INTRO
0.6.14 is about records: who your colonists are, what the ship carries, and what earlier voyages left behind.
TLDR: the ship is now a 3D cutaway, every colonist carries a real life history, regional maps match their worlds, and a later voyage can stop for food at a colony an earlier one founded.
SHIP CONDITION

Ship Condition used to be a list of bars. It now shows the ship itself, cut open across two decks.
- Your loadout, in place: rooms and fitted equipment match the camera feeds and the loadout you chose at launch.
- Crew at their posts: crew markers show who is on watch and where. Click one to see who it is.
- Bow to stern: the bow carries its support rooms, and the bridge matches the camera model.
DEPARTURE

The departure board no longer limits you to the three corridors it offers.
- Free pick: choose your first destination yourself on the star chart. An unsurveyed star is a cold gamble, and the chart says so before you confirm.
COLONY MAPS

Regional maps now show the ground your colony actually stands on.
- Terrain that fits the world: relief, coastlines, seabeds and ice margins match each planet.
- Discoveries where they belong: named sites sit only on terrain that fits them.
- One place, orbit to surface: the colony keeps its position and geography as you zoom from orbit down to the site. Polar colonies stay visible.
- Zoom follows the cursor.
CREW AND RECORDS

A colonist's record used to be a name and a role. Now it's a history built from what happened on your voyage.
- Life histories: birth, parents, apprenticeships and technical classes, dated by ship year.
- Saved lottery: cryo selection is a saved lottery, and awake service is recorded year by year.
- People, not numbers: staffed choices need the right people awake and available. Curriculum decisions follow the teachers and programmes actually on board.
- Pod colours show genetic clusters.

EARLIER VOYAGES

A colony you founded on one voyage can meet a ship on the next.
- The colony remembers: its recorded choices, conditions and surviving works carry into later visits. Teaching, repairs, aid and memorials last.
- Food for the crossing: some colonies offer food. Brake for a slow pass, take what fits in the stores, then regain speed. The detour costs years.
- Succession: an archive keeper can retire, open the records or train a named successor.
ENDINGS

- Reworked art for the Cargo Cult and Deck Uprising endings.
- Cryo pods frost over and vent coolant vapour.
BUG FIXES
- Queued decisions and family records survive a save and reload.
- A card whose resources are gone, such as a spent embryo bank, can no longer be committed.
- Cards that name a lineage use a living adult of that lineage as the speaker.
- Ending art keeps its proportions; transit headers corrected.
- Resupply costs read at one decimal instead of four.
- Colony cards carry the writers' first round of edits, including typo and grammar fixes.
- THE REAL FIX names the engineer at its centre instead of calling a family name "she".
- All new text in this update is translated into German, French, Italian, Spanish, Russian and Chinese.
STILL IN FLIGHT
- Radio contact and expeditions between colonies.
