (#6604) Pressing Attack, Defend, Redeploy, Harvest, Colonise or Explore on a planet in the Galaxy (or «Send with escort…» on the Signals board) used to take you to the Missions tab, and you had to find your way back to the map. In windows 1180px and wider (desktop, and large tablets in landscape), these buttons now open the same Missions order form in a panel on the right of the map, titled with the order, e.g. «Attack · 3:142:7». The map stays visible and movable on the left, and centres on the target in the space beside the panel. «Launch from» is at the top of the panel, so you always see which colony the fleet leaves from.

Close the panel with «Back to the map», ✕, Escape or Back. You return to the planet's card, and the half-built order is dropped. The order you keep saved on the Missions tab is never touched. After a launch, «Show it» opens the mission in the Missions tab. Spy keeps its quick dialog.

Phones unchanged: on a phone, and in windows narrower than 1180px, these buttons still take you to the Missions tab. The phone version of the panel is not part of this release.

1.408.1 — 2026-10-07

Fixed

The commander card in the header speaks Italian: the GUEST badge, the portrait hint and the guild hint (#6644) An Italian player used to see the header's commander card in English: the GUEST badge next to the name, its tooltip and its screen-reader label, the "Edit commander identity" hint on the portrait and the name, and the "Guild: …" hint on the guild tag. They now read «OSPITE», «Modifica l’identità del comandante» and «Gilda: …», and the badge's explanation is in Italian too. English is unchanged, with one exception: if a guild's name has not loaded, the guild hint now reads "Guild: " rather than "Guild: null". «OSPITE» is one letter wider than «GUEST», so on narrow screens the commander name gives up about 3.5px. The badge is still shown whole.

1.408.0 — 2026-10-07

New

The phone alarm names who is coming, when your Observatory already knows (#6528): the incoming-attack push used to name only the colony and the arrival time. When the Observatory identified the attacker at the moment the alarm was written (the diary's rule since v1.405.0), the banner now names them too, and an AI empire carries its marker in words ("Synthetic — played by an AI", "Wraith — hyperintelligent AI"). An unidentified fleet reads exactly as before. Also fixed: when a fleet you had been warned about was recalled while another colony's alarm still led, the next banner for that colony kept leading with the recalled fleet ("arrives in about 13 minutes"); it now announces the fleet that is actually coming. A player who chose Italian gets the same banner in Italian («Una flotta di Vex è diretta su Lantea…»), with the marker in Italian too.

1.407.0 — 2026-10-07

New

You can now support the game without wearing it in public (#6616). Your commander card has a new checkbox: Hide my VIP level and supporter status from other players. Tick it and save, and chat, the leaderboard and guild rosters show you exactly like a commander who never gave — no VIP crest, no VIP border, no supporter ring — your own rows included. Every perk you paid for stays exactly as it was, and the portrait preview on the card shows you what everyone else now sees.

It is there before any purchase too, so you can give anonymously from your very first one. One thing it does not hide: a reserved supporter emblem you pick as your portrait stays visible, since it is a portrait you chose and can change. Chat lines already open on someone's screen keep the old badge until they reload.

Requested by many players.

1.406.26 — 2026-10-07

Fixed

The login screen, the log-out warning and the guest badge stop promising «only on this device» and «for good» (#6614) Since a one-time code can carry a guest empire to another browser, several guest sentences said more than was true.

Italian follows the same wording. Some code comments that still repeat the old claims are left for a later change.

1.406.25 — 2026-10-07

Fixed

Closing the map drawer no longer lets you send a second explorer to the same signal (#6623)

On the Signals board, Explore sends one explorer at a time: while a send is in the air, every other send on the board waits. That guard lived inside the board, so closing the map drawer, opening a system or switching tab threw it away. Reopen Signals before the first send had landed, and the same signal offered its Explore button again. A second tap launched a second hull and used a second of the day's explorations, and that explorer came home with nothing.

Now the board keeps the send in progress, and the lines it has already shown ("Spy Probe away" and the rest), across the drawer closing, the system view and a tab switch. A reopened board shows "Sending…" with the sends disabled until the first one and its refresh have landed. Logging out clears all of it, so the next player on the same device starts with an empty board.

Changed

On iOS 15, a request that never answers now gives up after 25 seconds, as it already did on newer devices (#6623)

On iOS 15 the app had no time limit on a request. One that never answered could keep a screen waiting until the app was restarted. It now stops after 25 seconds, the same limit iOS 16 and later have always had, and says the connection was lost and the action may still have gone through. This applies across the whole app on iOS 15, not only to Signals: for example, a colony that takes longer than 25 seconds to load at startup now shows the error screen instead of waiting.

1.406.24 — 2026-10-06

Changed

1.406.23 — 2026-10-06

Changed

1.406.22 — 2026-10-06

Fixed

The galaxy map no longer opens where the previous player left it (#6624) The galaxy map remembers where you left the camera, so coming back from a system view puts you on the same spot. Logging out did not clear that memory, because a logout does not reload the page. The next account to sign in on the same tab then opened the galaxy map centred and zoomed on wherever the previous player had been looking, such as their home or a target they were watching. That happened even when they logged out with the map still on screen. Now a logout forgets the camera, and the next account opens the map on the whole galaxy. Within one session nothing changes: leaving for a system view and coming back still returns you to the framing you left.

1.406.21 — 2026-10-06

Changed

Replay diagnostics now describe the battle, not just its last few seconds (#6191) Before: with Replay diagnostics on (in Settings, or ?replaydiag=1), the copied block gave frame times only for the last 240 frames drawn, a few seconds at most. The replay keeps drawing while it is paused or showing its finale. So a block copied at the end described the calm finale, not the battle that stuttered. Now the block also summarises every frame drawn while the battle was actually playing. Frames from loading, pauses, the finale and a lost canvas are not counted. The summary gives the median, 95th and 99th percentile, the longest frame, and how many frames took over 25 ms and over 50 ms. It lists runs of three or more slow frames in a row, with roughly where in the battle each began. It says whether the stutter continued after the replay had already dropped to its lowest quality setting. When frame times look capped at 30 fps, as iOS Low Power Mode does, it says so. Nothing is sent anywhere: the block still leaves the device only when you paste it. This does not fix the iPad stutter; it is the measurement that will show what causes it.

1.406.20 — 2026-10-06

Changed

Fixed

1.406.19 — 2026-10-06

Changed

1.406.18 — 2026-10-06

Changed

Push notifications arrive in Italian for players who chose Italiano (#6613) Every notification the game composed itself used to be in English, even for a player who had picked Italiano in Settings. Those players now get the incoming fleet alarm (including the line about a second fleet behind it), the battle report, the missed interception, the Eschaton Finale, the First Convoy and the Marshal window in Italian. The time left is rounded the same way in both languages, so an Italian alarm never promises more time than the English one would. Players on the Automatic language setting still get English for now, because the game cannot yet see which language their device uses (#6629). Dispatches still arrive exactly as their author wrote them.

1.406.17 — 2026-10-06

Fixed

A strike your guild launched no longer fights your own garrison on a world or relic your guild has since taken (#6600) Before: when a guild sent several strikes at a Sector 13 world or a relic and took it with the first, the others kept flying. When they landed, they fought the site's defenders, and those now included the guild's own stationed garrisons. Your fleet shot at your guildmates' ships for a capture you already held. While those strikes were in the air, the "Guild holdings under attack" board listed them as an unknown attacker, and the Guild door and the Home line lit red. Now a strike that arrives at a relic or contested world its own guild already holds turns back whole, before any battle. This is the rule the launch already applied ("Your guild already holds that world"), now checked again on arrival. The pilot's activity line says "your guild already held that site when the fleet arrived". Those strikes are no longer listed on the holder's board and no longer light the door. A strike by any other guild is still listed and still lands.

The same issue asked for three other checks of the holdings board, and none needed a change. Another guild's reliefs were already left off a holding's row. A Sector 13 row already offered no "Find it on the map" button and said that only a garrison can help. The board heading, the Guild door and the Home line already name a guild holding rather than an ally when no guildmate is under attack.

1.406.16 — 2026-10-06

Changed

The commander card's account and sign-out sections are translated, and the guest warning no longer says linking prevents retirement (#6391) Before: on the commander card, the Account section (linking Google or Apple) and the "Sign out other devices" control were in English in every language. The guest warning there also said that linking an account prevents your empire from being retired after a long absence. That was not true: a linked empire is retired too, only later. Now both sections are in Italian, every refusal of a link attempt included. In English they read as before, except four guest sentences:

The same "only on this device" wording on the login screen, in the log-out confirmation and on the guest badge is #6614. Refs #6391.

1.406.15 — 2026-10-06

Changed

1.406.14 — 2026-10-06

Changed

The galaxy map keeps the board you were working through (#6427) Before: tapping a row in Targets, Signals, Places (a bookmark) or Contacts closed that board as it opened the planet's card, the contact's sheet or the system view. Closing the card left you on a bare map, so you reopened the board for every row. Ordering an Attack, Defend, Redeploy, Harvest, Colonize or Explore from the card, or opening the Marshal from its board, sent you to another tab, and coming back also showed the map with every board shut. Now a row leaves its board open under the card. Closing a planet's card shows the board where you left it, scrolled to the same place. Closing a contact's sheet brings the Contacts board back. After a trip to Missions (or to the Marshal), going back reopens the board that was open. From a system you reached through Signals, "Political map" brings Signals back. One consequence: after you come back from Missions with Back, the board is open again, so leaving the Galaxy tab with Back takes one more press (the first closes the board). The map does not remember its layer filters, its contacts setting or the Signals and Places filters yet; that is #6602. Composing an order without leaving the map is #6604. Refs #6427.

1.406.13 — 2026-10-06

Changed

The starting sectors say new empires are placed there while there is room (#6508) Before: the Displacement panel, the Galaxy sector notes and the glossary said the starting sectors are "where new empires are placed first", and a refused fold said those planets are "kept for new empires". To a player who started in the Frontier, that read as out of date. Now every one of these says the condition: new empires are placed in the starting sectors while there is room, and in the Frontier once those sectors are full. The refused fold no longer claims the planets are kept for anyone (any empire can colonise there; only a fold back in from the Frontier is refused). Same change in Italian. No rule changed: where a new empire is placed, and the one-way Displacement rule, are exactly as before.

1.406.12 — 2026-10-06

Changed

The commander card speaks Italian (#6391) — the card you open from your own portrait was English in every language, apart from the name rule and the log-out button. In Italian it now reads in Italian: the title and subtitle, the private «Commander since» line, every section heading, the names of the portraits and of the sixteen free emblems, the tint swatches, the Shop door, Cancel and Save, and the hints under the name field as you type. English is unchanged.

Still in English on the card: the account-linking section and «Sign out other devices», which are the next part of #6391, and the account-deletion panel. Refs #6391, which stays open.

1.406.11 — 2026-10-06

Changed

Speed research now says it cannot hurry a fleet already in flight (#6448) — a flight's arrival is fixed when it launches, so finishing or rushing Propulsion, Solar Sails, Warp Drives or Beyond the Horizon never changed when a fleet already in the air would land. Nothing said so. The rule itself is unchanged, and the screens that sell speed now say it:

"Put on a new course" is said on purpose: Change course does price the new leg at the speed you hold at that moment.

Suggested by a player.

1.406.10 — 2026-10-06

Fixed

A half-built mission you aimed and then left no longer comes back with a mission type you never picked (#6576)

Before: a mission holding ships or cargo was saved with whatever mission type the form showed, picked or not. A draft left on its own launch colony reopens without a type (since v1.406.5). But if you then picked a target and left the tab before choosing a type, the next visit brought the old type back as if you had chosen it. On a phone the order form opened showing it. On a desktop, the type a destination suggests stopped following your next target, and the target list opened on «Your colonies» for a type nobody chose.

Now: a type you never picked is saved as not picked. On a phone the mission reopens on the target step, with the target still set, no type selected, and a line saying your fleet or cargo is kept. On a desktop the suggested type keeps following each new target. A type you did pick reopens exactly as before, and missions saved before this update reopen as they always did.

1.406.9 — 2026-10-06

Fixed

The layout test that flagged the Italian sort picker on the Colony tab as too wide was over-counting it, and nothing was ever clipped (#6567)

Before: a phone layout test held one named exception. It said the Italian building sort picker on the Colony tab, at its widest option «Ordina: tot. ↑», needed 153px against a 150px cap, so that face might clip. The test was reading the browser's natural width for the picker, which adds a four-space indent in front of every option inside a group. The closed picker never draws that indent: the face itself needs 136px, well inside the cap.

Now: the test measures what the closed face needs, with the grouping flattened, and the exception is gone. A new check makes sure the measurement still sees the indent it leaves out. This is a test-only change: no text, size or style in the game changed, and players see nothing different. It was checked in headless Chrome; an iPhone check of the Italian picker is still owed.

1.406.8 — 2026-10-06

Fixed

The browser layout checks no longer lose seconds to a frame stall under virtual time (#6570) Test infrastructure only: nothing a player sees changed. Before, every layout check that gives the headless browser a virtual-time budget could wait 0.5 to 1.9 s of real time for a single animation frame. Meanwhile the page clock jumped seconds ahead, which ate into the time those checks are allowed. Now those dumps ask Chrome to draw only after every compositor stage. The refusal check's sequence fell from 4.7–6.6 s of page clock to 1.0–1.1 s, and from 5.2–5.9 s to 3.0–3.6 s of wall time per dump, with the same readings. The derived dump ceiling from #6553 stays in place as the safety net.

1.406.7 — 2026-10-06

Fixed

The notifications switch says which way it failed (#6564). When switching attack notifications on or off did not work, the switch on the iPhone settings sheet and the iPad's Empire menu always said it "couldn't reach the server" — even when the failure was on Apple's side and no request reached the server at all. It now says what actually happened: "couldn't switch them on — try again" beside Off, or "couldn't switch them off — try again" beside On, in English and in Italian. What the switch does is unchanged.

1.406.6 — 2026-10-06

Changed

AI empires now remember who feinted at them whenever a human defender's Activity log would name the attacker (#6527)

Before: when an attack aimed at an AI empire was called off before it landed, the empire could only put a name to it if it had happened to see the attacker on its Incoming panel while the fleet was still in the air. A short flight, a missed check, or an attacker under a Veil left it with a scare and no one to remember it by.

Now: the empire reads the attacker straight off the withdrawal entry, the same entry a human defender sees in their Activity log. It names the attacker only when that entry does, which happens when the defender's Observatory (with Cold Trail, Cold Read and Omniscience) had identified them when the alarm went off. Below that tier the attack stays nameless, exactly as it does for a human in the same seat. A named feint is remembered as a minor grievance that colours how the empire talks about that player, and it still never counts as grounds for a retaliatory strike.

1.406.5 — 2026-10-06

Fixed

A mission draft saved on its own launch colony no longer shows a verb you never chose (#6555) Before, on the phone, a draft whose target was its own launch colony reopened on the order form showing a verb such as «Pickup ✎». The composer treated that verb as never picked: the verb list lit nothing, and one tap on a target's quick order replaced it. Now such a draft reopens on the «Where does the fleet go?» step with its ships and cargo kept and no verb chosen, and you pick the destination and the order again. The step says what was kept («What you had prepared is kept: 4 ships and the cargo…»), so it no longer looks like a blank composer. A Harvest over the salvage above your own launch colony is a real order, and it now comes back aimed with Harvest chosen on the phone and the desktop, even if the salvage has gone in the meantime. A Harvest picked that way before any ships were chosen now survives switching tabs too. The desktop is otherwise unchanged. Two related questions are filed separately and are not fixed here: a Harvest over an empty field is not warned about (#6573), and a parked draft that you aim and then leave can come back with its old verb shown as chosen (#6576).

1.406.4 — 2026-10-06

Changed

The colony strip and the colony step buttons name themselves in Italian (#6562) These are screen-reader names and tooltips; nothing visible changes. Before, in every language, the row of colony chips on the Home and Empire tabs was read aloud as «Colonies», and the mother colony's chip as «(mother colony)». The previous / next colony buttons in the desktop header and the phone colony sheet were «Step through colonies» and «Previous colony» / «Next colony». An Italian player now hears «Colonie», «(colonia madre)», «Scorri le colonie», «Colonia precedente» and «Colonia successiva», tooltips included. The keyboard hint stays «Shift+C» / «C». English is unchanged. The rest of #6391, including the commander card, is still English.

1.406.3 — 2026-10-06

Fixed

A test that checks the phone's refused-launch layout no longer fails on a busy test machine (#6553) This is a test-infrastructure change only: nothing changes for players. The automated check that a refused launch on a phone does not cover the cargo controls used to give its headless browser a fixed 40 seconds. On a heavily loaded test machine that was sometimes not enough, and two full test runs failed although the game was fine. The time limit now comes from the time the test is allowed to run anyway. When the check does fail, it says which step the page reached and how long it had.

1.406.2 — 2026-10-06

Changed

1.406.1 — 2026-10-06

Fixed

Source comments stop describing a daily recall cap that no longer exists (#6529) Comments and design docs only: there is no player-visible change. Recall has been free since #6247, but a few code comments and one design document still named a three-a-day recall cap as what holds feints back. They now describe the game as it plays: recalling a fleet costs nothing, and a defender who saw the attack coming is told it was called off.

1.406.0 — 2026-10-06

New

1.405.1 — 2026-10-06

Changed

The attack-notifications switch speaks your language (#6365). On the iPhone settings sheet and in the iPad's Empire menu, the switch for attack notifications was English in every language: its name, its On and Off states, the line shown once iOS has refused notifications, and the line shown when switching them on or off did not work. The menu section around it, «This device», was English too. All of it now follows the game's language; what the switch does is unchanged. This completes the settings screen's move to the game's language, except for the account-deletion panel, whose wording waits on the owner (#6561).

1.405.0 — 2026-10-06

New

Incoming-attack alarms name the commander your Observatory identified (#6439)

Before, an "Incoming attack" line in the Activity diary never said who sent the fleet. So a whole-history search for a commander never found their attacks, and the line that closed the alarm ("turned around") was anonymous too. The name was only ever on the live Incoming panel, from Observatory 4.

Now the alarm names the commander when your Observatory (or Omniscience) identified them at the moment the alarm was written. That is the same step that names them on the Incoming panel: "a hostile fleet from Vex arrives in 12 min". An AI empire carries its badge beside the name. The line that closes the alarm names them the same way, copied from the alarm. A named alarm is found when you search that commander's history, and it offers them as a suggestion.

Below that step, the alarm reads exactly as before. A later Observatory upgrade does not add a name to an alarm already written. The raid summary row still names nobody, and alarms written before this release stay as they were.

1.404.1 — 2026-10-06

Changed

The battle line's row names stay the same in every language (#6070)

Vanguard, Center and Rearguard, and the short Front, Center and Rear on the row buttons, are names, like a ship's: they read the same in English and in Italian, so a guildmate writing "Battleships in Rearguard" matches the button on every member's screen. Italian already printed them this way («la Vanguard», «il Center», «la Rearguard»), so Italian players see no change beyond the Crucible kicker below.

The one visible change, in every language: in the Crucible, the formation stack used to label its first row VANGUARD while the rest of the tab called it Front. It now reads FRONT, like the row buttons and the War Table. Center and Rear are unchanged.

1.404.0 — 2026-10-06

New

The Colony tab and the Base build menu can now filter buildings by what they make, and fade what you cannot afford yet (#6426) Before, the building lists could be sorted by cost and filtered by family (Production, Military, Civic), but nothing picked out the buildings that produce a given thing, and nothing showed at a glance what could be bought right now. Both lists now carry two new controls beside the sort:

Back brings both controls back as you left them. On a phone the filter row takes one more line than before.

1.403.2 — 2026-10-06

Changed

On the phone, a verb you chose survives changing the target, and your own colony no longer carries a Transport button (#6428) Before: in New mission on a phone, each of your colonies in the target list had a Transport button beside it, the only button on the row. Tapping it chose Transport and jumped to the fleet. The button also stayed there when you went back from the order list to change the target, so a Redeploy or a Pickup you had already chosen could become a Transport in one tap. Now: tapping one of your colonies sets the destination and asks what the fleet should do there: Transport, Pickup, Redeploy or Defend, none chosen for you. Once you have chosen an order, changing the target never replaces it. A Transport costs one more tap than before. Salvage above your launch colony still offers Harvest in one tap, and a colony you spied on still offers Attack or Espionage, because there the row already knows which order fits. Not changed: the desktop, where picking your own colony still lights Transport in the column beside the target.

1.403.1 — 2026-10-06

Changed

Declaring a leave speaks your language (#6365). On the phone settings sheet and in the desktop Empire menu, everything about a declared leave was English in every language: the prompt and the picker, the notice while a leave runs (cordon kept or lost, days left), the warning that ending a leave drops the cordon and any hours bought with it, the end-leave button, a guild leader's warning about their seat, and the rule about what happens without a leave. All of it now follows the game's language, with the thresholds still read from the game's own rules. One English line changed too: the desktop prompt said a leave "shields" the empire, the old word for what the game now calls the Cordon everywhere else; it now says a leave puts the empire under a cordon. Refs #6365: the notification switch on the same screens is still English and follows in the next update.

1.403.0 — 2026-10-06

New

Changed

1.402.3 — 2026-10-06

Fixed

On the phone, a target picked on New mission is no longer lost when you leave the Missions tab (#6494)

Before: if you picked a target on New mission but had not yet chosen ships or cargo, leaving the Missions tab lost it. That happened on a trip through the tab bar, a tap on the alarm chip, or Back, and New mission reopened on an empty target step.

Now: the target is still there when you come back, already filled in on the target step. If you had also picked a mission type, you come back to the form with that type picked. A target saved without ships or cargo is kept for 24 hours from the last time you aimed it, and it never replaces a mission you had saved with ships or cargo.

1.402.2 — 2026-10-06

Fixed

AI empires no longer send a picket after a raid fleet they could never engage (#6518)

Before: when a joint raid was aimed at an AI empire's guildmate, or at a relic its guild holds, the AI empire could fly a picket out to meet one of the raid's fleets. Only the raid's own target can intercept a raid fleet. So the picket stood its watch, engaged nothing and came home, and the empire had spent its intercept cooldown on it.

Now: an AI empire leaves those raid fleets alone. It still goes out to meet an ordinary attack on a guildmate, and a raid aimed at one of its own colonies.

Not included: a raid fleet aimed at an empire outside the AI empire's guild, or a raid fleet on its way home, can still draw such a picket. That needs the server to say which fleets a viewer may engage (#6536).

1.402.1 — 2026-10-06

Fixed

1.402.0 — 2026-10-06

New

1.401.1 — 2026-10-06

Changed

1.401.0 — 2026-10-06

New

1.400.0 — 2026-10-06

New

1.399.4 — 2026-10-06

Fixed

1.399.3 — 2026-10-06

Fixed

1.399.2 — 2026-10-06

Changed

1.399.1 — 2026-10-06

Fixed

1.399.0 — 2026-10-06

New

1.398.2 — 2026-10-06

Fixed

1.398.1 — 2026-10-06

Fixed

1.398.0 — 2026-10-06

New

1.397.0 — 2026-10-06

New

1.396.4 — 2026-10-06

Fixed

1.396.3 — 2026-10-06

Fixed

1.396.2 — 2026-10-06

Fixed

1.396.1 — 2026-10-06

Also

1.396.0 — 2026-10-06

Added

1.395.2 — 2026-10-06

Fixed

1.395.1 — 2026-10-06

Also

1.395.0 — 2026-10-06

New

1.394.7 — 2026-10-06

Changed

1.394.6 — 2026-10-06

Fixed

1.394.5 — 2026-10-06

Fixed

1.394.4 — 2026-10-06

Fixed

1.394.3 — 2026-10-06

Fixed

1.394.2 — 2026-10-06

Fixed

The research board's lights are calmer. The 3D research board flashed like a strobe: every node you could start pulsed with a growing ring, the level being researched blinked on and off, the core and the capstone beams beat, sparks raced along every link, and a bright light at the core flared on the crystal nearest it. Now the lights hold steady. Only a node you can start still breathes, slowly — about once every six seconds — so it still stands out without flashing. The level being researched is a steady half-lit dot, the crystals are dimmer, the glow is softer, each link carries a single faint spark, and the floor no longer mirrors the core.

Reported by the owner after playing the board on the live game.

1.394.1 — 2026-10-06

Changed

1.394.0 — 2026-10-06

New

1.393.0 — 2026-10-06

New

1.392.1 — 2026-10-06

Changed

1.392.0 — 2026-10-05

New

Changed

1.391.4 — 2026-10-05

Fixed

The research board turns around its core. On the 3D research board, opening a branch aimed the camera at the middle of that branch: the guild core sat off to one side, and dragging turned the board around that point instead of its centre. Now the whole-tree view and every branch view aim at the core and turn around it. A branch is seen from behind the core looking out along it, with the core low in the middle and the branch rising above it to its capstone; on a phone the camera stands further back so the capstone still fits. Only a tapped crystal's close-up turns around the crystal, and going back brings it to the core again. The open branch's name on the rim no longer sits on top of its capstone's label.

Reported by the owner from a screenshot of the live board.

1.391.3 — 2026-10-05

Fixed

1.391.2 — 2026-10-05

Fixed

1.391.1 — 2026-10-05

Changed

1.391.0 — 2026-10-05

New

1.390.3 — 2026-10-05

Changed

1.390.2 — 2026-10-05

Fixed

1.390.1 — 2026-10-05

Changed

1.390.0 — 2026-10-05

New

1.389.1 — 2026-10-05

Changed

1.389.0 — 2026-10-05

New

1.388.3 — 2026-10-05

Changed

There is no second Send button on the cargo line: Send is already on screen in every layout. Cargo fields in the desktop's main WITH column, so a transport can be set up without opening the fleet page, are tracked in #6408.

1.388.2 — 2026-10-05

Fixed

1.388.1 — 2026-10-05

Fixed

1.388.0 — 2026-10-05

New

Find a commander or an address in your Activity feed (#6288). The feed could be filtered by whose rows they were and by kind, never by who was in them or where they happened. The only way to keep hold of a row was to Keep it. Now a field under the chips, «Commander or address…», filters the feed among the events loaded:

Suggested by a player on the suggestions forum.

Not included: rows older than what the feed has loaded are not searched, and alarms of an incoming attack cannot be found by the attacker's name, because they do not store it. Both are tracked in #6395.

1.387.0 — 2026-10-05

New

1.386.0 — 2026-10-05

New

The hold warning can add the freighters it asks for (#6262). When the cargo you set outran the ships you had picked, the cargo panel said so in red and named the fix ("Add 8 Freighters, or the launch is refused"). To act on it you had to go back to the fleet, open the Freighter row and type the new count yourself. Now an Add 8 Freighters button sits under that sentence. One tap adds exactly those ships on top of the ones you picked, the warning clears, and Send becomes available. It works on desktop and phone, and on a redeploy too, where the game picks no ships for you.

Suggested in the suggestions forum. The issue does not name the reporter, so the credit is suspended rather than withheld.

1.385.0 — 2026-10-05

New

Guild research is now a 3D research board. Opening the research door used to show a flat list of rows: the Fund and Endowment in a line of grey text, plain yard boxes, and every node as a text row whose Research button looked the same whether it could start or not. Now the door opens on the whole Guild Tech Tree in 3D: seven branches around the guild core, tiers 1–3 on the inner ring and the seasonal tiers 4–5 on a raised gold ring past the dashed season line.

Below the board the panel is redesigned too: the Fund and Endowment as two meters, a branch list with each branch's progress, the two yards with progress bars, and each branch as a spine of tiers split into Permanent and Seasonal. Every card shows its level ring, its price and time (in red when the guild is short), and the reason it cannot start yet.

1.384.0 — 2026-10-05

New

A guest can continue an empire in another browser or on another device (#6368). A guest empire used to live in the one browser it was started in. Opened anywhere else, the game did not know you: Play or a sign-in there started a second, empty empire, and the first stayed out of reach. It caught players who started inside another app's built-in browser, such as Reddit's, and then opened their own.

Now your commander profile (tap your portrait) has "Continue in another browser". It gives you a one-time code. On the first page of the other browser, choose "Started in another browser? Enter your code", right under Play, and type it. The same empire opens there. You can also copy a link that carries the code.

Also

Not verified: none of this was tried on a real phone inside the Reddit app.

Known: after a code from a link has expired, a newer link pasted into that same tab still shows the old code. Type the new code over it, or open the link in a new tab (#6387).

1.383.10 — 2026-10-05

Fixed

Battle replays keep their glow when loading runs past the first second (#6264). The replay's quality ladder ignores the opening frames, where shaders compile and textures upload, and used to stop ignoring them after one second. On a device that loads for longer than that, the rest of the loading was judged like a scene that cannot keep up, and bloom was switched off in the opening seconds and stayed off for the whole viewing. The ladder now keeps waiting while loading goes on: it starts judging once the device draws three smooth frames in a row, and after 3 seconds at most.

What it costs, said plainly. On a device that is slow on every frame, the first quality step now comes at about 4 seconds instead of about 2. A stutter that starts inside the first 3 seconds looks the same as loading, so it is only judged if it shows again afterwards. Loading that lasts longer than about 4 seconds still costs a step. The 3-second limit is a choice, not a device measurement: everything here was measured on synthetic frame traces through the game's own renderer setup, not on a phone or tablet. The replay diagnostics (?replaydiag=1) now print how each warm-up ended, which is what a real device's report would need to tune it (#6191).

1.383.9 — 2026-10-05

Fixed

1.383.8 — 2026-10-05

Fixed

Reported by astroeddie88 on Discord, whose in-game name is not yet established: the credit is suspended rather than withheld.

1.383.7 — 2026-10-05

Changed

1.383.6 — 2026-10-05

Fixed

1.383.5 — 2026-10-05

Fixed

1.383.4 — 2026-10-05

Fixed

1.383.3 — 2026-10-05

Fixed

1.383.2 — 2026-10-05

Fixed

1.383.1 — 2026-10-05

Changed

1.383.0 — 2026-10-05

New

1.382.3 — 2026-10-05

Fixed

1.382.2 — 2026-10-05

Fixed

1.382.1 — 2026-10-05

Fixed

1.382.0 — 2026-10-05

New

Changed

Suggested by a player on the suggestions forum, who also pointed out the wording of the panel's name.

1.381.0 — 2026-10-05

New

Suggested by a player on Discord.

1.380.1 — 2026-10-05

Fixed

1.380.0 — 2026-10-05

New

Fixed

1.379.3 — 2026-10-05

Changed

1.379.2 — 2026-10-05

Fixed

Changed

1.379.1 — 2026-10-05

Fixed

1.379.0 — 2026-10-05

New

1.378.23 — 2026-10-05

Fixed

The other two items left open on #5802 are covered. The ledger-path check it named had already been fixed on main: a directory or a FIFO is now refused, and the refusal names the real cause.

1.378.22 — 2026-10-05

Changed

1.378.21 — 2026-10-05

Fixed

1.378.20 — 2026-10-05

Fixed

1.378.19 — 2026-10-05

Also

1.378.18 — 2026-10-05

Fixed

1.378.17 — 2026-10-05

Fixed

1.378.16 — 2026-10-05

Fixed

Not included: when the label and three exact prices are wider than the sheet, the prices wrap onto a second line that has no visible «Still needed» label. Each red figure still sits under its own price. Tracked in #6274.

1.378.15 — 2026-10-05

Fixed

1.378.14 — 2026-10-05

Changed

1.378.13 — 2026-10-05

Fixed

1.378.12 — 2026-10-04

Fixed

1.378.11 — 2026-10-04

Also

1.378.10 — 2026-10-04

Fixed

1.378.9 — 2026-10-04

Changed

1.378.8 — 2026-10-04

Fixed

1.378.7 — 2026-10-04

Changed

1.378.6 — 2026-10-04

Fixed

1.378.5 — 2026-10-04

Fixed

1.378.4 — 2026-10-04

Changed

1.378.3 — 2026-10-04

Fixed

1.378.2 — 2026-10-04

Changed

1.378.1 — 2026-10-04

Fixed

1.378.0 — 2026-10-04

New

1.377.1 — 2026-10-04

Changed

Fixed

1.377.0 — 2026-10-04

New

1.376.1 — 2026-10-04

Fixed

Two related weaknesses in the test machinery are tracked in #6238 and are not fixed here.

1.376.0 — 2026-10-04

New

Raid contingents, warped returns and muster garrisons cannot change course yet; waypoints and AI empires using the order are planned next.

1.375.3 — 2026-10-04

Changed

1.375.2 — 2026-10-04

Fixed

1.375.1 — 2026-10-04

Changed

1.375.0 — 2026-10-04

New

Changed

Issue #6203 stays open. This release covers Field agents only, and four other guild nodes are still marked "in development".

1.374.8 — 2026-10-04

Changed

1.374.7 — 2026-10-04

Changed

1.374.6 — 2026-10-04

Also

1.374.5 — 2026-10-04

Fixed

1.374.4 — 2026-10-04

Changed

1.374.3 — 2026-10-04

Fixed

1.374.2 — 2026-10-04

Also

1.374.1 — 2026-10-04

Fixed

Not included: the refusal shown when a leader tries to take down an anchorage that still has a notch on its bar still says a notch fades "a day per notch". That one is tracked in #6205. In practice the button is already disabled in that state.

1.374.0 — 2026-10-04

New

1.373.6 — 2026-10-04

Fixed

1.373.5 — 2026-10-04

Fixed

1.373.4 — 2026-10-04

Fixed

1.373.3 — 2026-10-04

Fixed

A battle replay that cannot start now says why, instead of blaming the device every time (#6188)

Before, a replay whose 3D view failed to open showed «Could not start the replay on this device.» over a black canvas, whatever the cause. That line gave the player nothing to do, and kept nothing a screenshot could pass on. Now the replay uses the same two sentences the base and the galaxy map already use:

Both sentences end with the actual error in brackets, so the next report names the cause. From the Campaign tab, the message adds that the battle is already decided and its result is on the Campaign tab. From anywhere else, it says that closing the window takes you back to where you opened it.

Not fixed yet: the replay on the reporter's iPad. The most likely cause is that the two heaviest ship models (the Interdictor and the Annihilator) are too big for the device. That is not confirmed, and lighter versions of those models are tracked in #6196. Installed iOS and Android apps get this message only with their next app build. The website and home-screen installs have it now.

Reported by a player on the bugs forum, with the screenshot that showed the report had loaded and only the 3D view had failed.

1.373.2 — 2026-10-04

Changed

1.373.1 — 2026-10-04

Changed

1.373.0 — 2026-10-04

New

1.372.2 — 2026-10-04

Changed

1.372.1 — 2026-10-04

Fixed

1.372.0 — 2026-10-04

New

1.371.4 — 2026-10-04

Changed

The screenshots on the first-time visitor page are new (#6172). The three pictures of the game under the Play button had been taken from one real account, and showed its commander name, its guild and where its home is. They now show a stand-in commander and guild that no player uses, and a galaxy view of the central sectors with nobody's home marked on it.

If this device already holds an empire, nothing changes for you.

1.371.3 — 2026-10-04

Changed

1.371.2 — 2026-10-04

Fixed

1.371.1 — 2026-10-04

Fixed

1.371.0 — 2026-10-04

New

A first-time visitor now lands on the game itself (#6129). Someone opening Novarchy for the first time used to meet a commander-name field on a dark page, and on a phone there was no picture at all. They now see the fleet in motion with the title standing in it, one "Play free" button, and a commander name already chosen for them, with a link to pick their own. Three screenshots of the real game follow, and the Apple and Google sign-in buttons come after those.

If this device already holds an empire, your login screen is exactly as it was.

Also

1.370.1 — 2026-10-04

Changed

1.370.0 — 2026-10-03

New

Changed

Also

1.369.0 — 2026-10-03

New

1.368.3 — 2026-10-03

Changed

Fixed

1.368.2 — 2026-10-03

Fixed

1.368.1 — 2026-10-03

Fixed

1.368.0 — 2026-10-03

New

Fixed

1.367.9 — 2026-10-03

Changed

1.367.8 — 2026-10-03

Fixed

1.367.7 — 2026-10-03

Fixed

1.367.6 — 2026-10-03

Fixed

1.367.5 — 2026-10-03

Changed

1.367.4 — 2026-10-03

Fixed

1.367.3 — 2026-10-03

Fixed

Changed

On a computer screen nothing changes in the cases we measured, except that your name is now cut less often.

1.367.2 — 2026-10-03

Changed

1.367.1 — 2026-10-03

Changed

1.367.0 — 2026-10-03

New

1.366.0 — 2026-10-03

New

1.365.12 — 2026-10-03

Fixed

1.365.11 — 2026-10-03

Changed

1.365.10 — 2026-10-03

Fixed

1.365.9 — 2026-10-03

Changed

Still English for an Italian player: what the Advisor says about the other mission types (spy, explore, colonize, transport, harvest, defend and redeploy). That is the second part of #6069.

1.365.8 — 2026-10-03

Changed

1.365.7 — 2026-10-03

Fixed

1.365.6 — 2026-10-03

Fixed

Changed

Not changed: the guild tag (capital letters only, so nothing can be cut in half) and the chat message box, which has its own counter and limit.

1.365.5 — 2026-10-03

Also

1.365.4 — 2026-10-03

Fixed

1.365.3 — 2026-10-03

Fixed

1.365.2 — 2026-10-03

Changed

1.365.1 — 2026-10-03

Fixed

1.365.0 — 2026-10-03

New

1.364.16 — 2026-10-03

Fixed

Changed

Not covered: the repair applies to request bodies the game's routes read in the usual way. A route that reads only the raw request is outside it. Today the only such route is the payment provider's webhook, which reads the raw bytes on purpose to check the signature.

1.364.15 — 2026-10-03

Fixed

1.364.14 — 2026-10-03

Changed

Still English for an Italian player, and tracked:

1.364.13 — 2026-10-03

Changed

Suggested by a player on Discord.

1.364.12 — 2026-10-03

Fixed

1.364.11 — 2026-10-03

Fixed

1.364.10 — 2026-10-03

Also

1.364.9 — 2026-10-03

Fixed

1.364.8 — 2026-10-03

Fixed

1.364.7 — 2026-10-03

Also

1.364.6 — 2026-10-03

Fixed

1.364.5 — 2026-10-03

Changed

A raid bounty now says how many fleets joined after you (#5784). A raid's bounty is priced on the whole pack, so fleets that join after you can raise your share. Until now, when a raid billed you for the pack's size, Activity only said "the raid you joined far outweighed its target, and this is your share of the pack's price". Nothing said that the pack had grown after you launched. Now the same entry adds, for example: "Of the 3 contingents that fought in this raid, 2 joined after you. Measured on the Gates at impact, without the contingents that joined after you, your share would have been nothing." When the fleets ahead of you would already have priced you on their own, it says that instead. The figures are the bill's own, read on the Gates at impact.

Entries written before this release, the last fleet to fly, bounties priced on your own Gate, and solo attacks read exactly as before.

What this does not add: there is still no notice while a raid is forming. That is a decision, not an omission. A fleet in a raid cannot be recalled, and the opener can call the raid off only while alone, so a warning before impact would leave you nothing to do with it. This will be revisited if a way to leave a raid ever exists.

Reported by a player on their first day, who worked out the cause themselves and asked whether there should be a warning.

1.364.4 — 2026-10-03

Fixed

1.364.3 — 2026-10-03

Fixed

The loading screen does not last noticeably longer. The settings request now goes out alongside the colony requests the loading screen already waited for, instead of 16th of 23.

1.364.2 — 2026-10-03

Also

1.364.1 — 2026-10-03

Also

1.364.0 — 2026-10-03

New

1.363.2 — 2026-10-03

Fixed

1.363.1 — 2026-10-03

Changed

1.363.0 — 2026-10-03

New

1.362.0 — 2026-10-03

New

1.361.1 — 2026-10-03

Fixed

1.361.0 — 2026-10-03

New

1.360.0 — 2026-10-03

New

1.359.0 — 2026-10-03

New

Changed

1.358.0 — 2026-10-03

New

1.357.1 — 2026-10-03

Fixed

1.357.0 — 2026-10-03

New

Both lists show what is on station now, not what will be there when a strike lands: a watch can end, and the player who sent a garrison can stand it down sooner.

Reported by a player on Discord who couldn't find the reinforcements a guildmate had sent (#5893). Suggested by two players on Discord, the second of whom pointed to exactly where the list belonged: the Guild tab, under Contested Relics (#5917).

1.356.0 — 2026-10-02

New

1.355.1 — 2026-10-02

Fixed

1.355.0 — 2026-10-02

New

Fixed

Also

1.354.15 — 2026-10-02

Fixed

1.354.14 — 2026-10-02

Fixed

1.354.13 — 2026-10-02

Fixed

1.354.12 — 2026-10-02

Fixed

Also

1.354.11 — 2026-10-02

Changed

1.354.10 — 2026-10-02

Fixed

Also

1.354.9 — 2026-10-02

Changed

Also

1.354.8 — 2026-10-02

Fixed

Changed

1.354.7 — 2026-10-02

Changed

Both changes are to the ship machinery only, and they reach only the trees that pull them: a worktree branched before this release still runs the old deploy.sh and skill. Nothing a player sees has changed.

1.354.6 — 2026-10-02

Developer tooling only. Nothing changes in the game.

Fixed

1.354.5 — 2026-10-02

Fixed

Also

1.354.4 — 2026-10-02

Release tooling only: nothing in the game changed for players.

Fixed

These changes live in the ship scripts each working copy carries (.claude/skills/ship/). A working copy that has not pulled this release keeps the old behaviour.

1.354.3 — 2026-10-02

Fixed

Also

1.354.2 — 2026-10-02

Fixed

1.354.1 — 2026-10-02

Changed

1.354.0 — 2026-10-02

New

Changed

Fixed

1.353.7 — 2026-10-02

Fixed

Also

1.353.6 — 2026-10-02

Changed

1.353.5 — 2026-10-02

Also

1.353.4 — 2026-10-02

Fixed

Also

1.353.3 — 2026-10-02

Nothing changes in the game. This release corrects the tooling we ship with, plus one line in the deploy template.

Fixed

Changed

1.353.2 — 2026-10-02

Also

1.353.1 — 2026-10-02

Changed

Fixed

1.353.0 — 2026-10-02

New

The Merit Market opens under Markets: the Crucible's Merit now buys time, cargo, regalia and an Annihilator (#5924)

Before, Merit was spent from four rows at the bottom of the Crucible tab. Now it has a market of its own, the third under Markets, with five shelves:

Every purchase takes two taps: the first arms it, the second spends.

Changed

Also

1.352.4 — 2026-10-01

Changed

1.352.3 — 2026-10-01

Fixed

Also

1.352.2 — 2026-10-01

Fixed

Changed

Also

1.352.1 — 2026-10-01

Also

1.352.0 — 2026-10-01

New

Hull cards tell you what a ship is worth, right there in the order you are composing (#5863). Picking which hulls to send used to mean knowing their numbers by heart, or opening the Shipyard on a second device to look them up — because leaving the Missions tab would throw away the order you had half-built. Every hull card now carries the figures for one of that class: attack, hull, shield, hold and speed, under the line that says what the hull is for.

They are your real numbers, not the ones from the catalogue. Your research, your tech tree, the refit you fitted, the mastery those crews have earned and the battle stance you picked are all already in them — so a card multiplied by how many you are sending agrees with the totals at the bottom of the table, instead of leaving you to wonder which of the two figures to believe. (The hold is rounded down per ship, so on a mixed fleet the cards can add up to a unit or two less than the total; never more, because the total is the figure your cargo is actually weighed against.) On a defence the shield figure includes your defence nodes, because on a defence they apply. Figures a hull does not have are left out: a Spy Probe shows its hull and its speed and says nothing about guns it has not got.

Fixed

The Fleet Advisor stops telling you a raid "bounced" when it did no such thing (#5867, partly). Attacking a defended colony could produce the verdict "planetary shield holds — the raid bounces". That line was about the defender's Bubble, the pool of hit points a Planetary Shield holds in front of its ships — your fleet arrived, fought, and never got through it. But "the raid bounces" is how players describe a launch the game refuses outright, which is a completely different thing: the timed protection that stops attacks from being sent at all. One sentence, two possible readings, and no way to tell which. It now reads "their Bubble never breaks — your fire never reaches their ships", which can only mean the battle it is actually describing.

Two target screens stop calling the same wall by two different names. The missions target panel labelled a defender's Bubble as "Shield L3" while the target board, for the very same colony, called it "Bubble 3". And the guild's war-targets list — the one screen that shows both kinds of protection at once — printed "shielded" and "Shield L4" side by side in the same colour, which is precisely the confusion that got this reported. Both now say "Bubble", the word every other combat screen in the game already used.

The pace line at the bottom of the War Table now quotes your real cruising speed, not the speed from the ship catalogue, so it agrees with the speed figure on the card of the hull it names.

Also

Nothing you own was renamed. The Planetary Shield is still the Planetary Shield, and every purchased or granted protection still says what it said.

This only fixes half of #5867, and the issue stays open to say so. The complaint behind it is that the word "shield" covers two unrelated mechanics — the building that soaks damage in a battle, and the timed cover that refuses attacks outright — and that is still true everywhere the timed one is named: the status strip, the Orbital Home, the launch warnings and the guild store all still call it a shield. Giving it a name of its own touches around a hundred separate pieces of text, and doing half of them would leave the game less consistent than it is now rather than more, so it is being done as its own change. What shipped here is the one line that was actively misleading, plus the two screens that disagreed with the rest of the game.

1.351.9 — 2026-10-01

Fixed

Also

1.351.8 — 2026-10-01

Fixed

1.351.7 — 2026-10-01

Nothing a player sees changed in this release. It is a number that had been typed into comments and sample loops around the codebase — how many planets a system has — going stale in seven places, and one of those places was quietly putting a wiki page at risk.

Fixed

Four further places that mention the planet count were left alone on purpose and are written up in #5885: two describe the 3D system view, where the figure may be a performance budget rather than a stale copy and needs that question answered first, and two are design documents. #5885 also records one thing this release could not settle — for about 24 minutes one afternoon in August the galaxy was briefly configured with 24 planets per system, and whether any colony was founded in that window on a planet that no longer exists is a question for the live database, not for the code.

1.351.6 — 2026-10-01

Fixed

1.351.5 — 2026-10-01

Fixed

Also

1.351.4 — 2026-10-01

Nothing a player sees changed in this release: it is two tests that claimed to guard the placement grid and could not fail, and a comment in the code telling the next reader that they could.

Fixed

1.351.3 — 2026-10-01

Fixed

1.351.2 — 2026-10-01

Fixed

1.351.1 — 2026-10-01

Also

Why two thirds of all Pirate Beacons sit in the four starting sectors is now written down (#3159). Nothing in the game changes: no beacon moves, no mission becomes able to clear one, and the retirement rules are exactly as they were. What changes is that a question players and reviewers kept re-asking now has an answer in the design document instead of in an issue thread.

The observation was real and had been filed more than once: almost every Pirate Beacon in the galaxy is in the cradle, the one region where planet slots are scarce, and nothing a player does can remove one. The answer is that this is the shape of the map rather than a bias. A beacon is seeded one per home system when a commander registers, and the cradle is four sectors of nineteen systems — so 76 home systems means 76 beacons, one each, and the production read of 2026-09-15 found exactly 19/19/19/19. Outside the cradle the count keeps falling, which is the retirement sweep doing its job where veterans live; inside, every one of those 76 systems holds at least one player still below the retirement gate, so the sweep correctly leaves the tutorial target standing. The record also says what was deliberately not decided, and keeps the one caveat the measurement could not close: a drop in the galaxy-wide count is written as consistent with the sweep working, not as confirmed, because the logs that could have confirmed it had already rotated.

The record ships with a test that reads it back, so it cannot quietly rot. The cradle figure is rebuilt from the engine's own constants rather than typed in, which means the day the cradle grows again the recorded number goes red instead of stale, and the decision is pinned against the predicate it is about.

Two measurements of the same quantity, taken a week apart, are kept as two dated facts rather than reconciled into one: a dated figure is a fact, and an undated one is a claim about today.

1.351.0 — 2026-10-01

New

1.350.1 — 2026-10-01

Fixed

1.350.0 — 2026-10-01

New

1.349.15 — 2026-10-01

Fixed

The Weekly Chest's warning no longer reads as a miscalculation (#5815). Opening a chest with a nearly full warehouse showed two figures: what it pays, and how much would not fit and be lost. Both were right, and read together they looked impossible. A player with just under 2M Ferrolite and a 55.8M cap was told the chest paid 53.86M Fe — which fits — and then that 16.1M would be lost. He checked the arithmetic and filed it as a broken warning.

It was not broken. The payout line was already showing what would actually land, not what the chest is worth, so the loss was the rest of a roughly 70M haul rather than an overage of the figure beside it. The sentence just never said which of the two it was.

It says so now: "Beyond what it pays, about 16,133,925 resources would not fit in your home warehouse and would be lost." The figure you are shown is what survives; the loss is a separate amount, not a slice of it. With a full warehouse, where nothing lands at all, the opening clause is left off — there is nothing to be beyond, and the row already says the chest would credit nothing.

Contract cards got the same correction. A claimable contract whose reward is partly lost was reporting it with the same wording, and now reports it with the same fix.

Also

No number moved. The clamp that decides what fits is untouched, including its refusal to ever take resources away from a colony already over its cap. This release changes only the sentence that describes it.

The receipt after you open a chest still words it the old way ("Collected: … · Warehouse full: … lost"). That line was left alone deliberately: "Collected" already names what actually arrived, so it does not invite the same wrong subtraction. If it turns out to, it gets the same clause.

1.349.14 — 2026-10-01

Changed

Your attacker's battle row now tells you which colony the fleet is flying back to (#5824). While your ships are on their way home from a raid, the Activity row that counts down their arrival used to say only «Fleet home in 2h 1m» — it named the colony you had attacked, never the one your hulls and your loot were heading back to. It now reads «Fleet home to Aurora (2:9:5) in 2h 1m».

The address was never truly hidden, and it is worth saying where it was: the Fleets tab has shown it on the route line all along, and the battle report's Details panel shows it as a bare set of coordinates with no colony name. What had no destination on it at all was the row that announces the battle — the one you are already looking at when the question occurs to you.

The colony's name and its coordinates, because two of your colonies are allowed to share a name, and the coordinates are the only thing that always tells them apart.

Also

Two parts of the original report are deliberately left for later, and are recorded on #5824 with what would re-open them:

One honest limit on the new line: it names the berth only while that colony is still yours. If it is destroyed while your fleet is in the air, the row keeps naming it for up to half a minute before falling back to the old sentence, and your ships are re-berthed on your oldest colony. The row never guesses a destination it cannot read.

1.349.13 — 2026-10-01

Fixed

1.349.12 — 2026-10-01

Also

1.349.11 — 2026-10-01

Changed

One open stockpile no longer outweighs a week of fighting (#5768). On the weekly War board, raiding an undefended stockpile paid more than winning battles did, and it paid without any ceiling. Every other way of scoring on that board is capped; loot was not. A single 50,000 haul was worth 500 points — five times everything the whole destroyed-value term can pay in a week, no matter how much fighting it took to earn.

Loot is still paid in full up to the same bound the value term is capped at. Past that it compresses: the same 50,000 haul now pays 347.2 points instead of 500, about 3.5 times the cap rather than 5. The bigger the haul, the harder the compression — the curve meets the straight part exactly, so there is no step and no threshold worth landing just past.

Below that bound nothing changes at all. A modest raid pays precisely what it paid before. What is gone is the one-raid week outscoring a week of war.

