In campaign mode, the mirrored configuration of ship designs can be saved. Lighting effects have been optimized. AI combat positioning algorithm has been improved. The aiming interaction experience has been enhanced. A bonus effect for deployment value rewards has been added in c
In campaign mode, the mirrored configuration of ship designs can be saved.
Lighting effects have been optimized.
AI combat positioning algorithm has been improved.
The aiming interaction experience has been enhanced.
A bonus effect for deployment value rewards has been added in campaign mode under higher difficulty levels.
The maximum limit of deployment value in campaign mode can now exceed 1,000,000.
A forced topology check has been added when exiting design mode.
Improved the AI's combat logic to find better combat positions. Added the feature of exiting the campaign mode without saving designs. Fixed the bug where the skills that reduce ammunition and propellant consumption were not working. Adjusted the galaxy effects on the campaign mo
Improved the AI's combat logic to find better combat positions.
Added the feature of exiting the campaign mode without saving designs.
Fixed the bug where the skills that reduce ammunition and propellant consumption were not working.
Adjusted the galaxy effects on the campaign mode's large map.
Adjusted the UI controls' effects and fixed some text errors.
Relaxed the detection standards for connections and obstructions in battle scenarios, making them less affected by floating-point precision and less prone to connection failures. Fixed a bug where initial deployment upgrades were not effective in the campaign. Changed the failure
Relaxed the detection standards for connections and obstructions in battle scenarios, making them less affected by floating-point precision and less prone to connection failures.
Fixed a bug where initial deployment upgrades were not effective in the campaign.
Changed the failure criteria for fuel or ammunition from zero to negative.
Changed the default level of appearance mode from level 0 to level 4.
Added instructions about shield and warp charging in the tutorial.
Optimized the ship AI's obstacle avoidance algorithm to reduce interference from internal ship module detachment.
Improved the design and combat tutorials by adding more tutorial entry points.
Fixed some UI display bugs.
Added the champion ship from the recent player vs. player competition to the official ship library.
Hello everyone! After more than a month of iterative development and updates, the gameplay update patch has finally been fully released. This patch greatly enhances the playability of the game and simplifies the gameplay operations and complexity. Below is a complete overview of
Hello everyone!
After more than a month of iterative development and updates, the gameplay update patch has finally been fully released. This patch greatly enhances the playability of the game and simplifies the gameplay operations and complexity. Below is a complete overview of the patch details. Please also note that after this discount promotion, the game price will slightly increase.
Adjustments and Optimizations
Tutorials related to game movement, campaigns, battles, and design have been added.
The function to manually set attack modules has been added, and it can be activated by pressing the spacebar during battles.
At the start of the battle, the player’s spawn position will dynamically adjust based on the detection range of the ships.
Campaigns can unlock out-of-game options, such as increasing initial funds or enhancing enemy difficulty.
Campaigns can unlock and collect enemy ships, and other ships can be imported from campaign mode to assist in design.
In the transformation panel, manually entering the position will modify the entire translation module, rather than setting it in the same position.
The default mode of the rotation tool has been changed to constant and can be modified in the design interface.
The functionality of the hide module has been optimized, allowing manual hiding and category-based hiding to take effect simultaneously.
The functionality of ship connection detection has been optimized, and issues with ship connection failures will occur less frequently.
The color hint effect of the selected module has been optimized.
The ability to select a range in the module list using the Shift key has been added.
The display logic of the connector controller has been optimized.
The function to randomly customize colors in the design has been added.
The energy consumption and heat dissipation of kinetic weapons have been reduced.
The AI movement algorithm has been adjusted to actively maintain a certain distance from the target and attempt to attack the enemy from the side.
Bug fixes
Fixed the obstacle avoidance bug caused by AI having detached modules inside the hull, which led to the AI continuously accelerating in one direction.
The phenomenon of flickering after overlapping modules on the same plane has been reduced.
Fixed the bug where the core would become disordered when importing ships.
Fixed the bug where mirrored modules could not be manually hidden.
Fixed the bug where the rotation value was incorrect in the surface alignment mode of the pick-and-place tool.
Fixed the bug where the laser effect position was inaccurate.
Roguelite Campaign Gameplay
The remade campaign gameplay has very rich roguelite features. Players need to destroy the enemy’s attack while improving and strengthening their own ships in 30 rounds.
After each level up, you will get random skill rewards, and even have a chance to get legendary rare skills. By combining your own ship design and skill build, you can greatly enhance the ability of the ship, even a battleship against a fleet.
During the round, the galaxy map will collapse due to space instability. Therefore, players not only need to consider how to circumvent the enemy in space, but also plan the route to avoid being isolated by the collapsed galaxy.
Players will get unlock points at the end of each campaign, which can unlock more powerful modules outside the game, and build their own exclusive initial campaign ship.
