Source: Steam Community (opens in a new tab)

Updates
- Significant performance improvements throughout.
- Integrated NVIDIA DLSS 4 AI technologies including:
- DLSS Super Resolution
- DLSS Frame Generation
- DLAA (Deep Learning Anti-Aliasing)
- Reflex for input latency reduction
- Physics stability improvements:
- Increased collision tunneling prevention
- Smoother, more predictable motion at high speeds
- Deterministic weapon recoil and spray patterns.
- Imperfect and variable weapon accuracy.
- New audio for light and medium engines.
- Rank titles added.
- Item thumbnails added for core parts and weapons.
- Reworked bots to be more humanlike in piloting and combat.
- Bullet impact effects + settings toggle in Video Options.
- Passive credits are now earned on lap completion.
- “Unstable” warp drives are now more unstable.
Quality of Life Changes
- Ships slow down faster when reversing.
Balance Changes
Economy
- Increased Speed | Tier 3 category cost from 3500 → 4500.
- Ship Progression & Diversity
- Later-stage ship loadouts were scaling too quickly, making early builds less viable.
- Progression has been smoothed, giving early builds more breathing room.
- Passive ARC (Credits) per Heat
- Heat 1: 3000 (was 4000)
- Heat 2: 4000 (was 5000)
- Heat 3: 5000 (was 6000)
- Heat 4: 6000 (was 4000)
Item Balance
- PRS nerfed at lower tiers:
- Spitvalve:
- Active strength lowered from 2250 → 2000
- Air cost increased from 15 → 22.5
- Galvent:
- Passive air strength increased from 0.4 m/s → 0.45 m/s
- Pulsevalve:
- Air tank size decreased from 175 → 150
- Aeromark XR4:
- Damage falloff decreased for better long-range performance
- Damage increased from 44 → 65
- Moved from Tier 2 → Tier 3
- DMR:
- Air cost decreased from 80 → 60
- Damage increased from 75 → 80
- Fire rate decreased from 2.25 → 1.75
- Lrzer:
- Charge time increased from 0.7 → 0.85
- Pre-fire delay increased from 0.6 → 0.65
- Arbiter:
- Improved consistency when farming obelisks at long range
- Damage falloff lowered
- Hip-firing made less accurate