The season and Event boards are untouched. This is the weekly War board only; the other two still pay loot the old way.

⚠️ What this does not fix, and it is a new problem rather than a leftover (#5768)

The bound is applied per battle, so splitting a haul defeats it — and the change makes that worth doing in a way it was not before. Carrying 400,000 away in one raid now pays 1,164.9 points. Carrying the same 400,000 in forty raids of 10,000 pays 4,000, in full, because every one of them lands exactly on the bound — plus forty won-attack bonuses instead of one.

Splitting a haul already bought the extra flat bonuses before this release. It now also restores the entire loot term. Whether that is actually worth the trouble depends on travel time and cargo space, which have not been measured. Closing it needs the board to remember loot across a week or a target, which is a second design decision and not a correction to this one.

Fixed

1.349.10 — 2026-10-01

Fixed

Also

1.349.9 — 2026-10-01

Nothing a player sees changed in this release. It is about what the build's own report says, and about one thing it used to leave blank.

Fixed

Also

1.349.8 — 2026-10-01

Fixed

Also

1.349.7 — 2026-10-01

Fixed

Also

1.349.6 — 2026-10-01

Nothing a player sees changed in this release: it is a test that was failing for a reason the failure message denied.

Fixed

Also

1.349.5 — 2026-10-01

Changed

The Weekly War prize stops rewarding the biggest Warehouse (#5767). The podium paid a share of the winner's own total storage, so the cheapest way to be paid more was not to win more fights — it was to finish a Warehouse level before the week closed. One empire went from 231M to 3,231M in a single week that way. And because the prize tracked storage instead of points, rank 10, on ninety times fewer points than rank 2, took home more than rank 2 did, and more than ranks 3 to 9 together.

The share is now taken on the smaller of two things: the winner's own capacity, or a server reference — the median capacity of the twenty largest empires being played. Past that reference, a bigger Warehouse pays nothing extra.

Below the reference nothing changes. A small winner is still paid on what it can actually hold, which is what the prize was always meant to do. What is gone is dominance: being the biggest stops paying.

This does not close the whole hole, and the part left open is named. The empire that was pumping has no leverage left at all — it is the largest, and the largest capacity cannot move a median. What is still possible, in principle, is several empires around the median moving it together. That is a narrower risk, nobody has seen it happen, and the fix for it needs a change to how the week is recorded. One change first, then the board says whether the second is needed.

Fixed

1.349.4 — 2026-10-01

Nothing a player sees changed in this release: it is entirely shipping machinery.

Fixed

Also

1.349.3 — 2026-10-01

Fixed

1.349.2 — 2026-10-01

Changed

The Wraiths lose the eight-hour night shelter they never chose (#5777). Every Wraith was unreachable between 00:00 and 08:00 UTC, every day, while operating around the clock. Nobody ever chose those hours for them: the setting exists for empires that sleep, it is aimed at each of theirs when they are created, and for the Wraiths it was simply left at its starting value. Their own controller calls the field meaningless for them, in as many words.

A night window is a trade. You cannot be attacked for eight hours, and you are also not playing for eight hours. The Wraiths had the first half without the second.

So they no longer have one. A Wraith world can be attacked at any hour, and it also loses the dawn volley its guns fired on waking — a bonus timed off a window, for a faction that never wakes. Nothing else about them changed: the same garrisons, the same fleets, the same rhythm of rebuilding.

An agent empire keeps its window, and that is deliberate rather than an oversight. Those hours are chosen for each one when it is created, aimed at when it is genuinely idle, and it really does stop playing through them — so it is paying for the protection it holds. Only the Wraiths were not.

If this proves to make them too easy to farm, the answer will be to give them something back elsewhere rather than to hand the shelter back.

1.349.1 — 2026-10-01

Fixed

1.349.0 — 2026-10-01

New

1.348.11 — 2026-10-01

Nothing a player sees changed in this release: it is release machinery, and the only people who read its output are whoever ships.

Fixed

Also

1.348.10 — 2026-10-01

Changed

Fixed

1.348.9 — 2026-10-01

Nothing a player sees changed in this release: it is entirely shipping machinery.

Fixed

Also

1.348.8 — 2026-09-30

Fixed

1.348.7 — 2026-09-30

Fixed

The speed-up sheet no longer offers a Chrono spend the server will refuse (#5677). One batch of Chrono shards can carry at most 999 of a single size. Neither the recommended spend nor the manual stepper knew that, so on a long build held by a player with a deep pile of 5-minute shards the sheet drew a Finish now button, printed a correct preview beside it, and the tap did nothing at all.

The recommendation reaches for the small shards first, which is what a 5-minute pile is for. A build long enough needs more than 999 of them, and there the button was simply dead — no refusal a player could read, and no hint that the very same purchase would go through in bigger shards.

The sheet now says which it is. Where the same time can be bought in coarser shards, it points at the "Same time, fewer shards" row, which was already there and already shows exactly what it would spend, down to the last shard. Where nothing coarser can pay for it, it says that a batch still shortens the build and the next one finishes it — which is true, and is what a dead button never told anybody. The stepper stops one shard short of what a batch can carry, so it cannot be pushed into the same refusal.

Nobody has been able to reach this yet: it takes a pile above 999 of one size and a build longer than 83 hours, and no player has held both at once. Both halves grow on their own, which is why this is fixed rather than watched.

Nothing about the shard limit itself has changed, and no shard, build time or cost moved.

1.348.6 — 2026-09-30

Changed

Attacking from behind your own night window now costs you that window.

Night protection used to be judged entirely on the defender. A fleet was refused if it would land inside the target's eight hours, and nothing anywhere asked what the attacker was doing during their own. So an empire could raid throughout its own window while staying unreachable for the same eight hours: the victim could not answer inside it, and by the time it closed the raider was already home.

Launching an attack, opening a guild raid or joining one now spends your own night shelter for two hours. Striking is still allowed — the window is a price rather than a gate — and if you launch nothing you keep exactly what you had before. Espionage, a garrison sent to a guildmate under attack, a transport and Pirate Beacon training all leave your shelter standing, because none of them is an offensive act.

Your shelter comes back when the two hours lapse, and every fresh strike pushes the deadline out. So raiding all night means standing exposed all night.

Two hours is the longest flight the galaxy allows, which is what makes the trade an even one: anyone who could reach you at all can commit a fleet while your shelter is spent. A shorter price would be one that most of the map could never collect.

Also

Your chosen night hour is untouched by this. It still sets the quiet hours for your notifications and still anchors the Dawn Watch, and attacking does not move it.

1.348.5 — 2026-09-30

Fixed

1.348.4 — 2026-09-30

Fixed

The Aegis Bastion can be fielded on the Crucible ladder, and a defence that already held one no longer loses it (#5718). The Bastion fights in the campaign and can be built like any other ship, but it never appeared in the Crucible roster editor: no row, no count field, no way to put it in a roster. There was no refusal and no explanation either — the ship simply was not there, so anyone who owned one could only guess whether that was meant.

Worse, and this is the part nobody reported: if a defence already held a Bastion, opening the roster editor quietly removed it. The next time that defence was published, it went out without the ship. No message said so.

The Bastion now appears in the editor beside the armed hulls, with its own count field, and it costs against the tonnage cap like anything else — at 204 PP it is priced level with the Breachhead Monitor, so fielding one is paid for rather than free. A stored defence holding one keeps it when you open the editor. A roster still needs at least one hull that shoots, and the ladder says so when you publish one that does not.

Freighters, probes, colony ships and the Continuum Hauler are still not offered, and that is deliberate: they add nothing to a duel but hulls to soak fire. What earns a Bastion its place is that it feeds its shield to your whole side each round, which is a real contribution to the fight even though it never fires.

Nothing about the ladder's rules or any ship's numbers changed.

1.348.3 — 2026-09-30

Fixed

A hull drawn as a plain untextured shape instead of its real model now says so, and stops re-downloading a file that is not there (#5716). A player sent a screenshot of one ship rendered as a white slab with a few gold boxes, sitting beside another ship drawn in full detail. The game is meant to fall back to something simple when a 3D model fails to download — a scene should never be empty because a file was slow — but it did that completely silently, so nobody could tell it had happened, and it tried the same missing file again every single time that scene was opened.

The fallback stays, because an empty scene would be worse. What changes is that the game now records which ship could not be drawn and why — a stalled download, a missing file, a server error, or a file that arrived broken — so the next report of this can be traced instead of guessed at. And after three failures for the same ship it waits a minute before trying again, rather than re-requesting on every open. A minute, because that is long enough to outlast a deploy and short enough that a repaired file appears again almost immediately.

Nothing about this changes what a working scene looks like.

1.348.2 — 2026-09-30

Changed

1.348.1 — 2026-09-30

Fixed

1.348.0 — 2026-09-30

New

You can now see how many fleet recalls you have left today, before you spend one (#5719). You may call back three attacking fleets in any rolling 24 hours. Until now that count only surfaced at the moment it ran out: the figure appeared on the Recall button once the allowance was already spent, and with nothing in the air it was nowhere on screen at all. Planning a raid meant guessing, or keeping the tally in your head.

The recall confirmation now says how many are left before you commit — "2 of 3 recalls left today" — so you read it while the choice is still yours. The Missions tab carries the same line as a standing caption under the fleet board, and it is there whether or not you have anything flying, which is the case the figure used to be missing from entirely.

Two deliberate silences, both worth knowing. The line shows nothing at all while the game is still waiting to hear back from the server, rather than a zero it cannot stand behind. And when the tally it holds might be out of date, it drops the number and says only that at least one recall has come back — because the allowance is a rolling 24-hour count rather than a daily reset, so a deadline that has passed proves one slot returned, never that the day began again.

The limit itself is unchanged: three attack recalls per rolling 24 hours, and calling back a transport still does not count against it.

1.347.11 — 2026-09-30

Fixed

Also

1.347.10 — 2026-09-30

Fixed

1.347.9 — 2026-09-30

Fixed

The English they were translated from leans on an idiom Italian does not share: it ends on a bare preposition but still supplies a word for what is missing, and the translation was left holding the preposition alone. Both lines now use the phrasing the rest of the Italian already relies on for exactly that shape — the wording two other sentences in the catalogue were built on long before these two were written.

Both lines got the same wording, deliberately. They render together on one card, so correcting only the upper line would have left two different shapes for one idea on the same screen, which reads worse than the original break did.

Italian only; the English is untouched.

1.347.8 — 2026-09-30

Also

1.347.7 — 2026-09-30

Fixed

Nothing changes in the game for players: this removes a false failure in the automated checks that was costing whole build runs (#5722). Two of the checks that read the launch screens — in English, in Italian and in the test pseudo-language — were failing at random. Nothing in the game was wrong: the checks were waiting a fixed third of a second for the game to look up what sits at a set of coordinates, and on a busy machine that lookup takes longer than that. They now wait for the screen to actually be ready rather than for the clock to run out, so a failure means something is genuinely broken and a build that fails is worth reading.

Three further failures from the same run are not explained. The checks around them are sturdier now, but nothing measured accounts for them, and they may recur.

1.347.6 — 2026-09-30

Changed

1.347.5 — 2026-09-30

Fixed

A relic's guardians are not a commander's colony, and the harvest gate was never meant to let an unarmed recycler scoop a defended site without fighting for it. What it did not anticipate is that a relic slot belongs to no commander at all, so "only its owner may collect" came out as nobody. Before the change, eight live fields sat at relic slots holding fifty-three million tons between them — more than all the live wreckage on every commander's colony in the galaxy put together — shown to four guilds who could not lift a ton of it.

Nothing that could be collected has been taken away: none of it could be collected before either. What changes is that the game stops offering it.

Aim a harvest at a relic anyway and the refusal now names the relic, instead of claiming a living commander lives there. A faction Bastion says the same for itself.

1.347.4 — 2026-09-30

Fixed

1.347.3 — 2026-09-30

Fixed

1.347.2 — 2026-09-30

Fixed

Chat now says when it translated a line, so a line left as typed is no longer a bug (#5656). Chat is translated into English as you write it, and nothing on screen ever said so. Two things went wrong with that. A line the game had translated was shown as the author's own words, which meant the game put sentences in players' mouths. And a line it left exactly as typed looked broken: a Finnish player wrote a mostly-English sentence, read it back unchanged, and could only conclude the translation was working for everybody but him.

A line the game translated now carries a small "(translated)" beside it, and hovering it says these are not the author's exact words. A line left as typed carries nothing — which is the answer he could not get. A quote of a translated message says so inside the quote, and a pinned order says so on the wall, because those are read out of context and an order is acted on once.

Each channel also says what it does to your words: the galaxy and guild channels read English whatever you write and new messages they translated say so; whispers are never translated and never were. Messages written before today carry no mark either way — the original text is not kept, so nobody can say afterwards whether they were translated, and the game does not guess.

1.347.1 — 2026-09-30

Fixed

1.347.0 — 2026-09-30

New

1.346.1 — 2026-09-30

Fixed

The game's name no longer appears cut in half in the top bar (#5667). On a desktop window that was not wide enough, the HUD printed NOVAR — the wordmark sliced mid-letter beside your Power figure. It was doing what it was told: the mark is decoration, so it is the part that gives way when the row runs out of room. But a brand cut in half does not read as a tidy fallback, it reads as a broken screen, which is how it arrived in the bugs forum.

Now the mark gives way whole. The bar measures the space it actually has and, when the full word will not fit, it stops drawing it rather than showing a fragment — exactly what the game already does on a phone, where the wordmark is never drawn at all. Widen the window and it comes back, complete. Nothing else on that row moves, and the Power figure, the gate and your Dark Matter balance are untouched.

Also

The check that catches this runs in a real browser at twelve desktop widths, so a future change that starts clipping the brand again fails before it ships rather than after a player notices.

1.346.0 — 2026-09-30

New

Painted planet surfaces (#5723)

Every 3D planet now wears a real painted surface instead of a flat computer-drawn pattern. In the system view, the planet sheet and the desktop Home's Empire theatre:

Each planet keeps the colour, rings, tilt and size it has always had at its coordinates, and always wears the same painting.

Rich worlds are easier to spot. Their glowing deposits now follow the terrain: gold veins on rocky and gas worlds, cyan crystal fields on ice, embers on lava.

While a painting loads, or if it can't load, the planet shows its previous look, glow included.

1.345.4 — 2026-09-30

Also

1.345.3 — 2026-09-30

Also

1.345.2 — 2026-09-29

Also

1.345.1 — 2026-09-29

Changed

1.345.0 — 2026-09-29

New

1.344.1 — 2026-09-29

Fixed

The home screen's threat radar sweeps the right way round (#5644). Its bright edge now leads and the glow trails behind it, the way a radar's phosphor does. Before, the faint end of the sweep reached a bearing first and the bright edge came along after it, which read as the scope turning backwards. It still turns clockwise, and it still parks on the same bearing when your system asks for reduced motion.

1.344.0 — 2026-09-29

New

Also

1.343.1 — 2026-09-29

Changed

1.343.0 — 2026-09-29

New

1.342.2 — 2026-09-29

Fixed

1.342.1 — 2026-09-29

Fixed

Changed

Also

1.342.0 — 2026-09-29

New

1.341.1 — 2026-09-29

Also

1.341.0 — 2026-09-29

New

1.340.1 — 2026-09-29

Changed

1.340.0 — 2026-09-29

New

1.339.0 — 2026-09-29

New

1.338.0 — 2026-09-29

New

Changed

1.337.1 — 2026-09-29

Also

1.337.0 — 2026-09-29

New

Desktop Home: a Galaxy log under the Threat radar (#5636)

Before: the Threat radar card on the desktop Home had a tall empty area under the scope.

Now: that space holds the Galaxy log, the latest eight events from the galactic register, newest first. It shows battles, colonies founded, market trades and more, each with how long ago it happened.

Changed

Desktop Home: the radar with animations turned off (#5636)

1.336.0 — 2026-09-29

New

1.335.4 — 2026-09-29

Changed

Event relics are leaving the Crucible (#5593). The Destroyer and the Annihilator are prizes rather than ships anyone can build, and the ladder is the one arena whose whole point is that every commander can field what you field. From now they cannot go into a Crucible roster at all — attacking, defending or sparring. A defence you had already published holding one keeps fighting as it is until 5 October, and then fights without it: the Crucible names the hull and says how much PP that costs, the ships themselves are untouched at home, and you can publish again to choose what takes their place.

1.335.3 — 2026-09-29

Changed

Desktop Home: the timeline shows the next 4 hours (#5619)

Before: the desktop Home's timeline covered 24 hours. Buildings and research are capped at 4 hours each, so every building and research bar was squeezed into the first sixth of the lane and the rest was empty.

Now: the timeline shows the next 4 hours, with a mark every half hour, so your building and research orders spread across the whole lane.

Desktop Home: a full orders list scrolls (#5619)

When the Empire orders card fills up, each order keeps its full height and the list scrolls. Before, orders that wrap to two lines could get squeezed. The "N more waiting in Overview" link stays visible under the list.

1.335.2 — 2026-09-29

Also

1.335.1 — 2026-09-29

Fixed

1.335.0 — 2026-09-29

New

1.334.2 — 2026-09-28

Also

1.334.1 — 2026-09-28

Changed

Desktop Home: your empire's orders, not a single "next move" (#5607)

Before: with no attack incoming, the desktop Home's priority card took the first item on the Overview's attention list and made it a big headline. Even a player with billions of points was told "Start a build · <colony>": the smallest nudge in the game, shown as the one thing to do, with everything else pushed into a link.

Now: the card lists your Empire orders.

The incoming-attack card and the phone's Home are unchanged.

1.334.0 — 2026-09-28

Added

1.333.0 — 2026-09-28

New

1.332.1 — 2026-09-28

Also

1.332.0 — 2026-09-28

New

A new Home on desktop: your empire's next 24 hours and the galaxy around it (#5594)

Before: on a desktop browser, Home was the phone's orbital picture: five pins, one "next move" card and a short list. There was room for much more, and none of it covered time or the other players.

Now: on a desktop browser, Home is a command deck for your whole empire. It is built around all of your colonies, not the one you happen to be viewing. It shows your empire's time and the outside world; the state of your colonies stays on the Overview. On a phone, Home is unchanged.

On narrower desktop windows the theatre gets a row of its own.

Not in this release:

1.331.0 — 2026-09-28

New

1.330.1 — 2026-09-28

Also

1.330.0 — 2026-09-28

New

Fixed

1.329.1 — 2026-09-28

Also

1.329.0 — 2026-09-28

New

Changed

Also

1.328.3 — 2026-09-28

Also

1.328.2 — 2026-09-28

Also

1.328.1 — 2026-09-28

Also

1.328.0 — 2026-09-28

New

Three hulls at the same Power are not the same hull (#5469). The Shipyard told you what a hull adds to your Power and what its attack, hull and shields are, and left the division to you. Now it does it: under the Power per unit figure there is a line saying where that Power goes — how much of it the hull spends on guns, how much on staying alive, how much on shields. The three always add up to 100%, and the Ship reference carries the same line on every row of the catalog, so you can read the whole catalog in one scroll instead of one hull at a time.

It is the figure that tells hulls apart when their Power does not. The Voidlance Cutter, the Aegis Bastion and the Breachhead Monitor sit within 0.8% of each other at 202-204 Power, and they spend it in three completely different ways: the Cutter puts 28% into attack, the Monitor 18%, and the Bastion nothing at all — 53% of the Bastion's Power is shields. A hull with no guns reads 0% attack, which is the answer rather than a blank.

On the Ship reference these are the catalog shares; on the Shipyard they are yours. Research that raises attack, hull and shields by the same amount leaves every split exactly where it was, so a split only moves for an empire whose tree is lopsided one way.

1.327.7 — 2026-09-28

Fixed

1.327.6 — 2026-09-28

Also

1.327.5 — 2026-09-28

Also

1.327.4 — 2026-09-28

Also

The anomaly payout now records the empire production figure the resource haul was priced on. Nothing changes in play: the sums paid are identical, no screen shows the new figure, and it is not something a commander can act on. What it changes is what can be asked later — how the haul behaved for empires of a given age is answerable from the ledger rather than estimated against production as it stands on the day somebody asks (#5513). Visits recorded before this release carry no such reading and cannot be repriced, so the question becomes answerable only for what happens from here.

1.327.3 — 2026-09-28

Fixed

Also

1.327.2 — 2026-09-28

Fixed

1.327.1 — 2026-09-28

Fixed

1.327.0 — 2026-09-28

New

Also

1.326.0 — 2026-09-28

New

Changed

1.325.0 — 2026-09-28

New

You choose which row each hull stands in on the Crucible (#5395, #5396). The ladder has always fought in three rows — what you put in front soaks the fire, what you put behind buys time — and the one place you could not choose was the ladder itself. Now you can, on your published defence and on each attack, with the same picker the war table and the shipyard already use. Your attack line is remembered between fights. Rows you had already set are kept.

Fixed

A single bad row no longer wipes your whole Crucible line in silence. The ladder used to accept a malformed placement and quietly fall back to putting every hull where its class says, with nothing said — so one unrecognised entry threw away every row you had set, on every fight, until you noticed. It is refused now, on the defence and on both kinds of duel.

1.324.6 — 2026-09-28

Fixed

1.324.5 — 2026-09-28

Fixed

1.324.4 — 2026-09-28

Fixed

Also

1.324.3 — 2026-09-28

Fixed

1.324.2 — 2026-09-28

Fixed

The shipyard's Speed up sheet opens again on a long ship batch (#5466). If you were sitting on a big pile of chrono shards, tapping Speed up on a slip with weeks left on it froze the game — no error screen, no Retry, nothing to do but restart. The bigger the pile and the longer the batch, the worse it was, and it only ever happened in the shipyard, because ship orders are the only ones that run for weeks. It opens now, and the spend it recommends is unchanged.

1.324.1 — 2026-09-28

Fixed

Changed

1.324.0 — 2026-09-28

New

Changed

1.323.6 — 2026-09-28

Fixed

Changed

1.323.5 — 2026-09-28

Fixed

1.323.4 — 2026-09-28

Changed

Synthetic empires and players now read the same wall (#5335). A colony whose reactors cannot keep up with what it draws fires its gun turrets weaker, holds a smaller shield Bubble and lands a lighter Cannon shot. The launch preview a player opens has priced all of that off a spy report for months. The synthetic empires priced two of the five — a starved colony's Fortress and Citadel — and read everything else as if the lights were on.

So this was never "the synthetic empires should be smarter". It was synthetic empires and players reading different walls off the same report, with the synthetic empires reading the tougher one. They over-estimated roughly two thirds of the targets on the board and sent too much; now they send closer to the line. If you have been watching synthetic fleets arrive heavier than the fight warranted, that is why, and it should stop.

Measured against the live galaxy the day this shipped: of 2,122 colonies, 1,437 are running short of power and 161 are fully dark. The read that reaches the most colonies is the gun turrets, on 1,627 of them — more than the shield Bubble's 1,603 and roughly double the Cannon's 844. This is most of the board, not a corner case. Let your reactors fall behind and a synthetic neighbour will notice; keep them fed and nothing about you changes.

Their written plans say it too. A starved colony used to be described as fully powered unless it happened to hold a Fortress or a Citadel; now the plan names the softness whichever defence is short, and says a colony's defences "run" below full strength rather than "fire" below it, because a shield Bubble is a pool and a pool does not fire. The direction makes this safe to say out loud: they now claim less about a target than they did before, so no sentence starts asserting something a probe could not have found.

The change reaches each empire on its own schedule — one defence at a time, days apart, and each empire at its own hour within each of those windows — so nothing already in the air changes its mind the moment this goes live, and the roster does not turn as one.

Also

The test badge in the README is unchanged by this release, deliberately, and this says why so nobody has to reconstruct it later.

The badge is a pair, and the rule is that neither half may be lower than the figure recorded on the main branch. Measured on this tree: 9,833 pytest, which is 32 higher than the recorded 9,801, and 42,666 vitest, which is 169 lower than the recorded 42,835. So it refuses on the first clause, on the JavaScript half — compared against main at b48b74a8c3ba.

Nothing regressed. This release touches no JavaScript at all; the JavaScript suite simply grew on the main branch while this work was in review, and a count measured here is a count of this branch. Updating only the Python half was the other option and it is the worse one: the badge is a single claim about two suites, and one image cannot honestly report one half as of now and the other as of some hours ago. A half-updated pair looks uniformly current while being fresh on one axis and stale on the other.

1.323.3 — 2026-09-27

Also

1.323.2 — 2026-09-27

Fixed

A system view no longer disagrees with itself about who is wanted (#5417). A galaxy system view read the clock separately for every planet in it — up to eighteen of them — so two colonies belonging to the same player could answer for that player's bounty a few milliseconds apart. Right on the instant a bounty expires, a few milliseconds is enough: one row showed the head as wanted and the row beneath it showed no bounty at all, for the same player, in the same view. The whole view now answers for one instant, so its rows can no longer contradict each other — and the same instant now covers the silent-empire mark and the siege countdown beside them.

1.323.1 — 2026-09-27

Also

1.323.0 — 2026-09-27

New

Changed

1.322.12 — 2026-09-27

Fixed

1.322.11 — 2026-09-27

Also

1.322.10 — 2026-09-27

Fixed

1.322.9 — 2026-09-27

Also

The Wraiths' scheduled wake-up still prints its whole target board, and that is now a decision on the record rather than an accident. #5391 measured the cost and asked whether an unattended run should be emitting the board at all; the answer, measured, is that it should. The board is 19% of the briefing's text — the roster table beside it is 77% — the faction's own doctrine says a wake-up reads the briefing in order to write an order file, and the recommendation printed on it is the only thing that stops the Wraiths hitting the same player over and over. Moving it behind the read-only brief command would have saved a fifth of the output and cost a second sign-in for all thirty empires on every wake-up.

Nothing a player sees changes. What changed is that the briefing can no longer quietly leave that scheduled run: deleting it used to turn nothing red, and now turns two tests red by name (#5391).

Still owed, and untouched by this: the privacy disclosure #5234 asks for. Printing the same thing less often would not have made an undisclosed use disclosed, and this release does not even print it less often.

1.322.8 — 2026-09-27

Also

1.322.7 — 2026-09-27

Changed

1.322.6 — 2026-09-27

Fixed

1.322.5 — 2026-09-27

Fixed

1.322.4 — 2026-09-27

Fixed

Speeding up one research level no longer leaves the sheet with nothing to offer (#5389). With several levels of one discipline queued, speeding the first one up went dark: the sheet said that discipline was no longer in the queue and there was nothing left to speed up here, while the next level of that same discipline counted down in the very slot the sheet had been opened from. The only way on was to close it and tap Speed up again. It now says which level finished, shows the one running now with its own countdown, and offers that one behind a single tap — and it still never re-points itself at an order you did not pick, so shards can never land on a level you did not choose.

1.322.3 — 2026-09-27

Fixed

1.322.2 — 2026-09-27

Fixed

1.322.1 — 2026-09-27

Fixed

1.322.0 — 2026-09-27

New

The bar tells you when a colony has nothing being built (#5421). Until now the only always-visible sign of the build queue was a chip counting how many slots were busy, so a finished build showed up as a number going down — and on a phone that chip is often not on screen at all. The bottom bar, the Empire doors and the number on the Empire button now carry a count of the colonies with an empty build queue, and tapping through to Overview lists them by name. It appears when the last build in a colony finishes and it goes away the moment you queue something there: nothing to dismiss and nothing to remember. A colony that still has work running is not counted, because nothing there is waiting on you.

1.321.5 — 2026-09-27

Fixed

1.321.4 — 2026-09-27

Fixed

1.321.3 — 2026-09-27

Fixed

1.321.2 — 2026-09-27

Fixed

1.321.1 — 2026-09-27

Fixed

1.321.0 — 2026-09-27

New

Changed

1.320.3 — 2026-09-27

Also

1.320.2 — 2026-09-27

Changed

1.320.1 — 2026-09-27

Fixed

1.320.0 — 2026-09-27

New

The buttons at the bottom of the screen can be put in the order you want (#5315). Settings → Quick buttons already let you choose which four tabs sit under your thumb, but a newly chosen one always landed in the last free slot and there was no way to move it — short of dropping every button and adding them back in the order you wanted. Now the chosen buttons are listed underneath, numbered, with an arrow on each side: one tap moves a button one place along, and three taps carry the last one to the front. Nothing to save and nothing to confirm, and the choice still lives on the device rather than on your account. Empire keeps the last slot as always, so the way back to the rest of the game never moves.

1.319.5 — 2026-09-27

Fixed

1.319.4 — 2026-09-27

Changed

1.319.3 — 2026-09-27

Fixed

Also

1.319.2 — 2026-09-27

Also

1.319.1 — 2026-09-27

Fixed

1.319.0 — 2026-09-27

New

Guilds can ask for daily dues (#5121). Until now a guild's Fund grew only from the donations each member remembered to make, so an active guild and a forgetful one looked the same in the treasury. A guild may now ask each member for up to 3 donations a day, and they are made automatically once a day from that member's own donation charges — the same cost off the home colony, the same Fund, the same Scrip and the same contribution credit as a donation made by hand. Dues are counted in charges, never as a share of production, so the Fund still measures showing up rather than wealth.

Guilds can rename their four ranks (#5121). The ranks always read Leader, Officer, Member and Recruit. A guild may now give each one its own title of 2 to 16 characters — the roster, the showcase and the promote/demote buttons print "Warden · Officer", and the guild header reads "you are Warden (Officer)", so the usual name is always visible next to the title instead of hidden in a tooltip a phone cannot show. Titles are display only: nothing about who may do what changes, and a rank may not wear another rank's usual name or a title another rank already holds.

Titles go through the same name filter as the guild name, so a rank cannot be used to impersonate staff, and a refusal names which of the four titles to fix.

1.318.2 — 2026-09-27

Fixed

1.318.1 — 2026-09-27

Fixed

Also

1.318.0 — 2026-09-27

New

You can now fix a typo instead of sending a second message. (#5314) For three minutes after you send a chat message, your own message offers "Edit message…" in its ⋯ menu.

Before: a sent message could not be changed. A typo cost you a second message saying the same thing, and sometimes a third — two players asked for this within two minutes of each other in the same forum. The only workaround was to delete the message and post it again, which moved it to the bottom of the conversation; on a pinned order it was worse, because deleting takes the pin off the wall and you may not have the permission to put it back.

Now: the corrected message keeps its place in the conversation, keeps its time, and keeps its pin — and everyone reading it sees an "(edited)" mark beside it, in the message, in the quote of a reply to it, and in the pinned-orders bar. The window closes early the moment somebody replies to the message or reports it: once your words have been acted on, they stand.

What you first wrote is never deleted. A correction is added, it does not overwrite. That is the same rule the delete already follows — withdrawing a message keeps the text where moderation can read it, so that reporting somebody cannot be undone by their editing afterwards — and a report keeps the exact text the person who reported it was looking at.

Players on an older app read what you first wrote. The app and web builds already installed know nothing about corrections, so they go on showing your original words: true, just not your latest. They see the correction once they update. In the current web client, anyone with the chat panel already open sees your correction on their next look at the channel rather than in the same instant.

The synthetic empires read your message as it stood when they read it. A correction made after one of them has already answered does not change what it answered — a threat that cost you a grudge stays said.

1.317.7 — 2026-09-27

Fixed

1.317.6 — 2026-09-27

Changed

Exploration rewards now grow with your empire (#5321). An anomaly's resource haul used to be a fixed sum for every commander alike — 2,000 at a weak signal, 35,000 at the strongest — and a player reported that it reads as a pittance. He was right, and the reason was not the size of the number but its shape: every other way the game pays you is priced on your empire, so a fixed sum is worth less every week you grow. Measured across 1,802 real visits, the median anomaly find had fallen to a fifteenth of its week-one value by week eight, purely because the empires around it had got bigger.

The resource haul now grows with your empire's own production. The printed per-tier sums are a floor: below 900,000 an hour they are exactly what comes home, and above it the haul rises with what your colonies make, up to eight times the listed figure at 7,200,000 an hour. A commander in their first week sees no change at all and no new arithmetic — the signal sheet prints the same number it printed before, and it prints your own hourly production beside the threshold so you can see where you stand. Above the threshold the sheet names your factor before you launch, and says that it is read when the fleet gets home, so it can move either way while the fleet is out.

Dark Matter is deliberately left alone, and so are both caps: anomalies still pay at most ten Dark Matter in any rolling seven days, and you can still explore five times a day. The player also asked for the weekly Dark Matter cap to become a daily one; that was measured and turned down, because the window is already rolling rather than weekly — there is no dead week to open up — only one Dark Matter earner in nine ever reaches the cap, and a daily version would have made a good day worse for the other eight by refusing a strong signal's five-at-once.

Being exact about what this does and does not fix: it takes that fifteen-fold decay down to about two and a half, not to nothing. Above 7,200,000 an hour the haul is a fixed sum again. Removing the rest would mean paying purely in production-hours with no ceiling, which puts far more resources into the game than this does and is a decision for its own release.

The signal sheet also stopped making two claims that were not true. It used to say the payout was "the same amount for every commander", which this change made false for exactly the players now paid more. A first attempt to fix that said the payout was "at least" the listed sums, which was worse: salvage pays 80% of them, a lost ambush pays nothing, and a Dark Matter find past the cap pays no Dark Matter — so the line now says what each of the four outcomes actually pays, including that an ambush pays only if your fleet wins. (#5321)

1.317.5 — 2026-09-27

Fixed

Also

1.317.4 — 2026-09-27

Fixed

A raid launched at a wanted head is no longer billed when the bounty simply expires in flight (#5318).

Before: you opened a raid on a head with a price on it, and the launch row said the strike was a hunt and cost you no bounty. Nobody else touched that head — the bounty just ran down on its own, the way every bounty does, and slipped under the lowest grade before your fleet landed. You were billed in full for hunting a bounty that no longer existed, up to the maximum a single blow can carry, and nothing could be done about it afterwards.

Now: if the head still carried a price at the moment your fleet could no longer be called back, and nobody collected that price before you landed, the strike puts nothing on your head. Your diary says which of the two happened — the bounty was collected while you were committed, or it simply ran out with nobody taking it — so a strike that cost you nothing never reads as luck. As before, it is one such strike per head: the second wave on the same target pays.

What this does and does not reach, because the two cases are very different. A raid can never be called off, so a raid leg is committed from the moment it leaves and is covered for its whole flight. A single attack CAN be called back until the last ten minutes, so it is covered only if the bounty runs out inside those ten minutes — and a solo hunt whose bounty expired hours before you landed is still billed, exactly as before. That is deliberate: a bounty's decline is public and steady, so you can tell before you launch that a nearly-expired head will not be worth hunting by the time you arrive, and being forgiven for it anyway would turn a long flight into a way to hit someone far weaker for free. The report that prompted this fix describes the solo shape, and that half of it is not closed — it is recorded as an open design question rather than quietly left out.

The warning on the launch screen now matches the rule. It used to say the bounty landed on you if the price "has decayed below grade 1 by the time you land", and that is no longer true. It now says a price collected, or simply run out, after your fleet passes the point of no return still leaves your first strike a hunt — and that what costs you is a pot already below the first grade when you passed that point. The same correction reached the planet sheet, the wanted board, the target board and the attack tooltip, and the synthetic empires' own briefing, which had been stating the old rule out loud to players.

No refunds and no data changes: bounties already carried are untouched, and this counts forward only. Installed apps and cached pages keep the old wording until they update; it over-warns, so it can only ever make a strike cheaper than the screen said.

Closes #5318.

1.317.3 — 2026-09-27

Fixed

Also

1.317.2 — 2026-09-27

Fixed

A button no longer slides out from under the cursor, and its bottom edge takes the click (#5328). Letting the cursor come to rest near the lower edge of a button made the screen shimmer, and a small movement of the mouse stopped it — so it read like a monitor fault rather than the game. The same defect had a quieter and worse half: a click aimed at the bottom pixel row of a button could land on whatever sat underneath it, so the control you meant to press did nothing and a different one answered. Both are gone. Buttons still brighten and lift a pixel when the cursor arrives; the cursor can now sit on that bottom edge without the button moving away from it, and the click goes where it was aimed. (#5328)

Also

The shimmer was never "the cursor sitting still on a static page", which is what it looked like: measured in a browser, a parked cursor on a page where nothing else is happening does not flicker at all. It needs the page to look again at what is under the pointer — which a ticking countdown in the top bar does about ten times a second, and which a hand at rest does with every tiny movement, even sideways. That is why it showed up worst in the top bar, where the blurred backdrop repaints with every flash.

Three controls that shorten a long label — the research back-step, the delete button for a saved fleet template and the chat tag chip — now do it in a way that does not defeat the fix, and the labels shorten exactly as before.

Three other controls still shimmer and still drop a click on their bottom edge, and are named here rather than left to be rediscovered: the tech card in the research tree and the red inbound-attack chip in the top bar, both tracked in #5357. The compact resource pill on the phone is built the same way but is not affected, because a phone has no cursor to rest on it.

1.317.1 — 2026-09-27

Fixed

1.317.0 — 2026-09-27

New

Speed up an order from the order itself. Every building, research and shipyard order under way now carries its own gold Speed up button — on the building sheet while it upgrades, on each running research on the Laboratory sheet and the Research bench, on every shipyard slip, on every row of the Operations sheet, on the desktop Operations overlay and on the Colony tab's Operations card. On the phone rail each running order carries a small stopwatch beside its chip, while the chip itself still opens the Operations list.

It opens a sheet bound to that one order, showing its name and live countdown, and a recommended combination of the shards you hold: the one that finishes it with the least waste, smaller sizes first. One tap spends it, and the button reads Finish now when it completes the order. Under it there is a row per shard size with a press-and-hold stepper, its own Use, and a preview of what that many shards would cut and how much of them would burn. A spend that throws away more than it cuts is still offered, because sometimes it is the only way to finish — but it is not dressed as the obvious choice. Ask the guild moved into the same sheet.

Before this, spending shards meant leaving the order behind: open a generic panel, pick a queue, pick a lane, then tap once per shard — twelve taps to speed up a six-hour building with 30-minute shards. Now it is two: Speed up, then Use.

Changed

Fixed

1.316.0 — 2026-09-27

New

Fixed

Also

1.315.5 — 2026-09-27

Fixed

Synthetic empires price a starved colony's walls at what those walls will really fire (#5102). Synthetic empires used to read a defender's Fortress platforms and Citadel as if they always fired at full strength. The engine does not work that way, and neither does the launch forecast a human player reads off a spy report: when a colony's power plants fall short of what its buildings draw, its walls fire below full strength. So an agent holding a report on a starved colony still priced the walls as fed ones, and sent a bigger fleet than the fight actually asked for.

An agent now reads those two defences at the energy factor its own spy report shows, through the same calculation it already uses to balance its own colonies. Hulls and shields are unchanged, as in the engine. The agent's plan says the same thing its strike does: where the wall is starved, the spy-report line in its reasoning notes that the colony's power falls short of what it draws, so its walls fire below full strength. No numbers are quoted, and it is printed only when a Fortress or a Citadel actually stands.

The throttle is priced only where nothing has to be guessed. The wall stays at full power when the report is below spy tier 2 and shows no research tree, when the defender's tree holds the Superconducting Grid (a planned energy import can raise the factor in battle and no report carries imports), and when the scanned slot has no known planet traits. Those are the cases where reading the wall as weaker than it is would be the unsafe guess.

Also

The recorded suite counts in the README are left exactly as they are. This work adds 14 pytest tests and no vitest test, but no suite run exists on a tree holding both main and it, and main already carries a later and higher measurement than any pair that could be sourced for this release. Writing an older pair over a newer one is the regression tracked in #5353, so nothing was written. Whoever next measures a full suite on main should record it.

This lands behind a per-agent cutover and changes no launch on this deploy: only reports observed from 2026-10-16T12Z onward are read this way, each agent picking up within 48 hours of it on an offset seeded from its own name. Until then every agent behaves exactly as before.

The Batteries, the shield Bubble pool and the Cannon are throttled by the same factor in the engine and are still read at full power by the agents. That is the cautious direction, and it is filed separately as #5335.

Closes #5102.

1.315.4 — 2026-09-27

Also

1.315.3 — 2026-09-27

Fixed

Also

1.315.2 — 2026-09-27

Fixed

A strike at a silent empire stays bounty-free even if its owner wakes mid-flight (#5276). A strike sent at an empire that had gone silent could still cost you a bounty if its owner signed back in while your fleet was crossing. The waiver was decided when the fleet arrived, so a player who woke up mid-flight turned an attack that was free when you ordered it into one you paid for — and nothing you could see at launch told you that was possible. The decision is now taken at launch and carried by the fleet: if the target was silent at the moment you committed, the strike stays bounty-free however awake its owner is on arrival. An empire that was awake when you launched is billed exactly as before. (#5276)

Changed

The launch is now on the record, so the game says which rule your attack is under instead of leaving you to infer it. A fleet in flight shows that its target was checked and found silent when it left, the raid panel says the same for your own leg of a joint raid, and the diary entry for a waived bounty distinguishes a target who was silent at launch from one still silent on arrival. In a joint raid each participant is judged by their own launch, so an opener who committed against a silent empire keeps the waiver even when someone joining later does not.

Also

Attacks on Beacons, Bastions and relic guardians take no launch verdict, since the bounty has never applied to them. Fleets already in flight when this shipped keep the old arrival rule, because there was no launch verdict to record for them.

1.315.1 — 2026-09-27

Fixed

1.315.0 — 2026-09-27

New

The Trade Portal converts surplus ferrolite (#5069). Ferrolite had 108 offers selling it and none buying it, so a player whose warehouse was capped on Fe and who was stalled on data or xenogas had no way to spend it short of raiding. The Market tab now has a Portal exchange row, just under the daily intake line. Open it and a colony with a Trade Portal converts ferrolite into xenogas (4 Fe each) or data (5 Fe each).

The rate is deliberately poor and the panel says so: a typical market trade pays about twice as much or more. What the panel shows before you commit:

The daily allowance is twice the per-offer ceiling of your highest Portal: 20,000 Fe at Portal 1, 1.37M at 10, 20M from 16 on, per UTC day, summed over every colony. Only whole units come out. The warehouse ceiling is never crossed — the server refuses anything over it rather than quietly trimming it. A double tap, or a retry after a lost response, answers the first result and never converts twice. It is not a trade: no market fee, no market intake spent, no trade directive.

Agents do not use the exchange yet.

(#5069)

1.314.2 — 2026-09-26

Also

1.314.1 — 2026-09-26

Changed

1.314.0 — 2026-09-26

New

1.313.0 — 2026-09-26

New

Changed

Known limit: when your home hangar can't beat a revealed ambush, the Advisor doesn't check your other colonies. It tells you to launch from one with a stronger fleet, or to come back later.

1.312.0 — 2026-09-26

New

Also

1.311.7 — 2026-09-26

Also

1.311.6 — 2026-09-26

Changed

Also

1.311.5 — 2026-09-26

Fixed

1.311.4 — 2026-09-26

Also

1.311.3 — 2026-09-26

Fixed

1.311.2 — 2026-09-26

Changed

The previous navigation is back (#5296)

The command deck from v1.310.0 has been rolled back after your feedback. Everything returns to how it was before that update.

Nothing in your empire changed. Colonies, fleets, research and resources are exactly as you left them. If you had customised your quick buttons before v1.310.0, your choice is still there.

1.311.1 — 2026-09-26

Fixed

Known limits: three small test and comment follow-ups from the review are tracked in #5278.

1.311.0 — 2026-09-26

New

1.310.0 — 2026-09-26

New

The command deck: the world is the screen (#5228)

Novarchy no longer looks like a website with tabs. Your station, or the galaxy map, fills the screen, and everything else opens as a window over it.

Changed

1.309.13 — 2026-09-26

Fixed

1.309.12 — 2026-09-26

Fixed

Also

1.309.11 — 2026-09-26

Fixed

1.309.10 — 2026-09-26

Changed

1.309.9 — 2026-09-26

Changed

1.309.8 — 2026-09-26

Changed

1.309.7 — 2026-09-26

Changed

1.309.6 — 2026-09-26

Fixed

1.309.5 — 2026-09-26

Also

1.309.4 — 2026-09-26

Changed

1.309.3 — 2026-09-26

Fixed

1.309.2 — 2026-09-26

Changed

Known limits are tracked in #5250: reports below spy tier 3, a Bastion seen away from home, and a refusal that needs a Bubble, Bastions and the Vanguard all three.

1.309.1 — 2026-09-26

Fixed

Also

1.309.0 — 2026-09-26

New

Changed

1.308.3 — 2026-09-26

Fixed

1.308.2 — 2026-09-26

Fixed

1.308.1 — 2026-09-26

Also

1.308.0 — 2026-09-26

New

Night protection is told before you send, not after you build the fleet (#4696)

Before: to attack a planet you picked every ship, set the amounts and the placement, and pressed Send. Only then were you told "Target will be under night protection on arrival", and the whole composition was wasted.

Now: as soon as an Attack has a target and a departure colony, the launch bar (the sticky bar with Send, on desktop and phone) says whether the strike would land in the target's night protection.

What the attacker learns is only the yes/no a refused launch already gave for free. The defender's night hours are never sent.

Left for later: AI empires don't use this answer yet (#5192). After a failed network request, the line can keep the previous fleet's answer until the next 30 s refresh (#5198).

1.307.4 — 2026-09-26

Changed

Known limits, tracked in #5209: a guild an AI empire enters this way gets no council of its own until the next restart, and repeated rejections are not capped.

1.307.3 — 2026-09-26

Fixed

1.307.2 — 2026-09-26

Fixed

1.307.1 — 2026-09-26

Fixed

1.307.0 — 2026-09-26

New

Guild automation: auto-accept, an opt-in inactivity rule, and a probation length (#5120)

Before, every application waited for an officer, every recruit served exactly 7 days, and no member was ever removed automatically, however long they had been gone. Guild settings now has an Automation section.

Auto-accept

Recruit probation

Inactivity rule

House rules are public

Known limits: older installed app versions show a removal in the guild log as "Council: auto_kick". After an automatic admission they show "Pending" until the next refresh.

1.306.1 — 2026-09-26

Changed

1.306.0 — 2026-09-26

New

Left out: for as long as a new page runs against an older server during a deploy, a category tab can show the server's one small row above the divider, until the player's next action.

1.305.1 — 2026-09-26

Fixed

1.305.0 — 2026-09-26

New

Guilds can say who they are looking for (#5119)

Before: a guild could set who may get in, but not who it wants. The only text strangers read was the notice board. Nothing said which language a guild speaks or when it plays, and the directory could only be searched by name.

Now: leaders and officers fill in a Recruitment profile under Guild settings:

The directory for players without a guild gains filters: language, playstyle, "I meet the requirements" and "Has room".

Newcomer cards show the first three lines of a guild's description. The guild log records "updated the recruitment profile" and "updated the public description".

Older app versions keep showing the notice board as before.

Not yet: agent-led guilds don't fill in a profile yet (#5122). A value written by a future version can be cleared by the server, but not yet from the settings form.

1.304.5 — 2026-09-26

Fixed

1.304.4 — 2026-09-26

Fixed

1.304.3 — 2026-09-26

Changed

Also

1.304.2 — 2026-09-26

Changed

Also

1.304.1 — 2026-09-26

Changed

1.304.0 — 2026-09-26

New

Guilds can set an entry bar: a minimum Gate and a minimum account age (#5118)

Before, a guild could only choose how people get in (open, by application, invite only), never who. Now:

1.303.1 — 2026-09-26

Fixed

1.303.0 — 2026-09-26

New

1.302.1 — 2026-09-26

Fixed

Also

1.302.0 — 2026-09-26

New

1.301.4 — 2026-09-26

Changed

1.301.3 — 2026-09-26

Changed

Synthetic empires use the Dynamo's Grid (#5061)

Before: an empire holding the Dynamo at 15 could link a colony with spare power to a sibling in deficit, but synthetic empires never did. Their reality sheet listed the Grid as never used.

Now: from each agent's own start, a synthetic empire holding the rung treats the Grid as economic configuration. Each agent's start falls between 5 and 7 October (UTC), spread across the roster rather than one switch for everyone.

The agents' reading of their own power now includes what a Grid link brings in or sends out, the way the server counts it. This applies to income, walls and the power-deficit check that steers building. No synthetic empire holds a link yet, so nothing changes until an agent reaches Dynamo 15 and sets one.

1.301.2 — 2026-09-26

Fixed

1.301.1 — 2026-09-26

Changed

Also

1.301.0 — 2026-09-26

New

Also

1.300.1 — 2026-09-26

Fixed

1.300.0 — 2026-09-26

New

The Watch's Muster Call (L15) (#4548)

Before: nothing a guild could do made a rescue arrive sooner. A guildmate's garrison always flew the plain route.

Now: when an empire holding the Watch at 15 has an attack it can see inbound on one of its colonies, its guildmates' Allies under attack board shows a gold Muster call on that colony's row, with a Muster button beside Send defence.

Also

1.299.0 — 2026-09-26

New

Suggested next can be filtered by building category (#5125)

Before: the Suggested-next board on the Colony screen was one list of three upgrades with every family mixed together. A player who wanted to build Production was handed a Military upgrade whenever it paid back faster.

Now: tabs above the cards read All · Production · Military · Civic, the same words as the Buildings list below the board.

1.298.0 — 2026-09-26

New

The Watch's keystones: Long Sight, Cold Read and Dawn Watch (#4547)

Before, the Watch (the Deep Sensor Grid's Rampart) had no rungs. Each level raised your sensor network by 2%, and nothing else. Now three levels switch a rule on.

Agents price Long Sight from their own cutover on 2026-10-04, or sooner once a report has shown them the rung reading one of their raids. They do not price Dawn Watch yet (#5154).

Also

This release also carries two changes that landed on main during this ship and were merged alongside it untested: 48b4cd62a (agents' strategist refusals) and 1ad1a759a (deploy machinery). Each shipped under its own release.

1.297.4 — 2026-09-26

Also

1.297.3 — 2026-09-26

Fixed

Also

1.297.2 — 2026-09-26

Changed

1.297.1 — 2026-09-26

Fixed

1.297.0 — 2026-09-26

New

The Citadel: the Keep's level-20 building (#4556)

Before: the Keep's fourth rung was sealed; buying the Keep to level 20 unlocked nothing. Now: an empire holding the Keep at 20 can build the Citadel on any of its colonies. There is one per colony, it has a single level, and it costs 6,000,000 ferrolite, 2,500,000 xenogas and 3,500,000 dati.

The Watch: a Dark Matter Rampart for your sensor network (#4546)

Before: the only way to make your sensor network see further was another Deep Sensor Grid level. Dark Matter bought nothing on that axis. Now: the Watch is the fifth Rampart on the Apex Chart, drawn outermost.

The Dynamo's Grid (level 15): send spare power from one of your colonies to another (#4536)

Before: the Dynamo's level-15 chest on the Apex Chart was sealed. Now: an empire that holds the rung gets a Grid control under each colony's power line on the Colony tab. Pick another of your colonies and tap Link.

Also

Left out

1.296.6 — 2026-09-26

Changed

Fixed

1.296.5 — 2026-09-26

Changed

Fixed

1.296.4 — 2026-09-26

Changed

1.296.3 — 2026-09-26

Also

1.296.2 — 2026-09-26

Also

1.296.1 — 2026-09-26

Changed

On the phone, nothing changes.