Ship Rating Mechanism
In the new version, the construction of ships is no longer constrained by the number of modules, but is determined by the total cost. Each module has different cost values according to its function, attributes, level, and size. Players need to decide their spaceship design ideas within a certain cost limit, whether they focus on firepower, mobility, or defensive capabilities, etc.
Added a six-dimensional attribute chart for ships, namely firepower, movement, reach, tenacity, stealth, command, players can get more intuitive ship design feedback from the six-dimensional attribute chart, and grasp the trend of ship capability changes in real time.
According to different cost intervals, ships are divided into F, E, D, C, B, A, S seven levels. These levels give players a rough reference for judging the strength of the ship, and players can also set the highest level of the ship allowed in the room in custom battles. In sandbox mode, the ship will get skill points for each level upgrade, which can be used to add buff effects to the ship.
Update List Added a feature in the campaign that adjusts the skill refresh weight based on the modules the player has unlocked and applied. If the module that the skill depends on is not unlocked by the player, it will not be refreshed. If the player is not using it in the spaces
Update List
Added a feature in the campaign that adjusts the skill refresh weight based on the modules the player has unlocked and applied. If the module that the skill depends on is not unlocked by the player, it will not be refreshed. If the player is not using it in the spaceship, the refresh probability will be reduced.
Added a hint in the campaign to unlock new collection ships.
Optimized the enemy refresh algorithm in the campaign.
Fixed a bug in the AI player’s movement algorithm.
Fixed a bug where the connection detection in battle mode was too strict.
Fixed a bug where other spaceship signals could be detected when the power was not turned on.
Fixed a bug where the spaceship signal name was offset in the radar panel.
Fixed a bug where the turret aiming was offset when moving at high speed.
Fixed a bug where the display settings panel could not be displayed correctly.
Hello everyone, this week’s update brings some important updates. 抓取放置工具 A new Grab and Place tool has been added. After selecting a module, pressing the space bar will pick up the module, then moving the mouse to the target module, the grabbed module will be placed on the surfac
Hello everyone, this week’s update brings some important updates.
抓取放置工具
A new Grab and Place tool has been added. After selecting a module, pressing the space bar will pick up the module, then moving the mouse to the target module, the grabbed module will be placed on the surface of the target module. During the grabbing process, pressing the left Alt key can switch between maintaining rotation mode and fitting surface mode. In addition, a plane moving mode has been added to the displacement tool to simplify operation.
Campaign Mode Improvement
Added the function of collecting enemy ships. After you defeat the enemy in the campaign, you can obtain the enemy’s design. It can be read in the design game.
Campaign mode can now import ships in the design scene, including enemy ships. This way you don’t have to re-place modules every time, but be aware that you cannot use modules that you have not yet unlocked.
Added campaign history scores, which can be viewed at the start of the campaign interface.
Added the function of using unlock points to increase the initial deployment value, so players can bring more powerful ships at the start.
Added the function of setting the initial parameters of the campaign, which can increase the game’s score and experience by enhancing the enemy’s deployment value or quantity. For players who pursue challenges, they can get a better gaming experience.
Other Updates
Increase the detection range of the ship to the maximum, and replace the original detection range with the identification range. In this way, the ship can detect local targets from a long distance, but the weapons cannot lock on and fire until they have entered the identification range.
Added the function of sorting the ship list, which can be sorted by name or cost.
Optimized some UI displays.
Fixed the bug where ships could not be repaired in campaign mode.
Fixed the bug with the moving grid.
These improvements should significantly improve the overall gaming experience, hope you guys will like it.
Hello, everyone! This week’s updates bring some significant improvements: Navigation Controller The new navigation controller displays both attitude information and velocity data on a single HUD interface. You can control attitude using the keyboard (WASDQE) and velocity by dragg
Hello, everyone! This week’s updates bring some significant improvements:
Navigation Controller
The new navigation controller displays both attitude information and velocity data on a single HUD interface. You can control attitude using the keyboard (WASDQE) and velocity by dragging the mouse. Additionally, horizontal and vertical azimuth coordinates enhance clarity for the ship’s heading.
Relative Target Movement Mode
We’ve introduced a new movement mode: relative target displacement. When you set a target, switch to “relative target” velocity mode. Use the scan panel to define displacement direction and magnitude relative to the target—an excellent way to choose optimal engagement angles.
Other Updates
Zoom distance adapts to ship size.
Observation mirror remembers the last position.
UI for ship controls is optimized.
A missile flight logic bug is fixed.
Attempt to fix a bug will cause crash.
The UI interaction logic of the design interface has been optimized.
The export function has been modified to export the currently activated ship.
Fixed the bug where the quality couldn’t be displayed correctly in the overview interface.
Fixed the bug that allowed skipping the charging phase when activating shields.