1.296.0 — 2026-09-26

New

1.295.3 — 2026-09-26

Fixed

1.295.2 — 2026-09-26

Changed

1.295.1 — 2026-09-26

Also

1.295.0 — 2026-09-26

New

Emoji in the chat (#5111). Until now, the only emoji you could send were the ones your own keyboard had. The message box now has a smiley button that opens an emoji picker. It has a search box and pages for your recently used emoji, Smileys, Gestures, Space (🚀 🛸 🪐 🌌 ☄️), War & loot (⚔️ 🛡️ 💣 🏴‍☠️ 👑 💎) and Symbols. On a computer, hovering an emoji shows its shortcode, and shift-click adds several at once. On phones and tablets the picker stays open between picks and does not pop up the keyboard.

Shortcodes. Typing :fire: turns into 🔥 as you type, and so do :rocket:, :salute:, :crossed_swords: and the rest. Coordinates such as 1:3:3 are never touched.

Big emoji. A message made only of emoji (up to six), such as a lone 🫡 or 🤝🔥, is now drawn large.

Changed

The chat got a visual pass. Day separators are now small pills, and the unread line carries a NEW tag. On a computer, the message under your pointer is highlighted, so its ⋯ menu reads as its own. Replies quote the original message in a small card. The message box is now one rounded bar holding the smiley, the text field and Send, and it lights up while you type. The tip under it now covers @, # and :fire:.

Not in this release: emoji reactions on other people's messages.

1.294.0 — 2026-09-25

New

Also

1.293.1 — 2026-09-25

Changed

Fixed

1.293.0 — 2026-09-25

New

Fixed

Also

1.292.0 — 2026-09-25

New

Changed

1.291.0 — 2026-09-25

New

The Keep's Redoubt (L15): a full siege bar must hold 12 hours before a razing (#4555)

Before: once a colony's siege bar was full, the next declared attack could raze it. The Keep's row on the Dark Matter Chart stopped at Anti-Capital (L10), and its L15 rung was sealed.

Now: against a colony whose owner holds Keep 15, a full siege bar must hold for 12 hours before a razing can be declared. If the bar drops, the 12 hours start again. Raids still land, loot and keep the bar charged. Only the forced exodus waits.

1.290.2 — 2026-09-25

Fixed

1.290.1 — 2026-09-25

Also

1.290.0 — 2026-09-25

New

Changed

1.289.5 — 2026-09-25

Also

1.289.4 — 2026-09-25

Changed

1.289.3 — 2026-09-25

Also

1.289.2 — 2026-09-25

Fixed

1.289.1 — 2026-09-25

Fixed

1.289.0 — 2026-09-25

New

Three pages the wiki was missing (#5064)

The Event — the sector that is contested by guilds rather than by players, and the one that decides a season. The six capturable worlds with their coordinates, what a capture and an hour of holding are worth, and the part that costs people worlds: taking one is not keeping one. A world you have just captured sits with almost no garrison until the sector next re-prices it, and you cannot predict when that is — so a rival can take it back with a single hull. Station ships on it.

Then the prize ladder, place by place, generated from the same function the season close pays from. Every guild that placed pays its members, and two different things decide your share: your guild's place sets the size, your own position on the server's board picks the band.

Guilds — the thing the relics page has been leaning on without the wiki ever explaining it. Ranks as a ladder of permissions rather than titles, the seat ladder, the three doors, and what actually happens when a leader goes quiet: the succession is automatic, the seat passes to the Officer who contributed most, and there is nothing to claim.

Fleet orders — every order you can give a fleet, split into the nine you pick from the composer and the four that start somewhere else: a picket is placed from the chart, a pursuit is aimed at a moving mark, an evacuation flies to the colony it left, and a supply lane launches itself.

Fixed

Notes

If you bring both a Colonial Ark and a Colony Ship on the same founding, the Ark is the one that is spent. The Fleet orders page says so now; it is an expensive thing to learn by doing.

1.288.25 — 2026-09-25

Changed

1.288.24 — 2026-09-25

Changed

Season: every ship you destroy now counts, attacking or defending (#5063)

Before: on the Event season board, a battle's destroyed ships were worth at most 100 points, while a raid's loot had no limit. Fights barely registered: this season the leader held about 131,000 points of loot against under 3,000 from combat, and a defender who wiped out a fleet worth millions scored 115 at most. The Season screens listed only colonising, looting and repelling.

Now: in the Event sector, you score 1 point for every 200 resources of another player's ships you destroy, with no cap. This applies whether you are attacking or defending, and whether you win or lose. Holding off an attack is finally worth what it cost the attacker. Guild garrisons defending a world get their share in full too.

Points earned before this release are not recalculated: only battles from now on pay the new rate.

1.288.23 — 2026-09-25

Changed

1.288.22 — 2026-09-25

Changed

Fixed

Players see no change: this is release machinery only. Other worktrees keep the old behaviour until they merge main.

1.288.21 — 2026-09-25

Also

1.288.20 — 2026-09-25

Fixed

Also

1.288.19 — 2026-09-25

Fixed

Also

1.288.18 — 2026-09-25

Also

1.288.17 — 2026-09-25

Fixed

1.288.16 — 2026-09-25

Also

1.288.15 — 2026-09-25

Fixed

1.288.14 — 2026-09-25

Changed

1.288.13 — 2026-09-25

Also

1.288.12 — 2026-09-25

Fixed

1.288.11 — 2026-09-25

Also

1.288.10 — 2026-09-25

Fixed

1.288.9 — 2026-09-25

Changed

1.288.8 — 2026-09-25

Also

1.288.7 — 2026-09-25

Changed

1.288.6 — 2026-09-25

Fixed

1.288.5 — 2026-09-25

Fixed

1.288.4 — 2026-09-25

Fixed

1.288.3 — 2026-09-25

Changed

1.288.2 — 2026-09-25

Changed

Also

1.288.1 — 2026-09-25

Also

1.288.0 — 2026-09-25

New

Changed

1.287.26 — 2026-09-25

Also

1.287.25 — 2026-09-25

Changed

1.287.24 — 2026-09-25

Also

1.287.23 — 2026-09-25

Fixed

Left out

1.287.22 — 2026-09-25

Fixed

1.287.21 — 2026-09-25

Fixed

1.287.20 — 2026-09-25

Also

1.287.19 — 2026-09-25

Also

1.287.18 — 2026-09-25

Fixed

1.287.17 — 2026-09-25

Fixed

1.287.16 — 2026-09-25

Changed

1.287.15 — 2026-09-25

Fixed

1.287.14 — 2026-09-25

Fixed

1.287.13 — 2026-09-25

Fixed

1.287.12 — 2026-09-25

Fixed

Also

1.287.11 — 2026-09-25

Fixed

Also

1.287.10 — 2026-09-25

Fixed

1.287.9 — 2026-09-25

Fixed

1.287.8 — 2026-09-25

Changed

1.287.7 — 2026-09-25

Fixed

Phones are unchanged. The address card is a desktop hover, and a tap on a fleet mark already opened the fleet.

1.287.6 — 2026-09-25

Changed

1.287.5 — 2026-09-25

Fixed

1.287.4 — 2026-09-25

Fixed

Also

1.287.3 — 2026-09-25

Fixed

Left out

1.287.2 — 2026-09-25

Fixed

1.287.1 — 2026-09-25

Also

1.287.0 — 2026-09-25

New

1.286.2 — 2026-09-25

Fixed

Limits: these tick figures model Dark Matter spent on the apex nodes only. The warp, research, the arsenal, the cores and campaigns can still spend what an empire is saving.

1.286.1 — 2026-09-25

Fixed

1.286.0 — 2026-09-25

New

1.285.0 — 2026-09-25

New

1.284.17 — 2026-09-25

Fixed

1.284.16 — 2026-09-25

Fixed

1.284.15 — 2026-09-25

Fixed

Also

1.284.14 — 2026-09-25

Fixed

Changed

1.284.13 — 2026-09-25

Fixed

1.284.12 — 2026-09-25

Fixed

Also

1.284.11 — 2026-09-25

Fixed

1.284.10 — 2026-09-25

Fixed

The Build Advisor counts your Ramparts when it ranks defences (#4682)

Before: the Advisor's suggested upgrades ranked the Planetary Shield, Defense Batteries and the Orbital Fortress as if you held none of the Mantle, the Battery or the Keep. A Mantle holder at 20 had every Shield level scored at the bare bubble, not the 40% larger one the battle uses. The Advisor ignored the Batteries' and the Fortress's guns completely, so the Battery and the Keep counted for nothing, and nobody's emplacements got credit for firing. The Gunnery already counted.

Now: each defence is scored with the numbers the battle uses, including your Ramparts, and the Batteries' and the Fortress's firepower counts. Measured on sample colonies, at full power:

These defences now weigh more for every player, Ramparts or not. Across a test sample of 800 colonies, a defence reached the top three suggestions 49 times, up from 48.

On a colony short of power, a defence level that draws more energy also weakens every gun already standing, because the battle throttles their fire by the power supply. The Advisor now counts that loss. On a starved grid, a Fortress level can therefore rank lower, or drop off the list, where it used to show. Example: Fortress 10 → 11 beside Batteries 25 at 40.5% power.

Not in this release: the Doctrine of Escalation's ×10 on Batteries and Fortress fire and shields is still missing from the Advisor's ranking. That is tracked in #4881.

1.284.9 — 2026-09-25

Changed

1.284.8 — 2026-09-25

Fixed

1.284.7 — 2026-09-25

Fixed

1.284.6 — 2026-09-25

Fixed

1.284.5 — 2026-09-25

Fixed

1.284.4 — 2026-09-25

Fixed

The first half of #4620, a Dark Matter chip tap that named the line already open and did nothing, was fixed earlier in #4630.

1.284.3 — 2026-09-25

Also

1.284.2 — 2026-09-25

Fixed

A strike an agent promised in chat no longer vanishes in silence when its target was never scouted (#4829)

Before: an agent that told a player "I'll hit you at 1:2:3" and never managed to get a probe onto that colony simply dropped the plan after two days. The player saw no attack, heard no explanation, and the agent had nothing true to say about it if asked.

Now: the agent first goes to look. Its probe goes out at a moment that differs from agent to agent, not the instant after the chat line. The agent gives up only when no look is left to try: no probe in the air, none at home, none being built or affordable. It gives up while awake, at a moment of its own before the plan would have lapsed. When it gives up, it can say so truthfully: "you never got a probe onto them in time, so it never went ahead."

The agent never says this about a colony it had actually scouted. When a probe did get there, the agent gives the reason that is true instead:

A promise attached to an older plan now gets its own time to be kept. Repeating the promise later does not keep a plan alive forever.

1.284.1 — 2026-09-25

Also

1.284.0 — 2026-09-25

New

1.283.12 — 2026-09-25

Fixed

1.283.11 — 2026-09-25

Fixed

1.283.10 — 2026-09-25

Changed

The requirements on a locked Tech Tree card lead to what they name (#4694)

Before: a locked node's card listed what it needed under "Why it's locked" as plain text, for example "Cybernetics 22 — you're at 3", "Autonomous Factory — not unlocked yet" and "Laboratory lvl 12". To follow a chain back from a destination, you closed the card and searched the tree for each name.

Now: each requirement is a button, with a small tag that says where it leads:

The "What it's waiting for" list on a tech you can already plan works the same way. Every row is a full-size touch target, and screen readers hear the requirement, whether it is met, and where the button goes.

Not in this release: after walking back through a chain, there is no button that returns you to where you started. That is tracked in #4855.

1.283.9 — 2026-09-25

Fixed

1.283.8 — 2026-09-25

Fixed

1.283.7 — 2026-09-25

Fixed

1.283.6 — 2026-09-25

Fixed

1.283.5 — 2026-09-25

Fixed

1.283.4 — 2026-09-25

Fixed

1.283.3 — 2026-09-25

Fixed

1.283.2 — 2026-09-25

Fixed

1.283.1 — 2026-09-25

Changed

1.283.0 — 2026-09-25

New

1.282.2 — 2026-09-25

Fixed

1.282.1 — 2026-09-25

Fixed

1.282.0 — 2026-09-25

New

Fixed

1.281.4 — 2026-09-25

Fixed

1.281.3 — 2026-09-25

Fixed

1.281.2 — 2026-09-25

Fixed

1.281.1 — 2026-09-25

Fixed

1.281.0 — 2026-09-25

New

1.280.4 — 2026-09-25

Changed

1.280.3 — 2026-09-25

Fixed

1.280.2 — 2026-09-25

Fixed

Sanctuary pays a later attacker on time (#4722). Sanctuary (Ward 15) brings back a colony's Emplacements and Fortress platforms an hour after a lost defence. The ones it restores are worth no war points until the usual rebuild would have returned them.

Measured over 1,200 random attack sequences on small walls:

With Fast Rebuild on both sides, none of the 1,200 ends with the holder's attackers ahead (was 4).

Sanctuary's description on the Ward now says this.

1.280.1 — 2026-09-24

Fixed

1.280.0 — 2026-09-24

New

1.279.19 — 2026-09-24

Fixed

Left out: a raid coalition's check on a target's garrison still reads that garrison at face value, and the Bubble's shelter of the defending ships (#4766) is not yet priced.

1.279.18 — 2026-09-24

Fixed

1.279.17 — 2026-09-24

Fixed

1.279.16 — 2026-09-24

Fixed

1.279.15 — 2026-09-24

Fixed

1.279.14 — 2026-09-24

Fixed

1.279.13 — 2026-09-24

Fixed

1.279.12 — 2026-09-24

Fixed

1.279.11 — 2026-09-24

Fixed

1.279.10 — 2026-09-24

Also

1.279.9 — 2026-09-24

Fixed

1.279.8 — 2026-09-24

Fixed

1.279.7 — 2026-09-24

Fixed

1.279.6 — 2026-09-24

Fixed

Changed

1.279.5 — 2026-09-24

Fixed

1.279.4 — 2026-09-24

Changed

1.279.3 — 2026-09-24

Also

1.279.2 — 2026-09-24

Fixed

1.279.1 — 2026-09-24

Fixed

Changed

Also

1.279.0 — 2026-09-24

New

Agents speak about their Apex only from real facts on their reality sheet (#4566)

Before: an agent could hold Dark Matter lines, battle reports list the keystones that fired under each side, and a Cipher spy can read a rival's whole Chart. None of this reached the agents' chat. Asked "did your Last Stand fire?" or "did you use your Archive this week?", an agent had no fact to answer from.

Now the agents' reality sheet carries:

Agents still cannot buy a Sigil, so no agent shows a Sigil line yet. The Sabotage the agents suffer shipped with #4542.

1.278.0 — 2026-09-24

New

1.277.3 — 2026-09-24

Changed

1.277.2 — 2026-09-24

Fixed

1.277.1 — 2026-09-24

Fixed

1.277.0 — 2026-09-24

New

1.276.0 — 2026-09-24

New

The Cipher's Sabotage (level 15) (#4542). The Cipher's level-15 chest, sealed until now, is Sabotage. The Cipher now has all four keystones.

Synthetic empires never sabotage. When one is sabotaged, it remembers who did it. The grudge cools its tone toward that player, but three days of sabotage cannot bait it into a strike outside its band.

Changed

1.275.0 — 2026-09-24

New

The Mantle's keystones: Sealed Sky, Second Skin, Unyielding and Mantle of the Guild (#4550)

Before, the Mantle (the first Rampart) had no keystones: its sheet showed four sealed chests. Now all four rungs are live, and each one reads the colony owner's Mantle:

Where you see it:

A broken Second Skin Bubble still scores (#4550)

Changed

Left out

1.274.0 — 2026-09-24

New

1.273.1 — 2026-09-24

Also

The web client builds on macOS again (#4705)

Nothing changes for players. Two web source files in the Apex screen had names that differed only in letter case, and on a case-insensitive disk (every Mac) the build could not tell them apart. The typecheck and build failed there, while the Linux servers that build the live game were unaffected. One of the files has been renamed, and the game behaves exactly as before, including the keystone "already seen" memory saved in your browser.

1.273.0 — 2026-09-24

New

The Battery's keystones: Flak at 5, Fast Rebuild at 10, Crossfire at 15, Overwatch at 20 (#4552)

Before, the Battery (the Dark Matter Rampart of the Defense Batteries) raised the Emplacements' attack and nothing else: its sheet showed four sealed chests. Now all four rungs are live. Each one reads the colony owner's Battery level, never an ally's or the attacker's.

Where you see them:

Balance, measured. On a full wall (Shield 15, Batteries 20, Fortress 10, Cannon 10), each rung raises the cost of the smallest fleet that breaks it:

Synthetic empires now price Flak, Crossfire and Overwatch when they size an attack on a Battery colony, so they bring more ships against a Battery 20 wall.

Also

1.272.0 — 2026-09-24

New

1.271.0 — 2026-09-24

New

The Ward's Sanctuary: a beaten colony's wall stands again an hour after the defeat (#4532)

The Ward's level-15 chest was sealed. It now opens as Sanctuary, which completes the Ward's four rungs.

War points. The Emplacements and platforms Sanctuary brings back are worth no war points to an attacker until the usual rebuild would have returned them. While that counter runs, some Emplacements the usual rebuild returned may also be paid nothing. The restored units still fight, though, so how a battle goes, and the bonuses that follow from it, can differ. Measured over 1,200 random attack sequences on small walls:

A follow-up, #4722, will remove the allowance effect. The defender earns points for what its restored wall destroys.

1.270.0 — 2026-09-24

New

The Loom's Archive: once a week, one research order completes now (#4539)

Before, the Loom's last rung was sealed: the Apex Chart drew a bare tick at level 20, the sheet showed a sealed chest, and nothing past Buffer (level 15) could be bought as a run.

Now the Loom serves the Archive at level 20. Once in any 7 days, you can complete one running research order on the spot. It costs no Chrono Shard and no Dark Matter.

AI empires that reach Loom 20 do not use the Archive yet.

1.269.1 — 2026-09-24

Fixed

1.269.0 — 2026-09-24

New

The Gunnery's last two rungs: Second Volley and Broadside (#4559)

Before, the Gunnery's rungs at 10 and 20 were sealed. The Chart and the phone grid ticked only 5 and 15, and the keystone run stopped at 15.

Now all four rungs are live:

Also:

1.268.0 — 2026-09-24

New

The Phalanx's Reserve Fleet: at level 20, ships kept in the hangar join the defence (#4530)

Before: the Phalanx's chests at 15 and 20 were sealed, and ships the defence plan kept in the hangar sat every battle out.

Now: at Phalanx 20, a colony's defence plan can name a second wave, per ship type, drawn from the ships the plan keeps in the hangar.

Where you see it:

Hold the Line (level 15) stays sealed.

Synthetic empires never set a second wave. When they size up a holder's colony they count its whole hangar as fighting from round 1, which errs safe except for a narrow case under the Aegis's Last Stand.

1.267.0 — 2026-09-24

New

The Dynamo's Overclock: a third Accelerator mode (#4535)

Before. The Dynamo's level 10 was a sealed chest. Each Particle Accelerator card had two chips, On and Off.

Now. An empire holding the Dynamo at 10 gets a third chip on every Accelerator card: Overclock. You choose it per colony.

Where you see it:

Synthetic empires that hold the rung overclock only colonies with spare power, where the grid stays at full yield. They change the mode only during their waking hours, never as a reaction to an incoming attack. Most of their grids run close to their draw, so most of their Accelerators stay on plain On.

Installed apps keep working unchanged. They show an overclocked colony as On and cannot set the mode.

1.266.0 — 2026-09-24

New

The Gunnery's keystones: Ranging Shot and Counter-Battery (#4558)

Before. The Gunnery, the Orbital Cannon's Rampart, had no keystones. Its sheet showed four sealed chests. Against any Cannon:

Now. Two of its four rungs are live. Both are read off the colony owner's Dark Matter tree.

Where you see it:

Synthetic empires price both rungs when they size an attack on a Cannon: on the spied tree, else their own. A fleet carrying a Breachhead no longer counts on a halving that a Counter-Battery holder does not suffer, so agents send larger fleets against such walls.

1.265.0 — 2026-09-24

New

The Ward's keystones: Lifeline, Long Watch and Bastion Relay (#4532)

Until now the Ward (Dark Matter's Aegis Ascendancy) showed four sealed chests on its sheet. Three of them now act. Each rung reads the tree of the empire that sent the fleet.

Sanctuary (level 15) stays sealed. Its rule assumed a shield bubble that stays down after a lost defence. In fact the bubble is rebuilt in full for every battle. Its redesign is still open, so #4532 stays open for that rung. From level 11, the "to next keystone" purchase runs straight to 20.

Changed from the original design. Bastion Relay first lent its shields to the bubble for the whole battle. Measured that way, it lost colonies whenever the bubble broke early. Handing the shields back when the bubble breaks lost none on the same test grid.

Not yet done: synthetic empires do not account for Bastion Relay. When one of them weighs an attack, it reads only the Shield building's bubble, so it can attack a colony whose relayed bubble holds. This is tracked in #4713.

1.264.0 — 2026-09-24

New

The Keep's keystones: Bedrock and Anti-Capital (#4554)

The Keep, the Dark Matter line that sharpens your Orbital Fortress, used to have four sealed chests. Two of its rungs now open.

Where you see it:

Redoubt (Keep 15) and the Citadel (Keep 20) have not shipped, and stay sealed.

Synthetic empires price Anti-Capital when they size an attack on a Keep holder's Fortress. They still gather Titans against a Fortress that counters them (#4709, not fixed here).

If your app was installed before this release, a Keep-5 Fortress still shows the 2-hour countdown until you update. The platforms themselves come back every hour.

1.263.0 — 2026-09-24

New

The Phalanx's keystones: Interlock and Salvage Corps (#4529)

Before: the Phalanx sold four sealed chests. Now: two of them open.

The issue's first version of Interlock, "Last Stand also covers your garrisons at a guildmate's colony", was already how the game worked, so the rung was redesigned into the shared shield wall.

Known gap: synthetic empires judge an attack on a colony without its garrisons, so they do not price Interlock. That is the same existing gap that already leaves garrisons unpriced.

A one-ship group under Last Stand can soak focused salvos. That is a separate, pre-existing issue, tracked in #4703.

1.262.0 — 2026-09-24

New

The Vanguard's keystones: First Light, Shock, Line Breaker and Rout (#4527)

Until now the Vanguard sold +2% per level of damage in the first two rounds of a battle, and its four keystone chests were sealed. All four now change the fight.

Every rung that changed a number appears in the battle report under "Doctrines & hulls". Spectators' copies of the report leave these lines out, so the public replay plays in the ordinary order.

Two rungs differ from how the design first described them. Line Breaker was written to need a living Praxis Interdictor, but the Interdictor already overrides Deep Formation, so that version would have changed nothing. Rout was written as "break off at one half" and also "fight longer and lose more", and those two contradict each other. The rung breaks off at one half. Measured both ways, that turned some fallen colonies into held ones and no held colony into a fallen one.

Synthetic empires buy the Vanguard, but their attack estimates do not account for any of its rungs. Against a Rout holder they misjudge the defence: a raid they rate as winnable can break off first, with no loot.

Battles where no side holds a Vanguard rung fight exactly as before.

1.261.1 — 2026-09-24

Changed

Contested Space pays ten times the resources (#4704)

When a season closes, every scoring member of the top three Contested Space guilds receives a crate of each resource (ferrolite, xenogas, dati). The size depends on the guild's podium place and on the member's own rank on the season scoreboard. Those crates were too small for the economy the server has grown into, so every size is now ten times larger:

| Your own rank | 1st guild | 2nd guild | 3rd guild | |---|---|---|---| | Top 3 | 100M (was 10M) | 50M (was 5M) | 10M (was 1M) | | 4–10 | 50M (was 5M) | 10M (was 1M) | 5M (was 500K) | | 11+ | 10M (was 1M) | 5M (was 500K) | 1M (was 100K) |

The new sizes apply from the next season close. Crates already granted keep their size. Nothing else about the season rewards changes: the individual Eschaton podium still pays 10M / 5M / 1M crates, and the guild placement still pays its Scrip, Dark Matter and title as before.

1.261.0 — 2026-09-23

New

1.260.1 — 2026-09-23

Changed

Also

1.260.0 — 2026-09-23

New

The Breach's keystones: Shatter, Breaker Rounds, Plunder (#4524)

Before: the Breach had no rungs. Its sheet showed four sealed chests, and the line only added +2%/lvl against a colony's Emplacements and Fortress.

Now: three rungs are served. Reduction (level 20, #4525) is still sealed.

The battle report has a new "Salvaged aboard" line, kept separate from the loot because it is taken from nobody. On a joint raid it shows the raid total, and each holder's card shows its own share. Each rung is named on the attacker's Doctrines line when it changed a number.

The Orbital Cannon sheet now tells a defender about Breaker Rounds. It shows the 20% cap and the fleet size below which that cap binds against an attacker holding the Breach at 10.

The Breach's card and node description no longer say it "does not blunt the Orbital Cannon". The +2%/lvl still does not, but its level-10 rung lowers the cap.

Changed from the design: Shatter was written as "×1.25 debris". That version only changed a number shown on the report. And the field over a living colony can only be harvested by that colony's owner, so a bigger field would have paid the defender. Salvage carried home in your own hold keeps the intent: a Breach win yields a quarter more, to you.

Left out:

1.259.0 — 2026-09-23

New

The Gunnery, the Orbital Cannon's Rampart (#4557)

Before. The Orbital Cannon fired 300 per level, and nothing an empire could buy made it hit harder. Escalation deliberately leaves the Cannon out.

Now. The Gunnery is the fourth Rampart on the Apex Chart.

1.258.0 — 2026-09-23

New

The Keep: Dark Matter makes your Orbital Fortress hit harder (#4553)

Before, an Orbital Fortress fired what its level and your colony's grid allowed, and nothing you could buy made it hit harder. The Apex Chart showed the Keep as a planned Rampart you could not buy.

Now the Keep is the third Rampart you can buy, after the Mantle and the Battery:

Measured on one seed, attacking a colony whose only defence is an Orbital Fortress at level 12 (12 platforms):

| Keep level | 34 cruisers attack | 30 cruisers attack | |---|---|---| | 0 | the attack wins, 4 cruisers lost | the attack wins, 9 cruisers lost | | 10 | the attack wins, 8 cruisers lost | the colony holds (20 cruisers lost, 7 platforms destroyed) | | 20 | the attack wins, 14 cruisers lost | the colony holds (21 cruisers lost, 4 platforms destroyed) |

AI empires buy the Keep only when they really have an Orbital Fortress at level 10 on a colony they hold. When they plan an attack, they count the target's Keep if a spy report showed it. Otherwise they assume the target holds whatever level they hold themselves. Their plans name a Keep only when a spy report actually saw it.

With three Ramparts to choose from, an AI empire that favours walls now spreads its Dark Matter across them. Each wall line gets a third of that empire's interest in walls, down from half.

1.257.0 — 2026-09-23

New

1.256.0 — 2026-09-23

New

The Cipher's keystones: Deep Read at 5, Blackout at 10, Omniscience at 20 (#4541). Until now the Cipher sold twenty levels of "+2% chance your probe goes unnoticed" and no rule at any rung. It now serves three of its four keystones. Sabotage (L15, #4542) has not shipped yet, and its chest stays sealed.

None of the three changes the chance a probe is caught. The Cipher's 5% floor stands. The Veil's Cold Trail and Ghost Manifest cards, the Deep Sensor Grid card and the Observatory card now name the Cipher rung that answers them. The design record's original texts for Deep Read and Blackout were no-ops, because every report at espionage 11+ already listed the Dark Matter levels and Ghost Manifest already spared the top tier. These stronger versions replace them.

1.255.0 — 2026-09-23

New

The Fold's keystones: Waystation, Second Jump and Nexus (#4544)

Before: the Fold sold twenty levels of cheaper warp, and none of its rungs did anything. Now it serves three of its four rungs, and the Chart, the phone tiles and the Apex sheet mark them at 5, 10 and 20. Recall (level 15) has not shipped yet, so its chest stays sealed. From level 11 the "To next keystone" run goes straight to 20.

Synthetic empires that reach Fold 20 buy the Nexus core too, under the same rules.

1.254.0 — 2026-09-23

New

1.253.1 — 2026-09-23

Changed

1.253.0 — 2026-09-23

New

Changed

1.252.0 — 2026-09-23

New

The Battery: Dark Matter makes your turrets hit harder (#4551)

Before, Defense Batteries fired what their level and your colony's grid allowed, and nothing you could buy made them hit harder. The Apex Chart showed the Battery as a planned Rampart you could not buy.

Now the Battery is the second Rampart you can buy, after the Mantle:

Measured on one seed: ten cruisers attack a colony with Batteries at 12 (24 emplacements).

| Battery level | Result | Cruisers the attacker loses | |---|---|---| | 0 | the attack wins | 2 | | 10 | the attack still wins | 4 | | 20 | the colony holds | 7 |

AI empires buy the Battery only when they really have the Batteries at level 10. When they plan an attack, they count the target's Battery if a spy report showed it, and otherwise assume the target holds whatever level they hold themselves. Their plans name a Battery only when a spy report actually saw it.

1.251.0 — 2026-09-23

New

The Sigil: a complete Doctrine now reads level 22 (#4561)

Before: a Doctrine at level 20 showed "Doctrine complete" and nothing more. The Apex had nothing further to buy with that line.

Now: the trophy of a complete Doctrine leads to the Sigil, a one-time Relic that costs 250 Dark Matter. It can be bought once any Doctrine is at 20. At purchase you choose one of your complete Doctrines to name. That line's scaling effect then reads level 22 instead of 20:

Keystones and apex hulls do not change. Only the line's scaling number reads the two extra levels. Moving the Sigil to another complete Doctrine costs 100 Dark Matter. You pick the new line and then confirm; a single tap never spends anything.

The Sigil appears on the Chart's Relics strip and in the phone grid, with its own art. Battle reports, spy reports and the fleet advisor's forecast use the level-22 figure whenever the Sigil fought. Colonies bank their production at the old rate before a Sigil changes it, so switching can neither create nor erase earned output.

Installed app versions that predate this release do not show the Sigil. Update the app to buy it.

Also

1.250.1 — 2026-09-23

Fixed

1.250.0 — 2026-09-23

New

Changed

Also

1.249.0 — 2026-09-23

New

1.248.1 — 2026-09-23

Fixed

1.248.0 — 2026-09-23

New

Changed

Also

1.247.0 — 2026-09-23

New

Fixed

1.246.0 — 2026-09-23

New

1.245.3 — 2026-09-23

Fixed

Also

1.245.2 — 2026-09-23

Fixed

1.245.1 — 2026-09-23

Fixed

1.245.0 — 2026-09-23

New

Changed

1.244.0 — 2026-09-23

New

1.243.0 — 2026-09-23

New

Also

1.242.0 — 2026-09-23

New

Phones still show the stacked catalogue until the tile grid (#4519) opens this sheet in a bottom sheet. Not included: a per-hull build count on the trophy (the server does not send one), and the link to the Sigil (#4561 has not shipped).

1.241.0 — 2026-09-23

New

The Cipher: the Veil's Ascendancy (#4540)

Before, the Veil line stopped at its Doctrine. Once your spy probes had all the Espionage they could get, nothing else made them harder to spot.

Now The Cipher appears on the Dark Matter panel once you hold the Veil at level 10. It costs the outer-ring price: 12, 30, 70 or 140 Dark Matter per level, 1,260 DM for all 20 levels. Each level raises the chance that a spy probe goes unnoticed by 2%, up to 40% better at level 20.

What that looks like in practice: a probe sent with Espionage 10 against a commander with Astrometry 8, a level-5 Sensor Grid and a level-4 Observatory slips through 15% of the time without the Cipher, 18% at level 10 and 21% at level 20.

What it does not do:

Only players buy the Cipher for now. Synthetic empires do not buy it, and do not talk about it.

1.240.0 — 2026-09-23

New

Changed

Fixed

Known issues

1.239.0 — 2026-09-23

New

1.238.0 — 2026-09-23

New

1.237.0 — 2026-09-23

New

Fixed

1.236.0 — 2026-09-23

New

Also

1.235.0 — 2026-09-22

New

Nothing a player sees changes on the current Dark Matter cards apart from where the rung text comes from. The star chart itself arrives with #4516–#4518.

1.234.0 — 2026-09-22

New

Also

1.233.1 — 2026-09-22

Changed

Also

1.233.0 — 2026-09-22

New

Changed

1.232.1 — 2026-09-22

Fixed

1.232.0 — 2026-09-22

New

Changed

Also

1.231.3 — 2026-09-22

Also

1.231.2 — 2026-09-22

Fixed

Also

1.231.1 — 2026-09-22

Changed

1.231.0 — 2026-09-22

New

Changed

Not in this release: the full Apex Chart view (#4516) and the Apex's own screen outside the Research tab (#4515). This is the existing panel, opened to more players and drawn dark.

1.230.16 — 2026-09-22

Also

The Apex Chart has a design record (#4509). This is a design document only: nothing changes in the game yet.

Before. Dark Matter had nowhere to go past the four Doctrines. Four empires hold all four lines at level 20 and see only grey buttons. The richest of them holds more than 13,500 Dark Matter it cannot spend on the Apex tier. Eight players hold 100 or more Dark Matter but have no Particle Accelerator, so the Apex view does not appear for them at all.

Now. DESIGN-DARK-MATTER-APEX-V3.md sets out the Apex Chart that the rest of epic #4508 will build.

Every production number in the document was re-measured for it. Where a measurement disagrees with the issue text, the document says so. It also flags five decisions still open before their parts ship: Reduction, Redoubt, Grid, which building gates the Watch, and the id of the Citadel.

1.230.15 — 2026-09-22

Fixed

Also

1.230.14 — 2026-09-22

Fixed

Changed

1.230.13 — 2026-09-22

Fixed

1.230.12 — 2026-09-22

Fixed

Also

1.230.11 — 2026-09-22

Fixed

1.230.10 — 2026-09-22

Changed

A schema change can no longer ship without a rollback note (#4336). This is ship tooling: players see nothing.

Before. A change to the database schema could reach novarchy.com with no rollback block in the deploy runbook, and nothing in the ship machinery noticed. SQL migration files were already gated, but a schema change applied at boot had no guard. The deploy only printed that the schema had changed, and review was the one thing that ever caught a missing block. That gap matters within minutes of a deploy. Once a player writes to a new column, rolling the server back crash-loops it, and the one command that unblocks it is written nowhere.

Now.

Replayed over the history of main: of 130 past schema commits, 44 named their changes, 24 changed nothing a rollback touches, and 62 would have been refused. 53 of those had no runbook edit at all, and 9 edited the runbook without naming the change.

Left out. The runbook's duplicate ladder letters are not fixed, and the blocks that past changes never got are not backfilled. Trees shipping from an older checkout keep the old, unguarded scripts until they pull.

1.230.9 — 2026-09-22

Fixed

Also

1.230.8 — 2026-09-22

Fixed

1.230.7 — 2026-09-22

Fixed

Changed

1.230.6 — 2026-09-22

Fixed

Left out: the agents' chat lines about the Exodus still say "Power" (#4477). The system list and target panel still head their Gate column "Power" (#4478).

1.230.5 — 2026-09-22

Fixed

Changed

1.230.4 — 2026-09-22

Fixed

1.230.3 — 2026-09-22

Fixed

Also

1.230.2 — 2026-09-22

Fixed

1.230.1 — 2026-09-21

Fixed

1.230.0 — 2026-09-21

New

Fixed

Also

1.229.5 — 2026-09-21

Fixed

Also

1.229.4 — 2026-09-21

Fixed

1.229.3 — 2026-09-21

Fixed

Also

1.229.2 — 2026-09-21

Fixed

1.229.1 — 2026-09-21

Fixed

1.229.0 — 2026-09-21

New

The colony advisor says when a running producer is worth switching off (#4369)

Before: on a colony short of power, a producer whose warehouse was full kept running. Everything it made overflowed, and its power draw still slowed every other producer on the colony. The advisor said nothing. Since v1.223.0 it could say "switch this back on", but never "switch this off".

Now: the advisor prints its own line above the suggested builds, in the same box as the switch-on line:

Worth switching off: Xenogas Refinery (Site 2). Your Xenogas storage is full, so what it makes is lost. Set its Energy choice to Off in the building sheet. +724 Fe/h, +110 Dt/h reaching storage, colony-wide. The colony then runs at 95% power.

When the warehouse is not full yet, the line says when it will be: "Your Xenogas storage fills in about 5h". If some of that producer's output would still have reached storage, the line says how much it gives up.

When the line appears:

It goes away when the warehouse drains, and it follows a mandate change.

It never contradicts the switch-on line:

Measured, on 1,500 random colonies short of power per row:

Not included:

The line is shown in the colony panel only; the AI Advisor is not told about it yet.

1.228.2 — 2026-09-21

Fixed

1.228.1 — 2026-09-21

Fixed

Also

1.228.0 — 2026-09-21

New

Also

1.227.0 — 2026-09-21

New

The relics have a page: novarchy.com/wiki/relics (#4442).

Every relic in the galaxy has carried a line of its own story since the day it shipped — "A ring the width of a moon, still folding space for traffic that stopped coming", "It measures a drift no chart admits to, and broadcasts the correction every hour, to nobody" — and until now the only way to read one was to be standing on it. All forty are on the page, grouped by Travel, Production, Shipyard and War, each with what it is, which sector it sits in, and what holding it is worth to everyone in your guild.

The rules are there too, including the one that costs a fleet if you do not know it: a guild already at the cap can win the battle and still not take the relic. It is left unclaimed for whoever comes next.

The lore pages have art. New key images on the relics page, the Eschaton page and the factions page, plus portraits of the Lantern Road, the Deep Orchard and the Suspended Yard.

The Eschaton page now says what the previous cycle left behind, and what The Sunless Vault actually is: a wall you throw your fleet at to measure how hard it hits. Nothing is spent and nothing is lost — it is a ruler, not a raid.

Fixed

1.226.1 — 2026-09-21

Fixed

A screen reader now says when the last inbound attack leaves the board (#4333)

Before: with a screen reader, you heard «Under attack on …» when an attack appeared, on any tab, but nothing when the last one left the board. The alarm chip simply disappeared. The only way to learn the board was clear was to open the Missions tab and read it.

Now: on any tab, when your inbound board goes from carrying attacks to carrying none, you hear, once and politely:

No inbound attacks detected. Your Inbound board covers every colony you hold, not one in the air but off the board, not ships in dock, not a neighbour's strength.

It says what was detected, never that you are safe, and it carries the same scope note sighted players see under the board: an empty board can still be missing an attack. The sentence is the same whatever emptied the board (an impact, a recall, or an attack that went dark), so it tells you nothing the board itself doesn't show.

Nothing is announced when the game loads, when you switch tabs or rotate your phone, or when a poll fails and then recovers onto the same empty board.

Not verified on a device: this was tested in a simulated browser, not with VoiceOver or TalkBack. On the Missions tab, the green banner can be up to one 30-second poll behind or ahead of the spoken sentence.

1.226.0 — 2026-09-21

New

Novarchy has a manual, at novarchy.com/wiki (#4420). Ten pages, readable without logging in, on a phone, and linked from anywhere — no account, no bundle, no waiting for the game to load.

Three pages are written for people:

Seven more are generated from the game itself at every release: buildings, ships, research, planets, resources and the three factions. Not one number on them is typed by hand. They call the same functions the server calls, so a balance change reaches the wiki with the change, and a table can never quietly drift out of date. Costs are the real ladder, ship stats are the real stats, and the counters that decide a battle are the ones your shipyard is using right now.

Fixed

Notes

The wiki's numbers are the engine's, but its prose is written by people and was reviewed hard before shipping: several first-draft sentences described rules the game does not have, and were cut rather than reworded. If you find one that is still wrong, it is a bug — say so and it gets fixed like any other.

1.225.3 — 2026-09-21

Fixed

1.225.2 — 2026-09-21

Fixed

1.225.1 — 2026-09-21

Fixed

Also

1.225.0 — 2026-09-21

New

Changed

1.224.1 — 2026-09-21

Fixed

1.224.0 — 2026-09-21

New

Also

1.223.12 — 2026-09-21

Fixed

The frames behind this change were rendered headless (SwiftShader) and reviewed by eye, desktop and phone, in both states of the fit button. There was no render on a real iPhone or Android device, and none in a real desktop browser on macOS or Windows.

1.223.11 — 2026-09-21

Changed

1.223.10 — 2026-09-21

Changed

1.223.9 — 2026-09-21

Fixed

1.223.8 — 2026-09-21

Fixed

1.223.7 — 2026-09-21

Fixed

1.223.6 — 2026-09-21

Changed

Fixed

1.223.5 — 2026-09-21

Fixed

1.223.4 — 2026-09-21

Fixed

1.223.3 — 2026-09-21

Fixed

1.223.2 — 2026-09-21

Fixed

1.223.1 — 2026-09-21

Fixed

Also

1.223.0 — 2026-09-21

New

The colony advisor says when a powered-down producer is worth switching back on (#4366)

Before: since v1.217.0 you can power a producer down to free its energy. Once you did, the advisor treated that as settled. You saw a healthy grid and a list of builds, and nothing told you the switch was costing you output. Across 1,500 test colonies with a producer powered down, switching it back on was already a gain 88% of the time, with a median of +14.4% of output.

Now: when running a powered-down Extractor, Refinery, Compute Node or Stellar Forge again would raise what reaches your storage by at least 1%, the advisor shows its own line above the suggested builds:

A full warehouse is the clearest reason to power a producer down, and the line respects it. When the producer's resource is at the cap, switching it on would only throw its output away, so no line appears. The line follows your stock: it goes away as the warehouse fills and comes back when it empties.

Not in this release:

1.222.0 — 2026-09-21

New

Relics and Bastions can be switched off on the galaxy map (#1720)

Before: with every switch in the map's Layers sheet turned off, the relic diamonds and bastion chevrons stayed on the chart. No switch reached them, and on the current map they hid the sector layout underneath.

Now:

The switches reset when you leave the map, like the other layers, and nothing is saved between sessions or accounts.

1.221.1 — 2026-09-21

Fixed

1.221.0 — 2026-09-21

New

Plan a tech-tree node behind the research that unlocks it (#1555)

Before: a node whose prerequisite was already being researched looked exactly like one nobody had started. It sat behind a padlock, its card listed "Why it's locked" with a ✗ beside research you were paying for at that moment, and it offered no control. Research that has started can't be cancelled, so the only way to queue the node was to watch the lane, wait for it to finish, and come back.

Now the node can be planned: placed in the queue behind the order that unlocks it.

Planning needs a free queue slot, which comes with a Laboratory at level 12 or above, a Science-10 guild, or the Third Lane doctrine. Without one, the node stays locked until its prerequisite completes, as before.

1.220.0 — 2026-09-21

New

Evacuate — the inbound alarm can be answered by running (#741)

An attack is coming and the alarm counts it down. Until now the only thing you could do from that card was Send a garrison — and a garrison has to come from somewhere, so it needs a second colony. Most players have exactly one. For them the alarm was a countdown with no action on it at all: they watched it arrive and lost the fleet they had been warned about.

The card now offers Evacuate the hangar. It lifts every hull off the colony under attack — probes and colony ships included — and lands them back there a few minutes after the raid is over. No form, no coordinates to retype, no second colony needed.

What running costs, so it is a decision and not a reflex:

The control asks twice — the first press states the price, the second sends it, and you can cancel in between. Once the fleet is up, the alarm card says so and counts down to its return instead of going blank, and the fleet list shows it standing off your colony.

The garrison is still there, below it, whenever you have somewhere to launch one from.

When your fleet comes home, Activity says Fleet back in the hangar. In the rare case where the colony it left is gone by the time it returns, the ships are not lost — they are rerouted, and the next line says where they landed.

1.219.1 — 2026-09-21

Fixed

1.219.0 — 2026-09-21

New

1.218.1 — 2026-09-21

Fixed

1.218.0 — 2026-09-21

New

1.217.0 — 2026-09-21

New

Power down a producer to get its energy back (#1275). A colony that had outgrown its reactors had one switch and one only — the Particle Accelerator's. Everything else drew energy forever, and buildings cannot be demolished, so an Extractor browning out the grid had no off position at all.

The four resource producers — Ferrolite Extractor, Xenogas Refinery, Compute Node and Stellar Forge — now carry an Energy choice box on their building sheet, with On and Off. Powered down, a building draws nothing, which raises the colony's energy factor for everything else, and produces nothing while it is off. Its level is untouched, so the empire score it counts towards does not move: you save energy, never weight.

The off state is honest everywhere the colony is shown — the energy bar and the conduits, the production chips and the "Full in…" clock, the ⚡ delta on each build row (marked as not being billed), the building sheet's own projections, and the Suggested Upgrades ranking. Switching a building back on resumes it immediately; nothing is lost in between.

Also

Defence structures and the Particle Accelerator are deliberately not switchable. The wall a colony fields would have honoured the switch, but the wall the game advertises to scanners would not have, so powering a Shield down would have freed its whole draw and kept its deterrent — better than leaving it on, which is not a choice worth offering. The Accelerator keeps its own existing switch rather than gaining a second one. Both may follow later.

Synthetic empires read a powered-down colony correctly, so their economic and defensive estimates match what the server will actually do.

1.216.1 — 2026-09-21

Fixed

1.216.0 — 2026-09-21

New

The Research tab shows the whole ladder, not just the next level (#1534)

Opening a Discipline used to price exactly one level: the one you were about to buy. At level 17 the panel told you what level 18 costs and nothing else — so planning three levels ahead meant buying your way there to find out.

There is now a Show all 24 levels button under the Research action. It opens a table with one row per level, all the way to the ceiling, showing for each:

The row the Research button would buy is highlighted, levels you have already paid for are dimmed, and the table opens scrolled to where you are. It stays collapsed until you ask for it, so the panel still opens on the decision rather than on a wall of numbers.

Three players asked for this independently over twelve days, each comparing it to the buildings' progression table, which has worked this way for a while.

Details the table gets right that a simpler one would not:

Also

1.215.0 — 2026-09-21

New

Raiders choose what fills the holds (#795)

A raid that beat its target but could not carry everything it was owed used to scale all three resources by one factor. The hold came home as a mirror of whatever the target was sitting on — and since colonies overwhelmingly hold xenogas and data, every capped raid paid out more of the surplus nobody wants. You had no say in it. Worse, loot passes through your warehouse cap when it lands, so if your data silos were already full you were spending hold space on data that was destroyed at the doorstep.

Launching an attack — or opening or joining a raid — now offers Fill the holds with: ferrolite, xenogas or data. When the holds are too small for the whole haul, the resource you name is loaded first, up to whatever the target actually has; whatever hold is left over is split between the other two exactly as before.

On a joint raid the choice is yours alone. Every ally fills their own holds from their own share of the plunder, under their own order. Whoever opened the raid does not choose for anybody else, and an ally who names nothing brings home exactly what they would have brought home before.

Choosing nothing is still a choice, and it is free: a fleet that names no resource hauls precisely what it hauled yesterday, down to the unit.

Changed

The battle report now says which order produced the mix, so a hold that came home full of one resource explains itself instead of contradicting the plunder rate printed beside it. On a joint raid where allies chose differently, each participant's own card carries their own order.

The Launch again button repeats your loot order along with the rest of the launch, and the order card names it — so the fleet that goes out is the one the card describes.

1.214.0 — 2026-09-21

New

1.213.5 — 2026-09-21

Fixed

Also

1.213.4 — 2026-09-21

Fixed

Changed

1.213.3 — 2026-09-21

Fixed

Also

1.213.2 — 2026-09-21

Fixed

Changed

1.213.1 — 2026-09-21

Fixed

Also

1.213.0 — 2026-09-21

New

1.212.0 — 2026-09-21

New

The Shipyard points at another colony — but only when the hulls would reach you sooner (#998)

A long ship order used to book a slip for hours while the sheet said only that it could not be cancelled and that raising this Shipyard would shorten it. If you had another yard standing idle somewhere else, nothing said so.

Now, on an order past eight hours, the sheet can name one:

Vesta (1:4:6) could have them all home in 5h 12m if you fly them back — sooner than building this order here, split or not.

The sentence only appears when it is true, and "true" here had to clear more than it looks. A colony is named only when building the whole order there — exodus shock included — plus flying the hulls back still beats the best you can do without moving by a fifth. That last term is the whole point: hulls are stationed where they are built, the trip home is capped at two hours, and a two-hour flight is bigger than the 20% saving that qualified the colony in the first place. A yard that builds faster can, and often does, still lose.

It also has to own a Shipyard, have a slip free, and be able to pay for the order itself — orders are billed to the colony that places them. Event Sector colonies are never suggested, however good their numbers look: a season ends by carrying your ships home and deleting the colony, and an order still in the slip is not a late delivery, it is resources spent on hulls that never arrive.

And the local side of that comparison includes splitting the order across the free slips you already have. If splitting here is the better move, the sheet stays quiet about moving.

Two smaller things that come with it: the figure is a delivery, not a build time, and the note says so plainly — nothing ships the hulls home by itself, so it reads "if you fly them back" rather than promising an arrival. And when a colony is named, the "raise this Shipyard" advice steps aside: raising the yard you are looking at does nothing for an order you are about to place somewhere else.

This closes the third option from #986, which was built and withdrawn twice during #995 because every version of it compared build times and so gave advice that was not true.

1.211.0 — 2026-09-21

New

The Anchorages door tells you your structures are being taken down (#842).

Before: a guild's anchorages could be notched all night and nothing said so. The alarm existed in exactly one place — a red banner at the top of the Anchorages panel — so you only saw it if you had already opened the door. And the door's own line read territory & modules, which is not a sentence that makes anyone open anything. Nothing else on the tab could stand in: the Dashboard alarm is about your own colony, the inbound alarm is about fleets aimed at you. A guild could lose a structure overnight and learn about it from the rubble.

Now the door speaks before it is opened. It says an anchorage is under siege or 3 anchorages under siege, and when the worst bar is one lost battle from the end it turns red and leads with that: one battle from falling. It costs no extra loading — the count travels on the guild summary the game already refreshes every 30 seconds — and it appears in both places at once, the desktop rail row and the phone command-room card.

The dot is deliberately cyan while a siege is merely running and red only at the brink. A notch fades on its own after a day, the paid repair is locked for twelve hours after the blow, and only the guild leader can spend the Fund on it — so a red alarm at the first notch would be a day-long warning with no button behind it for everyone else.

Fixed

The "about to fall" warning could never appear (#842). Both the Anchorages panel banner and the new door tested for a breach bar at its maximum — but a structure that takes its last notch is destroyed by the same write, so a standing anchorage never reads the maximum. The warning was unreachable: an anchorage one lost battle from rubble was described in exactly the same words as one with a single scratch. Both surfaces now warn one notch earlier, which is the point at which the next defeat actually takes the structure down, and they turn red at the same moment as each other.

1.210.0 — 2026-09-21

New

1.209.11 — 2026-09-21

Fixed

1.209.10 — 2026-09-21

Fixed

1.209.9 — 2026-09-21

Fixed

1.209.8 — 2026-09-20

Fixed

Also

1.209.7 — 2026-09-20

Fixed

Nothing changes on screen in this one — it repairs a guard that had quietly stopped guarding, and writes down two things it found about the battle replay that are still true in the game today.

The replay has a bench whose job is to prove that no fleet group ever disappears behind another one on screen. It was measuring the wrong ships. Back when the replay drew flat cut-out artwork, it worked out each group's size from the artwork; when the fleet became real 3D models, the scene started measuring the models instead, and the bench never followed. The two disagree by as much as 64%, so for months the bench was certifying a battle line nobody was being shown, and passing every time. It now reads the actual shipped models, and the static defences — the Emplacements and the Fortress — are on the bench for the first time, as is the old flat layout that reports from before formations still use (#1007).

Measuring the real thing turned up two ways a group really can be hidden, both of which the replay has been doing all along:

Both are measured, pinned so they cannot quietly get worse, and filed as #4289. Neither is fixed here: the repair means changing how much room the line gives a big hull, which pulls the camera back and shrinks every ship on screen, and that is a deliberate decision about how battles look rather than a number to nudge.

One correction worth recording, since it was wrong in the first draft of this work: the Fortress does not overlap the ranks above and below it. Those clear each other with room to spare. The problem is sideways, inside a single rank.

1.209.6 — 2026-09-20

Fixed

Also

1.209.5 — 2026-09-20

Fixed

1.209.4 — 2026-09-20

Fixed

1.209.3 — 2026-09-20

Fixed

Also

1.209.2 — 2026-09-20

Fixed

Changed

1.209.1 — 2026-09-20

Fixed

Also

1.209.0 — 2026-09-20

New

Novarchy can now revoke your Apple sign-in when you delete your account (#753). Deleting an empire has always removed the account here; what it never did was tell Apple, so the game went on being listed under "Sign in with Apple" on the Apple ID of somebody who had left. The server can now hand that token back to Apple, on the player's own deletion and on removal by moderation alike.

It is built and switched off. Turning it on needs an Apple signing key that has to be minted in Apple's developer portal and installed on the server — until that happens, nothing about deleting an account changes in any way, and the server says which state it is in every time it starts.

Deleting is unchanged in every way that touches you regardless: same confirmation, same speed, and it still works when Apple cannot be reached. The account goes either way.

Also

What the sentence above does not cover, so nobody has to go and check:

Nothing here changes anything for players who sign in with Google or play as a guest.

1.208.8 — 2026-09-20

Fixed

Also

1.208.7 — 2026-09-20

Also

1.208.6 — 2026-09-20

Fixed

1.208.5 — 2026-09-20

Changed

1.208.4 — 2026-09-20

Fixed

1.208.3 — 2026-09-20

Fixed

1.208.2 — 2026-09-20

Also

1.208.1 — 2026-09-20

Changed

Also

1.208.0 — 2026-09-20

New

Also

1.207.0 — 2026-09-20

New

Fixed

Both of these are on the same season-close failure path as the entry above, which has never run on the live server. Nothing that happened to anyone is being corrected here.

Also

1.206.0 — 2026-09-20

New

1.205.1 — 2026-09-20

Fixed

1.205.0 — 2026-09-20

New

1.204.1 — 2026-09-20

Changed

1.204.0 — 2026-09-20

New

Changed

Fixed

Also

1.203.6 — 2026-09-20

Nothing on any screen changes here, and nothing about the game's rules changes: the inactive-empire decay still halts exactly what it halted yesterday and takes exactly what it took. What changes is that the game can now be held to account for it.

Changed

Also

1.203.5 — 2026-09-20

Fixed

Also

1.203.4 — 2026-09-20

Fixed

Also

1.203.3 — 2026-09-20

Fixed

Also

This narrows the gap between what an agent says and where its ships go; it does not close it. Among colonies nobody has covered, the line names the soonest, while the launch ranks first by whether the ships arrive before the strike. So of two uncovered colonies the fleet can still go to the later one it can reach while the line names the sooner one it cannot. Closing that would mean quoting a travel estimate the agent is not allowed to state as a game fact (#3666), so the line deliberately stops short of it. What still holds, as before: the line never offers help the fleet would refuse to deliver.

1.203.2 — 2026-09-19

Fixed

Also

1.203.1 — 2026-09-19

Changed

Also

1.203.0 — 2026-09-19

New

A detected probe now marks the Activity tab (#3518)

When one of your colonies caught a hostile probe, nothing on screen said so. The row was written — it reached the Activity feed, and the away-recap lists espionage suffered in its own section — but both of those have to be gone and looked at. A player who was actually playing when a probe landed found out by scrolling for it, if at all, even though a probe is often the first move of an attack.

Now a small dot appears on the Activity tab as soon as a colony detects one, and goes out the moment you open the tab. On a phone it rides the Empire door, the way the Contracts nudge already does.

It is a dot and not a number, and it never joins the unread-battle count: scans are far more frequent than battles and most of them are harmless, so how many there were does not change the move — which is to go and read the row — and the battle count goes on meaning battles alone. Nothing sounds and nothing pops up; the Under Attack alert stays reserved for a fleet.

Who scanned you is still told to you only when the detection was clean or your Sensors are built. That rule is unchanged, and the new signal carries no name at all: it says that you were scanned, never by whom.

Changed

Espionage and Defence now mean two different things (#3518)

The Combat filters gained an Espionage topic last week, and both spy rows landed in it — the report your own probe brought back, and somebody scanning you. They are opposite facts: one is something you asked for, the other is a warning you did not.

Espionage now holds what your own probes found. A probe flown against you files under Defence, beside the inbound-attack alarm it may precede — which is also where the new dot sends you. Combat with no topic picked is unchanged and still draws all of it.

Also

Not shipped, deliberately: there is no way yet to silence the signal, to limit it to one alert per commander per window, or to ignore scans from weak commanders. Each of those needs a default that is a product decision rather than a guess, and they are written up with the measured probe frequency in #4194.

1.202.1 — 2026-09-19

Fixed

Also

1.202.0 — 2026-09-19

New

Also

Measured read-only on production on 2026-09-19 before any of this was written: the median synthetic empire held 3,768,276 resources against 5,477 for a human seen in the last week, and over thirty hours human raiders took 26,384,550 out of synthetic warehouses across 165 strikes — a median of 89,106 a raid. 330 of the 425 synthetic colonies had an idle shipyard at the time.

Two of the four changes #2675 asked for shipped. The Shielded Silo's build weight already follows the warehouse it protects, so nothing was needed there. Sheltering a surplus an empire cannot spend is filed as #4180: selling it on the market turns out not to shelter anything, because an offer's goods stay in the warehouse the engine loots from.

1.201.7 — 2026-09-19

Fixed

Also

Three guards around the code that destroys or overwrites a colony, none of which changes anything a player can see today.

Left out on purpose: the issue also asked whether the empire safety check closes a separate race against the catch-up ramp. That was not confirmed against the live path, so it is not claimed here. (#4188)

1.201.6 — 2026-09-19

Fixed

1.201.5 — 2026-09-19

Fixed

1.201.4 — 2026-09-19

Fixed

These narrow the windows rather than closing them: nothing here holds a row while it decides, so a change that lands in the same instant as the write can still win. Each of these sweeps re-decides from scratch on its next pass, which is what makes a skipped round the safe outcome.

1.201.3 — 2026-09-19

Fixed

1.201.2 — 2026-09-19

Fixed

Also

1.201.1 — 2026-09-19

Fixed

Also

1.201.0 — 2026-09-19

New

The Colony list sorts by what the next level costs (#2658)

The Colony tab could be reordered one way only — lowest level first. To find the cheapest thing to start you had to read three numbers off every row and compare the bundles by eye, down a list that runs to 27 rows on a grown colony.

The sort chip is now a picker with five orders:

It is off by default, so nothing moves until you ask. The order is applied inside the groups the list already keeps — queued rows first, rows you cannot build yet last — it composes with the family chips, and it survives switching colony.

What "cheapest" means here, and what it does not. It is the price of the next level, never what your warehouse can pay for right now: an order keyed on your stock would reshuffle every second as resources mature, and land your tap on the wrong building. The row still answers the affordability question where it belongs, by printing the amount you are missing per resource. total is the sum of Ferrolite, Xenogas and Data, the same meaning the Shipyard's catalogue already uses — which is why the option says "total" and not "cheapest": ordered by the total, the Ferrolite column visibly dips, and it is not a broken sort. If one resource is what you are short of, pick that one.

What you will notice on day one: the level order used to be one tap on a toggle. It is now a picker, so on a phone it is tap, choose, done. That is the price of having five orders in the width the chip rail can actually pay for — five separate pills do not fit, and would not say they are mutually exclusive.

Asked for by mhar02, who also chose the shape: "Cheapest overall, cheapest by FE, cheapest by XE, cheapest by DT."

Fixed

The Colony sort no longer zooms the page on a phone (#2658)

Caught in review before release, in the first version of the change above: the new sort control is a dropdown, and dropdowns under 16px make iOS and the in-app browser zoom the whole page. Tapping the sort chip would have left the HUD and the building grid out of frame, with no obvious way back. The picker now keeps the 16px size every other field in the game uses, and the buildings header takes a second line a little sooner on the widest phones to make room for it.

1.200.0 — 2026-09-19

New

Energy plants tell you what a level gives back per resource (#2660)

Deciding between a Fusion Reactor and Orbital Panels used to mean doing arithmetic off the catalogue by hand: the sheet showed a price and an energy figure and never the ratio between them. Open an energy plant now and, under the price, three new lines answer it.

It shows on every net energy producer, and the number is the engine's own: the same energy the colony grid sums, over the same price the build queue charges. Nothing is retyped, so a rebalance moves what you read.

Two things the figure now gets right that a simpler version would not. It is per colony — the planet multiplier spans 0.9 to 1.4, so the same plant reads 1.55x apart on two of your own worlds, a wider spread than the gap between the plants. And it is per Site: a second Orbital Panels is divided by its own surcharged price, which is what turns the headline finding around. The first Panels out-return the Reactor at every level; the second lose to it.

Also

Nothing was rebalanced. The issue also observed that the first Panels beat the Reactor per resource at every level — 1.10x at level 1 widening to 2.05x at level 20 — because of a single digit in their cost curves. Whether that gap is intended is a balance question, not a display one, and no cost or energy value was changed here.

Two known gaps, left for a deliberate pass: the ⚡ in these rows is the emoji rather than the app's own bolt mark (which on iOS renders in the system colour), and the new figures carry no screen-reader label. Both match what the rest of the app already does, so fixing them here would have left the codebase in two minds.

1.199.1 — 2026-09-19

Fixed

Also

1.199.0 — 2026-09-19

New

Activity: filter by who and by what, at the same time (#2649)

The Activity tab opens on Mine, then made you give that up the moment you wanted one kind of event: the chips were a single row where Mine, Combat, Exploration, Empires, Economy and Galaxy all cancelled each other out. Tapping Combat handed you the whole galaxy's fighting and took your own night away with it, and "my combat" simply could not be asked — the thing most players open the tab for.

It is now two rows. The first is who: All, Mine, Galaxy. The second is what: Any type, Combat, Exploration, Empires, Economy. They narrow each other, so your own combat is one tap from where the tab already opens, and the galaxy's chronicle can be read by type too.

The number beside each chip changed meaning with it: it is now counted within your other selection, so it says how many rows that chip will actually draw. Before, a chip could read 40 over a column of two.

The Combat chip is a filter again (#2649)

Combat had quietly become the place where 43 kinds of event live: battle reports, bounties, faction sorties and their Dark Matter, spy missions, relic finds, war declarations, League verdicts, the Eschaton sweep and "Season ended", inbound-attack alarms and their retractions, wrecked destroyers, Contested Space and its podium, interceptions and pickets.

Picking Combat now opens a second row underneath it:

The line that explains a Contested Space capture you did not get — "you keep what you took from it, but the world had already changed hands" — sits under Battles, next to the fight it is about, rather than with the podium it shares a name with.

That row starts on Any combat and clears itself whenever you move to another type, so Combat on its own is exactly the chip it has always been: nothing was moved out of it and nothing became harder to find.

Changed

1.198.10 — 2026-09-19

Changed

1.198.9 — 2026-09-19

Fixed

1.198.8 — 2026-09-19

Fixed

1.198.7 — 2026-09-19

Fixed

Also

1.198.6 — 2026-09-19

Fixed

1.198.5 — 2026-09-19

Fixed

Also

1.198.4 — 2026-09-19

Fixed

Returning players see the new art immediately instead of a cached copy.

Also

Not every sprite is fixed. The Terraformer's hole is closed at level 10 and not at level 20, where a different drawing is used; the Reactor at levels 10 and 20, and the Lab at level 10, are in the same condition. Twenty-three sprites are still cut by the process that caused all of this, each now recorded with a measurement of how much of the building is missing. They are left for an art pass rather than re-cut blind, because re-cutting two of them automatically made them worse.

1.198.3 — 2026-09-19

Fixed

Changed

1.198.2 — 2026-09-19

Fixed

Also

1.198.1 — 2026-09-19

Fixed

Also

1.198.0 — 2026-09-19

New

Fixed

Also

1.197.3 — 2026-09-19

Fixed

Also

1.197.2 — 2026-09-19

Fixed

Also

1.197.1 — 2026-09-19

Fixed

Changed

Also

1.197.0 — 2026-09-19

New

Changed

1.196.0 — 2026-09-19

New

1.195.7 — 2026-09-19

Fixed

1.195.6 — 2026-09-19

Fixed

1.195.5 — 2026-09-19

Fixed

Changed

1.195.4 — 2026-09-19

Fixed

1.195.3 — 2026-09-19

Fixed

1.195.2 — 2026-09-19

Fixed

1.195.1 — 2026-09-19

Fixed

When the answer is not available — while it is in flight, after a refused request, on a card that cannot launch, or with an empty Probe hangar — nothing is printed at all: no zero, no dash. The rail holds the row's height in the meantime, so the Launch button does not move under a thumb already reaching for it.

1.195.0 — 2026-09-19

New

Changed

Also

1.194.5 — 2026-09-19

Changed

Also

1.194.4 — 2026-09-19

Fixed

1.194.3 — 2026-09-19

Changed

Fixed

Also

1.194.2 — 2026-09-19

Fixed

Also

1.194.1 — 2026-09-19

Fixed

Also

1.194.0 — 2026-09-19

New

1.193.1 — 2026-09-19

Changed

1.193.0 — 2026-09-19

New

Supply lanes explain themselves where players look for them (#3568)

Supply lanes were mentioned on the Colony screen, opened on the Missions tab behind a checkbox, and managed in a card. Their rules were not written anywhere a player could find, and players kept asking in chat what a lane is, where to create one, and whether it uses ships.

The numbers in these rules come from the same constants the game uses to run lanes.

Not included: the Discord Library (#guides) entry the issue also suggests. The Library is not part of this repository, so this release cannot add it.

1.192.36 — 2026-09-19

Changed

1.192.35 — 2026-09-19

Fixed

1.192.34 — 2026-09-19

Fixed

1.192.33 — 2026-09-19

Fixed

1.192.32 — 2026-09-19

Fixed

1.192.31 — 2026-09-19

Fixed

1.192.30 — 2026-09-19

Fixed

1.192.29 — 2026-09-19

Fixed

1.192.28 — 2026-09-19

Fixed

1.192.27 — 2026-09-19

Fixed

1.192.26 — 2026-09-19

Also

1.192.25 — 2026-09-19

Fixed

Known limit: on a narrow desktop window with the chat panel open, a podium card at its minimum width can cut off the end of a long tier name ("· Challenger t…"). The name, Gate and points stay readable.

1.192.24 — 2026-09-19

Also

1.192.23 — 2026-09-19

Also

1.192.22 — 2026-09-19

Fixed

1.192.21 — 2026-09-19

Fixed

1.192.20 — 2026-09-19

Also

1.192.19 — 2026-09-19

Fixed

1.192.18 — 2026-09-19

Changed

1.192.17 — 2026-09-19

Fixed

Also

1.192.16 — 2026-09-19

Fixed

Nothing else changed for players.

1.192.15 — 2026-09-19

Also

1.192.14 — 2026-09-19

Fixed

1.192.13 — 2026-09-19

Also

1.192.12 — 2026-09-19

Changed

1.192.11 — 2026-09-19

Fixed

1.192.10 — 2026-09-19

Fixed

1.192.9 — 2026-09-19

Fixed

1.192.8 — 2026-09-19

Fixed

1.192.7 — 2026-09-19

Fixed

1.192.6 — 2026-09-19

Fixed

1.192.5 — 2026-09-19

Fixed

1.192.4 — 2026-09-19

Fixed

1.192.3 — 2026-09-19

Fixed

1.192.2 — 2026-09-18

Fixed

1.192.1 — 2026-09-18

Fixed

1.192.0 — 2026-09-17

New

1.191.1 — 2026-09-17

Also

1.191.0 — 2026-09-16

New

1.190.1 — 2026-09-16

Fixed

1.190.0 — 2026-09-16

New

1.189.2 — 2026-09-16

Changed

1.189.1 — 2026-09-15

Changed

1.189.0 — 2026-09-15

New

Also

1.188.0 — 2026-09-15

New

Also

1.187.13 — 2026-09-15

Changed

Also

1.187.12 — 2026-09-15

Changed

Also

1.187.11 — 2026-09-15

Changed

Also

1.187.10 — 2026-09-15

Fixed

1.187.9 — 2026-09-15

Changed

Fixed

Also

1.187.8 — 2026-09-15

Fixed

Also

1.187.7 — 2026-09-15

Changed

1.187.6 — 2026-09-15

Fixed

1.187.5 — 2026-09-15

Changed

1.187.4 — 2026-09-15

Fixed

1.187.3 — 2026-09-15

Fixed

1.187.2 — 2026-09-15

Changed

1.187.1 — 2026-09-15

Fixed

1.187.0 — 2026-09-15

New

1.186.1 — 2026-09-15

Fixed

1.186.0 — 2026-09-15

New

1.185.1 — 2026-09-15

Changed

1.185.0 — 2026-09-15

New

1.184.0 — 2026-09-14

New

1.183.0 — 2026-09-14

New

1.182.2 — 2026-09-14

Changed

1.182.1 — 2026-09-14

Changed

1.182.0 — 2026-09-14

New

1.181.1 — 2026-09-14

Changed

Also

1.181.0 — 2026-09-14

New

Guild raids: gathering time before impact (#1935)

Before, a joint raid's join window was the distance to the target and nothing else: on a far target the guild had most of an hour to join, on a neighbour it had a few minutes, and on production the raids opened with a window under five minutes never gathered a single guildmate.

Now the leader who opens a raid can add gathering time — up to an hour — with a slider on the open form. It is added to the impact hour, and that is all it is: your fleet still leaves and is committed the moment you launch, exactly as before; it is not a staging phase and nothing waits on the pad. The form names the impact in your own clock («It lands in 1h 21m, at 20:34») and the raid row tells your guild the hour was chosen («Opened with 30m of gathering time: the impact hour includes it»). Guildmates join exactly as they did — against the later hour — and the target is warned of that hour from the moment you launch, so more gathering time is more warning for them, never less.

Two things to know. Calling off a raid you are still alone on (the rule from #2075) works through the gathering time, and the last stretch of the flight is still committed: with an hour added, that is the last ten minutes before impact, and the sheet now tells you exactly how long you have left to call it off. And if the gathering time would land the impact inside the target's night window, the launch is refused and the refusal says which gathering time would land clear.

Installed apps and cached bundles that predate this release keep working unchanged: they cannot add gathering time, and a raid opened with some reads to them as a raid with a longer countdown.

1.180.0 — 2026-09-14

New

Changed

1.179.0 — 2026-09-14

New

1.178.1 — 2026-09-14

Changed

1.178.0 — 2026-09-14

New

Catch-up ramp: a late joiner's fresh server (#3917)

Before, an empire that started weeks after the field grew at the same pace as everyone else and read, correctly, that it would always be behind. Now, while your Power sits below half the median established, active empire, your resource production and your research run faster — and the further behind you are, the faster: ten times behind is ×3, a hundred times ×5, a thousand times ×7, up to a ×10 cap. It fades smoothly to ×1 as you reach the line, so there is no cliff to sit under and no hour that is worth more just before it than just after it. Nothing about it is a fixed number: the reference is re-measured every five minutes and follows the server as it grows, so the same account starts higher on a mature server than on a young one.

Where you see it: the Overview names the ramp under its header while it is on; on a phone, tapping a resource pill shows «Catch-up ramp ×N included» beside your actual production; the research Bench attributes the shorter research time the way it attributes Scientific collaboration. Every +X/h on screen already includes it, contract rewards are priced on what you actually bank, and the build advisor ranks on the ramped rate. It ends on its own, and the lines disappear with it.

The reference is measured on the established, active field — humans and synthetic empires seen within the last week and older than fourteen days; the Wraiths are neither counted nor ramped. The whole-server median would have been a fresh account, which is why it is not the reference. Full design and the production measurement: DESIGN-CATCHUP-RAMP.md.

1.177.0 — 2026-09-14

New

Chat moderation: a mute, with the reason in front of the player (#3918)

Until now the only answer to someone misbehaving in chat was a full ban: the account locked out of the game, the reason kept for the admin. A moderator can now mute a player's chat for a fixed time instead — from fifteen minutes to thirty days — and has to write a reason, because the player reads it.

While the mute runs, every chat panel (galaxy, guild, whispers, the dock) shows a notice where the composer used to be: what happened, until when and how long is left, the moderator's reason word for word, and that reading every channel still works. A mute issued while the chat was already open appears at the first Send, without a reload; an early unmute reaches the screen within half a minute. When the mute ends, the composer comes back on its own. Nobody else's chat changes.

Also

1.176.0 — 2026-09-14

New

A top-tier spy probe now reads a defender's standing battle orders and installed modules (#2605)

The deepest espionage tier already sold you the defender's battle line. It now also reads two things that decide how those hulls fight: the standing battle orders their colony's defending fleet holds, and the ship modules their hulls are refitted with.

The attack forecast prices both from the report, so the verdict you launch on and the battle the server runs now use the same multipliers. Before, the forecast simulated a defender with neither while the server applied both.

The Espionage sheet in Research names the two new disclosures at tier 3, so a defender can learn what a top-tier probe reads by reading the same table the attacker buys it from.

Your defence plan is still private, at every tier. The tier says how the defending hulls will fight. It still says nothing about which of them take the field.

Nothing changed about what a battle stance does, what espionage costs, or the tiers themselves.

Changed

A spy report now tells you which of four things it knows (#2605)

"We did not read this" and "there is nothing there" are different answers, and the report card now gives each its own sentence — for the standing orders and for the modules alike:

Reports you already hold carry neither field and are never back-filled: they read as "not in this report", which is what they are. A report will not invent an answer about a fight that is already over.

The refit line names the hull classes rather than counting them — hardening support hulls and kitting heavy hulls are not the same wall — and says plainly that a refit is empire-wide, not a property of the colony you probed.

Fixed

The forecast stopped warning about something it can now read (#2605)

The launch forecast carried a line saying a defender's standing battle orders were something "no spy report reads". That is no longer true, so it is gone. In its place the forecast says which of the four states your report is in, and — when a fact is genuinely missing — which way that makes the forecast wrong.

The Advisor and the forecast row stopped disagreeing about the same fleet (#2605)

With the defender's refit sheet now in the report, the composer's forecast row was pricing a refitted wall against your own hulls at catalogue stats, so it printed a worse result than the Advisor verdict three lines above it — for the same fleet, on the same screen. Both sides are armed now, in the panel and on the server's advice route alike.

1.175.0 — 2026-09-14

New

Crossing a Proving Ground threshold no longer costs you your crate (#1309)

The Proving Ground sorts you into a bracket by your military power, then ranks the bracket by the damage you land on the wall. So growing past a threshold used to move you from the top of your bracket to the floor of the next one, against fleets many times your size — and the 25% proof bar does not reach a floor, because damage climbs faster than military power does. The best move was to grow to just under a threshold and stop. Two commanders said so out loud, from opposite ends of the same rung.

Now a strike that the 25% bar pays nothing is still proven if it out-hits the best strike of a smaller bracket: it takes the crate of that bracket. Your damage does not shrink when you cross a line, so the crate crosses with you.

There is a ceiling on it, and it is worth knowing before you climb: the crate you take this way is never bigger than the next smaller crate on the prize table — it is never your own bracket's crate. Out-hitting Armada's best from inside Warhost pays the 1M crate, not a second 5M one. And the crate names the bracket you actually out-hit: clear only Patrol's best from inside Fleet and you take Patrol's 100K crate, because that is what out-hitting Patrol is worth.

Nobody who wins today wins less. The bracket winner's crate is untouched, and so is every strike already paid by the 25% bar. The new route only ever reaches strikes that were paid nothing.

Patrol is unchanged: it is the bottom rung, with no smaller bracket to out-hit and no smaller crate to take, so its runners-up are still paid nothing.

Changed

Also

1.174.3 — 2026-09-14

Fixed

Also

1.174.2 — 2026-09-14

Fixed

Also

1.174.1 — 2026-09-14

Fixed

Also

Nothing in this release is visible in the game: it is release machinery.

1.174.0 — 2026-09-14

New

Call off a raid nobody has joined (#2075). A raid used to be fire-and-forget the moment it opened: even a leader who was still the only fleet on it could not turn back, while the very same fleet sent as a plain attack could be recalled. Now the leader of a raid that still holds only their own contingent gets a Call off the raid button, and the fleet turns around and flies home.

The limit is named on the card and it is deliberate: once a guildmate joins, the raid stands. An ally who has committed a fleet decided on the strength of the raid existing, and a leader who could dissolve it afterwards would make every join a gamble on someone else's second thoughts. The button also goes when your fleet passes the point where no fleet in the game can turn back.

Calling off a raid is not an undo, and the confirmation says so before you tap it: the fleet flies home on its full return leg — you get the time, not just the promise — and everything the launch already spent stays spent. It also costs you one of your three turn-arounds a day, the same allowance an ordinary recalled attack draws on, and the defender you had aimed at is told the fleet turned around rather than watching your countdown disappear.

Changed

1.173.1 — 2026-09-14

Fixed

1.173.0 — 2026-09-14

New

A share lane now tells you what your percentage actually delivers (#3556)

Open a standing lane, pick a share of what this colony produces, and the form used to show you one number: what the origin's Trade Portal moves per hour. Your percentage was measured against production, the Portal's hour was not, and nothing on the screen crossed the two. A player who set 75% of a colony making around 400,000/h watched about 6,000/h arrive — not because the percentage was ignored, but because the lane was already carrying everything the pipe could hold.

The form now resolves it and names the reason:

75% of Lantea's Ferrolite hour is 13,118/h. This lane will deliver ≈ 580/h — limited by Lantea's Trade Portal (L2).

Under it, what the receiving colony accepts per hour across all its incoming lanes and how much of that its other lanes already take — the ceiling that quietly binds most hubs and that no screen had ever named. When a hub's feeders ask for more than it can accept, it says so plainly rather than leaving you to work out why five full lanes arrive as a trickle. And when a colony runs more than one lane, it says that the share sets a priority between them rather than a rate.

Three things can hold a lane back — the origin's Portal, the destination's Portal, and the destination's warehouse — and every one that is tied at the figure is named, because raising one of a tied pair moves nothing. When nothing is holding the lane back, it says that too. When your client could not read the colonies and lanes the arithmetic needs, it says that instead of printing a zero.

Nothing about throughput changed. No capacity, no cost, no lane arithmetic moved: a Portal carries exactly what it carried yesterday, and a lane that was slow yesterday is the same speed today. What changed is that the form now tells you why.

1.172.4 — 2026-09-14

Changed

Lava worlds no longer charge a Data penalty (#3549)

A lava world used to read +20% Energy, −10% Data, and the Data cut was permanent.

The trade never balanced. Energy is not something you stockpile — it is a gate, and it stops helping the moment your plants cover what your colony draws. So the +20% quietly paid for itself once, in the reactor levels you did not have to build, and then did nothing; the −10% Data went on costing you every hour, for as long as the colony stood. Lava was the only one of the four world types built that way, and neither the Colonial Outpost nor the Terraformer could soften it, because those relieve a world's drawback and on lava the energy was the upside.

Lava is now simply "+20% Energy", with no penalty at all. It applies to every lava colony that already exists, with nothing to build, research or claim. A colony that had already cancelled the penalty the long way — a Terraformer at level 10 or above — was not paying it any more and does not change; everyone else stops paying it now. No colony anywhere produces less than it did.

The Colonial Outpost and Terraformer sheets on a lava world now say there is no penalty to relieve, instead of offering to halve one. The Galaxy planet sheet and the world badges stop quoting the old figure.

Nothing else moved: the energy bonus is the same, the other three world types are untouched, and nothing costs more.

Also

The empires run by the game's own agents read the planet rules through their own copy of them, so that copy moved in the same update — otherwise they would have kept planning around a penalty the game had stopped charging.

One thing is deliberately left for later: the advisor that scores where to settle next still reads a lava world's stored penalty, so it rates lava lower than it now deserves — enough to pass over a closer lava world for a rockier one further out. That is a separate question about colonisation targeting, and it is filed as #3893 rather than fixed here.

A note for anyone chasing a weekly contract: the "win battles" card measures each win against a bar that scales with your empire's hourly output, and it is checked when you claim, not when you won. A little more output means a slightly higher bar. For the handful of empires this can reach at all, the bar moves by at most 1.27%.

1.172.3 — 2026-09-14

Changed

Also

1.172.2 — 2026-09-13

Fixed

The Crucible roster editor now does the arithmetic for you (#3889)

Before: joining the Crucible with a real war fleet opened an empty form under a meter reading tens of thousands of PP against a cap of a few thousand, and a bar pinned solid red. The hull fields sat in a grid that wrapped mid-name, so a box could not be told from the ship it belonged to; nothing said what a single hull costs; and the only instruction was "take some ships out", beside a button that was already disabled.

Now:

On a phone the rows fold instead of shuffling the boxes, and the buttons are thumb-sized.

1.172.1 — 2026-09-13

Fixed

Also

1.172.0 — 2026-09-13

New

Colonization 11 and up now makes everything you build faster (#2683)

Past level 10, the Colonization discipline bought you nothing. Founding a colony needs two things at once — your Colonization level, and a Command Center big enough to command one more — and the Command Center runs out at ten colonies. From level 11 upward the discipline could never decide anything again. The tech tree still asked for level 14 to unlock the Colonial Ark and level 20 for Beyond the Horizon, so those levels got researched, paid for, and did nothing in between.

They do something now. Every Colonization level above 10 takes a flat 60 seconds off every building you queue — ten minutes off at level 20 — applied after all your other build-speed bonuses, and never taking a build below ten seconds.

Because it is a flat cut rather than a percentage, it lands where the tedium actually is. At a maxed Command Center an Extractor's tenth level drops from 4m 31s to the ten-second floor by Colonization 15; a Recycler's ninth goes from about 87 minutes to 77 at Colonization 20; a Stellar Forge, already sitting at the four-hour ceiling, loses about 4% and barely notices. On a brand-new colony the effect is much larger: at high Colonization the first several levels of a building finish essentially instantly, which is exactly the "bringing a new colony up to par" grind this came from.

The ten-colony limit has not changed. This buys time, not worlds.

Sixteen commanders are above Colonization 10 today and every one of them gains; nobody loses anything. Builds already under way keep the time they were quoted when you started them — the gain applies to the next thing you queue.

Fixed

Also

1.171.1 — 2026-09-13

Fixed

Reported by remylz.

1.171.0 — 2026-09-13

New

The Crucible — a PvP ladder (#3874)

Before: every way to fight another commander cost real ships and real travel time, and the contests that cost nothing — the Season Boss, the Campaign — had no other commander in them.

Now: a new Crucible tab, next to the Leaderboard.

Not in this release: a weekly prize for the top of the ladder, a rank badge on names outside the tab, and notifications when someone takes your slot. The tonnage caps and Merit rates are a first setting and may change once we see how the ladder plays.

1.170.4 — 2026-09-13

Changed

Nothing on the map looks different, and that is the point of this one.

The colour a guild wears on the political chart is its identity, and two guilds must not look alike. Until now nothing checked that they don't. The wheel keeps every hue 12° from every other, but the colours players actually see are those hues put through the chart's renderer — tone mapping, then laid over the map's background — and at that end two slots 12° apart are not reliably 12° apart to the eye. Above a certain brightness a pair runs into the wheel's lightness ceiling, both members go pale, and they converge. Nothing anywhere would have gone red.

All 276 pairs of colour slots are now measured the way the chart actually draws them, at both the quiet ink (a guild lives here) and the loud one (a guild rules here), and held to a floor. A companion check pins the faintest mark any guild can make against bare ground, so the change that made territory visible again in v1.170.3 cannot be quietly undone — six of the thirteen guilds holding a colour had territory that could not be seen before it.

The measurements the chart's own notes carried turned out to have been taken without the renderer's tone mapping, which is why they named the wrong pair of guilds as the closest. They are replaced with figures a test computes on every run rather than a number somebody wrote down once.

One thing this does not fix, said plainly: two colours currently in use are closer together than the standard this check would ideally enforce — about one just-noticeable difference under the loud ink. No guild's colour was changed to make that go away; a colour its members have learned is not something a test fix gets to move. It is recorded for the people who own the wheel, as issue #3878, and the guard makes sure it cannot get worse without somebody noticing.

Closes #3876.

1.170.3 — 2026-09-13

Fixed

1.170.2 — 2026-09-13

Changed

Also

1.170.1 — 2026-09-13

Fixed

1.170.0 — 2026-09-13

New

Event Sector worlds no longer cost a colony slot (#2125). Settling the season sector used to spend one of the ten colonies your empire may ever hold — on a world the Eschaton sweeps away at the season's close. It no longer counts. A season world sits beside your core colonies without taking a slot, the colony cap on the Overview, the Research sheet and the planet sheet counts only your permanent worlds, and an empire already at its cap can finally settle the season sector.

The Event Sector has a limit of its own: two worlds per empire. It answers to no building and no research — the Command Center and the Colonisation discipline price permanent expansion, and these worlds are not permanent. Colony ships already on their way there count towards it. When you reach it, every screen says so in the season's own words: the mission composer, the galaxy sheet's Colonize button, the Missions verb badge, and the Activity feed if a second colony ship lands after the first has filled the allowance.

Also

1.169.27 — 2026-09-13

Fixed

1.169.26 — 2026-09-13

Fixed

1.169.25 — 2026-09-13

Fixed

1.169.24 — 2026-09-13

Fixed

1.169.23 — 2026-09-13

Fixed

1.169.22 — 2026-09-13

Fixed

1.169.21 — 2026-09-13

Fixed

1.169.20 — 2026-09-13

Fixed

1.169.19 — 2026-09-13

Fixed

1.169.18 — 2026-09-13

Fixed

1.169.17 — 2026-09-13

Fixed

Also

1.169.16 — 2026-09-13

Changed

Also

1.169.15 — 2026-09-13

Fixed

1.169.14 — 2026-09-13

Fixed

A stopped clock no longer fires a round of overdue diplomacy when the empires restart (#3829)

The synthetic empires keep two clocks on disk: when each guild last held a council, and when the Observatory last published. Nothing limited how far behind those could fall, so after any gap — the service down for a day, a container that failed to come up, a long deploy — the first moment it came back read as every guild is due right now.

A council is the only thing that lets a synthetic guild declare war, demand reparations or surrender. So one restart after one outage could have fired all of those at once, across every synthetic guild, decided on a picture of the galaxy that stopped updating weeks earlier. A declared war cannot be taken back.

Now a clock that is more than three of its own intervals behind is read as stopped rather than late: it is set forward once and waits for its next normal turn. A guild that missed twelve councils holds one when it is due again, never twelve. A council that is merely late — a few hours, a night when nobody in the guild was awake — still happens exactly as before.

The Observatory no longer reports weeks-old colonies as freshly founded (#3829)

The galactic bulletin works by comparing the galaxy it has just surveyed against the last one it stored. If that stored survey had gone stale, every colony founded in the meantime came back as brand new — an empire announcing as news something that had stopped being true a fortnight earlier. The Observatory now knows how old its own survey is and will not report from one that is too old to compare against. The first bulletin after a long silence simply carries no new-colony line, and the ones after it are accurate again. One honest exception, worth stating: if a star system refuses to answer during that first survey, a colony founded there during the silence can still be reported late, on a later bulletin.

1.169.13 — 2026-09-13

Fixed

The Campaign tab finally uses a desktop screen (#2269)

The Campaign tab had no desktop layout at all. However wide your screen, it drew one 620-pixel column down the middle — the chapter map, and then everything else stacked underneath it. On a full-HD monitor that left roughly 1300 pixels of empty space either side, and pushed the outcome card, the Boss rematch desk and the parts footer below the fold, so reaching the rematch button meant scrolling past a map that had plenty of room beside it.

Now, on a screen with the room for it, the tab runs in two columns. The chapter map keeps the left column at the size it always had, and everything that used to stack underneath moves into a right column beside it: the outcome of your last engagement with its Watch button, the attempts ledger, the Boss rematch block with its ticket note and reward line, and the "Ship parts drop from Arc bosses" footer with its link into Inventory → Refit. On a full-HD screen the whole tab is now on one screen with no scrolling.

Phones and tablets are untouched. Below the width where two columns actually fit, the tab is exactly what it was — the same single column, the same order, measured pixel for pixel before and after at 768, 390, 375 and 320.

Three smaller points worth knowing. The tab decides from the width of its own box rather than the width of the window, so opening the chat dock — which takes 442 pixels off the page without changing the window — correctly puts it back to one column instead of squeezing two into the space left. If you have not engaged a level yet there is nothing to put in the second column, so the map stays centred exactly as it does today until you have a first result to show. And the Rematch button is now a secondary button rather than a second bright one: side by side with Engage they looked alike, and the one that spends your weekly ticket sat higher on the screen. Nothing about the ticket, the reward or when you can use it has changed.

Reported by spaccamazza, with a refinement from QQQQ on where the engage controls should sit that is not part of this change.

1.169.12 — 2026-09-13

Fixed

Also

1.169.11 — 2026-09-13

Fixed

1.169.10 — 2026-09-13

Fixed

1.169.9 — 2026-09-13

Fixed

1.169.8 — 2026-09-13

Fixed

Also

No player-visible change: this is release machinery, not the game.

1.169.7 — 2026-09-13

Fixed

1.169.6 — 2026-09-13

Fixed

1.169.5 — 2026-09-13

Fixed

1.169.4 — 2026-09-13

Fixed

1.169.3 — 2026-09-13

Fixed

1.169.2 — 2026-09-13

Fixed

1.169.1 — 2026-09-12

Fixed

Your raid summary now shows your share, not the coalition's (#3602). After a joint raid, the Activity headline printed the whole coalition's haul — everything every participant carried home — while the losses on the very same line were only yours. Nothing said the two figures were measured differently, so a joint raid could read hundreds of times richer than your own result: the reported case was 664× out, and the widest one still in our records is 40,135×.

No loot was ever missing and no payout has changed. The amounts always added up and every share always arrived; what was wrong was the sentence describing it.

The row now leads with your own share and names the coalition total beside it — your loot share 69,810 Fe · 416,237 Xe · 480,089 Dt (raid total 46,336,876 Fe · …). Raids fought before this change never recorded your share, so those rows say so and send you to the battle report, which has always held the split, instead of showing a number that was never yours.

Rows where there is only one figure to give stay exactly as short as they were: a solo battle, a raid you flew alone, and a raid that was repelled — where the haul is zero and so is everyone's share — all read as before.

The battle report now states a share of zero (#3602). A participant who hauled nothing had no loot line on their card at all, which looked identical to a report that simply does not carry the figure — so "you got none of it" and "this cannot tell you" were the same blank. The card now says Loot share: 0 Fe · 0 Xe · 0 Dt, which is what the older Activity rows point you to.

Reported by Elis, who measured her own share to the unit and was careful to bound the claim: a misleading summary, not missing loot.

1.169.0 — 2026-09-12

New

Also

1.168.8 — 2026-09-12

Fixed

1.168.7 — 2026-09-12

Fixed

1.168.6 — 2026-09-12

Fixed

1.168.5 — 2026-09-12

Fixed

1.168.4 — 2026-09-12

Fixed

Also

1.168.3 — 2026-09-12

Fixed

1.168.2 — 2026-09-12

Fixed

Also

1.168.1 — 2026-09-12

Fixed

1.168.0 — 2026-09-12

New

The battle report says what orders each fleet fought under (#3604)

A battle report is the only account you have of a fight you did not watch. It recorded the formation each commander chose before a launch — and dropped the stance, the other half of the same choice. You could see where your ships stood, and not what orders they stood under.

On a joint raid that mattered most: every contingent flies under its own stance, and nothing in the record could tell you whether a loss came from the order you picked or from something else. The multipliers printed beside each name (Attack ×3.01 · Hull ×2.55 · Shields ×2.40) are built from research and Tree alone, so a Rampart fleet's +10% hull and shields sat outside the number you were reading, with nothing on screen saying so.

Each commander's card now names the order that fleet fought under, and what it was worth in that battle:

Reports written before today say "Stance not recorded" and guess nothing. An old report will never be filled in from your current preference: a confident wrong answer is worse than an honest gap, and the two are now impossible to confuse. NPC defenders — the Beacon, the pirates — are never offered a stance, so their rows stay silent rather than carrying a blank that could never be filled.

Nothing about combat changed: no stance was rebalanced, and what each posture does is exactly what it did yesterday. This is the report finally saying it.

Reported by Elis.

Interceptions record both sides' orders too — the picket's and the prey's.

Also

1.167.1 — 2026-09-12

Fixed

Also

1.167.0 — 2026-09-12

New

Also

1.166.19 — 2026-09-12

Fixed

Also

1.166.18 — 2026-09-12

Fixed

Also

1.166.17 — 2026-09-12

Fixed

Also

1.166.16 — 2026-09-12

Fixed

Also

1.166.15 — 2026-09-12

Fixed

The header no longer wears a guild you have already left (#3707)

Change guild — leave one, join one, get moved or kicked — and the commander name at the top of the screen kept the old guild tag on it. The chat directly underneath already showed the new one, and so did the guild page, so the screen was not just behind: it contradicted you, and the natural reading was that the change had not gone through.

It cleared on its own the next time the app was started cold, but not quickly. Measured on a day and a half of real traffic, half of phone sessions carried the old tag for 19 minutes or more, and one in ten carried it for over five hours. The desktop was not spared either — it showed the stale tag beside your name while a second, correct one sat a few centimetres away beside the colony name.

The tag now comes from the same live guild data the rest of the game already reads, so it follows your guild: it disappears when you leave, appears when you join, and changes when you are moved. Nothing about joining, leaving or being moved has changed — only what the header tells you about it.

1.166.14 — 2026-09-12

Changed

Also

1.166.13 — 2026-09-12

Fixed

An agent's outpost could be mistaken for an abandoned shell moments after the agent had paid to rescue it. When one of the synthetic empires bought a building for one of its own outposts, the price left the colony's purse immediately, but the order it had just paid for was not recorded against that colony until the empire next looked at the galaxy. For the rest of that minute the outpost read as a world with no income, no way out and an empty purse — so the empire's capital shipped it an emergency care package it did not need, and pushed a freighter up its build order to carry more of them. Two halves of the same empire disagreeing about one of its own worlds, over a building that was already on its way.

The order is now written against the colony the moment it is accepted, beside the payment that bought it, so an outpost that has just funded its own way out is no longer treated as stranded.

No resources were ever lost to this, and no purchase was ever made twice: the game's ledger records the charge and the order together or not at all, and a repeat order for a building already under construction is refused. What went wrong was confined to how the synthetic empires read their own colonies between one look at the galaxy and the next, and no human empire's resources were involved.

Also

Outpost garrisons are unchanged by this. They are only ordered when a world's build slots were already full when the empire looked — so that the money spent on hulls is money spare rather than money the build order had just claimed — and that reading now comes from a snapshot taken before the building work, rather than from a record the same minute's work had altered.

1.166.12 — 2026-09-12

Fixed

Also

1.166.11 — 2026-09-12

Fixed

Changed

Also

1.166.10 — 2026-09-12

Fixed

1.166.9 — 2026-09-12

Fixed

Also

1.166.8 — 2026-09-12

Fixed

Nothing about leaves, shields, prices or durations changed. A leave that runs to its own end still takes nothing — only an early exit does, and that was already true.

1.166.7 — 2026-09-12

Fixed

1.166.6 — 2026-09-12

Fixed

1.166.5 — 2026-09-12

Fixed

1.166.4 — 2026-09-12

Changed

1.166.3 — 2026-09-12

Fixed

1.166.2 — 2026-09-12

Fixed

1.166.1 — 2026-09-12

Fixed

1.166.0 — 2026-09-11

New

Changed

Fixed

1.165.2 — 2026-09-11

Fixed

Also

1.165.1 — 2026-09-11

Fixed

Also

1.165.0 — 2026-09-11

New

Also

1.164.0 — 2026-09-11

New

Changed

Also

1.163.0 — 2026-09-11

New

The Guild Duel: every day of the League week has a theme, and combat is the weekend (#3698). The weekly League fixture used to score battles and nothing else, so a guild with no appetite for fleets had nothing to play for six days out of seven. Now each day of the fixture is a contest of its own, on the pattern of Last War: Survival's Alliance Duel:

| Day | Theme | What scores | |---|---|---| | Mon | Construction | building orders you queue (1 point per 100 resources committed) | | Tue | Research | research you start (same rule) | | Wed | Shipyard | ship orders you queue (same rule) | | Thu | Expeditions | anomalies investigated (200 each) and campaign levels cleared (their war points) | | Fri | Mobilization | all four of the above | | Sat + Sun | Combat | battles against the paired guild, and nothing else |

Battles score the fixture on Saturday and Sunday only. A raid on a Tuesday is still a raid, but it moves no League score. The week goes to days won, then to total points: a guild that shows up every day beats a guild that shows up once with a huge fleet, because two combat days do not outweigh five.

In the fixture box you now see the days-won tally, seven day chips with each day's score and a mark on the days already decided, today's brief (the theme and exactly what scores, with the hours left), and your rank among your guild's scorers today. The match-room door tells you on weekdays that battles score at the weekend. A closed fixture in the history shows the days beside the points, and the verdict in your feed and guild log leads with the days.

The fixture that was already open when this shipped is judged on points as before: its day-by-day ledger started mid-week, and the panel says so rather than drawing empty days.

Also

1.162.0 — 2026-09-11

New

Changed

Fixed

1.161.2 — 2026-09-11

Fixed

Also

1.161.1 — 2026-09-11

Changed

Fixed

1.161.0 — 2026-09-11

New

Changed

1.160.6 — 2026-09-11

Fixed

Also

1.160.5 — 2026-09-11

Changed

Also

1.160.4 — 2026-09-11

Fixed

Also

1.160.3 — 2026-09-11

Fixed

Changed

1.160.2 — 2026-09-11

Fixed

Also

1.160.1 — 2026-09-11

Fixed

Also

1.160.0 — 2026-09-11

New

Fixed

Also

1.159.0 — 2026-09-10

New

Also

1.158.12 — 2026-09-10

Fixed

1.158.11 — 2026-09-10

Fixed

Also

1.158.10 — 2026-09-10

Fixed

Also

1.158.9 — 2026-09-10

Fixed

Changed

Also

1.158.8 — 2026-09-10

Fixed

1.158.7 — 2026-09-10

Changed

1.158.6 — 2026-09-10

Fixed

1.158.5 — 2026-09-10

Fixed

Also

1.158.4 — 2026-09-10

Changed

Nothing in the game changed with this release, and nothing about it is visible while playing. It changes how a release reaches you at all.

Every change to Novarchy is supposed to pass an automated check before it can be merged. For eight releases in a row that check never ran, and nothing noticed: the merge step read no verdict, and the status shown next to a change said "success" on the strength of an unrelated service that had itself reported doing no work. A green tick was displayed for changes nothing had checked.

Merging now reads the verdict first, on the exact change being merged, and refuses when that verdict is missing, failing, still running, or was earned by a different change. A missing answer is treated as a refusal rather than as permission.

Also

The release process now records what to do when the main branch is already broken through no fault of the change in hand: repair it separately, land that first, and rebase — rather than merging on top and leaving the next person a worse starting point.

One limit is written down honestly rather than papered over: this check lives in the repository, so it protects the tooling that has picked it up, and a server-side rule that would cover everything at once is not available on the project's current plan.

1.158.3 — 2026-09-10

Fixed

Changed

Also

1.158.2 — 2026-09-10

Fixed

Changed

Also

Nothing moved into a hover on the way: the Gate figure, the bounty badge and the Dark Matter production estimate are all still printed on screen. The exact, unabbreviated figures stay in the tooltip on desktop and in the tap sheet on phones, as before. The phone HUD is unchanged by this release.

1.158.1 — 2026-09-10

Fixed

The endgame research plateau had quietly become 25% cheaper in real terms. The Zero-Point Reactor upgrade raised what a maxed empire produces by about 27%, but the ceiling on what the four uncapped research lines cost stayed where it was — so a plateau level that was designed to take 60 days of full production had drifted to 47. The ceiling is now re-derived from what the game actually produces, which puts the pace back at 60 days on all three resources. Nominal prices go up by the same 27% that production went up, so the time to afford a level is unchanged: what was restored is the pace, not the price.

Two consequences of that ceiling move come with it: the Annihilation and Singularity lines each flatten one level later than before, and the Dark Matter ramp on those two lines therefore starts one level later.

Also

Repairs the checks that had been failing on the main branch for five releases, none of which changed anything a player sees. The Terraformer bench was measuring the reactor instead of the Terraformer; the Defence Batteries re-pricing moved an internal overflow boundary that four comments still quoted the old value for; a bounty test's wall had become too cheap to exercise the brake it exists to test; a research description had been rewritten twice without the recorded copy being refreshed; and the energy census had not been told about two readings that the Zero-Point Reactor and Particle Accelerator upgrades added.

One consequence is recorded rather than settled: because Zero-Point conversion now reads surplus power, power plants outrank defensive buildings in the upgrade advisor more often than they did (the sample moved from 57 defensive suggestions to 48). That test now pins what the game does today, with the question of whether it should stand left open on #3640 rather than quietly accepted.

1.158.0 — 2026-09-10

Changed

Fixed

1.157.0 — 2026-09-10

Changed

1.156.0 — 2026-09-10

Changed

1.155.0 — 2026-09-10

Changed

1.154.0 — 2026-09-10

Changed

1.153.1 — 2026-09-10

Fixed

1.153.0 — 2026-09-09

New

Fixed

Changed

1.152.0 — 2026-09-09

New

Changed

1.151.0 — 2026-09-09

New

Fixed

Changed

1.150.0 — 2026-09-09

New

Changed

1.149.0 — 2026-09-09

New

Changed

1.148.0 — 2026-09-09

New

Fixed

1.147.0 — 2026-09-09

New

Fixed

1.146.0 — 2026-09-09

New

Fixed

1.145.0 — 2026-09-09

New

Fixed

1.144.0 — 2026-09-09

New

Every Terraformer level develops your planet's specialty (#3590)

Terraformer levels 1–30 now add 1% native output per level: Ferrolite on Rocky worlds, Xenogas on Gaseous worlds, Data on Ice worlds and energy on Lava worlds. Level 30 provides a 30% increase to that specialty, on normal and rich planets alike. The other resource types receive no specialization bonus.

The existing reduction of planet maluses remains, reaching full relief at level 10. Specialization keeps every level useful even beside a Colonial Outpost and after the malus is gone. The building sheet shows relief and specialization separately, including the next level's gain. Automated commanders and production estimates use the same planetary effects.

Changed

Late Terraformer upgrades become a substantial local investment (#3590)

Levels 1–15 keep their prices. From level 16, each level costs 1.9 times the previous one. The full ladder costs approximately 55.43 billion resources per colony, with level 30 costing 26.25 billion. No Dark Matter or new commissioning step is required. Existing Terraformers receive their new production benefit, and their nominal structure points and Power reflect the updated cost curve; build orders already paid retain their recorded charges.