These enhancements should significantly improve the overall gameplay experience. Hope you will like it.
The hull value of all modules has been reduced, and the cost coefficient of the hull value has been increased. The algorithm for hull damage sharing has been adjusted. Now, the proportion of hull damage sharing gradually increases according to the level of the hull. The higher th
The hull value of all modules has been reduced, and the cost coefficient of the hull value has been increased.
The algorithm for hull damage sharing has been adjusted. Now, the proportion of hull damage sharing gradually increases according to the level of the hull. The higher the level of the hull, the more damage it can bear for adjacent modules.
Optimized the turret aiming algorithm.
Fixed a bug in the missile flight logic.
Fixed some special effects issues.
Fixed a bug that caused ship connections to fail due to floating point precision.
Optimized the power startup logic to avoid power shortages caused by instantaneous power consumption. Optimized the turret rotation logic, now the turret’s rotation and shooting are more efficient. Strengthened the linear acceleration and health of the missiles. Reduced the damag
Optimized the power startup logic to avoid power shortages caused by instantaneous power consumption.
Optimized the turret rotation logic, now the turret’s rotation and shooting are more efficient.
Strengthened the linear acceleration and health of the missiles.
Reduced the damage growth of point defense, and increased the firing frequency growth of point defense.
The speed of acquiring unlock points has been increased.
Fixed a bug where weapons were firing repeatedly.
Fixed a bug in the ammunition consumption of point defense.
Fixed a bug where the total energy storage display was incorrect.
Adjusted the special effects of point defense weapons.
Reminder: This update includes numerical adjustments, which may cause the player’s original spaceship to exceed the maximum cost limit or other restrictions. We apologize for any inconvenience this may cause to the players.
The aiming algorithm of the turret has been optimized. Now all turrets can more accurately estimate the trajectory of the flying projectile and aim under the condition of both sides moving simultaneously. An active attack module switch has been added to the point defense turret,
The aiming algorithm of the turret has been optimized. Now all turrets can more accurately estimate the trajectory of the flying projectile and aim under the condition of both sides moving simultaneously.
An active attack module switch has been added to the point defense turret, and the aiming switch of the turret has been removed.
The range calculation method of the missile has been optimized, specifically for the trajectory length flown after ignition.
Fixed a bug caused by too many ship boosters.
The range level growth rate and damage level growth rate of the kinetic turret have been slightly adjusted.
Reminder: This update includes numerical adjustments, which may cause the original ships of players to exceed the maximum cost limit or other restrictions. We apologize for any inconvenience this may cause to players.
Added a rule that determines a battle as lost when there is no propellant or ammunition, to avoid difficulty in finding AI opponents. Added prompts for scene boundaries. Significantly increased the pitch range of the kinetic turret. Fixed a bug where ship files could be saved as
Added a rule that determines a battle as lost when there is no propellant or ammunition, to avoid difficulty in finding AI opponents.
Added prompts for scene boundaries.
Significantly increased the pitch range of the kinetic turret.
Fixed a bug where ship files could be saved as project files.
Fixed a bug where campaign unlock progress would be cleared.
Reduced the consumption required to unlock campaign parts, balancing the upgrade curve.
Added a feature to display the center of mass.
Added some UI prompt details to various interfaces.
Hello everyone! After more than two months of careful preparation, we bring you a very significant gameplay update. This update elevates the entire gameplay to a huge level and truly achieves the unity of sandbox construction and pigeon gameplay. Here is a brief introduction: Rog
Hello everyone!
After more than two months of careful preparation, we bring you a very significant gameplay update. This update elevates the entire gameplay to a huge level and truly achieves the unity of sandbox construction and pigeon gameplay. Here is a brief introduction:
Roguelite Campaign Gameplay
The remade campaign gameplay has very rich roguelite features. Players need to destroy the enemy’s attack while improving and strengthening their own ships in 30 rounds.
After each level up, you will get random skill rewards, and even have a chance to get legendary rare skills. By combining your own ship design and skill build, you can greatly enhance the ability of the ship, even a battleship against a fleet.
During the round, the galaxy map will collapse due to space instability. Therefore, players not only need to consider how to circumvent the enemy in space, but also plan the route to avoid being isolated by the collapsed galaxy.
Players will get unlock points at the end of each campaign, which can unlock more powerful modules outside the game, and build their own exclusive initial campaign ship.
Ship Rating Mechanism
In the new version, the construction of ships is no longer constrained by the number of modules, but is determined by the total cost. Each module has different cost values according to its function, attributes, level, and size. Players need to decide their spaceship design ideas within a certain cost limit, whether they focus on firepower, mobility, or defensive capabilities, etc.
Added a six-dimensional attribute chart for ships, namely firepower, movement, reach, tenacity, stealth, command, players can get more intuitive ship design feedback from the six-dimensional attribute chart, and grasp the trend of ship capability changes in real time.