1.143.0 — 2026-09-09

New

Orbital Arsenal progression through level 30 (#3586)

Every effective Arsenal level after the first now cuts local military ship construction time by one percentage point: 14% at level 15 and 29% at level 30, subject to the existing minimum build time. The first level still grants an extra parallel ship order, with the same three-order cap. Aegis Bastion shield tenders qualify; civilian ships and legendary repairs do not.

Levels 16–30 require sequential Arsenal cores. The first costs 5 billion resources and 150 Dark Matter, with increasing prices for later cores. The purchase panel includes ordinary construction costs when another building level is needed. Paid cores remain available after damage and rebuilding. Completing the full level 1–30 progression costs approximately 335 billion resources and 4,770 Dark Matter per colony.

Arsenal improvements also accelerate the unfinished portion of existing military orders. Completed work, Chrono Shards and previously applied temporary bonuses are preserved. Shipyard estimates and building previews show the effective local bonus, and automated commanders can invest in cores for busy military production colonies while retaining their reserves.

Fixed

Useful upgrades and consistent production estimates (#3586)

The Arsenal no longer displays the obsolete warning that upgrades above level 1 have no benefit. Later Shipyard and Nanoforge upgrades retain its military production bonus. Civilian orders are unaffected, and repeated core requests cannot charge the same core twice. The Economy activity filter now includes both Arsenal and Autonomous Factory core purchases.

1.142.0 — 2026-09-09

New

Fixed

Also

1.141.0 — 2026-09-09

New

Autonomous Factory progression through level 30 (#3569)

Autonomous Factories now make new ships cheaper on their colony. Level 1 still opens the second shipyard slot; every effective level after it adds 0.5 percentage points of resource savings, reaching 7% at level 15 and 14.5% at level 30.

Levels 16–30 require industrial cores. The first core costs about 2 billion resources and 100 Dark Matter, with prices increasing at every stage. The purchase includes ordinary construction when needed, and the new saving begins when that construction finishes. Paid cores remain available for rebuilding after damage.

The Base and Colony views show the full commissioning quote. Shipyard prices, Max and repeat orders use the local Factory saving, and agent empires understand the new progression. Already queued ships and legendary repairs keep their existing costs; ship build times and queue slots are unchanged.

Fixed

Factory upgrades beyond level 1 no longer carry the obsolete warning that they provide no benefit. Repeated or simultaneous requests for the same industrial core cannot charge twice.

1.140.0 — 2026-09-09

New

Advanced Hypergate cores (#3566)

Hypergates can now commission advanced cores for effective levels 16–30. Each core costs substantial resources and Dark Matter, and each advanced level shortens the remaining network hop by 6% when both endpoints support it. The weaker endpoint sets the benefit.

The first core costs about 20 billion resources and 200 Dark Matter per gate; prices increase at every level. Physical construction, when needed, is charged separately within the same purchase and the new benefit starts when it finishes.

Existing high-level Hypergates retain their current performance and can activate their advanced cores one at a time. The Base and Colony views show the full quote before purchase, while fleet previews and agent empires understand the new cores.

Fixed

Repeated or simultaneous core requests cannot charge twice. Previously paid physical levels can be rebuilt without paying their core fee again.

1.139.3 — 2026-09-09

Changed

The top band is a third of the height it was (#3558). It used to be 380px of sticky strip on every screen of every session: your name on one line, your resources on the next, then the night window, the leave picker, the notification row, and only then the tabs. It is now 118px on a 1440px screen or wider — one line for who you are, what you have and what you can reach, one line for the tabs. Everything else is the map.

Each resource is a cell you read at a glance. Where the word FERROLITE stood in small capitals there is now a painted emblem and its two-letter code, and under the figure there is a bar: how close a warehouse is to full stopped being a subtraction you do in your head and became a length you see. almost full, capped and full at surge end still say which of the three states you are in, in the same gold and red as before. The exact stock, the ceiling and the full name are in the hover, where the exact figures already lived.

Power and Dark Matter take the same shape, and Power still prints the Gate — the number that reconciles this band with your leaderboard row. Its Structural and Military split moved into the hover beside the exact total.

The settings moved behind a gear, at the right end of the band: the night-protection window, the leave picker with its guild-leader warning, notifications, Discord, the changelog, music and audio, and log out. They are the settings you touch a handful of times per account, and they were charging you 112px of map for it on every screen. Your phone has kept them behind one sheet for months.

On a screen narrower than about 1400px the resource row takes a second line rather than squeezing anything — the same behaviour it has always had.

Fixed

A muted game with no way to unmute it from the band. The audio panel, in its first form inside the new menu, was clipped by the menu around it — about 110px off its left side, with "Mute everything" below the cut on a desktop. The sliders, the track selector and the mute button are now part of the panel itself.

A settings panel that could put its own bottom out of reach. On a short window a guild leader could not scroll down to the log out button, because the panel moves with the band and there was nothing to scroll. It now scrolls.

Pressing Escape no longer loses your place. Closing the panel hands focus back to the gear instead of dropping it at the top of the page.

An empty panel that looked broken. While your settings were still loading — or had failed to load — the menu showed the words NIGHT PROTECTION and LEAVE with nothing underneath. Those sections now wait until they have something to say.

1.139.2 — 2026-09-09

Fixed

Also

1.139.1 — 2026-09-09

Changed

1.139.0 — 2026-09-09

New

Fixed

Changed

Also

1.138.0 — 2026-09-09

New

1.137.2 — 2026-09-09

Fixed

Also

1.137.1 — 2026-09-09

Fixed

The Anchorage delivers where you chose, even if that colony is destroyed while you decide (#3520)

Before, the Anchorage worked out where your crate was going at the moment you signed, not at the moment you chose. If the colony you had picked was destroyed while the charter sheet was open — razed in a raid, or lost to a Forced Exodus — the panel quietly re-pointed the delivery to your oldest colony and let you sign. A charter cannot be cancelled, and one convoy in flight blocks any replacement until it lands, so there was no way to take it back.

Now the destination is fixed the moment you see it and can only move when you tap. If the colony you chose is gone, the board and the sheet both say so by name, the Sign button closes, and the picker empties so nothing is chosen for you. Nothing is delivered anywhere until you pick a new destination yourself.

Three smaller things came out of the same work:

Also hardened on the server: a charter request that names no destination is refused outright instead of being delivered to whichever colony the database happened to return first.

One limit, stated plainly: the fix reaches the website as soon as you reload. Players on an installed iOS or Android build keep the old behaviour until the next mobile release, because the old app sends a destination that is well-formed — just the wrong one.

1.137.0 — 2026-09-09

New

1.136.3 — 2026-09-09

Fixed

Also

1.136.2 — 2026-09-09

Fixed

Also

1.136.1 — 2026-09-09

Fixed

Also

1.136.0 — 2026-09-09

New

Hulls — the screen that says what your ships are actually worth (#3142)

You buy research. You fit standing orders on a ship class. You earn mastery on a hull. Until now every one of those was visible only on the screen where you bought it, and nowhere on the ship itself — so "how hard does my cruiser actually hit, right now?" had no answer anywhere in the game. The real number existed only inside a battle, after it was too late to plan with it.

Inventory now has a third panel beside Stores and Refit. Hulls lists every ship in the catalogue, class by class, with the catalogue figure struck through and the number your empire actually flies it at — attack, hull, shield and cruising speed — and the percentage between the two. What moved them is named once per class, and mastery shows as stars on the hull that earned them.

For an empire that has not bought anything yet the panel says so plainly and still lists every hull, because knowing your ships are at their catalogue figures is an answer too.

The numbers are not a second opinion. They come from the same function the battle's own muster uses to build a fleet, so a figure on this screen is the figure the fight will honour.

What the panel refuses to tell you, and says so

Some things move a real battle without being a property of your ship, and printing them here would be a promise the game could not keep. The panel names them instead of quietly folding them in: the stance you pick at launch, guild war efficacy, and the counter bonuses your mastery buys against particular enemy hulls.

Two limits are stated on the card itself. Speed is a fleet property — a fleet travels at its slowest ship, so the figure shown is what a fleet of only that hull would cruise at. And your shields read higher when you are the one being attacked, so that second figure is kept separate rather than blended into one number that would be wrong in both directions.

Reported by KingPaladin, who asked for exactly this — a place to see the total of a ship's upgrades — and proposed where it should live.

1.135.1 — 2026-09-09

Fixed

Also

1.135.0 — 2026-09-09

New

You choose what flies on a pursuit and on a standing watch (#3435, #1385). Both orders used to send the whole hangar of whichever launch point you picked — the only decision was whether to go at all. Each sheet now has a hull rail under the selected launch point: tap a class to include or leave it out, and everything below follows your choice — the hull count on the button, how much stays behind, and, on a pursuit, the solve itself. Drop a slow Freighter and a launch point that read "misses by 9m" can start meeting the target; the sheet has always told you your slowest hull sets the fleet speed, and now there is something to do about it.

The two orders open differently, on purpose. A pursuit opens with everything selected, exactly as it flew before, because you can recall it for most of its outbound run. A watch opens with nothing selected, because a watch cannot be recalled once it reaches station — it comes home when its 4 to 24 hours are up and not a minute sooner, so it is the one launch that should never be one tap from a cold start. A single ALL ARMED button, first in the rail, gives you the old whole-armed-hangar watch in one tap.

Reported by arcticpaladin (in-game QQQQ) in #1385: "Is there a plan to let intercepts/pickets select ships rather than use a planet's full fleet? That's a steep commitment to test/experiment with."

Fixed

Also

1.134.4 — 2026-09-09

Fixed

1.134.3 — 2026-09-09

Fixed

Changed

Also

1.134.2 — 2026-09-09

Changed

Also

1.134.1 — 2026-09-08

Fixed

Changed

Also

1.134.0 — 2026-09-08

New

Also

1.133.9 — 2026-09-08

Fixed

Nothing changed about what a shard costs, what it cuts, or the weekly cap. Reported by Elis — a reward of 10 chrono shards per tier is owed for the report.

1.133.8 — 2026-09-08

Fixed

Also

1.133.7 — 2026-09-08

Fixed

1.133.6 — 2026-09-08

Fixed

Also

1.133.5 — 2026-09-08

Changed

Fixed

Also

1.133.4 — 2026-09-08

Fixed

1.133.3 — 2026-09-08

Fixed

A help-board card no longer offers a push the order cannot take (#3398)

On the guild Help board, a card asking for a hand on a timer could read "takes 4 more" over an order that had already had all five of its pushes. The card counted the slots recorded when the request was first raised; the server decides from the order itself, and the two stop agreeing as soon as the queue behind the request moves — most often when a commander has two identical batches in the yard and the hand lands on the other one.

You tapped, and the game told you the truth — "That order has already had all the hands it can take (5 pushes). Nothing was spent." — but only after the tap, and only after you had picked that card over someone else's.

Now the board reads the real order before it offers anything. A card whose order is spent says what it got, stops inviting, and greys its button with the reason. A card whose order has less room than the request thought asks for the smaller number. And the commander who raised it finally hears it too: her own card used to lose its "takes 3 more" and say nothing at all, while every guildmate read an explanation — she now learns her request cannot be filled as it stands.

A refused push also refreshes the board instead of leaving the same tap available, so the same 400 cannot be collected twice.

Where the board cannot establish what an order says — an app that has not updated yet, a target that has moved — it keeps offering, on purpose: an offer that comes back refused costs you nothing, and a card that went quiet would cost a guildmate a hand you meant to give.

Empires run by the game read the same board and now read the same number, so one of them can no longer take a turn on a timer its own push cannot move, and says so on the board rather than going quiet.

1.133.2 — 2026-09-08

Fixed

A chrono shard now says what it hurried, and where (#3453). The row read «12 minutes cut off the build queue» and named nothing else, so two shards of the same size on the same queue were the same sentence twice — and with four or five colonies there was no way to tell which queue had been cut. It now reads «Ferrolite Extractor at Aurora (2:9:5): 60 minutes cut off the build queue», and carries the clickable coordinates every neighbouring row already had. A shipyard row names the size of the batch — «10 × Interceptor at Aurora (2:9:5): 30 minutes cut off the ships queue» — because two batches of the same hull sit in one shipyard and the hull name alone does not tell them apart. A research speedup names the discipline and no place at all — «Propulsion: 240 minutes cut off the research queue» — because the research queue belongs to the empire and not to any one colony, and a row that named one would be claiming something untrue.

This was the largest set of identical rows in the whole feed: measured on the live database, 205,257 of 208,939 chrono rows had a twin reading exactly the same for the same player, and 59 of the 121 players who spent a shard in the last week hit a confusable pair inside an hour.

A recalled convoy says where it turned back (#3453, closing what #3164 left open). When you call a fleet home in mid-flight, its landing row used to name the colony it came back to and nothing else, so two recalls of the same kind read alike. It now reads «transport mission called off, turned back short of 4:7:3: ships and cargo returned to Aurora (2:9:5)» — never «back from», which would claim the ships reached a place they never saw, and «called off» rather than «complete», because one sentence should not say both that a mission finished and that it never arrived. 470 recalls were flown in the last seven days, and 35 of the 62 players who flew them hit a pair of identical rows.

Also

Sixteen other row types were measured and deliberately left alone. The report that prompted this work listed eighteen suspects; each was measured against the live database rather than assumed, and only the two above turned out to be a live defect. Three of them — the lost anchorage convoy and the two contested-world refusals — have never been written once in the game's history. The diplomatic-tension row is the loudest of the rest, and the feed already folds its repetitions away. The full table, with a number against every kind, is on the pull request.

Rows already in your log are untouched and read exactly as they did: what was never recorded is left unsaid rather than filled in with a guess. Players on an older phone build keep the previous wording until the app updates.

1.133.1 — 2026-09-08

Fixed

Also

1.133.0 — 2026-09-08

Added

1.132.2 — 2026-09-08

Changed

The advisor now says which currency its "pays back in…" is counted in (#3160).

A Compute Node on Suggested Next could read pays back in 2h while the same cost and the same gain, priced at the rate the Market board posts, came to 5.6 hours. Both numbers were right, and nothing on either screen said which one you were reading.

They answer different questions. The advisor prices a resource by what your colony produces least of — a resource you barely make is worth more to you than one already overflowing — so it answers what is this worth to me. The Market posts a fixed list and answers what does this trade for. Checking one against the other, which is exactly what the player who reported this did, produced two true figures that contradicted each other with no way to reconcile them.

The Suggested Next panel now carries one line naming the method: these payback times are weighted by what the colony produces least of, not at market prices, so they can shift as your production does and read differently on another colony. Nothing about what anything costs, or what anything is worth, has changed — the number that was there is the number that is there.

It matters more often than the one card that was reported. Across everyone who played in the last two weeks, the advisor's figure and the same card priced at the market rate print a different label on 58% of cards, and they are more than twice apart on a third of them. On more than a quarter of colonies showing two payback cards, the two ways of counting disagree about which upgrade is the better buy — so this was never only about the wording.

Reported by Elis, whose eighth report this is, and the first where the number doubted turned out to be right for a reason no screen stated. 10 chrono shards are owed for it.

1.132.1 — 2026-09-08

Fixed

Also

1.132.0 — 2026-09-08

New

Reported by elis_aigen (in-game Elis), who worked out 429,000 × 0.95 = 407,550 by hand — twice — while sizing a single offer, and asked for both halves in the same message.

1.131.1 — 2026-09-08

Fixed

1.131.0 — 2026-09-08

New

Also

1.130.57 — 2026-09-08

Fixed

1.130.56 — 2026-09-08

Fixed

1.130.55 — 2026-09-08

Fixed

Changed

1.130.54 — 2026-09-08

Changed

Nothing changes about how much Dark Matter anything pays, how fast it accrues, or what it costs. No existing balance was altered, and none of this is visible in the game.

Fixed

Also

1.130.53 — 2026-09-08

Fixed

Also

1.130.52 — 2026-09-08

Fixed

A Redeploy no longer opens with your whole fleet already selected (#3387)

Before: opening Redeploy handed you a form with every ship in the colony's hangar already picked. One tap on Send and the entire hangar left — and a Redeploy's ships change home, so they do not come back on their own. Worse, the form re-armed itself: the moment a Redeploy launched, the picker refilled with whatever ships remained, still aimed at the colony you had just emptied.

Now: Redeploy opens with nothing selected, and tells you so — "nothing deployed yet — pick from the hangar below". You choose what leaves.

Moving everything is still one tap. The Advisor has not gone quiet: it still recommends the whole hangar, still explains why ("a redeploy exists to gather ships that a second shipyard built far from the front"), and its use it button fills the picker in a single press. The difference is that it is now a press you make, rather than an answer the form arrived holding.

This was reported by Spacca-Mazza, who had lost a fleet to it more than once. Reading the game's own records afterwards showed the old default was also simply the wrong guess: most Redeploys move a subset of a hangar, and well over half move just one class of ship.

Every other mission is unchanged — Attack, Transport, Defend, Espionage and the rest still arrive with the Advisor's suggested fleet, and a half-built mission you left and came back to still returns exactly as you left it.

1.130.51 — 2026-09-08

Fixed

A build you start with the keyboard can now be finished with it (#3378)

Opening Build and pressing Enter used to lead somewhere with no way out but backwards. The placement mode came up, said "click to confirm", and then answered no key at all except Escape — and Escape throws the build away. Tab walked straight past the ground: the colony is drawn in 3D, so no amount of tabbing ever reached a cell. A player without a mouse could start a building and then only abandon it.

The placement bar now carries a marker you can drive. Arrow keys move it a cell at a time along the colony grid, Enter (or Space) builds where it stands, and Escape still cancels exactly as before. The bar names the cell the marker is on and says whether that ground is free — out loud for screen readers, on every move, including when you run into the edge of the grid and it cannot go further.

It also opens somewhere worth confirming. The marker starts on the same free cell the game would have picked for you, so pressing Enter straight away is a sensible build and the arrows are there for when you want a different spot. Move a building and it starts where the building already stands.

This is the desktop and laptop route. On a phone the ground is aimed by touch, which already works, and the confirm button there is reachable as it always was.

Reported by Elis, who also checked that nothing had been half-built on the way out.

1.130.50 — 2026-09-08

Fixed

Also

1.130.49 — 2026-09-08

Fixed

1.130.48 — 2026-09-08

Fixed

Both speed-up panels agree about your shards the moment you spend one (#3143)

With a building upgrade and a ship order running at once, the Colony screen shows two speed-up panels. Both counted your Chrono shards, and each counted them on its own: spending from the construction panel dropped its number while the shipyard panel below went on showing the old one, for as long as you stayed on the screen — with a Use button still offering a shard you no longer had.

There is one shard balance per empire, and now there is one number for it. Spend anywhere and every panel showing shards moves at once: construction, shipyard, research, the Hangar Deck's shard line and the picker inside a slip. Buying a shard at the Anchorage Chandlery, or spending one to pull a convoy in, moves them too.

The panels also stop flickering through an empty inventory. The four counters used to redraw from zero every time you opened a tab or a speed-up sheet, because each panel fetched them again on arrival; they are read once and kept now, and a failed read leaves the last known figure on screen instead of blanking the panel and its buttons with it.

Changed

A refused shard says that nothing was spent (#3143)

If a spend is refused because the balance moved — two tabs open, or two devices — the message said only that you had no shard of that size, which contradicted the number you had just tapped. It now says that nothing was spent, and to reload if a panel is still offering one. Nothing is ever charged for a refused spend; that was already true and is now stated.

1.130.47 — 2026-09-08

Fixed

Credit for the report, with a control experiment attached: Elis (elis_aigen).

1.130.46 — 2026-09-08

Fixed

1.130.45 — 2026-09-08

Fixed

Also

1.130.44 — 2026-09-08

Fixed

1.130.43 — 2026-09-08

Fixed

Cancelling a blocked research order no longer strands it (#3350). A research order your treasury could not yet cover could be parked in the queue and paid when it started — but only while your lanes were busy. With a lane standing free the same order was refused outright, which made the remove button on the bench a one-way door: pull a blocked order out to reorder your queue, to free a slot, by mistake, or just to read how much you were short, and you could not put it back. Not until you could already pay for it, which is the exact moment it would have started on its own. The queue position was lost for nothing.

Now a free lane with a free queue slot holds such an order unpaid, exactly as a busy lane already did. The button offers "Plan lvl N (paid on start)" instead of going dead, and the panel says why: a lane is free, the treasury cannot pay yet, and the cost is charged when the order actually starts. Tech Tree nodes, which share the same queue and the same remove button, behave the same way.

Two things deliberately did not change. An empire with no queue slot has nowhere to hold the order, so nothing is planned and the refusal is exactly what it always was. And a Dark Matter shortfall is still refused in every case: resources come back from your mines in minutes, but Dark Matter does not refill on its own, and an order waiting on it would freeze the whole queue behind it.

Reported by Aurithris, who found it from the outside and whose second sentence — that you cannot queue it again if you have an open slot — reads like a typo and was the whole finding.

Also

The trap's reach was measured before the fix rather than assumed: 46 empires were holding an unpaid pending order, and over fifteen days 3 cancels out of 402 were followed within minutes by a refused re-queue. That 3 is a floor and not a rate — the old client disabled the button in exactly that state, so the trap usually left no trace on the server at all.

Reviewing this change also turned up an older fault on the way in, now fixed with it: an order carrying a corrupted level could be queued while your lanes were busy, and it then started at less than the price of its own first level, skipping the Dark Matter part of the bill entirely.

1.130.42 — 2026-09-08

Fixed

Also

1.130.41 — 2026-09-08

Fixed

Also

1.130.40 — 2026-09-08

Fixed

1.130.39 — 2026-09-08

Fixed

1.130.38 — 2026-09-08

Fixed

Both Dark Matter screens now name the campaign rung (#3368)

If you had no Dark Matter, the game had two places that told you where to get some: the Anchorage's empty state, with four labelled cards, and a footnote on the Inventory tab. Both named the Particle Accelerator, anomalies, bounties and the League — and neither mentioned that clearing a campaign level past 30 pays Dark Matter, which it has done all along.

That was the wrong four. Over the last thirty days, campaign rungs paid out 1913 times — more often than any other route on the board — to 73 commanders, while the Accelerator, the card the panel led with and called "the steady source", reached 13. Of the 745 active commanders currently holding no Dark Matter, exactly one has an Accelerator standing. The screen for people with none was recommending the one road almost none of them could walk, and staying quiet about the one that only needs a fleet.

Now:

Both screens now read from one list, so they cannot drift apart again.

1.130.37 — 2026-09-08

Fixed

Also

1.130.36 — 2026-09-08

Fixed

1.130.35 — 2026-09-08

Fixed

Changed

Nothing about what any of these missions do, cost or are allowed to target has changed: no rule, no number, and every tooltip keeps its full sentence for anyone using a mouse.

Also

1.130.34 — 2026-09-08

Fixed

1.130.33 — 2026-09-08

Fixed

Open the chrono-shard panel with an empty hold and it told you two ways to get one: win a battle against someone stronger than you, or buy a shard at the Anchorage's Shard Chandlery with Dark Matter. There are more than two, and the ones it left out are the ones most players were actually using.

The panel now names every route an empty-handed commander can take. Alongside striking upward, it says that collecting a bounty on a wanted empire pays a shard, and that five Daily Wraps open your Weekly Chest on the Season tab, with a shard inside. The Chandlery is still there, and the rule that a week's shards are capped however they arrive is still there, now worded so it covers all three.

The reason this mattered: over the thirty days to 8 September, the two routes the panel named reached 30 and 8 commanders. The two it omitted reached 28 each — and the Weekly Chest is the only road to a shard that asks for neither a battle nor a single unit of Dark Matter. A new commander with an empty hold was being pointed down the two hardest paths and told nothing about the cheapest one. 665 of 709 active empires currently hold no shard, so this is the paragraph most of the galaxy reads.

The small tooltip on each greyed-out shard said the same two-route story and now matches.

Suggested by Elis, who noticed the panel's list was short. The bastion prize stays unmentioned on purpose — it is a feat for the very top of the ladder, and it would be advice an empty-handed reader could not take (#3332).

1.130.32 — 2026-09-08

Fixed

Also

1.130.31 — 2026-09-08

Fixed

Changed

Also

1.130.30 — 2026-09-08

Fixed

Nothing about which upgrades are recommended, in what order, or at what price has changed: the ranking and every engine sentence are byte-for-byte what they were.

1.130.29 — 2026-09-08

Fixed

1.130.28 — 2026-09-08

Fixed

Also

1.130.27 — 2026-09-08

Changed

One field: planets spread out, sectors tiled edge to edge (#3321)

The galaxy map is now one continuous field. Before, every system was drawn as a tight flower of eighteen planets on adjacent cells and the twelve sectors sat as separate plates with empty bands between them. Now a system is a loose group: its planets are scattered within five cells of an empty centre with at least one empty cell between any two, the systems inside a sector sit twelve cells apart, and the sector plates touch along a one-cell border with no gap. Sectors 1 to 7 form the heart of the field, 8 to 12 the outer shell. Every coordinate keeps its name; only where it sits on the grid changed, so nothing you own moved anywhere but on the picture.

Travel was retuned with the geometry. A trip inside your own sector takes about the same time as before, a trip between planets of one system takes longer than it did (they are farther apart now), and a trip across the galaxy is shorter, because the empty bands you used to cross are gone.

Interception follows the same ruler: you still cannot be caught within your own neighbourhood or your target's, and that neighbourhood is now eleven cells from either end of a route, so a hop between two neighbouring systems has no interceptable middle. A standing picket may stray five cells from its station instead of three.

The sector name sits inside its plate and disappears at close zoom; the ghost numeral marks the sector centre. Tapping a fleet mark near a system no longer hands the tap to the system unless your finger is on the system's own cell.

Synthetic empires price their flights on the new cell cost; their estimates were running long against the server for a few hours on the first commit of this branch and never reached production.

Four rules calibrated on the old geometry were left as they are and recorded for a design call in #3317: the raid join lock can now refuse a same-system guildmate, sensor reach covers less of one's own system, faction sorties are short enough to thin the night window, and the deep-space names can land on planet cells.

Installed iOS and Android builds keep the old layout until their next store update.

1.130.26 — 2026-09-08

Fixed

Changed

1.130.25 — 2026-09-08

Fixed

Changed

Also

1.130.24 — 2026-09-08

Fixed

1.130.23 — 2026-09-08

Fixed

The ⚡ energy badge now names itself to a screen reader (#3300)

Beside every build and upgrade price the game prints a signed ⚡ figure — ⚡ −25. Until now that badge had no accessible name at all: the sentence explaining it lived in a hover tooltip, and a hover tooltip on a plain span is not something a screen reader announces. Players using one got neither the number nor the explanation.

Each badge now carries its own spoken label — "Energy minus 25 — Change in energy consumption/production at the next level" — on all three screens that print it: the Colony list, the Base build menu and the advisor cards. The sign is spoken as a word, because the typographic minus the badge prints is a character most readers pass over in silence.

Nothing about the number itself changed: same figure, same rounding, same colour, same tooltip for anyone using a mouse.

Also

What this did not fix, stated plainly. A hover tooltip still never opens on a touchscreen, so a sighted player on a phone still cannot read the sentence beside the badge. A visible key for the Colony list was built for this release and removed before shipping — on that screen it would have contradicted itself, because the same ⚡ glyph already means two other things there and the advisor cards above the list hold a different quantity from the rows below it. That half of the problem is open and tracked in #3340, with the reasons written down so the next attempt starts ahead of this one.

1.130.22 — 2026-09-08

Fixed

A developed system reads as a map again, not a pile of planets (#3178)

A system where most of the planets were colonised drew as a heap. The worlds were painted larger than the cells they sit in, so each one overlapped all six of its neighbours and covered its own cell's outline — in a fully settled system the hex grid vanished entirely, surviving only at the outer edge of the cluster where the colonised ring ended. Three players reported it independently, twice from a phone.

A colonised world is now drawn to fit inside its own cell, with the cell's rim clear around it and visible ground between it and every neighbour. The size is no longer a number somebody picked: it is worked out from the grid the map already draws, so the art cannot creep back over the cells. Worlds are about a quarter narrower than before and still large where it counts — at the deepest zoom a colonised planet is 50 px across on a phone, and the rings and moons that tell you how developed it is are all still legible.

Empty worlds are unchanged; they were never the problem.

Also

The map playground now contains one fully settled system. It used to cap a system at five inhabited planets, which is why a crowded flower — the only arrangement in which neighbouring worlds can overlap at all — could never be seen there.

Found by mhar02, with confirming captures from arcticpaladin and spaccamazza.

1.130.21 — 2026-09-08

Fixed

1.130.20 — 2026-09-08

Fixed

Also

1.130.19 — 2026-09-08

Fixed

Also

1.130.18 — 2026-09-08

Fixed

Six screens now say "I could not read this" instead of quietly stating something false (#3284).

When a read failed, several surfaces did not go blank — they made a claim. A failed batch of your spy reports flipped the system list's footer to its finished-checking wording, so the satellite column looked complete when it was not. A failed contact feed made the board announce "Contact tracking is off: the chart draws no fleets in transit right now" — which tells you to stop watching for fleets that were merely never fetched. Both now say plainly that the read did not land, and neither claims the sky is empty.

The same treatment reached four more places: the anomaly board no longer sits on "Reading the sky…" for as long as an outage lasts; the planet sheet says so when your own Power could not be read, instead of silently dropping the strength line — and when your own report archive could not be read, instead of falling through to "No colony on your scan"; and the target board's Your Gate — now tells "still loading" apart from "the read failed".

The Missions target panel names the Pirate Beacon's Power (#3284). It used to hide the Power chip entirely, which meant two unrelated things at once: a Beacon, whose Power the game withholds on purpose because it is exempt from the power band, and a real empire whose Power simply had not arrived. Only the colour of the owner's name told them apart. A Beacon now reads PvE in the beacon orange, and the faint … is kept for a Power that genuinely could not be read — the same vocabulary the system list adopted last release. About one occupied row in sixteen on this server is a Beacon, so this is the half of the ambiguity you were seeing constantly.

Also

Three surfaces on the same list were measured and deliberately left alone, rather than fixed for the sake of it: the anchorage card (absent by design on 224 of the galaxy's 247 systems, so a warning there would be about nothing nine times in ten), the pre-season qualifier on a spy report (it applies to five reports in the entire game), and the political map's power tiers, which needed a way to be counted before anything is shown to players. Nothing changed in what any of these screens calculates, and a failed read is never drawn as an alarm — red on these screens still means a fleet.

Reported by spaccamazza, who has now found this same problem in three different places.

1.130.17 — 2026-09-08

Fixed

1.130.16 — 2026-09-08

Fixed

Changed

1.130.15 — 2026-09-08

Fixed

Changed

1.130.14 — 2026-09-08

Fixed

Also

1.130.13 — 2026-09-08

Fixed

1.130.12 — 2026-09-08

Fixed

Nothing in this release changes what you see or how anything scores — it corrects comments in the code that had stopped describing what the game actually does, so the next person to work on war points or debris fields is not misled by them (#3260).

No behaviour changed and no game constant was retuned.

1.130.11 — 2026-09-08

Fixed

1.130.10 — 2026-09-08

Fixed

Also

1.130.9 — 2026-09-08

Fixed

Also

1.130.8 — 2026-09-08

Fixed

Also

1.130.7 — 2026-09-08

Fixed

1.130.6 — 2026-09-08

Fixed

Changed

1.130.5 — 2026-09-08

Fixed

The war-effort ledger no longer prints a guildmate's score as zero (#3261)

Open the War Room's "Our war effort" tab, or a League match room, and you get the list of who is scoring for your guild — a name, a bar, and N pts · X%. A member whose score was real but smaller than one whole point was listed there reading 0 pts · 0%, and was subtracted from the "N members still on the sidelines" line at the same time. The panel counted them as a fighter and showed them fighting for nothing.

It now says what they actually scored: <1 pt, and <1% for a share too small to print as a whole percent. Nobody is dropped from the list, so the percentages still account for the whole tribute and the sidelines count still names only the members who really scored nothing.

The obvious fix — hide anyone whose score prints as zero — would have been worse here, and this is why the issue existed rather than being folded into the earlier sweep it came from: in a war, that percentage is the split. The server pays the enemy's tribute to every member with a positive share, using the same figures this panel divides by. Dropping the row would have hidden a member the game was still paying, left the visible percentages adding up to less than the tribute, and — when every score in a young war is small — told the player who had just raided that nobody had scored yet.

Where you will actually see this today. No war is open anywhere right now, so the war ledger has no rows at all; the surface where this was live is the League match room, which draws the same list. There, the failing figure was the percentage, not the points: 69 of the 264 contribution rows the League has ever recorded printed a real share as 0%, and 32 of those are in matches that are open right now. A member on 138 points out of a guild total of 165,713 owns 0.08% and was shown a zero.

Review found the same rounding lying at the other end of that column: a member on 99.92% was printed as owning 100% — the entire tribute — next to a teammate correctly reading <1%. Two labels that cannot both be true. That one now reads >99%, while a member who genuinely is the only scorer still reads 100%.

Also

1.130.4 — 2026-09-08

Fixed

The galaxy map now shows you which cell opens a system (#3229). Tapping the star at the centre of a flower opens its system view — that came back in v1.126.1 — but nothing was ever drawn on that cell, so the only hint it was there was the highlight you get by resting a mouse pointer on it. On a phone there is no pointer to rest, so the door was invisible to exactly the players who had the least other way in.

Zoom in far enough that a tap opens a system, and every star's centre cell now carries a ring. Zoom back out, past the point where a tap zooms instead of opening, and the rings go: the mark appears only where it is telling the truth, so it never points at a door that will not open. Below that zoom the map looks exactly as it did before.

The ring is deliberately quiet — it borrows the map's existing habit of outlining a cell to say "this is a tap target", rather than adding a new symbol you would have to learn, and it never takes the place of a pirate beacon, an anomaly signal or the gold mark on your own systems.

1.130.3 — 2026-09-08

Fixed

1.130.2 — 2026-09-08

Fixed

Also

Reported by spaccamazza (all three) and mhar02 (the Android half).

1.130.1 — 2026-09-08

Fixed

1.130.0 — 2026-09-08

Changed

New

Also

1.129.3 — 2026-09-08

Fixed

Also

1.129.2 — 2026-09-08

Fixed

Also

1.129.1 — 2026-09-08

Fixed

1.129.0 — 2026-09-08

New

Also

1.128.9 — 2026-09-08

Fixed

Also

1.128.8 — 2026-09-08

Fixed

Also

1.128.7 — 2026-09-08

Fixed

Also

1.128.6 — 2026-09-08

Fixed

Labels are deliberately unchanged: the stacked lines of a place name, "YOUR HOME" under the reticle and the text beside a fleet in transit hang off the sign next to them rather than pointing at a cell of their own, and they keep stacking exactly as before.

1.128.5 — 2026-09-08

Fixed

The cargo panel tells you when your load needs more freighters than you picked (#3186)

«Fill every carrier» fills the hold to what every carrier in the colony could lift — including the ones you have not put on the table. That is deliberate: a button about cargo does not touch your fleet, because on a redeploy it would hand your carefully trimmed fleet back to the Advisor and quietly swap it for every ship on the planet, one tap before a one-way launch.

What it did not do was say so. You tapped it, the numbers went in, and nothing on the panel mentioned that the two freighters you had picked could not lift them. You found out at the bottom of the form, where the launch button had gone grey.

Now the panel says it where the cargo is written. The hold line turns red and names the load — (hold capacity 5,000 — 25,000 loaded) — and a line under the fields tells you what to do about it:

⚠ This load needs 25,000 of hold and the ships you picked hold 5,000. Add 8 Freighters, or the launch is refused.

If your freighters cannot do it alone but the rest of the hangar can, it says that too, and names the ships — offering the option rather than deciding for you. If nothing left can cover it, it tells you to trim the load instead of sending you to the Shipyard for hulls you already own.

The line is always on, not just after the button: typing a number over your hold by hand, or dropping ships after filling, reaches exactly the same contradiction and always did.

The button itself has not changed. It writes the same load it always wrote. The screen simply stopped keeping the consequence to itself.

Reported by Aurithris (atyo416), who compared the two fill buttons against each other — which is what isolated the difference to the ceiling rather than to a broken button.

1.128.4 — 2026-09-08

Fixed

1.128.3 — 2026-09-08

Fixed

1.128.2 — 2026-09-08

Fixed

The Deep Observatory says which step an opponent can take back (#3189)

The Observatory's sheet promised "one more piece per level" and gave exactly one caveat: that it reads only the hulls your own Deep Sensor Grid can see. That left out the other side of the table. What a defender actually reads is the Observatory's detail step minus the attacker's Cold Trail — so the top step, the dearest one, is precisely the step an opponent can cancel, and nothing you could open said so.

The sheet now says it, in the building's own words:

And what has not changed is stated too: the alert and the ETA are free and stay free. Nobody is ever attacked in silence, whatever the attacker flies.

This is a disclosure fix. No cap, cost or number moved — against an attacker without the Doctrine every level buys exactly what it always did, and the Observatory is deliberately not listed as a building with dead levels, because it does not have any here.

Raised by arcticpaladin (QQQQ), hours after he found the sheet's other misleading row on the same building.

Also

The second half of that report — that most players cannot discover the Doctrines exist at all, because the Apex lens is hidden rather than locked until you research the Particle Accelerator — is not changed in this release. It is a design decision, made deliberately and more than once, and it is with the owner along with the measured numbers.

1.128.1 — 2026-09-08

Fixed

1.128.0 — 2026-09-08

New

Also

1.127.0 — 2026-09-08

New

A guild roster tells its officers who has stopped showing up (#2813)

A roster listed points and contribution, and neither of those fades. A member who stopped playing in August still sat there with the score they stopped with, and nothing on the screen told a leader apart from someone who was merely quiet this week — so the guilds doing real roster management were doing it blind, on a decision that costs a seat and cannot be undone.

Officers and guild leaders now see a Last seen column on their roster, in four bands: seen this week, not seen in a week, not seen in over two weeks, and on leave. A member who declared a leave reads On leave and never as absent — they said they were going, and the roster says so instead of counting the days against them.

Three things it deliberately does not do. It shows no date and no time, on anyone: a roster is readable from outside the guild, and an exact last-seen figure read off it daily tells a rival what hours a player keeps and when their defences go unwatched. A week is the finest line drawn, and no raid is planned a week out. It reaches only the ranks that can act on it — officers and the leader, nobody else, not even the rest of the guild. And it says "seen", never "active": the band counts signs of life, not time played, and the words promise only what the figure holds.

Reported by jsnam.

1.126.1 — 2026-09-08

Fixed

Reported by arcticpaladin, who was first and named what was actually lost rather than the symptom, and confirmed independently within minutes by spaccamazza and mhar02.

1.126.0 — 2026-09-08

New

The attack forecast can now be made to fight the garrison your report paid for (#3109)

The deepest espionage tier has listed the fleets garrisoned on a target since the last release — the hulls an ally lent them, or the ones they moved in from another of their own colonies — and the launch forecast refused to use them. It fought the colony alone and said so in a paragraph under the panel, which was honest and was not a number. A commander who had run the most expensive probe in the game, and read almost fifty thousand bombers parked on a target with almost no defence of its own, still had no way to put that figure into the plan.

The forecast row now carries a second line — "with the garrisons on station (estimated)" — whenever the report actually found any. It has its own verdict and its own simulation count, and each garrison fights as its own contingent, exactly the way the real battle musters them, so nobody's mastery or rows are lent to anybody else. The box around the row is now painted the worse of the two ends, so a victory whose garrison line says defeat no longer looks green.

The line you have always read has not moved. It still fights the colony alone. The two together are a band, and the point of showing both ends is that neither one is a measurement: a spy report reads a garrison's hulls and nothing else, so the second line assumes they fight on your own research and Tree, with no mastery and on default rows. It says so in the line itself. Their real research may be better or worse than yours; their mastery and rows can only be missing, so on equal research that line is a floor and not a worst case.

Two things it deliberately does not tell you. It answers whether you win, not what it costs — against a big enough wall a fleet breaks off early, so the losses are not comparable between the two lines and printing them side by side would have read as "and if the garrison is there I lose almost nothing". And it keeps every garrison on station whatever its watch says, so the watch on each one, in the report, is still yours to check against your flight time.

Reported by jsnam.

Changed

1.125.4 — 2026-09-08

Fixed

Also

1.125.3 — 2026-09-08

Fixed

1.125.2 — 2026-09-08

Fixed

The front page was describing a version of the game that no longer exists (#2799). Two claims in the "Every empire plays for real" section had quietly gone false, and a player pointed out the first one in chat.

The page promised that "threats made in chat turn into grudges" as one half of a conversation with the AI empires. Half of that is still exactly true — what you say in the channel is read, it becomes a grudge, and it comes back as a real fleet — but the AI empires themselves have not written a word anywhere since 1 September, so the exchange the page was selling has only ever gone one way since then. The page also promised you would "never be quite sure who is human", which stopped being true on 19 August, when every AI-run empire started carrying a badge that says exactly what it is.

The section now says what is actually the case: around eighty empires are run by machines, every one of them is marked, you always know which — and what you cannot tell is their play from a veteran's. They read the channel, they never write to it, and the grudge still arrives as a fleet.

The same correction was applied everywhere else the old claim had been copied: the project README (its headline, its feature table and its "living world" section, whose sample chat transcript is now dated as the July 2026 record it is), and the privacy page, which told players that a whisper to an AI empire was "how you talk to it" while promising a reply that cannot currently arrive. The privacy page's data disclosures were deliberately left as they are: describing a flow that is switched off is the safe direction for a privacy notice.

Nothing about the AI empires themselves changed in this release — they were not un-muted, and they keep playing exactly as they did: building, researching, arming fleets, reading the channel and remembering who threatened them.

Reported by mhar02.

1.125.1 — 2026-09-08

Fixed

Also

1.125.0 — 2026-09-08

New

The galaxy register now tells you what it is showing you (#2806). The galaxy's half of the Activity feed looked like a complete, chronological log of everything happening out there. It never was one, and nothing on the screen said so — which meant that reading it carefully and reading it wrongly looked exactly the same.

Three things were always true of it, and all three still are:

Put together, a slow, steady stream of attacks could be almost invisible while the same number of attacks in one hour would have been impossible to miss. A player counted the AI attacks in the register, found almost none, and concluded the synthetic empires had stopped attacking. He was right that they had — and there was no way to tell that from this screen.

So the screen now states its own shape:

Also

The claim is now careful in the places it would otherwise quietly drift: it disappears while the register is unreachable rather than standing over data that is no longer arriving, it never appears above a filtered list that contains none of the rows it describes, and the window it states is measured against the moment the answer arrived — so leaving the tab open, or waking a laptop, can no longer stretch "the last 2 hours" into "the last 6".

Nothing about how the register selects events was changed. The size of the window, the per-kind floors and the one-day replay embargo are all exactly as they were; what changed is that the screen now admits to them.

Reported by QQQQ (arcticpaladin), who also supplied the wording for the reopened-battle rows — and who held on to the observation that made the whole thing make sense through two confident and wrong explanations.

1.124.11 — 2026-09-08

Fixed

1.124.10 — 2026-09-08

Fixed

Also

1.124.9 — 2026-09-08

Fixed

Also

1.124.8 — 2026-09-08

Fixed

A battle report no longer credits you with bonuses that were not fighting (#2853)

Open a battle report and expand a commander's block: under the fleet you see what they fought with — Energy Weapons, Armor Plating, Shields, the multipliers those add up to, and a row of chips for the tech-tree nodes in play. That chip row asked one question only: do you own this?

So an attacker's own block listed Planetary Shield II, a node whose description says in as many words that it grants its shield bonus on defense. It was sitting directly under a Shields × figure that — correctly — did not include it. The report was disagreeing with itself on the same screen, and reading it the obvious way meant believing your fleet was carrying a bonus it never had.

The engine was right the entire time. Not one battle was ever fought with the wrong numbers, and nothing about how your fleets perform has changed. What was wrong was the card describing it.

The chips are still all there — knowing you own Planetary Shield II is worth something even on a raid, because it is waiting for you the next time somebody comes to your colony. But the ones that could not act in this battle are now drawn with a dashed border and say so in words: Planetary Shield II 1 · defense only. A line under the row explains the dashes, and holding the chip names the node and what it would have changed.

It turned out to be wider than the report described. Working it out from the combat rules rather than from a list found five such nodes on an attacker's card, not the two that had been named: Planetary Shield II and Veilsight, whose shields only rise when defending, plus Orbital Obfuscation, Active Camouflage and Abyss, which reduce what a raider carries off your colony and so do nothing when you are the raider. And the same fault existed in the mirror: Raider Protocols on a defender's card, which only pays when you are the one attacking. Those four never appeared in any bug report, and they are on 19,861 and 8,181 report entries respectively.

Of the 20,705 battle reports stored, 15,377 show a tech-tree chip row at all, and 14,530 of them — 94.5% — carried at least one chip that had not done anything. They are all corrected retroactively: the fix is in how a report is drawn, so every report you already have, however old, reads correctly the next time you open it.

Two players found this between them. TartarusMkII reported it, and when he was told he had misread his own screen he went and produced the screenshot that settled it. QQQQ had already given the right explanation in one line — that the row listed every combat node whether or not it applied to your side of the battle — before anyone had verified anything. He was right.

1.124.7 — 2026-09-08

Fixed

Also

1.124.6 — 2026-09-08

Fixed

Changed

1.124.5 — 2026-09-08

Changed

1.124.4 — 2026-09-08

Fixed

Also

1.124.3 — 2026-09-08

Fixed

Also

1.124.2 — 2026-09-08

Fixed

Also

1.124.1 — 2026-09-08

Fixed

Synthetic empires no longer walk towards tech they cannot reach (#2856)

An agent decides what to research partly by asking "is this Discipline about to unlock something?". It answered that by looking only at the shallowest locked node of the branch, and that shortcut was wrong in both directions at once.

It pointed agents at levels that unlock nothing. Across the whole roster, 27 of the 143 live nudges aimed at a node that was not waiting on research at all — it was waiting on another node the empire had never bought. Fifteen empires were being walked towards Shields 14 for a node whose real prerequisite they were eight levels short of; eleven more towards Energy Weapons 14 for the same reason. And it hid gates that were genuinely one step away: any unlock deeper in a branch was invisible while anything shallower was still shut, whatever the reason.

An agent now measures a door only when research is the last thing holding it, and measures it by the farthest key it still has to buy — so a node with two requirements is walked towards on both, instead of neither.

Nothing about this is visible in the galaxy today, and the honest version of the entry says so. Replaying every one of the 76 synthetic empires against its real research state, not one of them changes what it studies next: the nudges that moved were all on Disciplines those empires cannot yet afford. This corrects a rule that would have started making wrong choices as the agents got richer, which they have been doing all week. Nobody should expect to see an agent behave differently this evening.

Also

The report this came from (#2834 → #2856) claimed the mechanism was dark for 52 of 76 empires and that the Orbital Fortress was the casualty. Re-measured against production: most of that darkness is a different, deliberate rule (an archetype only watches the branches it cares about), and lifting the blindness lights no additional Armour nudge at all — the roster is simply not far enough up the Armour track for the gate to be in range. The Fortress had already been reached by a different route (#2855), which never consulted this rule. The nudge window was not retuned to make the numbers look better.

1.124.0 — 2026-09-08

New

Changed

1.123.1 — 2026-09-08

Changed

Also

1.123.0 — 2026-09-08

New

1.122.36 — 2026-09-07

Fixed

1.122.35 — 2026-09-07

Fixed

Also

1.122.34 — 2026-09-07

Fixed

Synthetic empires ask their guild for a hand on a queue, not only for cargo (#3120)

On the guild board, every synthetic empire had only ever asked for one kind of thing: a load of cargo. Not once in the history of the game had one asked a guildmate to shorten an order — 958 requests, none of them a speed-up — while the players beside them spent about two thirds of their own asks on exactly that.

The rule behind it was meant to say resources first, on the ground that an empire with no ferrolite has no queue to speed up either. In this game that turns out to be false: an order is paid for when it is queued, so it finishes on time however empty the warehouse gets. The one thing scarcity really does hold up is a research order that has not started yet — and that is the one thing a speed-up could never have helped with anyway.

So the reason stopped applying wherever it was checkable. An empire with a long order running now asks for the push; an empire with nothing worth pushing asks for the cargo, exactly as before. Nothing was retuned to get there — no threshold moved — and no ask was traded away for it.

Guildmates will start seeing synthetic empires ask for a hand on a build or a research order. Expect it to stay a minority of their asks: most empires have nothing long enough running at any given moment, and this does not try to match the human mix.

Also

1.122.33 — 2026-09-07

Fixed

The Empire Overview no longer advertises a colony slot that is not there (#3114)

The number of colonies you can command is two requirements at once: your Colonization research, and the Command Center of your home colony. The Overview was reading only the second one.

So a commander with one colony, Colonization 0 and a Command Center at level 6 saw "1 / 2 Colonies" at the top of the Overview and "COLONIES 1 of 2" below it — while the Research sheet said "1/1 colonies" and the Galaxy refused the founding outright. The Overview is the screen you plan from, and the free slot it showed was worth a Colony Ship: resources and build time spent on a colony the game would turn away on arrival.

The Overview now shows the limit that actually applies — "1 / 1 Colonies" — and, when something is genuinely in the way, says what would clear it: "Colonization 1 unlocks the next" when the research is the wall, the Command Center level when the building is, and both when both are. When you still have a slot free it says nothing, because nothing is stopping you.

More than 60 commanders were being shown an inflated limit, and over 40 of them were looking at a free slot the game would have refused. If you were one of them, nothing about your empire has changed — only the number on the screen, which is now the true one.

Also

1.122.32 — 2026-09-07

Fixed

Changed

1.122.31 — 2026-09-07

Fixed

Also

1.122.30 — 2026-09-07

Fixed

Synthetic empires stop stripping their own colonies to guard relics (#2929)

An agent that leaves a fleet standing guard on a relic is supposed to leave exactly one: the rule has always been one garrison at a time, so that nobody empties their home hangar holding four monuments at once.

That rule had never once applied. The agents checked whether a fleet was still on guard by looking for a status the server does not use, so a garrison disappeared from their own count the moment it arrived — and the rule reopened for the whole twelve hours it stood there. The agents kept posting more. At the time of this fix ten synthetic empires were holding more garrisons than the rule allows, one of them six.

The same blind spot told them their fleet was at home when it was not. An agent with every military hull parked on a relic still read its fleet as fully available, so it would launch an attack on a defended relic with nothing behind it — the one thing that check exists to prevent. Seven empires were in that state.

What you will see: synthetic empires now keep one garrison at a time and hold back from relic attacks while their fleet is genuinely away. Guild opponents will find their relics defended more consistently, and their raids joined a little more cautiously, because an agent's estimate of its own strength is no longer inflated by the fleets it had forgotten it had sent.

Also

1.122.29 — 2026-09-07

Fixed

Also

1.122.28 — 2026-09-07

Fixed

Also

1.122.27 — 2026-09-07

Fixed

1.122.26 — 2026-09-07

Fixed

Changed

1.122.25 — 2026-09-07

Fixed

1.122.24 — 2026-09-07

Changed

Fixed

Also

Reported in #suggestions by jaybee1019 / Usherin.

1.122.23 — 2026-09-07

Fixed

A synthetic empire's evacuated fleet now comes home when the raid is over (#2983)

When an attack it cannot win comes at a synthetic empire's capital, that empire evacuates: the whole home fleet lifts off and garrisons another colony rather than dying on the ground. What it could not do was come back. The fleet sat on the outpost until its watch simply ran out — hours after the raid it fled had landed — while the capital it belongs to stood empty.

They now fly home once the sky over the capital is clear, in the case where the fleet took shelter on another colony of the same empire. The rule is deliberately cautious in one direction: a fleet only returns when home is safe without it, so a commander never calls its ships back into the strike they escaped.

What this does not cover, and the honest size of it. A fleet that sheltered on an ally's colony still waits out its full watch: ending a watch on somebody else's ground tells that ally their cover has gone, which is a promise between two players and needs its own design. That is the large majority of the cases — since the evacuation behaviour arrived on 4 September, 625 of 656 sheltering fleets went to an ally and 31 to a colony of their own. So the population this release actually frees is those 31, which had been sitting a median of 1h05m past the last blow to fall on their home. An earlier version of this entry quoted 637 fleets and a median of 2h40m; that counted both groups together and so promised roughly twenty times what the change delivers.

Agents no longer describe a garrison's homecoming as a journey that never happened (#2983)

A fleet sent home from the ground and a fleet turned around in mid-flight looked identical on an agent's own record, so an empire that had stood its garrison down would describe it as having "turned back before it arrived" — contradicting, two lines later, its own account of the watch it had just stood. Both sentences are now true of what actually happened.

1.122.22 — 2026-09-07

Changed

1.122.21 — 2026-09-07

Fixed

Also

1.122.20 — 2026-09-07

Fixed

Also

1.122.19 — 2026-09-07

Changed

1.122.18 — 2026-09-07

Nothing you can see in the game changed. This one is about the net under the combat engine.

Changed

Also

1.122.17 — 2026-09-07

Fixed

Also

1.122.16 — 2026-09-07

Fixed

Also

1.122.15 — 2026-09-07

Changed

1.122.14 — 2026-09-07

Fixed

Nothing about how the shop works has changed: the prices, the shared weekly pool, and the refusal when that pool is full are all exactly as they were.

Also

1.122.13 — 2026-09-07

Changed

The guild's "Allies under attack" note is shorter, and no longer credits a building you may not own (#2995)

The note under the Allies under attack board — the one that explains what sending a garrison to a guildmate costs you — was five long sentences. It is now four short ones, in the words a player proposed for it back in August.

Before:

Their observatory sees these fleets coming. Send yours to stand guard: it fights alongside them until the watch ends, then flies home. You can call it back any time a strike is not already on final approach — it still has to fly home. The ships stay yours: a garrison is never handed over. They do fight, though, so they can be lost there like any fleet of your own.

Now:

Your allies see these fleets coming — send your own to stand guard and fight alongside them. You may call your fleet back early at any time, so long as a strike is not already on final approach — it still has to fly home. Your fleet flies home once the watch ends. Ships destroyed in battle are lost there like any fleet of your own.

Every rule the old note carried is still there: you can recall the fleet unless a strike is already on final approach, a recalled fleet still has to fly home, the fleet flies home once the watch ends, and ships that die there are gone.

One word in it is not the player's and is worth knowing about: the note says the fleet flies home once the watch ends, not when. A garrison whose watch expires while a strike on the host is still resolving is held on station until that battle clears — up to an hour past the bell — and only then starts the flight home. "Once" is true of both cases; "when" would have promised a departure the game does not always make.

Fixed

The board no longer tells you an Observatory is what spotted the attack (#2995)

The old opening — "Their observatory sees these fleets coming" — was not true. Knowing that an attack is coming, on which colony, and how soon, is free and belongs to every empire; an ally who has never built an Observatory still shows up on this board with the colony and the countdown. What an Observatory buys is the detail: where the fleet came from, who is flying it, and which hulls. The panel already says that, in its own box just above, so the sentence was both wrong and a second copy of one already on screen.

Also

The suggestion came from Remy, in August. It was one of three items on a single issue; the other two were settled and that issue was closed, so this one was neither shipped nor turned down — it simply stopped, and he never heard back. That was our mistake, and the wording going out is his.

Three of his clauses had to be corrected against the engine rather than shipped as written, and each is recorded in the code where the next person will find it: the Observatory line above; a recalled fleet still having to fly home (leaving that out is a bug this note has had before); and "lost for good", which is not true of the Destroyer and the Annihilator — those are wrecked rather than destroyed, and can be recovered from a dry dock.

1.122.12 — 2026-09-07

Changed

Nothing in this release changes what you see or how anything plays. It is a correction to the notes the developers keep inside the code about how bastions, relics and combat are tuned — seven figures that had gone out of date while the game moved on, three of which two earlier changes had already reasoned from (#3057).

The numbers themselves were never wrong in the game: a faction bastion has followed the strongest fleet on the server since the change that made it fightable, a relic guardian is sized at the value it was re-measured to when battles stopped ending on a six-round clock, and both behave today exactly as they did yesterday. What was wrong was the written explanation next to them, which still described an older game — and in this repository those notes are what the next change gets planned from.

Also corrected: a table of old combat measurements now says at its head that it was taken under the six-round clock and should not be quoted, instead of saying so thirteen lines further down, which is how it came to be quoted in the first place.

Also

The rule the corrected notes adopt is to name a constant rather than copy its value, and to date any figure that can only be measured — so the next reader lands on the live number instead of a copy of an old one (#3057).

1.122.11 — 2026-09-07

Changed

Also

1.122.10 — 2026-09-07

Fixed

The Inbound panel no longer promises it sees every attack (#3049)

The panel you open to check whether you are under attack used to open with "You always see that an attack is coming, on which colony and when."

It does not, and two of the game's own systems are the reason. A fleet flying under the Nightfall Protocol is absent from the board for its whole dark window, until your Sensor network is strong enough to pierce it. And an attack launched at a colony the attacker could not see — one under the Eschaton Veil — is never stamped with your name at all, so it never reaches the board for its entire flight, while it can still arrive and fight. Over the last seven days that was about one attack in a hundred, every one of them aimed at a real colony.

Both of those are features you can buy, sell and fly against. The promise that they did not exist was the bug, and it was shown to almost everyone: the notice carrying it appears to any commander without an Observatory.

What you see now. The notice keeps the part that was always true, said about a row rather than about the board: every attack that is on the board tells you that it is coming, on which colony and when, with no Observatory needed — and the Observatory still buys who is coming and with what, one step per level. Underneath the board there is now a standing line saying what the board is and is not:

This board covers every colony you hold — not one in the air but off the board, not ships in dock, not a neighbour's strength.

It says the same thing every time you look, whether the sky is empty or full. That is deliberate: a warning that appeared only when something was hidden would itself be the tell, and would undo the very protocols it is describing. It is the same sentence-ending the build advisor already carries under its ranking, now written in one place so the two can never drift apart.

Nothing about how attacks are detected, cloaked or resolved has changed — only what the game tells you about it.

1.122.9 — 2026-09-07

Fixed

Also

1.122.8 — 2026-09-07

Fixed

1.122.7 — 2026-09-07

Fixed

Also

1.122.6 — 2026-09-07

Fixed

1.122.5 — 2026-09-07

Fixed

Changed

1.122.4 — 2026-09-07

Fixed

Also

1.122.3 — 2026-09-07

Fixed

The weekly battle contract now says why it pays what it pays (#3031). "Win 3 battles" carried one sentence about the 20,000 cap, and it only ever described that number as a bar to clear — which reads as good news. The same number also holds the reward down: past the cap the payout stops growing with your empire, so a large commander could finish the same tier of work as the two weekly cards beside it and collect a small fraction of what they paid, with nothing on the board explaining the difference. One player claimed all three inside seven seconds and watched two pay 14,796,592 between them while the third paid 30,000.

The card now states the reward side as well as the bar, in the same sentence, scoped so it says nothing about the smaller empires the cap never touches — below it this card pays exactly what its siblings pay, and that has not changed.

Nothing about the payments has changed, and nobody was underpaid. The clamp is deliberate: it is what stops a commander farming the weekly by feeding a fleet to a second account, and the board has always quoted the already-clamped figure honestly. What was missing was the sentence, not the resources. Measured across every claim of this card so far, 67 of them — by 53 different empires — were made above the cap.

And the explanation now survives the claim. Collected cards used to drop their rule, so the one sentence that explained the gap disappeared at the exact moment a commander taps through and compares what the three weekly cards actually paid. A collected battle card keeps it, for as long as the weekly hand keeps the slip.

Also

The open question of whether that clamped payout is the right number — a weekly card that can pay less than 1% of what a daily card pays the same empire — is filed as #3038 with the production figures, and is deliberately not answered by this change.

1.122.2 — 2026-09-07

Fixed

Also

1.122.1 — 2026-09-07

Fixed

Nothing was added to what a probe buys: the marks are a public catalogue rule applied to numbers the report already showed, so they appear at every espionage tier and the report itself is unchanged. A commander's defence plan — which can field a freighter wall, or hold a gunship back — stays unreadable at any grade, and both new lines say so.

1.122.0 — 2026-09-07

New

1.121.12 — 2026-09-07

Fixed

Changed

Also

1.121.11 — 2026-09-07

Also

1.121.10 — 2026-09-07

Fixed

Also

1.121.9 — 2026-09-07

Changed

Nothing you can see in the game changed in this release, and that is the honest summary: no Doctrine, no travel time, no research number moved. What changed is three places in the code that looked like they were tuning the game and were not — the kind of thing that turns into a real bug the first time someone tries to rebalance through them (#3010).

Also

New guard: every setting in the Doctrine module must now be genuinely used by the game, or the build says so by name. That is what would have caught the dead free-jump setting the day it was written.

1.121.8 — 2026-09-07

Changed

1.121.7 — 2026-09-07

Fixed

The Aegis Bastion was sold on a sentence that was not true, and we are saying so plainly rather than filing it as a tidy-up (#3000).

The shipyard described the hull as "Shields the fleet around it, and never fires." A commander bought tens of thousands of them on that sentence, put them behind his line, and ran the battle forecast with and without. The two results were identical, down to the last ship. He was right, and the report was right: for a fleet that size the Bastions were doing nothing at all, and no number of them would have changed that.

Here is what the hull actually does. Its shields are a loan, not a wall. Your ships draw on the Bastion pool only for the part of an enemy salvo their own shields could not absorb — and your own shields come back to full every round and grow with every hull you add, while the enemy's salvo does not grow just because your fleet did. So the bigger your fleet, the more certainly its own shields already cover everything shields are allowed to cover, and the Bastions behind it are never reached. Past a certain fleet size that is not "less useful" — it is exactly zero, and buying more cannot move it.

Nothing about your battles has changed. No stat, no formula, no combat rule was touched: fleets fight exactly as they did yesterday, and nobody's losses move by a single hull. What changed is that the game now tells you the truth about the hull before you spend on it. The card reads:

Never fires; a large fleet cannot use its shields

The same promise was live in three other places — the raid fleet picker, the defence planner and the campaign roster note — and all of them now agree.

Two things we found while investigating and are not fixing quietly:

Thanks to jsnam for the audit and for the A/B screenshots that started it. If you are holding Bastions, nothing has been taken away from you — but you can now read the card and decide.

1.121.6 — 2026-09-07

Fixed

Also

1.121.5 — 2026-09-07

Fixed

Also

1.121.4 — 2026-09-07

Fixed

The Eschaton Veil now tells you, before you buy it, everything it does not hide (#2997)

The two screens you read while deciding whether to research and build an Eschaton Veil described it more narrowly than it works.

The tech-tree card said the Veil was pierced by a spy mission and that attacking from a veiled colony "puts your address in the enemy battle report". Read plainly, that promises two things the game does not: that only attacks give you away, and that without a battle nothing leaks. The building sheet was narrower still — it named a spy mission as the only way through and never mentioned fleets at all.

Neither is how concealment actually breaks. An attack's origin reaches the defender from the moment it launches, so a feint you launch and recall has already published the coordinates with no battle ever fought. A garrison sent to help a guildmate carries its launch pad into the report the attacker reads. And a fleet in open space can be read from where it set out — which is true of every mission you send, not only the ones that end in a fight.

All three Veil screens — the tech-tree card, the building sheet and your own colony's Veil status — now say the same thing, in the same words:

A successful active spy mission still pierces the cloak, and anything you launch from a colony under the Veil can still be traced back to it: an attack's origin reaches the defender from the moment it launches, and the battle report names where every fleet came from, garrisons included.

Nothing about the Veil itself changed — the same colonies are hidden from the same empires, and the threshold each screen quotes is untouched. What changed is that the screens you buy it on no longer promise more than it delivers. If you own a Veil, the sentence above is the one to plan around: it was always true, and now it is written where you can read it before you spend.

Also

The wording is now stored once and drawn by all three screens, so they cannot drift apart again and quietly disagree about what your Veil covers.

1.121.3 — 2026-09-07

Changed

1.121.2 — 2026-09-07

Fixed

A synthetic empire told "no" about a fleet recall now stops asking (#2957)

When one of the game's synthetic empires turns an outbound attack around — because you signed a pact with it while its fleet was in the air, because your garrison grew past what it sent, or because its own home colony came under attack — it asks the server to recall the fleet. If the server said no, it used to ask again five minutes later. And again, and again, for as long as the fleet was flying: a mean of six requests for one decision, and as many as twenty-one on a long flight. A person told "no" presses the button once and stops.

Now a refusal ends the attempt. The reasons a recall can be refused are no longer treated alike: the ones that cannot change while the fleet is still in the air — the recall window having closed, the fleet having already landed, a raid, a garrison that needs a different order — stop after a single request. The ones that genuinely can lift, chiefly the three-recalls-a-day limit whose window rolls rather than resetting at midnight, are tried again a few times, spaced by a pause drawn from that commander's own habits rather than from a clock the game publishes.

That last part is the same rule the night-shield retry (#2588) and the Council directive reroll (#2633) were given: an empire must not come back at the first instant it is allowed to, because striking on the first legal second looks like foreknowledge even when the opponent is blind. Measured over 40,000 simulated flights, the share of successful recalls landing within one tick of the moment the limit released falls from 93% to 37% — level with a maximally spread retry. The honest cost, stated because the changelog is a claim: spreading the attempts out means some now arrive after the fleet has landed, so of the recalls the server would eventually have allowed, 87% used to get through and 66% now do.

An empire could describe a fleet as still attacking you after it had already turned back (#2957)

If the recall order reached the server but its reply was lost on the way back, the empire concluded it had failed — while the server had already told you, its target, that the attack was withdrawn. Its own account of itself said the strike was still committed against you, and it would say so in chat. The two sides now agree.

Also

A network timeout on a recall used to escape the code that handles it, instead of being treated as a refusal worth one more try. And if a recall order reached the server while the reply was lost on the very last try, nothing used to tell the empire its own order had gone through; it now reads that off the fleet's own row.

One limit, stated because the numbers above are a claim: an empire remembers a refused recall only until the game's servers next restart, and the game ships several times a day. A flight that spans a restart starts asking again, so the real average sits somewhat above the six-to-two figure measured here. Each stretch is still capped.

1.121.1 — 2026-09-07

Changed

Also

1.121.0 — 2026-09-06

New

Your own colony now tells you what its Eschaton Veil is hiding it from (#2876)

You could buy a Veil and never find out whether it was doing anything. The mechanic worked; no screen in the game said so. As the player who reported it put it: it's hard to test in game.

Open one of your own colonies on the galaxy map and the planet sheet now says it outright — the Veil's level, and the line it draws:

Eschaton Veil L9 Hidden from any empire whose best Sensors are below level 9 — at level 9 or above they see it on the galaxy scan like any other colony.

"Best Sensors" is the strongest Deep Sensor Grid anywhere in that empire, not the one nearest you — a single well-equipped outpost extends their whole detection grid.

The sheet also names what a Veil does not stop, because a cloak you trust too far is worse than none:

An active spy mission still pierces it, and a fleet you send from here can carry these coordinates out — an enemy Observatory reads an attack's origin at launch, and the battle report names where every fleet in it came from, garrisons included.

Both halves of that are worth reading twice. The launch is what publishes the address, not the battle — so sending a fleet out from a hidden colony and recalling it does not take the coordinates back. And it is not only attacking: a garrison sent from a hidden colony to help a guildmate carries that colony's address into the report the attacker reads.

The level shown is the one you have finished paying for, not the one last written to the colony — so a Veil that completed while you were away is counted from the moment it completed.

Nothing changed on anybody else's colony. Looking at another player's world tells you exactly what it told you yesterday, whether or not they are cloaked, and whether or not your Sensors are what let you see them. That is deliberate: a marker that appeared only over a cloaked colony would, by its absence everywhere else, hand out a free map of who owns a Veil — and two players at different Sensors levels could compare notes and pin a third player's cloak between them without ever spending a probe. The Veil's price is a probe and a flight, or Sensors of your own, and it stays that way.

1.120.2 — 2026-09-06

Fixed

1.120.1 — 2026-09-06

Fixed

Also

1.120.0 — 2026-09-06

New

1.119.2 — 2026-09-06

Fixed

Also

1.119.1 — 2026-09-06

Fixed

Changed

Also

1.119.0 — 2026-09-06

New

Fixed

Also

1.118.3 — 2026-09-06

Fixed

The game was telling you the wrong thing about who collects a bounty (#2960, #2958)

Every screen that priced a strike far below your Power ended on the same promise: "Priced on impact, and anyone who stops you collects it."

Nobody who stops you collects anything. A bounty is claimed by attacking a wanted commander. There is no payout on the defending side of a battle anywhere in the game: repelling a wanted attacker pays nothing, joining a guildmate's defence pays nothing, and an interception pays nothing at all. A player who had just helped repel a wanted attacker went through his own event log looking for the dark matter we had promised him, and it was not there, because it was never earned.

We are sorry. That sentence had been on screen for a long time, and #2900 had only just put it back on the launch line after finding it had been hidden in a fold since August — so the warning players finally started reading again was the one that was wrong about who gets paid.

The same line also stopped one word short of the rule that decides the risk. The bill is computed from the Power gap the moment your fleet lands and never looks at how the battle went, so a repelled attacker is wanted for exactly the amount a victorious one is.

Both screens now read: "Priced on impact — win or lose — and only someone who attacks you can collect a share of it."

Six surfaces said this, in three different wordings, and each had its own copy of the sentence: the launch composer, the planet sheet, the Attack button tooltip, the WANTED tile in your HUD, the same sheet on a phone, and the diary row you get the moment a bounty lands on you. They now share one sentence, so they cannot drift apart again. The raid join door gained the "win or lose" half. The synthetic commanders were reading the same false rule out of their own briefing and could repeat it in chat; that is corrected too.

Also

1.118.2 — 2026-09-06

Changed

1.118.1 — 2026-09-06

Fixed

A Veil that has finished now hides your colony immediately (#2892)

Buildings finish quietly. A Veil level that completed while you were away was applied the moment anything looked at your colony, but the saved copy of that colony kept the old level until some other action happened to rewrite it — a build, an attack, a transfer. Fifteen screens read the saved copy.

So for that stretch, the Veil you had just finished paying for did not work. Your colony still appeared on the galaxy map, on the target board, in the war room, on the contact board and in your enemies' guild Watch Array to players who should no longer have been able to see it. Its coordinates were still printed on the public leaderboard row, on the public wanted board and in the global activity feed.

The same delay ran the other way for Sensors. A Sensors level that finished while you were offline did not extend your reach until something else saved one of your colonies: a slot you should have been able to see stayed drawn as empty, a target stayed off your board, a launch was refused for a colony you could now find.

Both sides of every visibility check are now read at the moment you ask. A level that has finished counts from the second it finishes — the Veil that hides you, and the Sensors that see through someone else's.

The address of a veiled colony stays off the public boards (#2892)

The public leaderboard, the wanted board and the activity feed each pick a colony with no Veil before printing its coordinates. They were reading the same stale copy, so a player whose first Veil level had just completed still had their planet published. They now read the current level, so a Veil counts against those three the moment it is finished.

Also

Nothing in the Veil or Sensors numbers changed: the levels, their strengths and the threshold between them are exactly as they were. What changed is when a finished level starts counting.

1.118.0 — 2026-09-06

New

Fixed

Also

1.117.12 — 2026-09-06

Fixed

1.117.11 — 2026-09-06

Fixed

1.117.10 — 2026-09-06

Fixed

Changed

Also

1.117.9 — 2026-09-06

Fixed

Also

1.117.8 — 2026-09-06

Fixed

1.117.7 — 2026-09-06

Changed

1.117.6 — 2026-09-06

Fixed

1.117.5 — 2026-09-06

Fixed

Also

1.117.4 — 2026-09-06

Fixed

1.117.3 — 2026-09-06

Fixed

Changed

Also

1.117.2 — 2026-09-06

Fixed

AI empires can name a wanted player again, without being told where to find them (#2882).

Yesterday's fix went one step too far. Making each AI empire see only what its own sensors reach was right — but it also took the bounty board away from them, and a bounty is not a secret. The game has always been explicit about this: a wanted player wholly hidden under a Veil still shows up, by name and by price, on the Wanted tab and on the leaderboard, for everyone. Only the address is withheld.

For a few hours the AI empires had it the other way round: a veiled Warlord that every player could see red-badged at the top of the board was a name none of the 75 would say, and could not answer a question about. That is the kind of small, always-in-the-same-direction gap that makes a machine recognisable, which is the one thing they are built not to be.

Now they follow the same rule you do. They can name a wanted commander and quote the price on their head; they are told where to find them only if their own sensor grid actually reaches that colony. And when it does not, they do not guess — an empire that cannot locate a target does not put it on a target list, so nothing it says about a hiding player is ever an invented coordinate.

Also

The machinery that gives each empire its own view is now held in place by tests that fail if it is ever unhooked — it was working, and nothing would have noticed if a future change quietly disconnected it.

1.117.1 — 2026-09-06

Fixed

Also

1.117.0 — 2026-09-06

New

1.116.5 — 2026-09-06

Fixed

The anomaly contract is no longer dealt to empires that cannot complete it (#2895). "Investigate an anomaly" was being handed out to the AI empires and to the Wraiths as well as to you — and neither of them has been able to finish it since August, when their anomaly expeditions were taken away for exactly this reason: to leave the anomalies to real players. The card still went out to them every day and simply sat there, unfinished, for ever. Over the whole season the machines were dealt it 1,389 times and completed it five, all five before that change landed.

Nothing changes on your own board: you are dealt the same cards, with the same odds, as before. What changes is that the week's anomalies are now contended only by the players who can actually go and claim one.

Also

The measurement behind the open work on anomaly supply was corrected while fixing this. The earlier count identified machine empires by one email domain and so counted the thirty Wraith empires as human players. For the week of 31 August the real split is 470 cards to machines, none of them completable, against 227 to people, of which 27 were completed — so two thirds of the demand on the anomaly stock was never reachable, not 45%, and the human completion rate is 11.9% rather than the 7.1% previously published. The scarcity is real; it is about half as severe as the raw board figures suggested.

1.116.4 — 2026-09-06

Fixed

1.116.3 — 2026-09-06

Fixed

A colony you hide under a Veil is now hidden from the AI empires that cannot actually see it (#2882).

The 75 AI empires read the galaxy through a shared map, and that map was fetched using a single one of them as the eye. The server does its job — it hides a veiled colony from any viewer whose Deep Sensor Grid is too weak to find it — but it was answering the question "what can that one empire see?", and the answer was then handed to all 75.

So an AI empire with no sensor network at all could see, target, scout, besiege and name in chat a colony it had no way of detecting, as long as the one empire doing the fetching could see it. Before this change that was happening 4,103 times over: 72 of the 75 AI empires were being shown at least one veiled colony beyond their own reach, across 167 colonies — 49 of them belonging to players who had paid for the Veil precisely so this would not happen.

Now each empire narrows that shared map to what its own sensors reach, and the eye doing the fetching is the strongest grid on the roster rather than whichever empire happened to be first in a list. Your Veil is worth exactly what the game says it is worth, against every AI empire individually.

Also

The map's eye now says who it is and what it can see, once per refresh, so this can never quietly become true again without somebody noticing.

Two limits are known and filed rather than left implied: an AI empire can still be handed a siege target it cannot personally see (#2905 — narrowing that list turned out to retire sieges that were still live, and closing it safely needs its own change), and the anomaly half of the same map still depends on one empire's Astrometrics (#2904 — measured at 0 in production right now).

1.116.2 — 2026-09-06

Fixed

Also

1.116.1 — 2026-09-06

Fixed

The Emergency crate no longer tells you nothing attacked you (#2859).

A colony of yours was attacked. You watched the battle resolve and read the report. Then the guild store refused you the Emergency crate with "No attack on one of your colonies in the last 48 hours."

The rule behind the refusal was right — a token attack has not opened the crate window since #2041 — but the sentence never mentioned it, so it named a condition you could see was false. One commander concluded from it that the crate needs a defence you lose. It does not, and it never has: the crate has never cared whether you won.

The refusal now says no attack counted, names all three exclusions — your own attacks, garrisons you lent to somebody else's colony, and token attacks — and states plainly that whether you won or lost the defence is not part of it.

The crate's row in the store now spells out what makes an attack a token, in the terms the game actually measures: a fleet that brought too little against the ships and emplacements that met it — or met none at all — and that looted nothing and destroyed no ship of the defence in the field. It also names what is not weighed there: the Shield bubble, the Fortress and the Cannon. So if your bubble absorbed an assault with nothing else on the field, the row now tells you why the window stayed shut.

Nothing about which attacks open the crate has changed. Only what the game tells you when one does not.

Reported by Spacca-Mazza, whose refusal is the one that started this; QQQQ supplied the citation that settled how much of the rule could be said out loud.

1.116.0 — 2026-09-06

New

1.115.2 — 2026-09-06

Fixed

Also

1.115.1 — 2026-09-06

Fixed

Also

1.115.0 — 2026-09-06

New

1.114.0 — 2026-09-06

New

1.113.0 — 2026-09-06

New

1.112.0 — 2026-09-06

New

1.111.0 — 2026-09-06

New

1.110.2 — 2026-09-06

Changed

1.110.0 — 2026-09-06

New

1.108.0 — 2026-09-06

New

Also

1.107.19 — 2026-09-06

Fixed

Your screens no longer disagree about an incoming attack (#2846).

The Sensor Grid is what pierces the Nightfall Protocol: at level 8 anywhere in your empire, a fleet flying under it is supposed to show on your warning surfaces from the moment it launches. But a Sensors level takes a short while to be written back to your colony after it finishes, and for that stretch only some screens counted it.

So a commander who had just finished Sensors 8 could see the attack on the Incoming panel and, in the same minute on the same colony, be told by the build advisor that their early warning was showing nothing — with that reassurance attached to the advice to spend on economy rather than defence. The guild door badge stayed dark over a guildmate whose entry on the threat board behind that door was already showing the attack. And the alert and phone push that should have fired at launch were held back while the panel counted the fleet down: the fleet arrived on a silent phone.

All of these now read your Sensors at the same instant, so they say the same thing.

Changed

A defender whose Sensors 8 has just finished can no longer be launched at from the dark (#2846). They were always meant to see a Nightfall attack from launch — that is what the level is bought for. Now the alert and the push arrive with the panel, instead of the panel alone. Nothing became visible that you could not already see somewhere else; the screens that were quiet simply caught up with the ones that were not.

1.107.18 — 2026-09-06

Fixed

Also

1.107.17 — 2026-09-06

Fixed

Also

1.107.16 — 2026-09-06

Fixed

1.107.15 — 2026-09-06

Fixed

Also

1.107.14 — 2026-09-06

Fixed

1.107.13 — 2026-09-06

Fixed

1.107.12 — 2026-09-06

Fixed

1.107.11 — 2026-09-06

Fixed

Changed

Also

1.107.10 — 2026-09-06

Fixed

Also

1.107.9 — 2026-09-06

Changed

1.107.8 — 2026-09-06

Fixed

Also

1.107.7 — 2026-09-06

Fixed

Also

1.107.6 — 2026-09-06

Fixed

Upgrading a building past the point where it stops helping now asks first (#2804)

A few buildings stop improving well before level 30 — the Colonial Outpost after level 1, the Trade Portal after 16, the Autonomous Factory and the Orbital Arsenal after 1 — while their energy drain keeps climbing with every level. The game already said so, on the button and beside it. What it did not do was pause: one tap on Upgrade and the order was placed, and since buildings cannot be demolished or downgraded, a mis-tap was permanent.

Now that tap opens a question instead. It names the building and the level, repeats what has stopped improving, shows exactly how much more energy the level will draw for as long as the building stands, and says plainly that it cannot be undone. Confirm and the upgrade goes ahead as before — the level still earns colony points and structural power, and the Outpost's artwork still advances at levels 10 and 20, so this is a purchase some players make on purpose and it stays available. Cancel and nothing is spent.

The question is asked wherever the upgrade can be started: the building sheet, the build menu, the Colony tab's rows and the advisor's cards.

Reported by T04st.

Also

Colonies that are already above one of those levels are left exactly as they are — this change prevents the next mistake, it does not undo an earlier one. Being able to demolish or downgrade a building is a separate, still-open request (#2626).

1.107.5 — 2026-09-06

Changed

1.107.4 — 2026-09-05

Fixed

The game no longer freezes for ten seconds at a time (#2790). Every so often the whole server would stop answering — not one screen, all of them at once — and anything you had in flight at that moment simply failed. Opening the galaxy map returned an error, the chat refused to load, a fleet order came back as a red banner. It cleared up on its own after a few seconds, which is exactly why it was hard to pin down: by the time you retried, it worked.

The cause was one screen asking the same question eighteen times. The galaxy view checks the Power rating of the owner of every planet slot it draws, and each of those eighteen checks was starting its own full recount of every empire in the game instead of waiting for the one already running. The recount is not interruptible, so eighteen of them ran back to back while the server could do nothing else — long enough for anything already open to give up and fail.

Now the first check does the work and the other seventeen wait for its answer. Measured against the live database, before and after: with eighteen at once, the server used to lock up for 1.9 seconds and take 8.9 seconds to answer; it now locks up for 1 millisecond and answers in 0.56 seconds. With thirty-six at once the freeze was 5.2 seconds; it is now 1.7 milliseconds. The cost no longer grows with how many people are looking.

Also

The operator panel can now see a freeze while it is happening. The admin dashboard has a new "API event loop" card showing how long the server has gone without responding — the worst pause in the last minute, the worst since the last restart, and when it happened — and the server writes a warning to its log whenever it stops for a second or more. This condition used to be visible only by inference, reconstructed after the fact from failed requests in a log that is wiped on every deploy. It is now a number anybody can read.

Not covered by this change: the galaxy target list has a milder version of the same duplicated-work pattern. It was measured at 216 milliseconds rather than seconds, so it is wasted database effort rather than a freeze, and it is left for its own fix.

1.107.3 — 2026-09-05

Fixed

Also

1.107.2 — 2026-09-05

Changed

1.107.1 — 2026-09-05

Fixed

Also

1.107.0 — 2026-09-05

New

Novarchy installs on Android (#2778)

Open novarchy.com in Chrome on an Android phone and the browser menu now offers Install app. The game lands on your home screen as a launcher with the Novarchy icon and name, and opens full-screen — no address bar, no browser chrome, the whole display for the galaxy.

Before this, Android had no install path at all. The game shipped a web manifest and the seven icon files it needs, served them correctly, and had done so for months — but no line in the page ever pointed at the manifest, so no browser ever fetched it. On top of that the manifest itself was missing the name, the start address and the display mode that make a site installable. Both halves are fixed: the page links the manifest, and the manifest is complete.

If you are on iPhone, you already had this and were never told: Add to Home Screen in Safari has quietly produced a standalone, browser-chrome-free Novarchy app for months, because iOS reaches the home screen through tags the page already carried. Nothing there breaks. One thing improves — iOS has also read the manifest since version 16.4, and the page declares no icon of its own for that purpose, so a home-screen icon added from now on should be the real Novarchy crest rather than a snapshot of the page.

The home-screen entry starts the game at the site root and keeps the whole site inside the app, so links to the privacy and support pages stay in the window instead of throwing you out into a browser tab.

What was tested, and what was not. Every published Chrome installability criterion was checked against what the live site actually serves, using real Chromium driving the same manifest parser the browser uses to decide: it now finds the linked manifest, parses it with no errors, and all eight criteria pass where seven of eight failed before. That the install entry appears on a physical Android handset follows from those criteria but was not observed on a device — there was none to test on.

One thing deliberately not claimed: Android will not pop up an unprompted "install this app" banner. That banner needs a service worker doing work this game intentionally does not do. Installing is there when you go looking for it in the menu.

Also

The launch splash colour now matches the colour the page itself paints first, so opening the installed app no longer flashes between two slightly different blacks.

1.106.12 — 2026-09-05

Changed

1.106.11 — 2026-09-05

Fixed

1.106.10 — 2026-09-05

Fixed

Changed

Also

1.106.9 — 2026-09-05

Changed

1.106.8 — 2026-09-05

Fixed

Also

1.106.7 — 2026-09-05

Fixed

Also

1.106.6 — 2026-09-05

Fixed

Nothing about who is eligible, or how much decays, has changed — no threshold and no rate was touched.

Also

1.106.5 — 2026-09-05

Fixed

Also

1.106.4 — 2026-09-05

Fixed

Coming back to the game now saves your account from the cleanup sweeps (#2731).

Two background jobs remove abandoned accounts: one clears players who registered and never really started, the other retires empires that have gone silent for a month or two. Both used to work from a single snapshot of the candidate list taken at the start of the pass, and then delete each account without checking whether anything had changed since.

That left a gap with no undo. If you signed back in while a pass was running — moved a fleet, upgraded a building, or just opened the game — your account was deleted anyway, on the strength of a reading taken up to a minute or two earlier. Nothing warned you, and nothing could give the empire back.

Each removal now re-checks, at the moment it happens and on data it holds, everything the decision was based on: when you were last seen, when your colonies last changed, your guild, a declared leave. If any of it has moved, the account is left alone and simply looked at again on the next pass. Nobody who came back gets removed for having been away.

Two related safeguards came with it. An account banned while a pass is running is no longer deleted by it — which previously would have erased the ban along with the account, freeing the name for immediate re-registration. And a single contested account can no longer stop the rest of the pass.

Nothing changed about who is eligible for removal: the thresholds, the limits and the rules are exactly as they were. This fixes only the case where the game acted on information that had gone stale.

Also

We checked production for evidence that this had already cost anyone their account. It is not possible to tell: the deletion record keeps only what the decision was based on, so it agrees with itself by construction, and the detailed logs are discarded whenever the servers restart. That gap is now filed as its own piece of work (#2741) — not so that deletions can be undone, but so the game can say what it removed and when. Two further issues were opened from the same review (#2740, #2746).

1.106.3 — 2026-09-05

Fixed

Changed

Also

1.106.2 — 2026-09-05

Fixed

Also

1.106.1 — 2026-09-05

Fixed

Also

1.106.0 — 2026-09-05

New

Changed

1.105.12 — 2026-09-05

Fixed

1.105.11 — 2026-09-05

Fixed

Also

1.105.10 — 2026-09-05

Fixed

1.105.9 — 2026-09-05

Fixed

1.105.8 — 2026-09-05

Fixed

1.105.7 — 2026-09-05

Fixed

Your anomaly survey is drawn from what your own instruments reach (#2689)

Every week the survey scatters stellar anomalies across the galaxy, and the Galaxy view marks the ones your Astrometry resolves. It was not marking all of them. An anomaly that had landed on a slot already spoken for was struck off your chart — struck off by a rule that consulted the galaxy as it truly is, rather than the galaxy your sensors can actually reach.

That is a small thing to get wrong and an awkward one to leave standing, because the Eschaton Veil is bought on exactly the opposite promise: what an empire hides costs a probe and a round trip to find, and never a glance at a map.

So the survey now answers from your side of the instruments. A slot your sensors read as empty is treated as empty in every respect — the signal on it is charted, the exploration launches, and the fleet resolves it exactly as it would anywhere else in the sector. This week that puts five of the survey's 168 anomalies back within reach of commanders who could not have touched them before.

Nothing about the Veil's price has changed, and nothing about how you find what it hides. What changed is that the chart no longer answers a question you had not paid to ask.

1.105.6 — 2026-09-05

Fixed

1.105.5 — 2026-09-05

Fixed

A spy probe now answers when it lands, not when you press Launch (#2686)

Sending a probe at a set of coordinates could be refused on the spot, before any ship left the hangar, with "Diplomacy blocks this mission." — and it could be refused that way even when nothing on your Galaxy scan suggested there was anybody there to be diplomatic with. A refusal that arrives before the flight is a refusal that answers a question you had not paid to ask, and espionage is the thing you are supposed to pay for.

So the launch has stopped answering it. A probe sent at coordinates you have no reading on now leaves the hangar like any other, and the answer comes back with the probe:

Probing an allied colony that is plainly on your screen is still refused the moment you press Launch, with the message it has always had. Nothing there was ever a secret, so there is nothing to wait for.

One consequence worth knowing, because it runs the other way: a friend's colony is protected whether or not you could see it when you launched. If a guild becomes your ally while your probe is still in the air, the probe comes home with the same line rather than a report.

1.105.4 — 2026-09-05

Fixed

Also

1.105.3 — 2026-09-05

Changed

Also

1.105.2 — 2026-09-05

Fixed

1.105.1 — 2026-09-05

Fixed

Synthetic empires no longer take the Council card at midnight, all together (#2667)

The Council directive board opens at 00:00 UTC on the first of every month, the same instant for everyone. Until now every synthetic empire took its card within about five minutes of that instant — the whole roster, in unison, on the hour. And because these empires keep their own waking hours spread across the day while the board's opening is fixed, just over half of them were doing it in the middle of their own night.

Now they pick the card up at some point during their own playing day, the way anyone notices a new event board when they next sit down. Measured across 22,500 monthly cycles against the real 75-empire roster, and counting the moment the card is actually taken rather than the moment it was planned: takes landing within five minutes of the opening fall from 100% to none, and none at all now happens while that empire is asleep. The busiest single hour of the day goes from holding every take to holding 6.2% of them, where a perfectly even spread would be 4.2%.

Nobody loses the card by waiting: no empire in those 22,500 cycles reached the end of the window still empty-handed, and one that discards a card mid-cycle picks up its replacement straight away. The harness that produces those numbers ships with the game, so they can be checked rather than taken on trust.

An empire could briefly deny holding a card it had just taken (#2667)

For the five minutes after taking a directive, an empire's own notes still read "You have not taken a directive yet." Ask one in guild chat during that window and it told you, in good faith, that it had not picked a card — while the board showed that it had. These empires are held to speaking only about real game facts, so a window in which their own notes were wrong was a real break in that promise, however short. Their notes are now right from the moment of the take.

The same notes could also claim never to have started the event while reporting event points earned from a directive already completed — two statements that cannot both be true. An empire between cards now says so plainly.

Also

Hardened the empires' memory against a server clock that jumps backwards (#2667). A record written while the clock was running ahead used to look permanently fresh, which could leave an empire refusing to attack a world, declining to join a raid, or silently going quiet in its guild, until real time caught up. Every such record now ages correctly in both directions. Two places deliberately keep the stricter old behaviour, because there the alternative is worse: an intelligence report from the future is refused outright rather than trusted, and grudges are never decayed for time that has not actually passed.

1.105.0 — 2026-09-05

Added

Also

1.104.17 — 2026-09-05

Changed

1.104.16 — 2026-09-05

Fixed

1.104.15 — 2026-09-05

Fixed

Also

1.104.14 — 2026-09-05

Fixed

Also

1.104.13 — 2026-09-04

Fixed

The Hypergate card never said whose two gates collapse a route — and players were paying for it (#2625)

The building card promised that "two gates make the route between them a single hop", without saying whose. Read in front of a purchase, that means "two of mine". But the guild network has always worked without you owning anything: if a guildmate holds a gate in your departure system and another holds one in your arrival system, your trip becomes a single hop — no Hypergate, no Hypergate research, from the day you join. The research card repeated the same half-truth, mentioning the guild only to say your gate helps them, never that theirs carries you.

So players were researching a node and building a structure to get something their guild already gave them.

Both cards now say it. The paired-gates row spells out that either end may be yours or a guildmate's, that the guild half asks for neither the building nor the research, and that the trip is priced on the weaker of the two gates — a rule that until now was written down only for your own pair. At level 0 the row used to show a bare dash; for a player in a guild it now says a guildmate's gate already counts as one end, which is the fact that changes the decision on that screen. Players with no guild are told none of this, because for them it is not true.

The same row now also separates two things that were being described as one: your own pair reaches further than the ends — any two of your gated systems can bridge a route, though the legs out to them still count — while the guild pair works at the departure and arrival systems only. And the card no longer claims a gate speeds "every convoy" from its system: it speeds supply runs, never a convoy to an ally or an enemy.

Nothing about how travel is calculated has changed. This is the card catching up with the engine.

Reported by Spacca-Mazza (spaccamazza), who worked it out from a support-desk answer and was right on both counts.

Also

The travel reference the support desk answers from now states that the guild network costs the traveller nothing, and corrects two errors it carried: it credited the Hypergate research with the Relay's discount (a separate research and a separate building), and described the gate express as multi-hop when it prices exactly one.

1.104.12 — 2026-09-04

Fixed

The login screen stops telling a locked-out commander to abandon their empire (#2652)

A guest account has no email and no password: the only key is a sign-in token kept by the browser or app you played in. Lose it — clear your site data, reinstall, change phone, tap Logout — and the game shows you the login screen and nothing else.

Typing your own commander name there used to answer "That name is already taken: pick another one." To the person who owns that empire, that was an instruction to give up and start a second one. It was also the only advice on the screen: a new name founds a new empire, and so does the Apple or Google button, because linking an account requires being signed in already.

The refusal now says what is true and what can actually be done:

An empire already answers to that name. If it is yours, its key lives in the browser or app you played in — open the game there. Any other name starts a new, empty empire.

That first route is real and nobody was told about it: an old phone or a second browser you never signed out of still holds a key, and it does not even have to be valid — the game trades an expired one for a fresh key by itself.

The small print for a returning visitor now says the same thing before you tap, instead of naming only the linked-account door that most guests never set up. And the support page gains a Locked out of your empire section: what the key is, the two routes worth trying, what signing up again does and does not do, and an honest account of the last resort.

One thing that page is careful about, because the first draft got it wrong. It would have been easy to say a dead key works for six months. It does not: a guest empire that goes quiet is retired after about a month, and once the empire is gone the old key opens nothing. The generous window protects someone whose key ran out while they were still playing — it does not hold an empire open for a player who stopped. The page now says so, and tells you not to wait.

What deliberately did not change: the answer is the same whether the name is yours or a stranger's. Telling the two apart would let anyone probe names to discover which commanders exist, and that single refusal is what stops someone walking into your empire by typing your name. So the help is offered as a condition you judge for yourself, and everything it states is true of every empire in the game.

Reported and diagnosed from the player's side by Depthcharge.

Also

The deeper question this leaves open — how a locked-out owner could ever prove an empire is theirs — is filed as #2656 rather than answered with a weak identity check. Anything that admits the rightful owner on evidence a stranger could also produce admits the stranger too.

1.104.11 — 2026-09-04

Changed

1.104.10 — 2026-09-04

Fixed

Surrendering a guild war now buys a week of peace (#2640)

Surrender used to cost 8% of your mother colony's storage and buy nothing. The war closed, the two guilds went straight back to neutral, and the guild you had just surrendered to could declare war again the same minute and take another 8%. There was no cooldown of any kind — surrender was the only exit an outmatched guild had, and it was a fake one.

Now the guild that accepts a surrender cannot declare war on the guild that gave up for one week.

The Diplomacy panel shows the week on both rows and says which side it binds, and the Declare war button is withheld from the guild that is barred.

A week, rather than the 48 hours a paid truce buys, because a war is scored over a whole week: one fought to its Monday rollover already yields at most one tribute per pair per week. Surrender is meant to be an early exit from that week, not a way to run three of them.

Reported by Tibeh01.

1.104.9 — 2026-09-04

Fixed

1.104.8 — 2026-09-04

Fixed

The check that retires the Pirate Beacon stops flooding the server to do it (#2593)

Nothing in the game looks different after this release, and no Beacon changed hands. This is about what one piece of background housekeeping costs while nobody is watching.

The Pirate Beacon is the practice target the game puts in your system when you are starting out. Every six hours the server reviews each one and asks a simple question: is there still anybody here who has something to learn from it? If a whole system has outgrown its Beacon, the Beacon goes, and the slot it was holding opens up for a real world.

The review was asking that question one system at a time. With 114 Beacons on the server that meant well over a hundred separate trips to the database, each one waiting for the last to finish — and up to double that on a round where many Beacons qualified at once. The database itself never struggled with this: all those queries together came to about a twentieth of a second of its time. The problem was elsewhere. The game runs on a single server process that also answers every page you load, every attack you launch and every fleet that arrives, and a job that queues up a hundred small waits in a row makes everything else stand behind it. That queueing is what had been squeezing other background jobs until they ran out of time and gave up — the pile-up traced in the previous release.

The review now asks the same question about every system at once, in a fixed handful of trips no matter how many Beacons exist. The same work that took a hundred and sixteen steps takes four.

The important part is what did not change: exactly the same Beacons qualify, under exactly the same rule. A system keeps its practice target unless every single real player living there has passed the threshold — one newcomer next door is enough to keep it. A system where only pirates, factions or relics remain keeps it too, and so does a system the server knows nothing about. In doubt, the tutorial stays.

Before shipping this we checked whether making the review cheaper would cause a wave of Beacons to disappear at once. It will not: measured against the live galaxy, none of the 114 Beacons currently qualifies for retirement, and the closest system is still a long way from the line. If that changes later it will change the way it always would have — one system at a time, as its residents grow.

Also

The tests around this now pin two things that had never actually been checked, despite being the exact mistakes the code carries warnings about: that the review reads a system's full coordinates rather than half of them, and that it cannot be talked into deleting every Beacon in the galaxy in one go. Both were verified by deliberately breaking the code and confirming the tests catch it.

A related weakness in the test scaffolding — where a stand-in for the database hands back information a query never asked for, hiding this whole class of mistake — is recorded as #2639 rather than patched in a hurry here.

1.104.7 — 2026-09-04

Fixed

Also

1.104.6 — 2026-09-04

Fixed

The mission composer no longer plans a trip to a planet that does not exist (#2618)

Type a planet number the galaxy does not have — 19, when a system holds 18 — and the mission form used to tell you two things at once. It said "Slot unknown: the Galaxy view could not be read.", and directly under that it gave you a travel time, a route, a Dark Matter price for the warp, and a Launch button you could press. Pressing it failed: the server had always refused those coordinates, so no fleet ever left and nothing was ever spent.

The cost was not the wasted click. It was that the form was confidently wrong about somewhere that does not exist, on the same screen where it had just admitted it could not read the slot.

It reads that way now. The Launch button greys out, exactly as it already did when you pointed a debris harvest at somebody else's planet, and the line beside it says which part of the address is impossible — "Planet 19 does not exist: a system holds 18 planets." No travel time, no route label, no Dark Matter quote, and where the estimate used to be the bar says there is no route rather than printing a number for nowhere.

Worth saying why nobody caught it earlier: the number was not obviously broken. The game measures distance in map cells, and a planet that has no cell quietly fell back to plain straight-line distance and answered anyway — from the same home world, planet 5 priced at 191 seconds and planet 19 at 200. Nothing on screen told them apart.

Real destinations are untouched, the Event Sector included: it sits one step past the ordinary map, and a season is fought there, so it stays a place you can send a fleet to.

Also

Seven test files had been quietly describing colonies at addresses the game cannot hold — system 41 and 58 of a galaxy that has 19 — and now sit on coordinates that exist. Behind the scenes there is one definition of "is this a real place" instead of the six that had drifted apart across the game and the server, two of which disagreed about whether the Event Sector counted.

Reported by QQQQ, who also pointed at the debris harvest as the thing it should behave like. It does.

1.104.5 — 2026-09-04

Fixed

1.104.4 — 2026-09-04

Fixed

Deleting an account can no longer quietly start blocking guild founding for longer (#2592)

Nothing you can see has changed, and that is the finding as much as the fix.

The report was that deleting one account froze every guild operation on the server for the length of a 35-statement database transaction. Measured statement by statement, it does not: the lock in question is taken at the very end of the deletion, joining a guild never waits on it at all, and the sweep that removes up to 200 abandoned accounts a night can never reach it, because it refuses to touch anyone who is in a guild. What the lock does hold up — founding a guild, and dissolving one — waits for the last stretch of the deletion, and for no longer than the same wait costs when the last member of a guild simply walks out.

So the lock stays as it is, for reasons now written down beside it: it protects the eight-colour wheel that every guild draws its banner colour from, which is genuinely shared by the whole server; it is the only signal every dissolution path agrees on; and moving it out of the deletion would let an account finish deleting while its guild was left standing with nobody in it — the exact state a previous fix exists to prevent.

What was missing was a brake. The deletion's tail is now pinned statement by statement in a test, so the next change that lengthens the stretch where guild founding waits fails loudly instead of landing unnoticed. Two long-standing comments that stated the wrong numbers, and one that named the wrong set of locks, are corrected — one of them would have led the next person to take two locks in the opposite order and deadlock the guild system.

Also here: a changelog heading from v1.104.0 now carries its issue number, which had been left off and was failing the check that keeps every heading on this page traceable to the change it describes.

1.104.3 — 2026-09-04

Fixed

Every check before a release stops wasting a minute of its own time (#2550)

Nothing in the game itself changed in this release. This is machinery — and the machinery is what decides how fast everything else reaches you.

Before anything ships, an automatic check runs. Part of it verifies that every building's artwork still sits exactly where the map believes it sits: it reads the real pixels of all 81 building sprites and refuses the release if any of them disagrees with the map data. That is the check that stops a building being drawn floating above its tile, or sunk into it.

It was taking 73 seconds, on one processor core, doing nothing else — and every check paid it, including checks on work that could not touch a building sprite at all. It now takes 3 seconds.

The check itself is untouched. It still reads the same 81 sprites, makes the same comparisons against the same expected values, and still runs every single time — nothing was skipped or switched off to make it faster. What went was waste: the code reading those image files was decoding them one byte at a time, and the 81 sprites were being read one after another while the rest of the machine sat idle.

While proving that, two things that had been quietly wrong were also put right: a check belonging to the account system was being given five seconds to do work that takes about seven whenever the build machine was busy, so it failed for reasons that had nothing to do with the code (#2476); and the release notes for v1.104.0 carried a heading that the changelog page's own guard rejected, which was blocking every release queued behind it (#2570).

Also

1.104.2 — 2026-09-04

Fixed

1.104.1 — 2026-09-04

Changed

Also

1.104.0 — 2026-09-04

New

Your colony's own fleet can be given a battle stance (#2570)

The Planetary Defense panel has a new Defense stance. It is a standing order for the fleet your colony keeps at home: unlike a mission's stance, which is frozen the moment that fleet launches, this one applies to every battle the colony defends, and you can change it whenever you like. It needs the Admiralty node, like every other stance.

Only Assault is offered there, and the reason is the whole point of this release — see below.

The guild panel's garrison an ally action also gets the stance picker it never had, so the same defence sent from the Missions screen or from the guild screen is now offered the same orders.

Fixed

A fleet standing guard fought unstanced — and the way around that was a free bonus (#2570)

Battle stance was offered on some screens and not others. Attacking solo had it. Opening or joining a guild raid had it. Garrisoning a guildmate did not, the Campaign did not, and the fleet sitting in your own colony's hangar did not.

That last gap was worth something. A fleet sent out as a defence mission could be launched under Rampart, paying one trip 10% slower, and then collect +10% hull and +10% shields in every battle it stood through for as long as it stayed on station. Your colony's own fleet could never do that, because it never launches and so never carries a stance.