According to different cost intervals, ships are divided into F, E, D, C, B, A, S seven levels. These levels give players a rough reference for judging the strength of the ship, and players can also set the highest level of the ship allowed in the room in custom battles. In sandbox mode, the ship will get skill points for each level upgrade, which can be used to add buff effects to the ship.
New Modules
Heavy Vertical Launch Missile System, can pour firepower on your opponent from a super long distance.
Dedicated Radiator, replaces the original heat dissipation function of the hull, and the function of the hull is transferred to structural damage.
Large Thruster, provides ample power for S-level spacecraft.
Fusion Reactor, provides a steady stream of energy for S-level ships.
7 new rugged style hulls, suitable for building ship contour shapes.
Other Adjustments and Optimizations
Remade and optimized the design operation UI and combat control UI, the hierarchical logic is clearer, and the visual effects are more beautiful.
Missiles have health, and missiles are destroyed when the health is 0. If the missile has been ignited, it will cause an explosion. The damage of point defense weapons becomes more meaningful.
The hull will share the damage suffered by other adjacent modules, thereby enhancing the robustness of the hull structure. Making the hull defensive becomes a more feasible solution.
Adjusted the AI’s moving algorithm, it will actively maintain a certain distance from the target, and try to attack the enemy from the side.
Adjusted the initial position mechanism of the encounter battle, the ships of the same team will be generated nearby.
Greatly reduced the size of the hull collider, the construction of the hull can reach a very deep penetration distance.
Added the setting of the maximum undo length in design mode, which can be changed in the settings menu.
Adjusted and optimized the flight algorithm of the missile, the missile will better achieve the drift effect in motion.
Optimized the algorithm and performance of the point defense turret, the point defense has a better defense effect.
Additionally, we are very sorry for the inconvenience. This update, aimed at improving everyone’s building experience, has significantly reduced the range of the ship body blocker and adjusted the origin positions of some modules. This has resulted in players’ original ships being in a separated state, requiring manual repair in the game. We ask for your understanding for any trouble this may have caused.
That’s all for this update, hope you guys like it!
Feature Add module hide/display by types via display tools sidebar. Fix Fix bugs of misplacement due to transforming. Fix bugs that can't change multiple modules to same position on transform panel. Fix inaccurate ship heading indicator.
Feature
Add module hide/display by types via display tools sidebar.
Fix
Fix bugs of misplacement due to transforming.
Fix bugs that can't change multiple modules to same position on transform panel.
Improvements Improve decision of core when multiple structures merging. Improve display of connection analysis result. Add feature of auto show connector and occupier when moving. Improve collision detection of transform gizmos. Structure/Modules browser will auto scroll to selec
Improvements
Improve decision of core when multiple structures merging.
Improve display of connection analysis result.
Add feature of auto show connector and occupier when moving.
Improve collision detection of transform gizmos.
Structure/Modules browser will auto scroll to selected item.
You can check current mode (standard or free) in ESC menu of design mode.
Bug Fixes
Fix bugs of connection analysis failed.
Fix crash when moving modules after quitting test mode.
Fix bugs of turret aiming and firing.
Fix bug that explosion has no damage.
Fix bug that binding keys of navigation controller has no effect.
Improvements Improve connection analysis performance when lots of modules in design mode. Add structure list in design mode. You can import target ship when testing in design mode. Structure not used in testing will be hide in design mode. Structure/Modules browser will auto scro
Improvements
Improve connection analysis performance when lots of modules in design mode.
Add structure list in design mode.
You can import target ship when testing in design mode.
Structure not used in testing will be hide in design mode.
Structure/Modules browser will auto scroll to selected item.
Add mirroring shortcut, default Alt + X/Y/Z.
You can hide shipyard when enter design mode in main menu.
You can move mirror space at the same time when transforming modules, default by holding M key.
You can use T key to focus camera on selected module, so easier to select from list.
Improve latency of command in design mode.
Bug Fixes
Fix resources storage bugs when module's size or level changed.
Fix audios setting can't be saved.
Fix error of no selection of ship when exit design level of adventure.
Fix some errors of models and display.
Note: After game update, you should update all your personal ships in main menu before you can import them in design mode.
Improvements Improve key mapping setting. Now you can set scroll move to key binding. Remove feature of activate core (structure). Now selecting any module will active the structure it belong. Bug Fixes some issue of saving design project. some issue of key mapping setting. some
Improvements
Improve key mapping setting. Now you can set scroll move to key binding.
Remove feature of activate core (structure). Now selecting any module will active the structure it belong.
Bug Fixes
some issue of saving design project.
some issue of key mapping setting.
some issue of texture streaming.
Note: After game update, you should update all your personal ships in main menu before you can import them in design mode.