So the cheapest way to get a permanent defensive bonus was to park your fleet on a neighbouring colony and send it straight back as a defence. A round trip bought something staying at home could not.

Reported by Remy (remylz), who worked out the trick himself and told us rather than using it.

The rule now, and it is the one the game already used. Pursuit has never been offered on a defence, because Pursuit's whole price is −10% cargo and a defending fleet's hold is never charged — it would be a free +15% speed. Rampart's whole price is −10% speed, and a fleet already standing on the planet it is defending is not travelling either. Both are free once a fleet is at rest.

Assault is the exception, and that is why it is the one you are offered: its −10% hull is paid inside the same battle that gives you the +10% attack. A fleet defending from its own hangar really does pay for it.

A fleet that fights where it stands may only hold a stance it is still paying for.

So Rampart is now withheld from a defence everywhere — the picker no longer offers it, and a garrison that carries one in from an older order stops benefiting from it once it has landed. The round trip buys nothing it could not get at home.

⚠️ If you have fleets standing guard right now, read this (#2570)

Also

1.103.1 — 2026-09-04

Changed

1.103.0 — 2026-09-04

New

1.102.1 — 2026-09-04

Fixed

1.102.0 — 2026-09-04

New

Also

1.101.2 — 2026-09-04

Fixed

Also

1.101.1 — 2026-09-04

Fixed

Also

1.101.0 — 2026-09-04

Juan asked in universe-chat when guild research resets. He had watched an event season end and nothing happen, and his guild was left with research spots a former leader had spent badly. He was right, and the answer turned out to be a gap rather than a date: the guild season had never started. Not once, for the whole life of the game.

Fixed

New

Also

1.100.0 — 2026-09-04

New

Sign out other devices (#2557)

Your empire is opened by a key stored on your device, and until now a copy of that key could not be taken back. If you had ever signed in on a shared laptop, sold a phone without wiping it, or sent a screenshot to someone helping you, whoever held that copy could keep using it — and since sessions started renewing themselves, it no longer expired on its own.

Open your commander card — tap your own portrait — and use Sign out other devices, between "Log out" and "Delete account". Every other device holding your key stops working. The device you press it on stays signed in, and it tells you so before it acts.

What it says depends on your account, because the truth is different:

There is no undo: once other devices are signed out, they cannot be let back in. Support can also cut off a leaked session on request, and for a guest that is equally final.

Fixed

Also

Getting back into a locked-out account is unchanged. An expired key still buys a live one inside the recovery window, which is the way back for the players whose sessions had already lapsed — the only thing now refused there is a key its owner has deliberately signed out.

1.99.1 — 2026-09-04

Fixed

1.99.0 — 2026-09-04

New

Changed

Fixed

1.98.0 — 2026-09-04

New

Your session renews itself, and can be restored if it ran out (#2464)

Playing now keeps you signed in. Your device's key is refreshed quietly in the background as you play, with nothing to press — come back within thirty days of your last visit and you stay signed in indefinitely, instead of being logged out on a fixed date counted from the day you signed up.

And if your key had already run out, the game can now give it back. Open Novarchy again on the device you were playing on and your session is restored on its own — same commander, same colonies, same alliance, exactly as you left them. There is nothing to click and nothing to ask for.

Two honest conditions on that. It has to be the device you were playing on, because the expired key is what proves the empire is yours. And the empire has to still be there: an account left silent for about a month is retired by the inactivity sweep as it always was, and this change does not resurrect a retired one.

Fixed

Guest empires no longer expire thirty days after signup (#2464)

A guest account was reachable with exactly one key: the signed token your browser or app was given the day you picked your commander name. It lasted thirty days and nothing ever replaced it. On day thirty it stopped working — sometimes mid-session — and every way back was shut. Typing your name again answered "that name is taken", because it was: by you. Signing in with Google or Apple opened a different, empty empire instead of yours.

The small print was wrong too. The guest warning listed only the ways you could lose an empire — clearing your data, reinstalling, changing phone — and never said the key also ran out on its own. It says so now. The expired-session message no longer tells guests to "sign in again", advice that could not work for a guest and, taken as "start over", cost them a second empire while the first went dark.

Also

One honest limit, and what to do about it. Restoring a session needs the old key still to be on the device. If you cleared your app data, reinstalled, switched phone, or logged out, there is nothing left to prove the empire was yours, and we will not hand it over on the strength of a name — that would let anyone take an empire by guessing its commander. There is no way around that one, and pretending otherwise would be worse than saying it.

Link your account (Settings → Account → Apple or Google). It takes seconds, changes nothing in the game, and makes your empire reachable from any device — including all the cases above, which nothing else can cover.

Reported by Depthcharge, who hit this mid-session and told us.

1.97.0 — 2026-09-04

New

A guild can take its own anchorage down (#2485)

Until now a Guild Anchorage was permanent for the guild that paid for it. The panel offered build, install module and repair, and nothing else. A structure only ever left the standing set when an enemy filled its breach bar, or when the guild lost every colony in its system — and that second case made it someone else's to claim while still counting against the original guild's cap. So an anchorage planted in the wrong system burned one of three slots for good, and because the price ladder reads how many you already have standing, it also doubled what the next two cost. A mistake on the first, cheapest slot left you paying 4,000 and 8,000 for the two you actually wanted, and no amount of Fund could undo it.

Leaders can now demolish one. Taking an anchorage down frees its slot immediately, but the Fund and the modules you sank into it are gone, you cannot build on those coordinates again for 48 hours, and you cannot take one down while its breach bar shows a notch.

The slot comes back at its own price: demolish your third and the replacement costs 8,000 again — what a third anchorage costs — rather than inventing a step above the ladder. The structure becomes a wreck like any other, so it stops being claimable by a rival and the 48-hour lock is the same one that has always followed a takedown.

The breach rule is what keeps a siege worth fighting: a defender cannot delete the structure at four notches to deny an attacker the fifth win they earned. It is not a trap either — the bar sheds a notch a day on its own, and a repair clears it, so both ways out are ones the anchorage already sold you.

Reported by Tibeh01, who asked the plain question: shouldn't there be a button to remove an anchorage?

1.96.5 — 2026-09-04

Fixed

Also

1.96.4 — 2026-09-04

Fixed

If you have bought no mastery and armed no modules, every recommendation is exactly the one you got before.

Changed

Also

1.96.3 — 2026-09-04

Changed

Also

1.96.2 — 2026-09-04

Fixed

1.96.1 — 2026-09-04

Fixed

Also

1.96.0 — 2026-09-04

New

Changed

1.95.1 — 2026-09-04

Changed

1.95.0 — 2026-09-04

New

Changed

Also

1.94.19 — 2026-09-04

Fixed

Also

1.94.18 — 2026-09-04

Fixed

The Aegis Bastion now defends the colony it was bought to defend (#2402)

The Aegis Bastion carries no guns on purpose: it feeds its shield to its side's pool every round, which is the whole reason to buy one. The colony defence plan decided who takes the field by asking a single question — can it shoot? — and that question, written when every gunless hull in the game was a freighter or a probe, answered no for the Bastion and left it parked in the hangar.

So the hull whose entire job is to stand in front of your fleet never stood in front of anything. And it got worse from there: hangar interdiction lets a winner run down a slice of what is left in the docks, and bombers are strong against Bastions. A commander who bought Bastions for defence and never opened the planner got no shield in the battle and handed the Bastions over as extra loot.

A hull now takes the field by default if it contributes to the fight — it fires, or it shields the fleet. Exactly one hull changes: the Aegis Bastion. Freighters, Spy Probes, Colony Ships, Colonial Arks and Continuum Haulers stay in the hangar exactly as before.

Two consequences worth knowing:

Reported by jsnam (Juan), who worked out the cause from the outside — down to the line of code — before we did.

Also

1.94.17 — 2026-09-04

Fixed

Also

1.94.16 — 2026-09-04

Also

1.94.15 — 2026-09-03

Fixed

1.94.14 — 2026-09-03

Fixed

Changed

Nothing in the game itself changed with this release: it is all release tooling. What players should notice is that the changelog page stays correct while several updates go out on the same day.

1.94.13 — 2026-09-03

Fixed

1.94.12 — 2026-09-03

Fixed

1.94.11 — 2026-09-03

Fixed

1.94.10 — 2026-09-03

Fixed

Nothing in the game changed with this release — it is a repair to the machinery that ships the game, and it is here because that machinery had been quietly telling us less than it knew.

Two long-standing faults in the gate's own self-check were found and fixed on the way: one of its safety tests had never actually been exercised, and another gave different answers on different machines. The self-check goes from 94 assertions, two of them failing, to 118, all passing.

1.94.9 — 2026-09-03

Fixed

1.94.8 — 2026-09-03

Fixed

1.94.7 — 2026-09-03

Fixed

Also

Not changed, and deliberately: the campaign still does not tell you your battle's own roll before you take it. Making the preview run the real seed was voted on and declined before this report, because it turns every level into a search you can solve in the client and makes the depth board rank whoever searches fastest. The rule that gives you one stable battle per level, so that retrying with the same orders cannot re-roll the dice, is untouched.

1.94.6 — 2026-09-03

Fixed

1.94.5 — 2026-09-03

Fixed

Also

1.94.4 — 2026-09-03

Fixed

1.94.3 — 2026-09-03

Fixed

1.94.2 — 2026-09-03

Also

1.94.1 — 2026-09-03

Fixed

Also

1.94.0 — 2026-09-03

New

Changed

Also

1.93.0 — 2026-09-03

New

1.92.1 — 2026-09-03

Fixed

Also

1.92.0 — 2026-09-03

New

1.91.0 — 2026-09-03

New

1.90.7 — 2026-09-03

Fixed

1.90.6 — 2026-09-03

Fixed

1.90.5 — 2026-09-03

Fixed

1.90.4 — 2026-09-03

Fixed

Also

1.90.3 — 2026-09-03

Fixed

1.90.2 — 2026-09-03

Fixed

1.90.1 — 2026-09-03

Fixed

Changed

Also

1.90.0 — 2026-09-03

New

1.89.0 — 2026-09-03

New

1.88.11 — 2026-09-03

Also

1.88.10 — 2026-09-03

Fixed

1.88.9 — 2026-09-03

Changed

1.88.8 — 2026-09-03

Fixed

1.88.7 — 2026-09-03

Fixed

1.88.6 — 2026-09-03

Fixed

1.88.5 — 2026-09-03

Fixed

1.88.4 — 2026-09-03

Fixed

Also

1.88.3 — 2026-09-03

Fixed

Also

1.88.2 — 2026-09-03

Fixed

1.88.1 — 2026-09-03

Fixed

Changed

Also

1.88.0 — 2026-09-03

New

1.87.10 — 2026-09-03

Fixed

1.87.9 — 2026-09-03

Fixed

1.87.8 — 2026-09-03

Changed

1.87.7 — 2026-09-03

Fixed

1.87.6 — 2026-09-03

Fixed

1.87.5 — 2026-09-03

Fixed

Also

1.87.4 — 2026-09-02

Fixed

1.87.3 — 2026-09-02

Fixed

1.87.2 — 2026-09-02

Fixed

1.87.1 — 2026-09-02

Fixed

1.87.0 — 2026-09-02

New

1.86.0 — 2026-09-02

New

Also

1.85.0 — 2026-09-02

New

1.84.0 — 2026-09-02

New

1.83.0 — 2026-09-02

New

1.82.0 — 2026-09-02

New

Also

1.81.0 — 2026-09-02

New

1.80.0 — 2026-09-02

New

The Wraith faction defends itself (#1916). The thirty hostile empires used to be the safest farm in the game: their outlying colonies had no buildings, their vaults sat full, and nothing answered an attack that was already on its way. One player took more than a billion resources off them in eighty-odd raids, and every one of those raids was won before it launched.

They now play the game the rest of you play. Their satellites get built up and garrisoned instead of standing empty. A full vault is spent on hulls rather than left as a prize, so a successful raid collects a fraction of what it used to. Their research follows a line toward capital ships instead of wandering. And when a fleet is inbound on one of their colonies, the nearest guildmate who can actually get there in time flies a wall to meet you — expect to arrive against defenders who were not there when you launched.

Two things have not changed, deliberately. They still never attack on their own initiative; every raid the faction launches is ordered by a person. And their five unbannered scouts remain outside the guild, which means nobody can reinforce them — if you are hunting Wraiths, those are still the soft targets.

Fixed

1.79.0 — 2026-09-02

New

1.78.0 — 2026-09-02

New

1.77.0 — 2026-09-02

New

1.76.6 — 2026-09-02

Fixed

1.76.5 — 2026-09-02

Fixed

1.76.4 — 2026-09-02

Fixed

1.76.3 — 2026-09-02

Fixed

1.76.2 — 2026-09-02

Fixed

Nothing in this ship changes what a player sees in the game: both fixes are gate hygiene — false reds under host load, each previously green on re-run of the same commit. What is proven is that both flake mechanisms are gone; only the next loaded week can confirm the reds stay away. Test-hardening follow-ups are filed as #2314.

1.76.1 — 2026-09-02

Fixed

1.76.0 — 2026-09-02

New

Also

1.75.7 — 2026-09-02

Fixed

1.75.6 — 2026-09-02

Fixed

1.75.5 — 2026-09-02

Fixed

1.75.4 — 2026-09-02

Fixed

1.75.3 — 2026-09-02

Fixed

1.75.2 — 2026-09-02

Fixed

1.75.1 — 2026-09-02

Fixed

1.75.0 — 2026-09-02

New

1.74.5 — 2026-09-02

Fixed

1.74.4 — 2026-09-02

Fixed

1.74.3 — 2026-09-02

Fixed

1.74.2 — 2026-09-02

Fixed

1.74.1 — 2026-09-02

Fixed

1.74.0 — 2026-09-02

New

Changed

Fixed

1.73.0 — 2026-09-02

New

Changed

The two older exits — the desktop chip and the Menu sheet — still work exactly as before.

1.72.5 — 2026-09-02

Fixed

1.72.4 — 2026-09-02

Fixed

1.72.3 — 2026-09-02

Fixed

Also

1.72.2 — 2026-09-02

Fixed

1.72.1 — 2026-09-02

Fixed

1.72.0 — 2026-09-02

New

The Shipyard becomes a bay, not a form (#2185). Last release rebuilt the Shipyard around one idea, the hull you are looking at is always named and the button that builds it is always under your thumb. This one gives that hull somewhere to stand.

A painted hangar. Every hull now sits on a lit landing pad inside a real hangar bay, rib lights overhead, the deck taking the colour of the ship's class. The old plate drew its floor and pedestal so faintly that on most screens the ship simply floated in black.

The Star Forge, where the ship is. Mastery is per hull, so the ladder now lives with the hull: its stars stay on the nameplate, and its steps, their price and the button that buys them sit right under the specs, in the console on desktop and in the Specs sheet on the phone. The separate Forge strip and the collapsed Forge section below the deck are gone, and so is the second list of twenty-three hulls they led to. Before your first Tier-9 capstone that section is one line saying so, and, once you hold a Forge item, your bank and where each item comes from under it, not a ladder you cannot climb. If the Forge cannot be read for a moment, it says so and offers a retry instead of sitting on "Reading the Forge…".

Desktop, filled in. Planetary Defence and the Dry Dock sit directly under the building queue instead of below the whole page, so scrolling past the queue no longer lands you on an empty screen. The recommended hulls are three tiles in a row, locked hulls state their research route on one line, and the header shows how much of the catalogue you have unlocked as a bar. The console reads data first: stat bars are now scaled against the ship's own class, and say so, so a light fighter's attack no longer draws as an empty bar against a dreadnought's, while a gold bar still means the best in the whole game; the price sits next to what you have; long counter lists fold to three with Show all; and the build controls take less of the column.

Phone, one row. The BUILD bar is a single row: steppers, the count, repeat, BUILD. It used to be four rows, a quarter of the screen, and on an iPhone SE it covered the ship's name. Tap the count to open a sheet, named after the hull, with the exact field, the ×5 / ×50 / Max presets, the order's total, time and Power, the first-fleet note and a BUILD of its own; the sheet covers the page rather than pushing it, so the hull stays where it was. When something blocks the order, a red line appears above the bar only then; the cannot be cancelled warning on a long order stays on the bar itself, in the same one-line slot, with the full advice on splitting the order in the sheet. The stage grows with the space the bar gave back, and the hull's name, its counters and the first building slip all clear the bar on the smallest supported phone.

All hulls, as a catalogue. The phone's full hull list now tells you what each hull does and costs, or how many you own, or which research unlocks it with a NEXT marker on the nearest one, with class dividers when sorted by class and the sort row staying put while you scroll.

Delivered. When an order finishes, its slip turns green and reads Delivered · Corvette ×50 for a moment before it leaves, instead of vanishing between two refreshes.

Fixed

1.71.9 — 2026-09-02

Fixed

1.71.8 — 2026-09-02

Fixed

Also

1.71.7 — 2026-09-02

Fixed

1.71.6 — 2026-09-02

Fixed

1.71.5 — 2026-09-02

Fixed

Your English is no longer turned into French (#2201). Since v1.69.0 the chat translates messages into English on the way in. For an hour it could also do the opposite: on some messages the translator decided an English line was not English and rewrote it — into French, if French was what the line happened to mention — and that rewrite was shown as your own words. Two players caught it in the galaxy channel within minutes. A translation into English can now never come back less English than what you typed: if the reply has lost English words, or gained a sentence's worth of foreign ones, what you typed is what everyone reads. A very short line with nothing to measure — a two-word greeting — can still slip through on a bad roll; anything with a sentence in it cannot.

1.71.4 — 2026-09-02

Also

Nothing changes in the game this time. This release only makes the web test suite provide its own browser storage when the test environment fails to (#2203) — a difference between the machine that ships and a developer's laptop that turned forty-four tests red on one and green on the other. It touches no code that reaches a player.

1.71.3 — 2026-09-02

Fixed

Also

1.71.2 — 2026-09-02

Changed

1.71.1 — 2026-09-02

New

Changed

Also

1.71.0 — 2026-09-02

New

The Player Echelons: everyone races their own tier, and everyone who plays wins something (#1193). Until today the Leaderboard told a new commander exactly one thing: you arrived late — one board for the whole server, ranked on total Power that never resets, first place a lifetime away. Now every ranked commander holds one of five Echelons — Ferrolite, Xenogas, Dark Matter, Starforged, Singularity — and races only the commanders of their own tier, on this cycle's growth alone. The score restarts every week. A brand-new player lands in Ferrolite with a race that is winnable from day one; the veterans fight each other at the summit.

Your Echelon opens the Leaderboard tab. Your tier's standings, ranked by growth this week (on equal growth the smaller empire ranks higher), the countdown to the weekly close, what closing at your current rank would pay, and your last verdict — promoted, relegated, or held — with the receipt of what it actually paid. The full server board sits right below, unchanged, now with each empire's tier on its row.

At the weekly close the top 2 with real growth rise a tier and the last 2 can drop one — with honest guards: an empire whose Gate climbs past the tier above's midfield rises whatever its rank, an empire whose Gate is above its own tier's midfield never drops, nobody drops out of Ferrolite, and nothing rises out of Singularity. Rewards go by your position inside your tier: a share of your own warehouse capacity (12% for first, tapering to 1% for every active racer — substantial for a small empire, pointless to farm with a throwaway account), plus Scrip and Dark Matter in the top three tiers. A still week pays nothing; accounts in their first 48 hours race but are not paid yet.

Synthetic empires race in the tiers too — the AI badge marks them, they keep the field alive, and they take no purse: every prize stays in the playerbase.

1.70.0 — 2026-09-02

New

1.69.0 — 2026-09-02

New

Every message in the galaxy and guild channels now reads in English, whoever wrote it (#2163). Until now, a message typed in Italian stayed in Italian for everyone else — unless the admin wrote it, in which case it was translated on the way in. That translation now applies to every player: write in your own language, and the channel stores and shows the English. What you typed in English is stored exactly as you typed it, typos and all — the layer only ever changes a message that was not English to begin with.

Private whispers are not translated, and never leave the server. A whisper is two people who already understand each other, so there is nothing for translation to buy and something real for it to cost. The privacy page says so in as many words.

Changed

The privacy page now names the AI service the game uses, and what it sees. It was incomplete before this release — not only for translation: the name check at registration, the AI empires' own replies (which carry the recent chat around them as context), and the build advisor already went through the same service, and the page's "that is the whole list" did not include it. It does now, along with what is not sent: no email, no account id, no name alongside your message, and mentions of other players replaced by placeholders first.

Fixed

A threat written in Italian still counts as a threat. The AI empires read the stored message to decide whether they have been threatened, and half of what they look for was Italian — which translation would have made unreachable. The English renderings are recognised now, and the anchor is at a word boundary, so "your warehouse is full" and "I'm afraid you're right" no longer read as declarations of war either.

An AI empire that gets no reply from the server when it whispers no longer says the same thing twice.

1.68.0 — 2026-09-02

New

1.67.0 — 2026-09-01

New

1.66.5 — 2026-09-01

Fixed

Changed

1.66.4 — 2026-09-01

Fixed

Also

1.66.3 — 2026-09-01

Fixed

1.66.2 — 2026-09-01

Fixed

1.66.1 — 2026-09-01

Fixed

1.66.0 — 2026-09-01

New

The Shipyard becomes the Guided Hangar (#2144). The old shipyard asked you to read it: a wall of cards on desktop, a phone page you scrolled through before you knew what you were looking at. It has been rebuilt around one idea — the ship you are looking at is always named, always on screen, and the button that builds it is always under your thumb.

One place to stand. The hull now stands on a lit hangar plate — a floor, a pedestal, rib lights in the colour of its class — with its name, its step on the rarity ladder, its class and its position in the catalogue written on the plate itself. On a phone the plate is a swipeable carousel of every hull you can see, locked ones included, so the catalogue is something you flick through rather than something you scroll past. The name can no longer be covered by the build bar: that was the first thing the redesign was built to fix.

For you. A short strip at the top proposes two or three hulls you can actually afford right now, one per class, so a new commander has somewhere to start instead of twenty-three equally loud cards. The picks hold still while you are looking at them — they do not reshuffle under your finger as resources tick — and they refresh when you switch colony, so an outpost is never guided by the home world's treasury.

Building, on the thing being built. BUILD is pinned: on desktop at the foot of a console that scrolls independently, on a phone in a bar above the tab strip. It always reads the same way — how many, and how long — and when something blocks the order, the reason is on its own line above the button (Short 12,000 Fe) instead of hidden inside the label. Press and hold the steppers to ramp through large numbers, tap Max to fill the yard, and tap ↺ to repeat your last order for that colony.

The queue, and the shard that shortens it. Building slips are full-width rows that cannot clip, idle slips say they are idle, and Speed up sits on the slip itself: tapping one opens the shard picker aimed at that exact order, with the order named above it and Orders are committed stated before you spend, not after. Your shard inventory is on the deck header, and the way back to the Shard Chandlery is never more than a line away — including when you have none.

Everything else is one bar away. Defence, the Dry Dock and the Star Forge sit below the deck as three collapsed bars that all behave the same way, and the Forge now shows the selected hull's stars right under the stage with a door straight to its ladder. Ship Reference, the full hull ledger with sorting, and the per-hull Specs sheet — stats, counters, the 3D model, and what the order costs — are all reachable without leaving the deck.

Long waits read like waits. A queue that used to quote 1323h 34m 43s now says 55d 3h, and above an hour the seconds are dropped everywhere they were noise.

Fixed

1.65.2 — 2026-09-01

Fixed

Also

1.65.1 — 2026-09-01

Fixed

1.65.0 — 2026-09-01

New

The Annihilator — a second legendary warship (#2124). Until now the Destroyer stood alone at the top of the catalogue: the one hull nobody can build, and the one that comes back from the dry dock instead of dying. It now has a bigger sister.

The Annihilator is stronger on every measure that decides a fight — half again the Destroyer's attack, hull and shields — and it fights differently. Every other ship in the game picks one enemy group and pours its whole salvo into it. The Annihilator fires that same full salvo at its target and strikes two more groups besides, at half strength. It is never a trade: whatever the enemy brings, it hits at least as hard as a single-target ship would, and against a spread-out fleet it hits far harder. A defender can no longer park one fat stack in front of it and soak the round.

It is slower than the Destroyer, and deliberately so: it is a far heavier ship, and the Destroyer keeps its title as the fastest thing in the fleet.

Like the Destroyer, it can never be built in the shipyard, no research opens it, and losing it does not lose it — the wreck is towed home and returns for half its cost and twelve hours in the dock. The dry dock now tracks each legendary separately, names the hull on every countdown and every button, and prices each repair on the ship that actually went down.

Not awarded yet. The hull is finished — art, model, combat rules, dry dock — but no Event grants it and no research unlocks it, and its card says exactly that rather than promising a prize the season does not hand out.

Changed

The activity feed, the Holdings sheet and the Eschaton sweep all used to say "Destroyer" wherever a legendary was involved, because there was only one. They now name the hull that was actually lost, repaired or rescued.

Also

The dry dock, the "no weak spot" rule, the debris exemption and the Star Forge's price tier used to name the Destroyer directly. They now describe legendary hulls as a class, so nothing about the ship that cannot die depends on remembering to update five separate places.

1.64.1 — 2026-09-01

Fixed

1.64.0 — 2026-09-01

New

Also

1.63.0 — 2026-09-01

New

Fixed

1.62.5 — 2026-09-01

Fixed

Also

1.62.4 — 2026-09-01

Fixed

Also

1.62.3 — 2026-09-01

Fixed

1.62.2 — 2026-09-01

Fixed

1.62.1 — 2026-09-01

Fixed

1.62.0 — 2026-09-01

New

The last Italian voice in the channel now speaks English (#2122). Novarchy's chat has been English for a while: the interface, the Registry chips, every synthetic empire. One account was still typing Italian into it, and everyone else was reading a language the rest of the channel does not use. From this release that account's messages arrive in English like everybody else's.

What you see is simply a message in the same language as the channel around it. What sits behind it: the translation happens when the message is written, not when it is read, so the galaxy channel, the guild channel, a whisper and the iOS app all show the same sentence. There is no second version of a message anywhere.

The people, battles and events cited in a message are untouched by it. A chip pointing at a raid still points at that raid, with the name it had when it was tagged, because the references are lifted out of the sentence before the translation and put back exactly as they were. If any of them would not survive the round trip, the message goes out as it was typed instead: nothing is worth a citation that quietly loses what it was citing.

And if the translation is not available at all, for any reason, the message is still sent. It just goes out in the language it was written in, the way it does today.

1.61.0 — 2026-09-01

New

Changed

Also

1.60.0 — 2026-09-01

New

The endgame research lines stop being a wall (#2083). Doctrine of Annihilation, Beyond the Horizon, Production Singularity and Abyss are the four lines with no level cap, and until now their price doubled every level — which is not an endless line, it is a wall a few levels further out than it looks. Measured on the largest empire the rules allow, one level cost about 36 days of total production at lvl 20, five months at 22, two years at 25 and forty-seven years at 30.

Now each resource stops rising at its own ceiling — roughly 60 days of a fully built empire's production — and the three stop one after another, so a line is completely flat somewhere between lvl 22 and lvl 24 depending on which one it is. No price goes up anywhere: every level costs the lower of the old price and the new ceiling, never more than it cost before.

Once all three resources are flat, each further level costs Dark Matter — 100 for the first, 200 for the next, 300 after that, and so on without end. This is a new cost on levels that previously charged none, and it rises by 100 each time rather than doubling. It is what paces the line now that the resource price has stopped growing.

The node sheet says both halves: below the flattening it names the level where the prices go flat, and past it the Dark Matter chip carries the running figure with the level the ramp started from.

Changed

Planning a Concord capstone now needs the Dark Matter in hand. The four tier-9 capstones — War Crucible, Resource Concord, Industrial Confluence, Veilsight — cost 1,000 Dark Matter each. Until now you could queue one while short and pay when a lane freed; the button now refuses, reading "Not enough Dark Matter".

This reaches players who will never see an endgame plateau, so it is worth the plain reason: when the queue reaches an order it cannot pay for in Dark Matter, it does not skip it — it stops, and everything behind it stops too, Disciplines included, in a currency mines do not produce. Meeting that wall on the button is better than meeting it on a frozen bench.

Also

A very deep empire's Power score now counts what its endgame levels actually cost rather than what the old doubling price would have charged. No current standing moves.

1.59.0 — 2026-09-01

New

Also

1.58.0 — 2026-09-01

New

Also

1.57.0 — 2026-09-01

New

Tier 10 of the tech tree: four capstones, built to be overpowered (#2068)

The tree no longer ends at Tier 9. Each branch now crowns at a Tier 10 capstone — 10B resources plus 2,000 Dark Matter, unlocked by the branch's Tier 9 capstone and its endless line at level 8:

A storage rule changed on purpose

Stock above a ceiling is never destroyed any more — not by a shrinking cap, not by a surge that ended, not on the next tick. Production pauses on the excess until you spend back under, and the interface now says "production is paused", never "lost", where nothing is lost.

Also

1.56.0 — 2026-09-01

New

Also

1.55.0 — 2026-09-01

New

1.54.16 — 2026-09-01

Fixed

1.54.15 — 2026-09-01

Changed

Also

1.54.14 — 2026-09-01

Fixed

1.54.13 — 2026-09-01

Fixed

1.54.12 — 2026-09-01

Fixed

No prize was ever paid to a PvE account: the current season is still open, and this closes the gap before its first payout. Had the season closed as it stood, the faction would have taken the rank-3 crates from the player who reported the bug.

1.54.11 — 2026-09-01

Fixed

Changed

1.54.10 — 2026-09-01

Fixed

1.54.9 — 2026-09-01

Changed

Also

1.54.8 — 2026-09-01

Fixed

1.54.7 — 2026-09-01

Changed

1.54.6 — 2026-09-01

Fixed

Also

1.54.5 — 2026-09-01

Fixed

1.54.4 — 2026-09-01

Changed

Also

1.54.3 — 2026-09-01

Fixed

1.54.2 — 2026-09-01

Fixed

1.54.1 — 2026-09-01

Changed

Also

1.54.0 — 2026-09-01

New

Changed

Fixed

1.53.5 — 2026-09-01

Changed

Also

1.53.4 — 2026-09-01

Fixed

The guild Emergency crate now requires an emergency (#1980). The store row always said "get back up after a raid" — and never asked for one. Any guild member could buy it four times a week: 30 Scrip (three donations, costing about 1.8% of your Warehouse ceiling in resources) bought back 12% of that ceiling in fresh resources — about 6.7 times what the donations cost, minted from nothing, growing with your empire. At the reported ~38.7M warehouse that was ~34M free resources a week for one day of donating.

From this release the crate is on sale only in the 48 hours after an attack on one of your colonies — you must have been the defender in a battle there. Raids, solo attacks, Wraith and faction attacks all count; your own attacks, and garrisons you lent to a friend's colony, do not. The weekly limit drops from four to two. Price and payout are untouched: a raided player gets exactly the per-crate relief they always got, and a refused purchase costs nothing — no Scrip, no weekly slot. The store row states the rule, and the row, the refusal message and the server all derive their "48 hours" from one constant.

Two transition notes, said here so nobody files them as bugs: if you already bought three or four crates this week, the counter reads "3/2" or "4/2" until Monday 00:00 UTC — the button is correctly disabled, nothing is broken, it heals with the new week. And apps installed before this release show the refusal as a raw code (no_recent_raid) until they update; the rule is spelled out in the row's description just above it.

The synthetic empires now use the guild store — and mean it. A wiring defect had kept every agent out of the emporium since guilds launched: no agent had ever bought a single item there. It is fixed with manners. An agent that just lost a defense of one of its own colonies buys the Emergency crate when its stores are empty; it buys the 8-hour Peace shield only when its plan is defensive — and then genuinely holds fire on every door (solo attacks, raids opened, raids joined) while the shield lasts, though it still grinds its Pirate Beacon, which the shield permits. Their purchases appear in the guild log like anyone else's.

1.53.3 — 2026-09-01

Fixed

Also

1.53.2 — 2026-09-01

Fixed

Big treasury figures no longer print over the panel next to them (#2033). On the Research tab, the Fe / Xe / Dt boxes under your Laboratory network showed every digit of what you hold. Late in a season that stopped fitting: under the Resource Concord, where the figure is every colony's stockpile added together, a number like 45,821,940,447,365 is wider than the box that holds it, and it was drawn straight across the Concord ledger beside it — two panels of text on top of each other.

Those three figures are now shortened past a million, exactly as the counters at the top of the screen already are: 46T, 1.2B, and every digit still printed below a million (999,999). On desktop the exact number is one hover away on the box itself.

One thing this does not do yet: a phone has no hover, so there the exact total is not reachable from that panel. Nothing else changed — what a research level costs is still printed to the unit in the panel where you order it, and whether you can afford it is still worked out from your real numbers, never from the shortened ones on screen.

1.53.1 — 2026-09-01

Fixed

1.53.0 — 2026-09-01

New

Changed

1.52.1 — 2026-09-01

Changed

1.52.0 — 2026-09-01

New

Also

1.51.0 — 2026-08-31

New

1.50.0 — 2026-08-31

New

1.49.0 — 2026-08-31

New

Changed

Fixed

1.48.4 — 2026-08-31

Fixed

1.48.3 — 2026-08-31

Fixed

1.48.2 — 2026-08-31

Fixed

1.48.1 — 2026-08-31

Changed

1.48.0 — 2026-08-31

New

The Colonial Ark founds colonies — and becomes the new world's first Warehouse.

The Ark sits at the end of the Frontier branch, behind Colonisation 14 and three other nodes, and the tech tree has always described it as a super-colony ship. It could not found a colony. It was a freighter with a colonial name, and the shipyard card deliberately avoided the word "colonise" because printing it would have promised something the game refused to do.

It does it now. A colonisation launches on a Colony Ship or a Colonial Ark, and an Ark that founds a world is dismantled into it as a level 3 Warehouse — the new colony opens with a 20,480 ceiling per resource instead of 5,000.

That last part is the whole point. A new colony used to hold only 5,000 of each resource, so a large starting endowment was trimmed on arrival and the remainder was destroyed when the founding ship was the only one in the fleet. The hull whose one selling point was its hold punished you for filling it. One Ark now lands a colony, a full hold of supplies, and the warehouse to keep them in.

The launch panel warns you when an endowment would still overflow the new world's ceiling, and says what it will cost you.

Changed

The Colonial Ark is no longer the worst carrier in the game. Its hold goes from 4,000 to 14,000 and its hull from 6,000 to 10,000. Its price, speed and shields are untouched.

For anyone who already owns Arks: each one is now worth considerably more Power, so expect to move up the leaderboard at this release. Nothing was taken away from anyone.

The transport advisor will now offer Arks where it used to ignore them — they were ranked dead last among carriers and only ever picked as a final filler.

Fixed

1.47.40 — 2026-08-31

Nothing changes in the game this time — this release is armor for your future ship art.

Also

1.47.39 — 2026-08-31

Fixed

1.47.38 — 2026-08-31

Fixed

1.47.37 — 2026-08-31

Fixed

Also

1.47.36 — 2026-08-31

Fixed

Also

1.47.35 — 2026-08-31

Fixed

1.47.34 — 2026-08-31

Fixed

The League can see how strong a guild is (#1973). It pairs you against guilds of similar strength, and strength was measured on seven things — your record, your standing, your war research, your economy, your science, how many members you have, and how powerful you are. The last one was never actually read. In practice that left member count doing almost all the work, so a guild of one commander with a fleet of millions counted as a close match for a guild of one commander with three ships.

Power is now on the table, and it is read the way it should be: a guild ten times stronger reads as stronger, not as off the scale. That matters because power spreads across an enormous range, and measuring it flat let the biggest empire in the game squash everyone else into the same reading — so two genuinely well-matched guilds looked no closer to each other than to somebody a hundred times smaller.

You will see it in Monday's fixtures. On the current field four of the five pairings change, the two guilds with almost nothing to their name are drawn against each other instead of against opponents they cannot touch, and the two best-matched guilds in the game are put together rather than split up.

1.47.33 — 2026-08-31

Fixed

1.47.32 — 2026-08-31

Fixed

The AI badge now marks a synthetic empire everywhere its name appears, not just on the handful of screens that already had it.

Before, the glyph beside a name — the hollow hexagon for an agent, the solid delta for a Wraith — showed up in chat, on the leaderboard, on the wanted board and in the guild panels, and nowhere else. On the target picker, the market, the battle reports, the contact sheet, the season and league boards, the events feed, the campaign ticker, the guild aid and invite lists and the mission intel, a machine looked exactly like a person. The board built for choosing whom to attack was among the screens that said nothing at all, which made it the worst of them: it is the one place a player meets a Wraith in a combat context, and Wraiths are kept off the leaderboard by design, so there was no other surface to learn it from.

The report that opened this named two screens. It turned out to be forty-one, and the badge is on all of them now, in the same place every time — after the name, before the guild tag. On the target row that ordering also had to survive a narrow phone: the tag and the bounty give way first, so the badge is never the thing a long commander name pushes off the line.

Screen readers were losing it too. The battle toast and the market row build their spoken text as a string rather than from what is drawn, so a player listening heard a bare name while the player beside them saw the mark. Both now say it aloud.

Also

The floating names on the galaxy map itself still carry no badge, and that is deliberate rather than unfinished. Those labels are drawn into the map as images, not as text the badge can be placed beside, and the two glyphs that would fit are already spoken for on that same chart — the hollow hexagon is an anchorage and the solid triangle is a contact, so a third one there would read as a place, not as a machine. Opening any of them shows the badge in the panel that appears.

1.47.31 — 2026-08-31

Fixed

Also

1.47.30 — 2026-08-31

Changed

The League now plays every week. It used to alternate — one week of fixtures, one week of nothing — so a guild that drew a bye was out of the competition for a fortnight. Every week is now a round, and the panel never points further than seven days ahead. Nothing already played moves: the weeks that used to be rest simply become rounds.

A guild of one is now in the draw. The League used to ask for two members before it would enter you at all, and three of the guilds playing right now have exactly one: for them the League did not exist, week after week, behind a message telling them to recruit first. That requirement is gone. The pairing already matches guilds by size, so a solo guild is drawn against another guild its own size.

The table keeps its eight weeks. It shows the last rounds played, and it was sized in rounds rather than in weeks — so a weekly calendar would have quietly halved it, and a result earned a month ago would have dropped off the standings and out of your own fixture history. It now spans eight rounds, which is eight weeks, which is a season. Every result already on the board stays on it.

The panel reads its own rhythm off the server. Two lines used to state the rules from memory — "the League plays every other week" and "Table — last 4 fixtures" — and both went stale the moment the rules moved. They are now told to you by the server, so the app in your pocket says what the League is actually doing rather than what it was doing on the day that build was made.

The two sentences that stated the old entry rule out loud are gone with it.

1.47.29 — 2026-08-31

Fixed

1.47.28 — 2026-08-31

Fixed

1.47.27 — 2026-08-31

Fixed

1.47.26 — 2026-08-31

Fixed

1.47.25 — 2026-08-31

Fixed

Note: production currently runs with the galaxy channel in addressed-only mode, so agents do not speak unprompted there at all. This fix is correct and live, but latent: no chrono brag reaches the global channel today either way. It takes effect the moment that mode is turned off.

1.47.24 — 2026-08-30

Fixed

A Colonial Outpost offered its next level as the thing to do, right under the line saying not to.

The Outpost stops helping after level 1 — the malus relief is complete there, and every level above it only raises the energy drain. The sheet has said so in gold since #1422. What it also did was present Upgrade to lvl 2 in the cyan styling it uses for "this is the move", eight pixels below. Matt D. reported the contradiction.

The button now says what it is: Upgrade to lvl 2 (no further effect), in the sheet and in the Base-map build menu. The Colony tab's row already carried the sentence and is unchanged.

It is still a button, and that is deliberate. Those levels are not worthless — they feed colony points and structural power, and the Outpost's own artwork changes at 10 and again at 20. Hiding the control would have frozen every Outpost in the game at its first look forever, and quietly closed a legal way to spend a surplus. If you are levelling one for the sprite or the points, nothing is in your way; you are simply no longer being told it is the sensible next purchase.

The same rule reads from the engine rather than a list, so the Trade Portal picks the note up at level 16 — where its offer slots and its per-resource ceiling both stop growing — and not before (#1681).

1.47.23 — 2026-08-30

Fixed

1.47.22 — 2026-08-30

Fixed

1.47.21 — 2026-08-30

Fixed

Also

1.47.20 — 2026-08-30

Fixed

1.47.19 — 2026-08-30

Fixed

1.47.18 — 2026-08-30

Fixed

A test that was supposed to keep agents quiet at night wasn't actually checking anything.

Agents sleep. Each one has an activity window, and a commander who sees one joking in chat at four in the morning has learned something they shouldn't be able to learn — it is the single clearest tell that they aren't talking to a person. A test existed to guarantee a sleeping agent posts no league trash talk, and it passed for the wrong reason: a random roll refused the joke before the sleep check ever mattered, so the sleep check itself was covered by nothing. Removing it left the whole file green.

The test now forces the roll to yes, which leaves the activity window as the only thing that can keep the agent quiet — verified by removing it and watching the test fail, with the agent visibly posting mid-sleep.

Nothing about how agents behave changed here: they were already sleeping correctly. What changed is that the guarantee is now guarded, so a future edit that broke it would be caught instead of shipping green.

Two comments in the same file that credited the wrong mechanism for holding an agent quiet across repeated ticks were corrected against a measurement rather than a guess.

Closes #1242.

1.47.17 — 2026-08-30

Changed

The Praxis Interdictor is priced as the expendable hull it was always described as (#1826)

The Interdictor exists to strip the enemy's rear row of its sanctuary — it is the only hull in the game that reaches capitals parked behind a screen. It has always been described as a cheap picket you bring several of and expect to lose.

It never cost that. At 1400 Ferrolite / 900 Xenogas / 300 Dati it was 34% more expensive than a Monitor Frigate — a ship with over three times its hull, more shield, more attack, available far earlier, and one that counters the Interdictor outright. Four of the five hulls that beat it cost less than it did. Bringing "a few to lose" cost more than bringing the ship that kills them.

It now costs 600 / 400 / 150. Ten of them come to 11,500 instead of 26,000.

Two knock-on effects, because in this game a hull's price is also its tonnage:

The ship itself is unchanged — same hull, same shield, same guns, same speed, same counters, same unlock. Only the price was wrong.

If you already own Interdictors, your score will drop. Leaderboard points are a live valuation of what your fleet cost, so re-pricing the hull re-prices the ones you already have: around 2,900 points for a player holding 200 of them, and your guild's standing moves with you. Nothing was taken from you and no ship was lost — the same fleet is simply now worth what it now costs. There is no way to rebalance a price without this happening, so it is said here rather than left to be noticed.

Fixed

1.47.16 — 2026-08-30

Fixed

The night-window lock no longer tells you that you moved it when you didn't.

Spacca-Mazza: "When changing time for night protection, and then clicking the undo button (nice addition btw), it will gray out the selector and say 'Moved — available again in 24h.' even though i didn't move it."

Undo works exactly as intended and is unchanged: it puts back your previous window, and it deliberately doesn't refund the 24h. Refunding it would let the window be re-aimed onto whoever just came online, taken back nine minutes later, and re-aimed again — which is the whole reason the lock exists. So the cooldown standing after an undo is correct.

What was wrong was the sentence. The selector could only see when the lock lifts, never what you did — a move and an undo look identical to it, and always will. It guessed, and after an undo it guessed wrong, so the game appeared to be scolding you for pressing undo.

It now states the rule instead of accusing you of anything:

One move every 24 hours — available again in 7h.

Which is true whether you kept the new hour or took it back. The same sentence appears before you spend the move, when the selector is still free, so the price reads the same way on both sides of paying it. The refusal you can hit from a second device was worded a third way — "can only be moved once a day" — and now matches too; "once a day" was its own small trap, since moving at 23:30 and finding it locked at 00:10 is a new calendar day but the same cooldown.

Closes #1390.

1.47.15 — 2026-08-30

Fixed

Browser notifications actually switch on now, and the Dispatches panel no longer offers a button that cannot work (#1899)

Since Dispatches arrived, the panel has offered an Enable button for browser notifications — attacks and announcements while the tab is closed. Tapping it never worked: it said "Asking…" for a moment and then "Notifications are not switched on for this server yet." That sentence was true. The server had no key pair for sending browser pushes, so the button could not succeed for anyone, on any browser.

Two things changed:

The changelog entry for v1.47.12 no longer uses the name it was correcting

That entry quoted a player's question verbatim, including the wrong name for the Orbital Cannon that #1906 had just removed from the changelog. The quote is now a paraphrase: same question, the game's own name for the weapon.

1.47.14 — 2026-08-30

Fixed

Changed

1.47.13 — 2026-08-30

Fixed

The era readout at the top of the Research screen no longer looks like a button.

Spaccamazza put it exactly: "What is it? it doesn't open if I click it." Two complaints in one sentence, and both were fair. The era sat in a rounded pill with a coloured border — the shape used all over the game for things you press — and it has never had anything behind it, because it is a status readout. And a lone uppercase HEGEMONY doesn't say what kind of thing it is, which is why the first question was what it even was.

It now reads Era: Hegemony — no border, no pill, and the word is introduced. The era keeps its colour, which is what tells one era from the next at a glance, and it is now in the same case as the era named beside it ("36 Discipline lvls to Eschaton"), so the whole line reads as one sentence instead of a chip next to a caption.

Nothing was lost: the era, its colour and the progress toward the next one are all still there.

Closes #1473.

1.47.12 — 2026-08-30

Fixed

A changelog entry called the Orbital Cannon something the game never calls it — and then described what the Breachhead Monitor does to it incorrectly.

Commander Juan asked in chat-with-devs whether the Breachhead Monitor's entry — which said it halved the effect of a weapon he could find no reference to anywhere in the game — was a mistranslation of the Orbital Cannon, or something he had missed.

He was right, and there was a second problem underneath the one he found. The entry read "halves the Orbital Cannon's bite", which suggests you take half the pre-battle damage. That is not what the hull does. It halves the share of your fleet the Cannon can take — and the Breachhead's own 16,000 hull enlarges the fleet that share is measured against. Ten Bombers facing a Cannon lose 3,000 hull; bring a Breachhead and they lose 3,500. It pays off past roughly 16,000 hull of other ships, and below that it costs you.

So a commander who found the Cannon and then trusted the old wording would have taken more damage, not half. The entry now says what the Shipyard card has always said: it halves the share of your fleet the Orbital Cannon can take before the battle.

Nothing about the mechanic changed — it has always worked this way. Only the description was wrong.

Closes #1419.

1.47.11 — 2026-08-30

Changed

The Shield's card now tells you the Bubble recharges.

It always has — a sixth of its full pool, every round, since the pool was introduced. But the card only said it absorbs, and the single place that fact reached anyone was an Aegis doctrine's upgrade line: "gives back a quarter per round instead of a sixth." So the base rule was learnable only by reading about a doctrine you don't own and working backwards from the comparison. A commander asked outright whether it recharges — and, for the record, our own support bot had told a different commander that it does not.

The card now reads:

A deflector dome over the colony: the Bubble soaks up enemy fire before it touches the ships in orbit, and recharges a sixth of its full pool each round. Once broken it stays down for the rest of that battle; the next one opens with it whole again.

Three things there matter for planning a siege, and none of them was written down before. It is a sixth of the full pool, not of what's left — the difference decides whether a fleet can grind a Bubble down at all. Breaking it is permanent for that battle, so waiting it out mid-siege gains nothing. And the next attack meets a whole Bubble, so breaking one buys you that fight, not the next.

The Aegis upgrade line now says what it does before what it beats: "your Bubble recharges a quarter of its full pool each round, up from a sixth."

Closes #1538.

1.47.10 — 2026-08-30

Fixed

1.47.9 — 2026-08-30

Changed

Telling you to research the Particle Accelerator now tells you where it is.

The Apex ship card said "The Apex lens appears once the Particle Accelerator is researched" and stopped there. The Accelerator is a Forge tier-6 one-shot behind Galactic Economy 17 and a prerequisite node — nowhere near where a mid-game commander is looking. One player went hunting and reported back: "i can't even find it in the Tech Tree." Reasonably: the instruction named a thing without saying where it lived.

Every screen that gates on the Accelerator now gives its address, in the same form the tech tree already uses for everything else:

The Apex lens appears once the Particle Accelerator is researched (Forge T6 · Galactic Economy 17 + prerequisites).

That covers the padlock on a locked Apex hull, the padlock on a Precursor building, the Dark Matter panel, both refusals the server sends when you try to buy an Apex without it — and the Dark Matter debt line, which is the one a commander without the node is guaranteed to see. The + prerequisites tail is there on purpose: without it, anyone who already has Galactic Economy 17 would read a requirement they have met and conclude the game was broken.

The address is read from the tech tree itself rather than written out by hand, so if the node ever moves, every one of those screens moves with it.

Closes #1431.

1.47.8 — 2026-08-30

Fixed

1.47.7 — 2026-08-30

Fixed

Rival empires stop refusing the siege they built the ship for (#1871)

A fortified colony could sit unattacked by an empire that was holding exactly the ship built to crack it. The rival worked out correctly that a Breachhead Monitor fleet breaks a bastion — and then never sent it.

The reason was in how those empires appraised their own fleet before committing to an attack. They judged a fleet's siege strength from an old list of hulls, written before the Breachhead Monitor existed: bombers counted against batteries, bombers and titans against a Fortress, and the Breachhead counted for nothing. So the hull the game rates highest against both kinds of defence — four times the damage, more than any other ship — was appraised as though it were a freighter, scoring no better than a fleet of cruisers with no siege ability at all, and worse than an equally expensive fleet of titans.

That appraisal is not idle: an empire refuses to launch when its own estimate of winning falls below what its temperament demands. Judging its best siege fleet as worthless was enough to talk it out of the attack.

Rival empires now read the same counter table the battle itself uses, so a Breachhead fleet is appraised as the siege fleet it is, and those attacks go in. Expect fortified colonies to draw more attention from ambitious neighbours than they did last week.

Nothing changes about how much damage any ship deals, what anything costs, or how a battle resolves. This is only about the decision to attack.

1.47.6 — 2026-08-30

Changed

An espionage report now names the spied commander's guild, not just their name. The header reads [4:17:3] · Vera [CLN], in the same [TAG] form the leaderboard, the season panel and the Contested Space board already use, tinted with the guild's colour.

Guild membership was already public everywhere else, so the report — the one thing you paid a probe and a Discipline for — was the surface that still sent you off to look the affiliation up by hand. That is worst exactly where identity is hardest to place: a probe through the Veil, or tracing the origin of an attack. The Observatory's attack-warning has shown the attacker's tag since #1387; the spy report now matches it.

The tag is shown at every espionage tier, deliberately. It is free information on half a dozen other screens, and a report that costs a probe while saying less than a free list would not be worth reading.

Commanders with no guild draw nothing at all — no empty brackets — and every report written before this change still opens exactly as it did.

Closes #1818.

1.47.5 — 2026-08-30

Fixed

Contested Space says which worlds you cannot take, and tells the fleet that finds out the hard way. One of the six worlds sometimes shows a grey occupied instead of garrisoned — somebody's colony was already standing there, so no garrison was ever placed on it and there is nothing to capture. That was the rule, and the only place it was written down was a changelog entry.

So the panel said "six worlds, each held by a garrison", a guild sent a real fleet at one of them, won the battle — and got no capture and no points an hour, with nothing anywhere explaining why.

Now the panel says it: the opening line admits that a world with a colony already on it never gets a garrison, the grey word carries the same explanation, and a won battle that could never have taken a world leaves a line in your activity feed saying so. The battle still counts — you keep the loot and your own season points; it is only the guild's capture that was never on offer.

The feed line appears once per world per season rather than after every raid. Those colonies are ordinary targets and get hit repeatedly, and a rule repeated after every victory stops being a rule and becomes noise.

1.47.4 — 2026-08-30

Fixed

1.47.3 — 2026-08-30

Fixed

1.47.2 — 2026-08-30

Fixed

Reported by Spaccamazza.

1.47.1 — 2026-08-30

Fixed

Empires now rate the Breachhead Monitor correctly against fortified colonies. The Breachhead is the game's dedicated siege hull — four times as effective against both a Fortress and Orbital Batteries, double what a Titan manages. The engine has always resolved it that way. The empires reading the board did not: their copy of that table still listed only the Bomber and the Titan, so a Breachhead fleet was appraised as if it had no siege advantage at all.

Three things follow from it, all visible from the outside. They no longer walk away from fortified colonies a Breachhead fleet can plainly crack. They staff an attack on one with the hull that actually cracks it. And a guildmate who answers a coalition call with Breachheads is recorded as bringing siege, where before the strongest siege contribution on the board was filed as a line ship.

Worth saying plainly: because they now accept targets they used to decline, the operations that drive their shipbuilding change too — not because any build rule changed, but because they are being asked about different targets.

Also

What an empire builds for a fortified colony is deliberately unchanged and tracked separately (#1848): two attempts at it were measured and reverted, because the obvious fix would have had them buy the cheapest siege hull instead of the best one, taking twelve times as long to assemble the same fleet.

1.47.0 — 2026-08-30

New

You can take back what you said in chat (#1801)

Until now a chat message was final. A typo, a line sent to the galactic channel instead of the guild one, something you regretted a second after sending it — it stayed there, and nobody but an administrator could remove it.

Now the ⋯ menu on your own messages offers Delete message, behind a confirmation that tells you in advance what will be left.

The row does not disappear. It keeps its place in the conversation and your name on it, and the text becomes "This message was deleted." Anyone who had replied to you keeps their reply, and the quote above it says the message was withdrawn instead of pointing at nothing — a message vanishing outright would have taken a piece of somebody else's message with it.

A few things worth knowing before you use it:

Withdrawn messages no longer light up an unread badge or a channel dot either: a badge that sends you somewhere with nothing to read is worse than no badge at all.

1.46.2 — 2026-08-30

Fixed

An empire can tell you whether the aid you sent it actually arrived. A player filled a guild-aid request — twice — and was then told in chat that nothing had landed, and that the amount they had sent was somebody else's number. Both were false. The delivery had worked perfectly; what failed was what the other empire knew when it was asked.

Its own request had simply disappeared from the facts it reads. A request that is partly filled showed what had come in; the moment it was fully filled it vanished, so the board went silent exactly when there was something worth saying. And the one surviving note of the favour carried no amounts at all — "someone sent you supplies" — so with another member's open request still showing its numbers, the only figure in view belonged to somebody else.

Now every favour is on the sheet. The current request is reported, and so is every earlier one that actually received something, with what arrived and who sent it — including a request that lapsed part-filled, which is the common case, because a single donor can only give a small share of their own stores and a large ask gets covered in pieces. Timer pushes count the same way: two guildmates who sped up a build are two guildmates, not nobody.

Also

Empires no longer report a countdown on a request that is already over, and no longer describe a request they withdrew themselves as having expired unanswered.

1.46.1 — 2026-08-30

Fixed

Two ships finally say what they are for (#1827)

The Praxis Interdictor's card read "Destroys interceptors". True, and not the reason anyone builds one. Its real job — while one of yours survives, the enemy's Rearguard can no longer take less than a set share of your fire, however deeply they screen it — was written nowhere in the game. A player worked that out only by asking in chat, having already written the hull off as worthless.

The Breachhead Monitor had the same gap. The ship reference showed its ×4 against Defense Batteries and the Orbital Fortress, but nothing anywhere said it halves the share of your fleet the Orbital Cannon can take before the battle — and the Shipyard's own detail sheet, which lists counters and nothing else, showed neither half of what the hull is for.

Both now carry a line describing the rule, in the ship reference and on the ship's detail sheet, next to the counter list rather than instead of it. The counters are still true and still shown.

The wording sticks to what the engine actually does in every battle, not to what you might get out of it: the Interdictor's line promises a floor, because on a defence with only two occupied rows the rear is already above that floor and the ship changes nothing there; the Breachhead's line promises a halved share, because the cap is a fraction of your fleet's own hull and the Monitor adds 16,000 of it. Four drafts that promised more than that were thrown out before this shipped.

1.46.0 — 2026-08-30

New

Sort the market by trade ratio. The board had a resource filter and nothing else, so offers sat in whatever order they were posted and finding the best-priced one for a pair meant reading every card — while a seller could stay near the top just by reposting.

A Sort row now sits under the filters. Recent is the order you already know and stays the default; Ratio puts the offers that return the most per unit paid at the top. It works together with the resource filters, which is how it is meant to be used: narrow to the pair you care about, then sort.

While Ratio is on, each card shows the number it was sorted by — 3.00× means the offer gives three units for every one it asks. It is a quantity ratio and the board says so: it does not compare what different resources are worth to each other, so a higher number across two different pairs is not always the better trade. Gift-priced offers stay below the divider where they already were, however good their ratio looks.

Also

Every filter chip now announces to a screen reader whether it is the active one, which only the new sort chips did before.

1.45.0 — 2026-08-30

New

A busy week no longer throws away the Wraps it earned (#1851)

The Weekly Chest opens at five Daily Wraps in a contract-week. Until now a week that ended short simply reset: three Wraps and then a couple of busy days lost you the chest and the three Wraps that got you most of the way there, and Monday started from zero.

Up to two unspent Wraps now travel into the next week.

The Contracts board tells you which part of the count you brought with you, and when your carry is down to its last week it says so with a countdown to the moment it runs out, instead of a rule.

Changed

1.44.0 — 2026-08-30

New

Dispatches — the game can now tell you something before it happens (#1854)

Until today everything Novarchy told you was something the engine had recorded about you: a battle resolved, a harvest landed, a season closed. There was no way for anyone to say the ordinary thing — "the event starts next Tuesday", "the server is down on Sunday morning", "your appeal was accepted".

There is now an envelope in the HUD, with a count of what you have not read. Open it and you get the bulletins addressed to you: news, a scheduled event, a maintenance window, or a message meant for you alone. Anything with a date says how far off it is — Starts in 7 days — 08/09/26, 00:00 — and counts down against the server's clock, not your device's.

A bulletin is marked read when you open it, and only then. There is a Mark all read for a backlog you do not want to work through one by one, and the read state lives on the server, so it follows you between your phone and your laptop.

Notifications in the browser

The game could already reach the iOS app. It can now reach a browser tab that is closed — which is most of you. There is an offer at the bottom of the Dispatches panel; it tells you what your browser is about to ask before it asks, because a refusal is permanent and you should know that going in. Say no and nothing else happens; the offer is there whenever you change your mind.

Notifications obey exactly the rules the phone ones already did: nothing while you are in the game, nothing inside your own night hours, and never more than four a day counting attack alarms. Tapping one takes you where it promised — a fleet alarm to Fleets, a battle to its report, a bulletin to the bulletin — and, if the game is already open, it takes you there without reloading, so your map view and your selected fleet survive the trip.

Also

Announcements can also be crossposted to the Discord channel, so news reaches people who are not logged in. Only broadcasts go out that way — a message addressed to one player or one guild never leaves the game.

1.43.10 — 2026-08-30

Fixed

1.43.9 — 2026-08-30

Fixed

The chat no longer opens on an inbox with nothing in it (#1831)

You whisper someone, nobody answers yet, and you close the chat while still on your inbox. Later the channels fill up and the chat button lights with a number — "3 unread". You click it, and the chat opens on your inbox, which has nothing new, while the three messages it was counting sit behind the Galaxy pill.

It did not fix itself either: the channels are deliberately left unread while your whispers are on screen, so the number stayed at 3. Close, click again, same empty inbox — until you pressed the pill yourself or reloaded the page. Anyone using a screen reader had it worse, because the button announces a number and the pill only shows a dot.

Now the chat still opens where you left it, except when there is nothing in your inbox to come back to — and then it takes you to the channel that actually holds the unread messages, not just whichever one you happened to be on last. If a whisper is waiting for you, nothing changes: your inbox is still where the chat opens. If everything is quiet, nothing changes either.

The same thing happened on the phone, and there it was worse: the phone remembers your choice between sessions, so a single tap on Whispers could leave you landing on an empty inbox after every reload, indefinitely. It is fixed on both.

Two smaller cases are covered along with it: an inbox that is still loading, or that failed to load, no longer counts as an empty one — you stay on the screen that tells you so — and a channel you have muted is never the one the chat sends you to.

1.43.8 — 2026-08-30

Fixed

Changed

1.43.7 — 2026-08-30

Fixed

Also

1.43.6 — 2026-08-30

Fixed

The Fleet Advisor no longer sends titans to crack a Fortress (#1847)

Ask the Advisor what to bring against a colony defended by a Fortress and it handed you titans, with almost no Breachhead Monitors — the hull built for exactly that job, and the one the battle engine resolves at ×4 against a Fortress, double the titan's ×2.

Worse, fortifying the target made the advice worse. On a fixed target and a fixed hangar, the Advisor recommended 176 titans and 10 Breachheads against an unfortified colony — and against the same colony with a Fortress on it, 210 titans and 6 Breachheads. Putting up the very defence the Breachhead exists to break made the Advisor suggest fewer of them.

It now recommends 191 titans and 22 Breachheads against that Fortress. A fortified target pulls the mix toward the siege hull, which is the direction it should always have pulled. The same now happens for Batteries, and for a colony holding both.

The Breachhead still does not outrank the titan outright, and it is not meant to: it carries one weak ship counter and costs more, which is what it pays for its siege teeth. What was broken was the direction, not the ranking.

Bombers also gain against a Fortress, going from 1.4 to 1.58 in the Advisor's weighting. They had been given the titan's number there; they now get their own, which the engine has always rated higher. Against a pirate beacon — which has Batteries but never a Fortress — the bomber's weight edges very slightly down.

None of this changes how a battle actually resolves. The engine's numbers are untouched; what changed is that the Advisor now reads them instead of keeping its own out-of-date copy of three.

1.43.5 — 2026-08-30

Fixed

Also

1.43.4 — 2026-08-30

Fixed

Also

1.43.3 — 2026-08-30

Fixed

Also

1.43.2 — 2026-08-30

Fixed

Also

1.43.1 — 2026-08-30

Fixed

The chat badge stops lying about "nothing new" (#1809)

The unread badge over the chat — the dot on the desktop launcher, the number on the phone's bottom nav — could stay lit after you opened the chat and found nothing new. It survived a reload, and it came back.

The badge counts two things: your public channels, and your whispers. But opening the chat always dropped you on a public channel, and a whisper can never appear there — so a badge lit purely by a private message sent you to the one screen where the thing it was counting could not be. It stayed lit until you happened to find the Whispers tab yourself.

Now the chat opens where the count is pointing. If the only thing waiting is a whisper, the chat opens on your whispers — on the desktop dock and on the phone alike. If there is unread in a channel too, nothing changes: that is what you came to read, and the Whispers tab keeps its own counter for the rest.

1.43.0 — 2026-08-30

New

1.42.2 — 2026-08-30

Fixed

Changed

Also

1.42.1 — 2026-08-30

Fixed

Also

1.42.0 — 2026-08-30

New

A colony short of power now tells you what to do about it (#1324)

Until now, every screen that reported an energy deficit told you exactly how bad it was and nothing else. The energy tile said production was down 26%. The phone sheet said every building was slowing by 26%. A building card said the colony was running at 74%. None of them named a single thing you could go and do.

For most colonies you could work it out by scrolling the Base tab. Between Command Center 4 and 10 you could not: both generators are capped at your Command Center's own level, and a second Site of either needs Command Center 7. A commander who had built everything had already scrolled that list to the end with every button greyed out — and the one remedy left was in the research tree, on a screen the message gave them no reason to open.

All three surfaces now name the nearest lever you can actually pull, and only levers that genuinely help:

Anything already under construction, or already in your research queue, is skipped: the deficit is loudest while you are building the fix, which is exactly when being told to build it again is least useful. And when a colony genuinely has nothing left to buy, the screens say nothing rather than naming a building you already hold at level 30.

Nothing appears when you are in surplus, and a building card never tells you that its own remedy is itself.

1.41.8 — 2026-08-30

Fixed

The research detail panel no longer hides behind the top bar (#1780)

Scrolling down to one of the deeper techs used to push its detail box — the description, the cost, and the button that actually queues the research — up behind the top bar, or off the screen entirely. On a 1920×1080 monitor the bottom of the tech tree was effectively unusable: you could see the tech, you just could not read what it cost or start it.

The panel now stops below the top bar instead of behind it, so its cost and its queue button stay readable for every tech in the tree, however far down you scroll.

The bar is not a fixed height — it grows a row for each alert it has to show you — so the panel now measures where the bar actually ends rather than guessing. Under attack, with the bar at its tallest, the panel used to be almost entirely hidden; that is the case that improves most.

The same panel elsewhere

The Disciplines view, which is where the Research tab opens, had exactly the same problem and is fixed with it. The Shipyard's ship sheet takes the same correction, though at wide window sizes that panel already sat in the page rather than pinning, so most players will see no change there.

1.41.7 — 2026-08-30

Fixed

1.41.6 — 2026-08-29

Fixed

1.41.5 — 2026-08-29

Fixed

The war-tension flood in your Activity feed (#1728). A crisis between two alliances that kept being fought over wrote you the same row again and again — six identical lines in four hours, each one saying the tension had risen to 100/100 after a battle. Every line was true, and read down a column they looked like a war escalating minute by minute.

Now a repeated line is drawn twice at most: once for the most recent flare-up, once for the first one of that day. The first tells you whether it is happening right now, the last tells you how long it has been going on — and everything identical in between is left out. Rows about a different alliance, on a different day, or reporting a different level of tension are never merged: if the crisis climbed from 40 to 55 to 70, you still see all three.

Nothing is summarised and no number is invented. The lines you see are the real ones, worded exactly as before — there is simply no longer a wall of them.

Also

The Combat and Mine chips now count the rows you can actually see, instead of counting the ones that were sent.

1.41.4 — 2026-08-29

Fixed

Debris fields now say what they are actually worth to you (#1270)

Send 2,000 freighters at a field the game shows as 300,000 and you come home with 60,000. Nothing was broken — you only ever recover a share of a field: 30% with no Reclaim levels, and only the very top of the tree reaches 80%. Nothing on screen said so, so the number you sized a fleet on was one the game was never going to give you. Researching cargo capacity changed nothing either, because capacity was never the limit.

Every place that prints a field now prints, right beside it, the share you can actually recover:

The field figure stays, because it is still what is in orbit and what a better Reclaim rate is measured against. The Recent row's legend now also spells out that these figures are already decayed to the current moment, and that fields halve every 24 hours — the original report was both effects at once, your base rate times a few hours of decay.

The Fleet Advisor already said this in words, and it now agrees with the panels to the tonne. It used to round where the panels floored, so the same field could be announced as 3,704 in one column and 3,703 in the next.

Two smaller things went out with it. A field too small to be worth anything at your rate now says so plainly, instead of leaving the Advisor blank and quietly clearing the ships you had picked. And the Advisor no longer quotes a stale Reclaim rate for a moment after opening, when your best Recycler sits on a colony other than the one you are looking at.

1.41.3 — 2026-08-29

Fixed

A building no longer claims it is upgrading to a level it cannot reach (#1055).

A player photographed his Command Center standing at level 8 with the badge above it reading «8 → 11», and asked whether that was right. It was not: his own colony held an order to 9, and the game cannot produce any other pair — an order always targets exactly one level above the building it sits on, and a second order on the same building is refused.

Now every place that shows where a build order is heading shows it only when it agrees with the level of the building it belongs to. An order that says otherwise is still shown as running — the countdown, the gold pill and the scaffolding are all still there — but the number that contradicts the building is not drawn.

The report was about the badge on the base map. Ten more places print the same thing, all within two taps of it, and all of them are fixed too: the Colony tab's building row and its OPERATIONS list, the Base tab's build menu and the card you get by hovering a building, the Overview's per-colony order row, the Building Sheet, the Operations panel pinned over the base map, the phone's Operations rail and its sheet, and the Speed-up lane you read just before spending a Chrono shard.

Two of them were worse than a wrong number. The phone's Operations sheet worked out the current level by subtracting one from the destination, so a bad order made it announce a level the colony had never reached and draw the building at a stage it had never been built to; it now reads the real level. And the rail chip's destination is the only description a screen reader gets for that chip, so it was announcing the wrong one out loud.

One thing is deliberately left: the guild help board still shows the raw destination for a request. It is drawn from the request itself, and a guildmate looking at somebody else's colony has no way to check it. That is noted in the code and on the pull request.

1.41.2 — 2026-08-29

Fixed

Changed

1.41.1 — 2026-08-29

Fixed

1.41.0 — 2026-08-29

New

Nothing about the limit itself has changed — only whether you can see it before you trade.

1.40.23 — 2026-08-29

Fixed

Writing "we lost #7" no longer opens the tag picker over your sentence (#1760)

Type an ordinary message with a hash and a number in it — "we lost #7 today", "down to #3 in the league" — and the chat composer used to open its event and attack picker on the number. Nothing in the Registry is named after a bare digit, so the dropdown sat over the composer saying "No event or attack found" and stayed there until the next keystroke. Players using a screen reader had it read out to them: a verdict about a search they never made, while they were simply writing a sentence.

Now the sentence types like a sentence. The picker still opens on everything the Registry can actually be searched by — a word from an event's description, in any alphabet, or a coordinate as soon as the colon is there — and the bare #, which asks what happened lately, is unchanged. Only digits on their own are read as prose, and prose opens nothing.

One thing you can no longer do: #7 used to search for the number 7 anywhere in an event's description. Ask for it as #7: instead, which finds the sector rather than every 7 on the board.

1.40.22 — 2026-08-29

Fixed

The tag dropdown no longer loses the row you arrowed to (#1759)

Open the @ or # picker in the chat composer, press the down arrow once, and wait a moment. The highlight moved to the second name — and then, about two tenths of a second later, jumped back to the first one. Press Enter after that pause and the composer tagged the first commander in the list, not the one you had picked. Arrowing down a long list and stopping to read meant losing your place every time.

If you use a screen reader the same fault was audible: the arrow announced the second row, then the dropdown said "Searching…", then the reader announced the first row all over again — three things spoken, and a lost position, for one keystroke.

The arrow now moves the highlight and leaves it there. It also stops asking the server for the list again, which it was doing on every single arrow press.

Two smaller things in the same corner of the screen:

None of this was new: it had all been there since the tag picker itself.

1.40.21 — 2026-08-29

Fixed

1.40.20 — 2026-08-29

Fixed

Also

1.40.19 — 2026-08-29

Fixed

1.40.18 — 2026-08-29

Fixed

Nothing changes for how you play: no building, ship, cost or battle rule moved. What changed is that the empires run by the game now say true things about the standings, and act on them.

1.40.17 — 2026-08-29

Fixed

Changed

Also: the filter row now uses the full width under the heading on a phone, so more of the filters are in view before you have to drag them.

Nothing changes on desktop.

1.40.16 — 2026-08-29

Fixed

1.40.15 — 2026-08-29

Fixed

The chat composer's tag dropdown can now be used with a screen reader (#1726).

Typing @ to tag a commander, or # to tag an event or an attack, opens a list of suggestions. Until now, everything that happened next happened in silence for anyone playing with a screen reader. You typed a name, the search ran, and it answered — with matches, with "nobody", or with an error — and none of it was spoken. Swiping forward landed you on a list announced as holding zero suggestions: exactly the information you had before you typed anything.

Now the composer says what it is doing. Every outcome is announced, including the successful one: how many commanders (or events and attacks) were found, that a search is still running, that nobody matched, or that the search could not run at all. The text field itself now says that typing there produces a list, whether that list is currently open, and which suggestion is highlighted — so the arrow keys read each one out as you move through them, without ever taking the cursor out of the message you are writing.

And the count no longer promises more than it found. The suggestion list stops at ten, so a common search reaches that limit — searching @a on a galaxy of eight hundred commanders is answered with ten of them. Saying "10 commanders found" would read as the game looked, and there are ten, which is how you conclude that someone real is not in the game and stop looking. When the list was cut short it now says "found so far".

Nothing changes on screen: the same words appear in the same place. What changed is that they can now be heard.

1.40.14 — 2026-08-29

Fixed

1.40.13 — 2026-08-29

Fixed

1.40.12 — 2026-08-29

Fixed

1.40.11 — 2026-08-29

Fixed

1.40.10 — 2026-08-29

Fixed

Also

1.40.9 — 2026-08-29

Nothing changes in the game this time. This one is about the machinery that decides whether a change is allowed to reach you at all.

Fixed

1.40.8 — 2026-08-29

Fixed

Also

1.40.7 — 2026-08-29

Fixed

Striking back at someone who hit you no longer looks like it costs you a bounty (#1254)

Attacking an empire far below your Power puts a bounty on your head — except when you are owed a reply. If they hit you first, the server has always cancelled that charge. Nothing on screen knew it, so the planet sheet quoted you a figure in Dark Matter over a strike the server was about to give you for free, and players were talking themselves out of retaliations they were entitled to. The warning was protecting the aggressor.

Now the game tells you. Where you are owed a reply, the price is not quoted at all — the sheet, the Attack button and the launch screen say the strike is free, and how many replies you have banked:

Free strike: 2 free replies owed against them — one for every hit of theirs you have not yet answered with one, and one spent per strike that lands.

The target board shows the same thing on the row itself, as · 2 free replies rather than the bare "no bounty" it used to borrow — because a reply is a counter, not a permanent discount: it is spent by the first strike that lands, and it lapses a week after their last hit, all of it at once. The war room's target list, which used to say only your first return blow was free, now says what is actually true: every unanswered hit buys you one.

Two things worth knowing, because the copy now says them out loud. The credit is checked when your fleet lands, not when you launch — so a strike sent near the end of the week can arrive after it has lapsed. And the same credit covers your own strike, a raid you ride alone, or a bill already at the cap, but never your share of a pack's raid.

Nothing about the bounty itself changed: the same strikes cost the same as before. What changed is that the game no longer quotes you a price it was never going to charge.

1.40.6 — 2026-08-29

Fixed

1.40.5 — 2026-08-29

Fixed

Also

1.40.4 — 2026-08-29

Fixed

Also

1.40.3 — 2026-08-29

Fixed

1.40.2 — 2026-08-29

Fixed

The guild emergency crate now leaves a receipt (#1599)

Buying the emergency crate from the Guild Treasury gave you resources and told you nothing. Scrip left your wallet, the weekly slot ticked down, the crate landed on your home colony — and no line anywhere confirmed it or said what was inside. It was the only item in the guild shop that delivered something without acknowledging it, and you had no way to tell whether it had worked.

It now writes a line in Activity, filed under Empire beside the shop's other purchases:

Guild shop: Emergency crate 2,457 Fe · 1,474 Xe · 614 Dt landed on your home colony.

The figures are what your warehouse actually took, not what the shop sold. The crate is capped per resource by your storage, so a nearly full warehouse absorbs less than you bought — and when that happens the line says so instead of quietly rounding down:

Warehouse full: 1,203 lost — upgrade it to hold more.

If your warehouse was already at its ceiling the crate has nowhere to go, and the row says that in its title rather than making you read to the end of it:

Guild shop: Emergency crate — nothing fit The Scrip is spent all the same.

Nothing about the crate itself changed: same price, same contents, same storage cap. What changed is that you can now see what arrived.

1.40.1 — 2026-08-29

Fixed

1.40.0 — 2026-08-29

New

The game now tells you how to defend yourself, before you need to (#1698)

Until now the tutorial walked you through your economy, your first research, your first ships and the Trade Portal — and never once mentioned the two buildings that keep a colony alive. The Planetary Shield came up only in passing, as something that "opens" when you raise the Command Center. The Defense Batteries were never named at all.

So players found out the hard way. "How do I defend myself when my newbie status is over?" was a regular question in global chat — asked not because defence is hard, but because nobody had told them it existed.

Once both buildings are actually available to you, a card now appears where the tutorial's own panel leaves off:

Shore up your defences Novice protection ends in 41h 12m. Defense Batteries fight beside your ships and rebuild themselves for free; the Planetary Shield soaks damage before your ships take any.

The countdown is your real novice protection, the same clock the shelter chip at the top of the screen shows. Where the card cannot send you anywhere useful — on the Base itself, where you are already looking at the place you would go — it tells you where to find them instead: under Military, in the Buildings list.

It stays until you build one of the two, and it counts a building you have merely placed or queued, so it gets out of the way the moment you act rather than when construction finishes. Build either one and you will not see it again.

Both things it says about them are true of the fight itself: the Shield gives your colony a damage pool that is spent before your ships take any, and each Defense Battery emplacement that is destroyed rebuilds itself for free, one every 30 minutes.

Nothing changes for players who already have defences standing — the card never appears for them.

1.39.28 — 2026-08-29

Changed

Also

1.39.27 — 2026-08-29

Fixed

Rival empires stop building Trade Portals where the Market never looks (#1695)

The Market always reads the Trade Portal on your mother colony. A Portal standing on any other colony does nothing at all — not less, nothing — while its energy drain is charged to the colony it stands on. Your own base screen has said so for a while: the row carries a note telling you the building adds nothing there.

The empires run by the game did not know it. Scout one of their outposts and you would find a Trade Portal on it, climbing level after level, on a building your own interface had told you was inert. That is now over: they build a Portal only where it works, and the ones they already put on their outposts stop climbing.

The same fix reaches something you can see more directly on those outposts. Their Command Centre was being pushed up the ladder to unlock a Portal that colony could never use — and then, past that point, was left to stall on colonies that had hit its ceiling and needed it most. Their outposts should now grow in an order that looks like the one you would choose yourself.

Also

The rule about which buildings only work on the mother colony now lives in one place, read by the game, your screens and the rival empires alike, instead of being written down separately for each.

1.39.26 — 2026-08-29

Fixed

The building table stops denying the malus it exists to relieve (#1423)

Open the Terraformer — or the Colonial Outpost — before you have researched its node, and the "full progression — all 30 levels" table had nothing useful to say and said it badly. On a colony with no other relief it read "no malus to relieve on this planet" on every one of the thirty rows, on a planet that has a malus; every planet type has one. Where an Outpost was already relieving the world it was worse in a quieter way: the table simply repeated that Outpost's figure thirty times, on the Terraformer's own sheet, directly under a note promising "at lvl 10 the malus is zeroed". Reported by Remy, who also worked out the cause: the relief is gated on research, and the table was showing the un-researched progression without ever saying so.

The row now names what it is waiting on — "inert: research the Terraformer node" — the same way the Hypergate and the Hyperspace Relay already announce a node they need, and on every row, because the node is what unlocks the building in the first place: without it no level of it does anything. The relief you actually have keeps being reported where it belongs, on the sheet of the building giving it.

Nothing changes once the node is researched: the table prints the per-level relief it always did, and a world with genuinely nothing to relieve still says so.

1.39.25 — 2026-08-29

Fixed

Changed

Also

1.39.24 — 2026-08-29

Fixed

Also

1.39.23 — 2026-08-29

Fixed

A gesture the phone takes away no longer confirms a placement (#1690)

In the base view, a single finger resting on a valid cell could confirm a placement you never finished. If the browser claimed the gesture — an edge swipe, a notification pull, the app switcher — the base treated it exactly like a completed tap and went ahead.

What that cost depended on what you were doing. Moving a building relocated it to whatever cell the interrupted finger happened to rest over, silently, on any device. Placing a new one spent its resources, on tablets and touchscreen laptops; on a phone the confirmation bar was already standing between you and the spend, which is why the worst of it never reached phone players. Outside placement, the same interruption selected or deselected a building on its own.

Now an interrupted gesture does nothing at all — nothing built, nothing moved, nothing spent — and the next deliberate tap places exactly as before.

1.39.22 — 2026-08-29

Fixed

Changed

Also

1.39.21 — 2026-08-29

Fixed

1.39.20 — 2026-08-29

Fixed

A debris field no longer hides that your own recyclers are already flying at it (#1146)

You win a battle, launch recyclers for the whole field, and come straight back to queue the next order. Until now every screen still showed you the full field — the target panel, the phone compose line, the Recent row's ♻ tag, and the Fleet Advisor, which happily sized a second wave on it. That second wave arrived to almost nothing.

The estimate is built from the report your recyclers file when they land, so for the whole flight it quietly reverted to the number you started with.

Now every one of those places says so: ♻ debris ≈ 12,345 (your harvest inbound), with the Recent row's chip carrying the same words and the row's legend explaining the mark. The Fleet Advisor adds a line of its own — "A harvest of yours is already on its way here: it will take its share of whatever is there, so the estimated field above may not still be there when a second wave lands."

The number itself is unchanged, and that is deliberate. What an in-flight harvest will actually lift is only settled when it arrives — it depends on the field's decay at that moment, on your Reclaim rate, and on a hold that could still be intercepted — so the game tells you the fleet is out there rather than inventing a figure it cannot know. The Advisor's recommendation is unchanged too: a second wave is sometimes exactly the right order, and now you can tell.

One related change you may notice: while the game is still fetching your fleet list, the debris figure is held back for a moment instead of being shown without that warning.

1.39.19 — 2026-08-29

Fixed

Three fingers on the base no longer confirm a placement (#1463)

Resting an extra finger on the colony base while positioning a building could commit the placement on its own — the building went down, and the resources with it, on a gesture you never finished with a tap. Outside placement mode the same slip selected or deselected a building you had not touched.

It took a particular shape to happen: a quick three-finger tap, or a palm landing at the end of a pinch. The base view now treats every finger past the first as part of a gesture and never as a tap, so only a deliberate single-finger tap places anything. Pinching, panning with two fingers, and lifting out of a pinch back to one finger all behave exactly as before.

1.39.18 — 2026-08-29

Fixed

Also

1.39.17 — 2026-08-29

Fixed

1.39.16 — 2026-08-29

Fixed

1.39.15 — 2026-08-29

Fixed

Battle details survive a siege (#1503)

Every battle in your Archive has a ▶ Replay and a Details button — the forensics: who brought what, what each ship dealt, the research and the defences on both sides. Until now Details quietly disappeared partway down the feed, and a line took its place:

details unavailable for older battles

It was not about age. The game keeps the last twenty battle reports to hand, and twenty is a count, not a stretch of time. Under a siege twenty battles land in minutes — so a fight four minutes old could already have lost its Details, while a three-minute-old skirmish at the same coordinates still had them. You lost the forensics of the biggest battle of the night at the exact moment you wanted to read them, and the game blamed the battle for being old.

Details is now offered on every battle in your Archive, and it fetches that report when you tap it. Nothing about a battle's age, or about how many fights have landed since, can take the panel away any more. The twenty most recent still open instantly, with nothing to wait for.

What the button will not do is open onto empty tables. The panel shows the participants' research and fleets, and those are exactly the parts stripped out of a report belonging to a battle you did not fight — so it opens only on a report the game can hand you whole, which for your own battles it always can, however long ago they were. On the rare report it cannot, the row says so instead of pretending.

Also

The Archive's error handling on that button now says what actually went wrong — a battle genuinely gone from the record reads as such, and a dropped connection reads as a dropped connection instead of claiming the report is gone forever.

1.39.14 — 2026-08-29

Fixed

Also

1.39.13 — 2026-08-29

Fixed

Changed

1.39.12 — 2026-08-29

Fixed

1.39.11 — 2026-08-29

Fixed

The Colonial Outpost no longer sells levels that buy nothing (#1422)

The Outpost made a hostile world livable by being there — and it gave exactly as much relief at level 1 as at level 30. Its power draw was the one thing that did grow with the level, and faster than linearly. So every upgrade past the first cost you resources, gave you nothing, and left the colony producing less than before you bought it. Nothing on screen said so.

Now it does. Wherever the game offers that upgrade — the Build menu on the base map, the Colony tab's rows, and the building sheet, right above its Upgrade button — the row tells you:

⚠ Nothing further to gain: the Colonial Outpost relieves the same malus at level 1 as at 30, and every level above the first only raises its energy drain.

The first level is untouched and still worth building on any world: it halves the planet's penalty, and that is the whole building. Nothing is capped and nothing you already own has changed — if you want the level you can still buy it. You just won't be sold it in silence any more.

The build Advisor no longer offers those levels either. It rarely did, but on a colony whose warehouse was already overflowing it could surface one with no reason and no payback attached, which is now impossible.

And the synthetic empires have stopped buying them too

They were the building's biggest customer: left to themselves, commanders of every archetype took the Outpost all the way to their Command Center's ceiling. They now stop where the effect stops — though not all on the same number. A commander who would not have spotted the problem still buys a level or two before noticing, the way anyone might.

1.39.10 — 2026-08-29

Fixed

1.39.9 — 2026-08-29

Fixed

Also

1.39.8 — 2026-08-29

Fixed

Tapping a planet on a phone no longer opens the planet sheet and closes it in the same tap (#1659). In the Galaxy tab's system view, the sheet flashed for a frame and vanished — you had to try several times, or give up and use the system list.

A tap is not one event. After the finger lifts, the browser sends a second, delayed click and aims it at whatever is under the finger now — which is the panel that just opened, covering the screen. The panel closes when you click outside it, so it took its own opening tap as the instruction to go away.

The bottom sheets were taught to ignore that stray click in v1.39.3, when it made every system on the galaxy map unopenable from a phone. The centred panels were not, and this closes that half: the planet sheet, the commander card, the battle replay, the ship reference, the anchorage and every confirmation dialog now hold their ground. Closing them still works exactly as before — tap outside, press ✕, or hit Escape — and keyboard and screen-reader users are unaffected.

1.39.7 — 2026-08-28

Fixed

Also

1.39.6 — 2026-08-28

Fixed

Also

1.39.5 — 2026-08-28

Fixed

Reported by Spaccamazza, with the screenshot and the diagnosis — "every colony that has more lines going on the same place, the colours add up and change" — which is exactly what it was.

1.39.4 — 2026-08-28

Fixed

On a phone, you can now send ships to the colony you are looking at (#820)

Composing a mission on a phone happens in three screens — what it is, where it goes, then the fleet — and the colony the fleet leaves from is only chosen on that third screen. The destination starts out filled in with the colony you are already on, which meant the second screen opened with the two ends pointing at the same place. It refused that, greyed out Use these coordinates, and that button was the only way through to the departure chips. So if the fix you wanted was "leave from somewhere else", there was no screen left on which to say it.

The launch this made impossible is the most ordinary one there is: reinforcing or supplying the colony on your screen from another of your worlds. On a computer it always worked — both ends sit on one screen there.

Now, if you have more than one colony, the step lets you carry on and tells you where the other fix lives: "…or carry on and change the departure under Launch from on the next screen." The launch itself is still refused until the two ends differ — a fleet cannot fly to the planet it is standing on — but the message beside the greyed launch button now names the departure as a way out too, instead of only ever telling you to pick a different destination.

If you have a single colony there is nothing on the next screen to change, so that step still holds you where it did, and offers the destination alone.

1.39.3 — 2026-08-28

Fixed

1.39.2 — 2026-08-28

Fixed

An expelled commander stops fighting its old guild's war (#1626)

Being thrown out of a guild already made a commander forget everything the house had pointed its fleet at — the declared war, the League fixture, the enemy anchorages — and, since the last release, the strategic plan too.

The attack it had already opened was not on that list. Neither was the campaign behind it. Both records stay valid for two days and both survive a restart, so a commander thrown out mid-war kept flying at the coordinate its former house was at war with for the next 48 hours — and kept talking about it. Its own reality sheet could say, in the same breath, that it had no targets left and that it was assembling a force against a named player at a named coordinate, in the first person, to anyone it spoke to in chat.

Now the expulsion calls that attack off, and the campaign with it.

Two things it deliberately leaves alone. A hunt the commander opened on its own account — a bounty, a grudge, a neighbour it picked itself — is not the house's war and survives the expulsion untouched; only the coordinates the guild actually put in front of the fleet are dropped. And an attack whose fleet is already in flight keeps its orders, because cancelling the record would strand that fleet with no way to call it back.

Also

Two older problems were found while verifying this one and are filed rather than fixed: a lost attack leaves its campaign hanging so the commander keeps announcing a fight it already lost (#1645), and an attack outlives the war that aimed it even when nobody is expelled (#1646).

1.39.1 — 2026-08-28

Fixed

Changed

1.39.0 — 2026-08-28

New

Raid fleets can carry holds (#1327)

Until now the joint-raid fleet picker only offered ships that shoot. Freighters, Arks and Haulers were not on the list, so the only cargo space in a raid was whatever happened to be bolted to a Corvette or a Battleship — and a raid you won came home with a pittance.

Bring the holds. The picker now offers every hull in the hangar, and it tells you what each one is for: the Freighter is captioned "hold only: loot carrier", the Aegis Bastion "no guns — it shields the fleet". Under the fleet, the panel finally says out loud how the plunder works — it is carried by the hold that comes home, every surviving hull's and not just a freighter's, it caps what you can carry, and it sets your share of the split when the guild flies together.

A hold-only fleet joining a raid that already has guns is a fine contribution and the panel says nothing; opening a raid with one, or joining a raid nobody armed, gets a warning instead — no guns, no fight won.

Raids launch from the colony you choose (#1327)

Ordinary missions have had a selectable launch pad for weeks. Raids did not: every fleet left the mother colony, so a strike at a neighbour crossed the galaxy from home while a colony in the target's own system watched it go — wasted flight time, and every extra hour is warning the defender gets for free.

"Launch from" now sits above the fleet picker whenever you have more than one colony. Pick a pad and the hangar, the travel estimate, the Relay discount and the "you will have no defences" warning all follow it — the warning names the colony you are actually emptying. Opening, joining and sending a garrison to a guildmate all leave from the pad you picked. The fleet comes home to it, too.

Also

The Aegis Bastion used to be described as a loot carrier on every attack screen, because it has no guns and a little cargo. It is a shield wall — ten of them put 16,000 of shield in front of your capitals — and it now says so, and is no longer greyed out as a hull to leave home.

1.38.1 — 2026-08-28

Also

Nothing changes in the game this time.

1.38.0 — 2026-08-28

New

Raids fly under the battle stance you pick (#1632)

If you had researched the Admiralty, you could send a solo attack under Assault and keep the bonus — but the moment you attacked through the guild's raid panel, your fleet went out with no stance at all. Neutral. Same fleet, same target, quietly weaker, and nothing on screen to tell you: there was no stance control there to notice the absence of. It was reported by a player who worked it out from his own battle reports.

The raid panel now offers the same Battle stance chips the Missions screen does — Assault, Rampart, Pursuit, or none — both when you open a raid and when you join a guildmate's. Every contingent flies under its own orders.

Because speed means something different on a raid than on a solo strike, each door says which:

The "can my fleet reach that raid in time?" hint on each raid row now flies your stance too, so it can no longer promise you'll arrive in time for a join the server would turn away.

Fixed

Also

The stance picker only appears once you have ships selected and only if you have researched the Admiralty, which is the same rule the game already enforced behind the scenes — now said before you click instead of refused afterwards. Sending a defence to a guildmate is unchanged and still flies without a stance.

1.37.4 — 2026-08-28

Fixed

Also

1.37.3 — 2026-08-28

Fixed

Also

1.37.2 — 2026-08-28

Fixed

1.37.1 — 2026-08-28

Fixed

1.37.0 — 2026-08-28

New

The Peace shield now comes in three lengths (#1612). The guild store used to sell one shield: eight hours. If you were being raided through the night, eight hours did not cover a night's sleep, and buying it three times meant paying the escalating price twice over for one uninterrupted rest. There are now two longer shields on the same shelf:

The original eight-hour shield is unchanged: 40 Scrip, three a week.

Longer cover costs more per hour, not less. Eight hours at 40 Scrip is almost exactly what a day of donating earns you in that time, so the short shield is the break-even relief it always was; the longer ones ask a premium on top. Both stay cheaper than the Displacement charge, which is still the most expensive thing in the store.

Everything the shield already did, it still does — and everything it already did not do is now written on all three rows. A shield refuses new attacks; it does not turn back a fleet that is already on its way. It ends the moment you attack anything yourself, Pirate Beacons aside. And you cannot fold a colony while it is up: that was always true of the eight-hour shield too, and now the rows say so.

Fixed

A shield that would add nothing is refused instead of sold to you (#1612). If you already held longer cover — from a declared leave, or from another shield — buying a shorter one took the Scrip, used up one of your weekly slots and wrote the purchase into the guild log, and gave you not one extra second of protection. The store said "bought"; nothing happened.

It was rare enough to survive unnoticed while there was only one shield on the shelf. With three, the cheapest row in the store became the trap: a 40-Scrip shield tapped an hour after a 48-hour one, or a 24-hour shield on top of a 48. Now the purchase is refused, the Scrip stay in your account, the weekly slot stays unspent, and the store tells you that you are already covered.

Ending a leave early tells you it takes your shield (#1612). It always did — a leave shields your empire, and giving the leave back gives the shield back too — but the button never mentioned it, and it is now a button that can cost you 280 Scrip of cover you bought yesterday. Both the phone sheet and the desktop row now say so before you press. The warning appears only when there is actually a shield to lose: if you already forfeited it by attacking, it stays quiet.

Changed

The shield price now climbs across all three lengths, not within each one (#1612). The shield has always got more expensive each time you bought one in the same week — that is what stops anyone buying permanent immunity. With three shields on sale, that rule now counts every shield you have bought this week, whichever length it was. Buy the eight-hour one on Monday and the 48-hour one costs double on Tuesday.

Without this, one of each would have been three separate "first purchases" at full list price — eighty hours of cover for less than three of the old short shields. Each row says so before you spend anything, and the price shown on the button is always the price you are charged.

Two smaller corrections came with it. A shield can no longer be sold to you while one of your colonies is folding to a new address — that rule existed for the eight-hour shield and now covers all three. And when the store refuses a purchase, it now says so on the row you tapped, rather than at the bottom of the page where a phone never showed it.

1.36.9 — 2026-08-28

Fixed

The galaxy map no longer offers a guildmate as a priced target (#1608).

On the map, a colony's colour has always answered one question: what would attacking this cost me? Green is the free band, grey is "weaker — and hitting them puts a bounty on your head", red is "too strong", magenta is "there is a price on this head".

The map was answering that question for people you are not allowed to attack at all. A guildmate below your Power was drawn in the grey the legend calls weaker (bounty). One inside your band was drawn green, as free to hit. One with a price on their head was drawn magenta, as a bounty to go and collect. Tapping any of them opened a panel that said "Guild colony", offered no Attack and no Spy, and — for the magenta one — told you the bounty could not be collected from a guildmate. The map and the panel were describing the same colony in opposite terms.

Colonies you cannot attack are now drawn in a blue of their own, and the legend names it: guild / treaty. The band colours keep meaning exactly what they always meant, for the rivals they were written for.

This covers more than guildmates. Allies, the signatories of a standing pact, and a guild serving out its withdrawal notice were all being priced by the map exactly like a rival, and all three now share the new colour — the map asks the same question the Attack button asks, so the two cannot disagree again.

1.36.8 — 2026-08-28

Fixed

Allied colonies and pact signatories are no longer labelled "Enemy colony" (#1609). Sign a treaty with another guild and open one of their planets: until now the panel called them an enemy, painted them in the enemy's colour, quoted what a raid there would cost you in bounty, and offered Attack and Spy. The server refuses those missions between guilds under a pact, so the fleet flew out, was turned away on arrival, and came home having done nothing.

The panel now says which treaty stands between you — an alliance, a NAP (the pact that bars attacks without making you allies), or the withdrawal notice of a treaty you have just cancelled — draws it in the friendly colour, drops the price, and offers only the missions that will actually be accepted. It also tells you why, instead of quietly hiding the buttons.

Espionage is treated separately, because the rules differ: spying on an ally is refused, spying under a NAP is not. So a NAP signatory keeps the Spy button. The garrison follows the same principle — allowed toward a guildmate, an ally and a NAP signatory, withheld during a withdrawal notice, where it would be refused.

A wanted commander in a friendly guild is described correctly (#1609). The bounty line explained that you could not collect a price "from a guildmate" to anyone you could not attack — including allies and pact signatories you had never shared a guild with. Each relationship now gives its own reason.

The refusal message stops overstating (#1609). "Hostile missions are blocked between guildmates and pact signatories" appeared on the target board and in sweep results, and it was not true: spying survives a NAP. It now says only that diplomacy blocked the mission, and the planet sheet is where the rule is explained in full.

1.36.7 — 2026-08-28

Fixed

Also

1.36.6 — 2026-08-28

Fixed

Also

1.36.5 — 2026-08-28

Fixed

1.36.4 — 2026-08-28

Fixed

Changed

1.36.3 — 2026-08-28

Fixed

Transports no longer pair your fast Haulers with slow Freighters (#1580)

A fleet travels at the speed of its slowest ship. The transport advisor did not account for that: it filled your carriers by cost alone, spending the cheap Freighters first and reaching for the Continuum Hauler only as the last ship needed to close the gap. You ended up flying an 18,000-hold Hauler at a Freighter's pace — the worst of both. Experienced players hand-picked their ships on every transport to avoid it.

The auto-fill now weighs the whole fleet instead of filling it one hull at a time. Of the fleets that can carry your load it takes the one that arrives first, and between two that arrive together it takes the one that risks less on the route. A load your Haulers can lift now flies on Haulers alone.

With one guard, and it matters: the faster fleet only wins while the extra it puts on the route is no more than the shipment itself is worth. So a 2,500-unit courier run still goes by Freighter rather than committing a 21,200-value hull, and a large haul that genuinely needs the hold gets the Haulers. When the advisor turns the fast hull down it now says so, and shows the arithmetic.

A load no single hull type can lift still gets a mixed fleet — and the panel now names the ship setting the pace and what that pace is, instead of leaving you to work it out from the ETA.

Changed

The Continuum Hauler is finally fast (#1580)

Speed 90, up from 62. At 62 against the Freighter's 55 the Hauler was the fastest carrier on paper and not in practice: about eleven per cent of a trip, in exchange for putting a 21,200-value hull on a route a 900-value one covers. That is why the advisor never chose it, and why hand-picking your own ships was the only way to get value out of the hull.

At 90 it flies at a Corvette's speed — the same route costs a Hauler convoy 55/90 of what it costs a Freighter convoy, and an escort can keep pace with the convoy instead of the other way round. Its hold, cost, hull and shield are unchanged, and nothing in the catalogue counters it: that invariant stands.

Missions already in flight when this went live keep the schedule they launched with, on both legs.

1.36.2 — 2026-08-28

Fixed

Also

1.36.1 — 2026-08-28

Fixed

Also

1.36.0 — 2026-08-28

New

Also

1.35.30 — 2026-08-27

Fixed

1.35.29 — 2026-08-27

Fixed

Also

1.35.28 — 2026-08-27

Fixed

1.35.27 — 2026-08-27

Fixed

1.35.26 — 2026-08-27

Fixed

1.35.25 — 2026-08-27

Fixed

1.35.24 — 2026-08-27

Fixed

A surrendered war no longer reports a score nobody scored (#1545)

When a guild leader surrendered, two things happened that looked exactly like bugs, and two different players reported them as such.

The war closed instantly — days before the countdown it was still displaying — with nothing anywhere saying a surrender had happened. And the final scoreboard showed the guild that gave up with 0 points, however hard it had fought. One war ended 40,216 to 0 against a side that had earned about 10,000.

Neither was broken. Both were the same shortcut: the server recorded a surrender by overwriting the surrendering side's score with a zero, so that whoever had more points would come out the winner. It picked the right winner and published a result that never happened.

Now the verdict reports the points both sides actually earned, and the Activity card says who conceded and that the war ended early because of it — naming the guild, its own score, and who pays the tribute. Surrendering still concedes the war immediately and still costs the 8% tribute; nothing about the mechanic changes.

The war countdowns also stop presenting their number as an appointment. They now read "up to 4d 6h to the end", because either side can surrender and end the war that minute.

One thing this does not do: verdicts already in your feed keep the score they were published with. The real number was never stored for those — the zero is all there is — so they are left as they are rather than guessed at.

1.35.23 — 2026-08-27

Fixed

1.35.22 — 2026-08-27

Fixed

Changed

1.35.21 — 2026-08-27

Fixed

An expelled commander stops acting like one of your guild (#1532). Kick a synthetic empire out and, until now, it never quite noticed. The panel updated and the member was gone, but in galaxy chat they carried on introducing themselves as one of yours — for the rest of the day, and the day after that — while having nothing to say about the war your guild was publicly fighting. Anyone could open the member list and catch the contradiction. Now the expulsion reaches every place that remembered: the moment they are out, they stop claiming your house.

They also stop quoting your guild's numbers. Their research standing, council directives and season position used to freeze at whatever they were on the day of the expulsion, and got repeated forever — "your guild is 2 of 9 with 4100 season points", from a commander with no guild at all. Same for your raids: a joint raid they were part of kept being announced with your members named and a countdown stuck at 42 minutes, about a coordinate anyone could go and look at.

And they stop flying missions for you. This one was not just talk. An expelled commander went on launching interceptions to defend the colonies of the guild that had expelled them, indefinitely. Their fleet now leaves with them.

Guild councils no longer go quiet for a round (#1532). The same stale membership picked who opened a guild's council discussion. When it picked someone already expelled, the message was refused and that guild's council simply did not happen that round, with nothing said about why. Openers are drawn only from members who are actually still there.

A commander you take back keeps their guild (#1532). The flip side, and it would have been a new bug rather than an old one: re-invite someone you had expelled and the game needs to notice that too. It does.

The Kepler Observatory stops announcing colonies founded by "?" (#1532). When a newly spotted colony came back without a name attached, the galactic bulletin broadcast it literally — "New colony founded by ? at coordinates 4:1:1" — on the most-read line in the game. The colonisation is real and still gets announced; only the unknown founder is left out of the sentence.

1.35.20 — 2026-08-27

Fixed

Also

1.35.19 — 2026-08-27

Fixed

1.35.18 — 2026-08-27

Changed

1.35.17 — 2026-08-27

Fixed

Also

1.35.16 — 2026-08-27

Fixed

A garrison's trip home no longer skips the flight or leaves a battle early (#1046)

Two races on the garrison return leg, both narrow and both real.

If a battle was landing on the colony your garrison was guarding at the very instant its watch ended, the fleet could be banked at home while the host fought one garrison short — and you would read a battle report of losses your ships never took. Now the garrison stays on station until that battle resolves, the same hold every other route home already honoured.

If you pressed Stand down while the game was already bringing the fleet home (or the server restarted at that moment), the paid return flight could be skipped entirely: the ships materialised at home immediately, with no "returning" phase ever shown. Now the fleet flies the leg you paid for and lands when the card says it will.

One residual is left on purpose and written down in the code: if the server crashes inside the sub-millisecond window between deciding to wait and telling the queue to wait, the retry lands the fleet early — which is what happened every time before this fix, so the window is narrower, not new. Closing it fully would require trusting a display column to land fleets, which loses fleets on any clock drift.

Also

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 (#1072)

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: