The galaxy got deeper, smarter, and a lot more rewarding. Here are the full patch notes for VoidCraft 0.1.1 - Renown & Reach.
New systems & features
- The Materials overview got a visual upgrade. The derived-materials panel now shows each material with a fill bar and a colour-coded status - growing, at cap, drained, or paused - so you can tell at a glance what is full, what is being drained, and what is idle. Sorted so anything needing attention is on top. On web and mobile.
- Planets can have more than one biome. Most worlds are still a single biome, but some now blend two compatible biomes into a coherent mix, with the dominant one leading. A planet's details show its full biome makeup. On web and mobile.
- Send a fleet straight from the galaxy. Click an asteroid belt to send a mining fleet, or use the new Send Fleet button on a selected planet, and you land on Fleet Dispatch with the target already filled in. On web and mobile.
- Share a planet straight from the game. A new Share button on the planet dossier sends that world's card to your linked Discord in one tap - no slash command needed. Show off a colony without leaving the game. On web and mobile.
- Share your planet in Discord. A new Discord slash command, /share planet, lets a linked player post one of their colonies to the channel as a rich card, so you can show off your worlds with the community. In the official Discord.
- Colonizing a planet earns Renown. Founding a new colony now awards Renown, once per planet you settle, up to a daily cap. Expanding your empire builds your standing alongside contracts, combat, and espionage. On web and mobile.
- Earn Renown from combat and espionage. Renown is no longer just for contracts and transport runs. Attacking other fleets and running espionage missions now both award Renown too, each with its own daily cap, so the core PvP loop builds your standing as well. On web and mobile.
- Daily contract limit now resets at a set time. The number of contracts you can accept per tier now refreshes all at once at midnight UTC, instead of each slot freeing up on its own rolling 24-hour timer. Your full daily allotment comes back together at a predictable time. On web and mobile.
- Rich hover tooltips in the galaxy map. Hovering a planet or asteroid belt on the 2D galaxy map now shows a styled tooltip, with the planet's animated render and key details, instead of a plain text label. On mobile, press and hold to see the same card. On web and mobile.
- Opt out of the public leaderboards. A new privacy toggle lets you hide yourself from the public leaderboards everyone else sees, while still seeing your own rank for yourself. Find it in your profile's Privacy settings. On web and mobile.
- Navigate the galaxy by sector more easily. The galaxy now puts your discovered sectors in their own labelled list and lets you open a sector to browse the planets inside it directly, instead of hunting across the map. Moving between sectors and jumping to a specific system is quicker and clearer. On web and mobile.
- A Discord invite as a Big Bang reset approaches. As a universe's Big Bang reset draws near, the game now shows a banner inviting you to join the official VoidCraft Discord, so you can follow the countdown and the fresh-universe launch with the community.
- Tune your spy missions with dwell time and a stealth mode. The spy planning calculator now lets you set how long your probes linger over a target and choose an active or stealth approach, so you can trade speed against detection risk for each mission. On web and mobile.
- Plan your spy missions with the new espionage calculator. A new SPY planning tool lets you work out the espionage tier you will reach, your detection risk, and your expected probe losses before you launch a mission, so you can scout with confidence instead of guessing. On web and mobile.
- Join the Discord at the end of the new-player tour. When you finish the opening tour, you now get a prompt to join the official VoidCraft Discord, so you can jump into the community right away. On web and mobile.
- Pin a planet straight from the galaxy inspector. The galaxy inspector now has a Pin/Unpin button on the web client, matching the mobile app, so you can add a planet to Quick Nav without leaving the galaxy view.
- Run the desktop client in fullscreen. The Steam desktop build now supports fullscreen mode for a more immersive view.
- Leave the game from the launcher. The Steam desktop launcher now has an Exit Game button, so you can quit cleanly without forcing the window closed.
- See what feeds your ships - and what they burn in combat. Build and Shipyard screens now show which factory produces each advanced material a structure or ship needs ("Produced at your Foundry"), and flag the munitions a ship consumes in battle.
- Your inbound couriers now show on the galaxy map. A paid GalakTrading courier bringing goods to your planet now appears as a marker on your home sector, with the delivered resource and a live arrival countdown, on web and mobile. These deliveries used to be invisible on the map.
- Send your fleets on expeditions. You can now launch an expedition into deep space: pick your ships in the composer, send them off, and watch the run count down in ACTIVE EXPEDITIONS until it returns. Dispatch tells you if you are short on deuterium.
- The Galaxy Inspector now shows each biome's exact production bonus. When you open the inspector on a planet, the biome line now spells out the precise modifier - e.g. "Shattered ... +15% metal" or "Volcanic ... +10% metal, -10% deuterium, +10% energy" - so you can see exactly what a world boosts before you settle or attack it, instead of just a description.
- Your MY PLANETS roster got a major glow-up. Every planet in your roster now reads at a glance: each resource has a filling bar showing how full its storage is and how fast it is climbing, the planet you are currently commanding is highlighted, and each row shows what its fleets and build queue are up to. On the desktop client your planets even spin in 3D right in the roster.
- A guided tour for new commanders. The first time you land on the command deck, a short spotlight walkthrough now points out the essentials one at a time: your resource bar, your planet, and the Galaxy, Build, and Research controls. You always know where the important things are before you dive in. Already know your way around? Skip it instantly, and replay it any time from Settings.
- Advanced Materials Depot. A new Logistics building that raises the storage cap for every derived material at once (+200 per depot level, on top of each producer building's own cap). Build it before you scale derived production hard, so a planet that out-produces its sinks no longer overflows and stalls overnight.
- Contract rewards arrive home by courier. A cargo-haul, escort, or patrol contract now completes at its drop, and its resource and Renown reward is couriered back to your home planet on a distance-based ETA. The completed contract shows a live "Reward incoming" countdown, and the reward lands when the courier arrives. Salvage still credits instantly on home arrival.
- Tap "i" to understand any planet. The Galaxy Inspector now has an info button that explains the planet you have selected using its own values: its coordinates, its biome, its richness bonus, and its map distance.
- Your fleets trace their routes on the galaxy map. On the zoomed-out sector honeycomb, each of your in-flight fleets now draws a mission-coloured line from where it set out to where it is headed, with a dot that moves along the line to show how far along it is.
- A full guide to every planet biome. The in-game DOCS now has a Planet Biomes section covering all sixteen biomes in one place: each biome's signature building, what it is good at, what to watch for, and how to play it. Handy when you are deciding where to colonise next.
- Every planet biome now has a portrait. The DOCS Planet Biomes guide now shows a slowly rotating planet next to each biome's write-up, so you can see what a Temperate, Ocean, or Gas Giant world actually looks like while you read how to play it.
- Queue more research and builds, your way. Your research and build queues now hold three jobs for free, and when you want to line up more you can spend Iridium to extend the queue further. Plan deeper without standing at the front of the line waiting for a slot.
- Call your fleets home and keep your fuel. Launched a fleet and changed your mind? Open it from your fleet list while it is still in flight and hit RECALL to turn it around. The deuterium it had not yet burned comes back to the launch planet, scaled to how far it already flew, so calling a fleet back early costs you almost nothing.
- The Space Dock builds ships in parallel. Your shipyard's Space Dock now runs multiple build slots at once, so a higher-level dock turns out several ships side by side instead of strictly one after another.
- Keep track of fleets that fly off-screen. When a fleet you have sent off leaves the visible part of the galaxy view, a small chevron now appears at the edge of the screen pointing toward where it went, so you can always tell which way your departed fleets are heading.
- You will know when a new version is out. When we ship an update while you have the game open, a notice now appears so you are never stuck on a stale build. On web a red message shows next to the CHANGELOG label at the bottom ("A new version of VoidCraft is available, please refresh") - click it to reload onto the latest version. On mobile a matching banner appears at the top of the screen - tap it to reload the app into the update.
- See which queued jobs you paid Iridium for. When you spend Iridium to slot an extra build, ship, or research past your free queue, that row now carries an "IR" badge so you can tell at a glance which queued jobs cost Iridium. The "Spend Iridium to queue more" button is bolder and easier to spot once your free slots fill up, too.
- The Planet Biomes guide is easier to read. Each biome in the in-game DOCS guide now shows its name as a large centred title, with its rotating planet rendered bigger and uncropped, so you can scan the guide and compare worlds at a glance.
- See your engine trail before you buy it. The cosmetic shop's Engine Trails now play a live animated preview in each trail's real colour, right on the card, with a clear line on what you get, so you can see exactly what your fleet's wake will look like before you spend any Iridium.
- See the rest of your cosmetics before you buy. The same live preview now covers Profile Borders, Titles, UI Themes, and Bundles, each with a clear summary of what you get. You can see exactly how a border, title, or theme will look on you before you spend any Iridium.
- Wear the cosmetics you own. You can now equip and unequip the borders, titles, UI themes, and engine trails you have unlocked, right from the cosmetics shop. Your equipped picks show up across the game.
- A richer commander profile. Your profile gains a public-profile preview so you can see how other commanders view your dossier, plus privacy controls, an alliance display, and an account-settings area. Pick your avatar from the cosmetics you already own.
- Recall a fleet straight from the galaxy map. A fleet flying across the galaxy now opens its full detail view right from the IN TRANSIT list, with a RECALL action built in - no jumping to another screen. On web it opens the fleet detail panel, and on mobile a bottom sheet slides up while the camera keeps tracking your fleet.
- Jump straight to the Steam leaderboards. On the Steam desktop client, the rankings screen now has a View on Steam button that opens the community leaderboards overlay, so you can see how you stack up without leaving the game.
- Pick your preferred language. Settings now has a language picker. The interface is English-only for now, so your choice is saved for the upcoming localisation rather than changing anything you see today.
- Your contract fleets now chatter over the radio. Escort and cargo-haul missions now carry live radio chatter - the convoy, your own fleet, and dispatch trade lines as the run unfolds. The latest line shows on the contract card while the mission is active, and the full exchange is saved as a transcript in the completion report.
- See what your Renown is worth before you spend it. The Renown wallet now shows the exact Renown-to-Iridium conversion rate and a live preview of how much Iridium you will receive, so you know exactly what you are getting before you confirm the exchange.
- Your pinned planets show their real look on mobile. The pinned-planets list on mobile drew a generic planet icon for every world. Each row now shows that planet's actual rendered look, matching the web client.
- Pick exactly how many of each ship you send on an expedition. The web Send Expedition screen now lets you choose an exact count for each class of ship, the same way the mobile app already does. The old single crew slider greedily grabbed ships for you and hid which ones actually launched; now you set the roster yourself.
- Edit your commander profile from your pilot chip. Tapping your pilot chip now opens a single profile-edit modal, so you can update your profile from one place. On web and mobile.
- Read the full contract radio feed live on the active card. While an escort or cargo-haul mission is running, you can now tap the latest comms line on the contract card to expand the full radio feed and follow the whole exchange as it happens, instead of waiting for the transcript in the completion report. On web and mobile.
- Equip UI themes from your cosmetics. The UI themes that were marked "coming soon" can now be equipped. Pick one from the theme picker in your profile to restyle your interface, on web and mobile.
- Join the official VoidCraft Discord from inside the game. Join-Discord links now appear across the game: on the landing screen, in the status tray, in your settings, and on the alliance screen, so you can jump into the community without hunting for the invite. On web and mobile.
- A confirmation before you spend Iridium to extend the build queue. Spending Iridium to slot an extra build past a full queue now asks you to confirm first, showing the cost and your current Iridium, so a stray tap can no longer burn Iridium by accident. On web and mobile.
- Asteroid belts are labelled in the 2D galaxy view. When you look at a sector on the 2D galaxy map, each asteroid-belt arc now carries a label, so you can spot mining targets at a glance without opening each one.
Balance and economy
- Contract rewards reflect your research investment. Contract reward scaling now factors in how much you have invested in research, with higher research tiers weighted more heavily. A deeper research portfolio earns proportionally better contracts. On web and mobile.
- Building costs in derived materials now scale with level. Higher-level buildings used to cost the same tiny amount of derived materials as low ones, so those materials piled up and overflowed overnight. Derived-material build costs now grow with building level, and the advanced factory refines them more efficiently. On web and mobile.
- Deep production research is far cheaper to push. Several production research lines, including mining lasers, crystallography, and plasma, had costs that doubled every level, putting high levels out of reach for the benefit they gave. Their cost curves are gentler now, so deep levels are worth pursuing. On web and mobile.
- Robotics Factory upgrades no longer wall out at high levels. The Robotics Factory's cost used to double with every level, so high levels became effectively impossible to afford. Its upgrade cost now climbs more gently - much cheaper at the top end, and a little easier early too - so pushing it deep is finally realistic. On web and mobile.
- The Terraformer and Plasma unlock with less Energy grinding. The Terraformer building and Plasma research used to sit behind very deep Energy research levels - a steep wall on the way to the mid and late game. They now unlock at lower Energy levels, so you reach them with far less grinding. On web and mobile.
- End-game contract rewards now scale to your economy. A contract payout can no longer dwarf your own production: rewards are capped relative to how much you actually produce each day. If your economy already matches the contract's tier you are unaffected - this mainly stops rushing to the end-game and farming contracts that hand over days of resources at once. On web and mobile.
- Trade-hub loading is a bit quicker. The time your fleet spends loading at a GalakTrading hub has been trimmed by raising hub throughput, so the TRADING AT HUB wait is shorter. The loading step still exists - it is just faster now. On web and mobile.
- Top-tier building unlocks tuned to your Renown. The two highest-tier buildings unlock at clearer lifetime-Renown milestones (the nanite factory and the terraformer). Lifetime Renown is your total ever earned and never drops when you spend, so unlocking these is never pay-to-win. On web and mobile.
- Renown now adds up to something. You earn Renown at a meaningful, steady pace as you play - roughly enough each day to fund a couple of advisor analyses through the Renown to Iridium exchange. The old placeholder rates are gone. On web and mobile.
- Iridium prices cut across the board. Cosmetic Iridium prices are much lower now: common cosmetics cost 100 (down from 500), rare 300 (down from 1500), and legendary 800 (down from 5000).
- Crystalline and hot worlds get the deuterium they were missing. Crystalline and hot planets were chronically short on deuterium. The Lattice Resonator now adds a deuterium bonus as it levels up, and Deuterium Refinement is much cheaper to research, so these worlds can keep their mines and fleets fueled instead of stalling out.
- Renown converts to Iridium at its intended 100 to 1 rate. The Renown-to-Iridium exchange had been running at a temporary placeholder of 1-to-1, which handed out Iridium far faster than designed. It is now at the intended rate of 100 Renown per 1 Iridium.
Fixes and polish
- Your defence and ship counts climb in real time. The owned count on the build and shipyard screens now ticks up live as each unit in a batch finishes, instead of staying frozen until the next refresh. What you see building and what you already own stay in lockstep. On web and mobile.
- The in-game Join Discord link works again. Tapping a Join Discord link in the game now opens Discord sign-in cleanly instead of failing with an authorization error, so you can reach the community in one tap. On web and mobile.
- Research slots count correctly per universe. Your in-progress research slot count is now measured within each universe, matching the per-universe slot cap. You are no longer wrongly blocked from starting research because of activity in another universe. On web and mobile.
- Your standing updates after a live battle. A real-time siege now updates both sides' player standing the same way a quick battle does, so your leaderboard position and contract scaling stay accurate after live combat. On web and mobile.
- Buying a trade-hub listing no longer loses your other resources. Paying for a GalakTrading listing used to bank only the resource you spent and silently drop the production your other resources had built up since your last update. A purchase now settles every resource correctly, so nothing leaks. On web and mobile.
- The galaxy hover tooltip shows the whole planet. The planet preview in the galaxy hover tooltip was cropped top and bottom. It now shows the full planet disc. In the web client.
- Your fleet detail shows what a transport is carrying. A transport fleet's detail panel used to show its cargo as a dash, even while it was hauling resources. It now lists the actual manifest. In the web client.
- You can no longer attack your own or an allied planet. Fleet dispatch used to let you send an attack against your own planet or a fellow alliance member's, which just wasted the fleet. Those targets are now blocked. On web and mobile.
- Locked buildings now show exactly what you still need. A building you cannot build yet used to show only a vague "a prerequisite is missing" message. The dossier now lists the specific unmet requirements - the prerequisite building, tech level, or Renown threshold - so you know precisely what to unlock next. On web and mobile.
- The galaxy hover no longer shows a duplicate plain tooltip. Hovering a planet or asteroid belt in the galaxy view used to pop a plain browser tooltip on top of the styled info card, so two labels fought for the same spot. Only the styled card shows now. In the web client.
- Three research projects that did nothing now deliver real bonuses. Reinforced Alloy, Empire Doctrine, and Asteroid Mining cost resources but previously had no effect. They now do what they promise - sturdier ship hulls, faster build queues, and richer debris salvage from recycling. If you had already invested in them, the bonuses now apply. On web and mobile.
- Build the Terraformer even when your planet is full. The Terraformer is the only building that adds field slots, but a planet that had run out of fields could not build it - a dead end. It is now exempt from the field cap, and its Renown requirement is lower, so you can always expand a full planet. On web and mobile.
- Your resource bar explains a reduced production rate. When a planet is actively refining derived materials, that refining consumes some of your mine output, which lowers your net production rate (sometimes to zero). The resource bar now shows this drain so a reduced or zero rate reads as intentional instead of looking like a broken planet. On web and mobile.
- Escort contracts explain the firepower they show. The escort and patrol contract picker now labels your fleet's firepower as BASE FIREPOWER and explains it is the base attack before research bonuses. Before, that number sat next to your research-boosted spec sheet with no explanation, so a ready fleet could look like a calculation error. On web and mobile.
- New sign-ups reliably create your account. Brand-new players signing in with an email link or Google could land on a NO UNIVERSES AVAILABLE screen with no account actually created. Signing up now completes properly and drops you into the game. On web and mobile.
- Cleaner galaxy inspector labels and advisor tooltips. The galaxy INSPECTOR panel header no longer gets cut short, and resource tooltips in the advisor chat no longer get clipped or hidden behind a scrollbar. On web.
- The cosmetic top-up grid stays put when you buy. The TOP UP pack grid no longer reshuffles when you tap BUY - the card you picked enters its redirecting state without the other cards jumping around it. On web and mobile.
- Cleaner Universe Origin Bundle description. The Universe Origin Bundle's store description no longer shows leftover technical text. It now reads in plain language. On web and mobile.
- Asteroid belts show up in every sector you have scouted. Looking at a recon scouted sector other than your home sector on the 2D galaxy map used to show no asteroid belts, even though you had already scouted them. Belts now appear in any sector you have explored, so you can spot mining targets wherever you scout. On web.
- No more stray sideways scrollbar on the sector list. The DISCOVERED SECTORS list could show an unwanted horizontal scrollbar. The list now fits its panel cleanly and only scrolls vertically. On web.
- Planets load reliably again. A recent change could leave a planet stuck on LOADING PLANET forever on the web client, so the planet view never appeared. Planet models now load correctly again. On web.
- Your home world starts with its real name. The NAME YOUR HOME WORLD step used to pre-fill the same placeholder for everyone, so players who tapped through without retyping all ended up with an identically-named planet. It now starts with your planet's own unique name, so each home world reads correctly from the first moment. On web and mobile.
- Planets stay in the galaxy when a player leaves. When someone deletes their account, their planets are no longer wiped from the map. Each one resets to an empty, colonizable slot instead, so the place stays put and you can settle it. A planet is a spot in the galaxy, not something that vanishes with its owner. On web and mobile.
- Escort and patrol contracts are winnable again. Escort and patrol contracts were throwing you against a pirate force far tougher than the fleet the contract asked for, so even ships marked ready got wiped and the job failed. Those encounters are now scaled to the requirement, so a fleet that meets it can actually win the fight. On web and mobile.
- Email sign-in takes you to the launcher, not straight into the game. Signing in with an email link on the web now lands you on the launcher, the same as every other sign-in method, instead of dropping you directly into the game. On web.
- Build and Galaxy screens no longer freeze while 3D models load. The detailed 3D models on the Build and Galaxy screens now load in the background instead of locking up the view, so those screens stay responsive even while the models are still coming in. On web.
- Expedition launch errors stay readable on mobile. When an expedition launch is rejected on mobile, the message now stays on screen long enough to read, matching the web client, instead of disappearing too quickly.
- The galaxy view appears faster. The large sun model in the galaxy now loads in the background after the view first appears, so the galaxy shows up sooner instead of waiting for everything to finish loading first.
- Full materials now read STOCKPILED instead of looking dead. When a derived material is at its cap and sitting idle, its readout now says STOCKPILED instead of showing +0/h, which used to make a healthy full stockpile look like a stalled production line. On web and mobile.
- Contract rewards land in your resource bar instantly. When a contract pays out, your resources now update in the top bar the moment they are credited instead of only after a refresh, so you can watch the reward arrive in real time. On web and mobile.
- Planets in the galaxy face their star the right way. Each planet in the galaxy view is now turned so its lit day-side faces its star, instead of being rotated the wrong way.
- The Renown exchange button no longer lets you tap it for nothing. The Renown to Iridium exchange button is now greyed out when your amount is below the 100-Renown minimum, so you can no longer tap it and receive zero Iridium. It activates only once you have enough Renown to get at least one Iridium back. On web and mobile.
- Galaxy planets show their current appearance. The galaxy view now shows each planet's real, up-to-date look instead of an older guessed version, so what you see matches the planet itself.
- Clearer result after an Iridium top-up. After you complete or cancel an Iridium top-up, the store now returns you to the right page and shows a clear success-or-cancelled message, instead of leaving you unsure whether it went through.
- The galaxy recovers if its 3D view drops out. If the galaxy's 3D view is lost to a browser or GPU hiccup, it now restores itself automatically. If it cannot recover on its own, you get a recovery prompt to bring it back, instead of being left on a blank or frozen galaxy.
- The galaxy view uses your faster GPU. On machines with both an integrated and a dedicated graphics card, the galaxy now renders on the high-performance one, so it is smoother and less likely to stutter.
- The galaxy renders correctly in the Windows desktop app. On the Windows (Steam) client the galaxy's 3D view could show up transparent or blank; it now renders solidly.
- A missing planet texture no longer blanks the whole galaxy. If one planet's texture fails to load, only that planet falls back to a plain look now - the rest of the galaxy keeps rendering instead of going blank.
- Planet resources now match between the top bar and the roster. The COMMAND screen's per-planet metal and crystal now use the same storage caps as the top resource bar, so they no longer read lower on the roster than in the bar.
- The onboarding preview loads faster on every device. The new-commander walkthrough now shows a lightweight planet image on its preview step instead of a live 3D render, so the intro loads quickly and stays smooth on lower-end devices.
- Clearer feedback when an expedition can't launch. If an expedition launch is rejected - not enough deuterium, or no eligible ships - you now get a message explaining why, instead of the launch quietly doing nothing.
- Signup reliably drops you into the live universe. New commanders are now placed into the active universe at signup with their starter planet seeded reliably, fixing an edge case that could leave a brand-new account unplaced.
- Your Steam name shows the moment you sign in. On the Steam desktop client, your commander name used to show as "CMDR --" until you restarted the launcher. It now appears the instant you sign in.
- Know why a fleet recall didn't go through. If you try to recall a fleet and it cannot be recalled, you now get a clear message explaining why, on web and mobile, instead of the RECALL button quietly re-enabling with no feedback.
- The Galaxy Inspector now shows your planet's real biome. The inspector could label one of your own planets as Temperate when it was actually a different biome like Desert, which also threw off the production-bonus line below it. It now reads your planet's true biome and the matching bonus.
- Transport deliveries no longer show up twice. A completed transport could post two identical "delivered" lines in your RECENT EVENTS. Each delivery now logs exactly once.
- No more false "negative energy" warning on safe upgrades. Upgrading a mine on an energy-boosted planet (like crystalline worlds) could pop a "this will push you into negative energy" warning even when the upgrade actually left your energy positive - the check was ignoring your planet's biome energy bonus. It now uses the same energy total you see in the breakdown, so the warning only appears when an upgrade really would run you negative.
- Your advisor points you to asteroid belts you can actually reach. Your advisor used to suggest mining asteroid belts "in your sector" even when your home sector had none, leaving you with nowhere to go. It now names the nearest belt you have already scouted, and if you have not found one yet, it tells you to recon nearby sectors first.
- The galaxy no longer looks broken while it loads. Opening the galaxy used to show an empty, flat scene for a moment, as if something had gone wrong. It now shows a clear "Charting the sector..." loading state until your systems are ready, on web and mobile.
- Recon now shows the asteroid belts it finds. When a recon sweep turns up an asteroid belt in a wedge, the recon report now lists it: its type, its tier, how rich it still is, and its coordinates, so you know exactly where to send miners. Belts your scouts had already found were not being shown before, on web or mobile.
- You can now start research on mobile. On the mobile research screen, the Begin Research button used to do nothing - you could see a tech and its cost but never actually start it. Tapping Begin Research now enqueues the research and confirms it, the same way the web client already did.
- Long research names fit their tiles again. Technologies with long names like Crystallography, Xenoarchaeology, and Microfabrication used to spill past the edge of their tile in the research tree. The name now shrinks just enough to sit neatly inside the card.
- Fleets bound elsewhere stop cluttering your sector view. A fleet heading to (or coming from) another sector used to smear a stray line across whatever sector you were looking at, including a line straight through your sun for fleets just passing between two other sectors. The galaxy view now only draws a fleet's trail in the sectors it actually travels through. The CENTER button beside a fleet also jumps your view to wherever that fleet is headed, even across galaxies, so you can follow it.
- INSUFFICIENT FLEET now tells you where your ships are. Escort and haul contracts launch from your home planet. If your fighters are parked on a colony, the contract used to just read INSUFFICIENT FLEET with no explanation. It now names the colony holding your fleet, so you know to bring them home before taking the job.
- Planet sizes now read in real kilometres. Planet recon used to show a world's diameter as a tiny raw number with a km label, so a planet could read as "147 km". Planet sizes now display on a realistic kilometre scale, in line with how their moons already read.
- Support ticket attachments upload reliably, with drag-and-drop and previews. Attaching a screenshot to a support ticket could fail with "Failed to fetch" on larger images. Uploads now go through up to the full size limit, you can drag a file straight onto the form, and each attachment shows a thumbnail preview before you send.
- Standing contracts now pay Renown. A standing contract used to credit its resources but zero Renown, so a day spent on them fell well short of the expected payout. They now pay the same Renown per settlement as one-shot contracts, clamped by the daily Renown cap.
- Scouting a far galaxy reaches real space. Recon to an unexplored distant galaxy used to circle back and reveal your own home sector. Far galaxies are now built on demand, so cross-galaxy scouting returns genuine intel from inside the galaxy you aimed at.
- Completed contracts update instantly on mobile. On mobile, a finished salvage or instant contract used to sit in MY CONTRACTS for up to 30 seconds before refreshing. The completion now shows the moment it lands.
- Contract rewards no longer slip through the cracks. A contract whose reward failed to settle on arrival used to fly home as if completed, silently dropping the reward and the Renown. The fleet now holds and retries the payout, and a contract that keeps failing is marked failed so you are told, instead of quietly paying nothing.
- You are told when a couriered reward cannot be delivered. When a contract reward is couriered home and the delivery permanently fails, the contract now shows "Reward could not be delivered" instead of reading as complete with a payout that never arrived. No more silently lost rewards.
- Cargo holds read in tons, and hauls are sized sensibly. Cargo-haul contracts used to show a nonsense-tiny payload next to a huge hold. Payload and hold sizes now read in tons on web and mobile, each fleet option shows its capacity ("25,000 tons each"), and high-danger hauls route to a farther system so a top-tier contract is no longer a same-system milk run.
- The EVENTS inbox keeps its proper scrollbar. The Command EVENTS inbox briefly lost its themed scrollbar after a layout change. It is back, including on the Steam desktop client.
- The galaxy map shows live exploration progress. A sector's hex on the galaxy map used to show a stale, cached exploration percentage, so it could read 66% while the sector's own wedge wheel read 100%. The hex now reflects your live progress.
- The galaxy map reads the right universe in beta test realms. If you are playing in a separate beta test universe (one that shares its coordinate grid with the main universe), the galaxy map and a sector's detail view could show sectors from the main universe instead of the one your commander is in. They now always read from your own universe.
- Your advisor checklist ticks off the moment you finish. A checklist task that asks you to complete a research or building used to stay unchecked until you reloaded the game or reopened the checklist. It now ticks itself off the instant that research or building finishes.
- Advisor advice reads clean, and a finished goal ticks off on its own. Your advisor's advice no longer shows stray rule code mixed into the text. And a suggested move whose goal you have already met, like clearing an energy shortfall, now ticks itself off instead of lingering as if it were still open.
- Recon ETAs now tell the truth. A recon's countdown sometimes showed a return hours away when the scout actually finished its sweep and headed home much sooner. The estimated return now reflects when your recon will really be back, so the timer matches what happens.
- Recon reads the right universe in beta test realms. If you are scouting in a separate beta test universe (one that shares its coordinate grid with the main universe), a recon sweep could pull its results - the sector it scanned, the intel it found, and its live progress - from the main universe instead of the one your fleet is actually in. Recon now always reads from your own universe, so beta-universe scouting reports the right intel.
- Planet biome names read as words. Recon reports and planet dossiers used to label a world's biome with a raw code like GAS_GIANT. Biomes now read as proper names like Gas Giant.
- The quest badge now matches the Mission Log. The quest count on the top bar used to total every quest you can claim across all your colonies, while the Mission Log shows only the planet you are viewing, so the badge could read 6 while the log listed nothing to claim right here. The badge now counts your current planet, so the number always matches what the log shows.
- Accepting a standing contract no longer crashes. Setting up a standing contract could hit an error the moment you accepted it. Accepting now goes through cleanly.
- Your advisor gives one clear target at a time. Your advisor used to sometimes bundle two steps into a single suggestion, like "raise Astrophysics to level 5, then to level 6," which left its checkmark ambiguous. Each suggested move now names a single target, so it ticks off exactly when you reach it.
- Queued research shows an honest start time. A research waiting behind others in your queue now shows when it will really begin, based on the next slot that frees up, instead of always counting from the job immediately ahead of it.
- Scouted planets no longer show as a black circle. A planet you just scouted, or were inspecting before its full art finished generating, could appear as an empty black disc in the recon report and the Galaxy Inspector. Those previews now draw the planet properly while its detailed art is still being prepared.
- The "maxed out" note on a research reads clearly again. When a research has no more useful levels, the small "no further effect past this level" note under it was so faint it was hard to read. It now sits at a normal, legible contrast.
- Biome strategy tips now match each world's real bonuses. Some biome write-ups in the Galaxy Inspector and the Planet Biomes guide pointed you toward the wrong resources - the advice did not line up with the bonuses a planet of that biome actually gets. Every biome's strategy text now matches what it really boosts, so you can trust it when deciding where to settle.
- Clearer feedback if an Iridium top-up can't start. If the store can't open Stripe checkout, it now shows a clear message and stops waiting after a few seconds, instead of leaving you on a "redirecting" screen that never resolves.
- Your COMMAND screen shows one consistent set of resource numbers. A planet's resource totals and production rates in the COMMAND roster could disagree with the same planet's live numbers in the top bar. The roster now reads the same live values, so both always match.
- The galaxy keeps working if a planet model fails to load. If a star or planet 3D model failed to load, the galaxy view could break. It now degrades gracefully and stays usable instead of going blank.
- Support ticket attachments upload and show up reliably. Files you attach to a support ticket now upload and display correctly. The attachment link could previously fail to load even after the file went through, so a screenshot you added might not open when the ticket was viewed.
- The Exit Game button now actually quits the game. On the Steam desktop client, the Exit Game button in the launcher and the settings menu did nothing when clicked - the window stayed open. It now closes the game cleanly as expected.
- Iridium top-up packs show the correct amount and price. The largest Iridium top-up pack displayed a different amount and price than the store actually grants. It now shows the exact Iridium and price, matching what you receive.
- Avatar uploads work, with a clear message when a photo is too large. Setting a profile avatar could fail with an unhelpful error on larger photos. Oversize images now return a clear too-large message instead of a silent failure, and your photo is automatically shrunk to fit before it uploads, on web and mobile.
- Cosmetics you have not earned no longer look owned. Earn-only cosmetics like founders and galactic flair used to show "EARNED" in the price slot whether or not you actually had them, which looked like you owned items you did not. Unowned earn-only items now read "EARN-ONLY", and "EARNED" appears only on items you truly own.
- Cancelling a queue extension refunds your Iridium. If you spent Iridium to push an extra item past a full build, research, or shipyard queue and then cancelled it, the Iridium now comes back to you. The fee used to be kept even though the slot was cancelled.
- Run a contract from wherever your fleet is, not just home. Contract fleets no longer have to launch from your home planet. A contract now departs from whichever of your planets has the ships it needs, choosing the one nearest the route, so a fleet parked on a colony is no longer blocked from taking jobs.
- The completed-contracts list stays focused. Your COMPLETED CONTRACTS list now shows your five most recent finished contracts instead of growing without limit. Active contracts are never capped, so anything you currently have running always shows.
- Clearer currency wording: Iridium is the premium currency. Some text wrongly called Dark Matter the premium currency. The premium currency is Iridium; Dark Matter is a separate balance you earn from expeditions. The wording is now correct.
- The Renown wallet readout is labeled correctly. The Renown wallet showed its value under a "RANK" label that did not match what the number is. It now reads "EARNED", on web and mobile.
- Roster production rates account for an energy shortage. When a planet is short on energy, its metal and crystal on the COMMAND roster no longer tick up faster than the live top bar. The roster now uses the same energy-reduced production rate as the bar, so the two agree even during a power shortage.
- A contract's FLEET READY check now reflects the planet it will launch from. The readiness badge, fuel cost, and travel time on a contract now measure from whichever of your planets will actually launch it, not just your home planet. A fleet parked on a colony no longer shows as not ready when it can run the job.
- The universe list no longer gets stuck on "NO UNIVERSES AVAILABLE." If loading your universes hit a snag or you switched accounts, the game could cache an empty list and keep showing "NO UNIVERSES AVAILABLE" until a full restart. It now retries cleanly instead of holding onto the empty result. On web and mobile.
- The LAUNCH GAME button is always reachable in the launcher. On the Steam desktop launcher, the LAUNCH GAME button now stays pinned at the bottom while the content above it scrolls, so it can never be clipped or pushed off-screen no matter the window size.
- Signing in on the Steam build now uses Steam directly. The Steam desktop build no longer shows a Google sign-in. It signs you in through Steam itself, so you can jump straight into the game from your Steam library without needing a separate account.
- Research stays separate between universes. If you play in more than one universe, your research progress could leak between them, so a technology you only researched in one universe showed as researched in another. Each universe now keeps its own research, so your tech tree reflects the universe you are actually in.
- Quest progress stays separate between universes. If you play in more than one universe, your quest progress was shared across all of them instead of being tracked per universe, and quest requirements could check the wrong universe's planets. Quests are now per universe, so each universe has its own quest line and its requirements read only that universe's planets, ships, and research.
- Microcircuits build a buffer instead of sitting at zero. Microcircuits used to stall at zero whenever every component that consumes them - Targeting Array, Shield Emitter, Engine Module - was already full. They now keep accumulating up to their own storage cap, so you have a ready buffer the moment a consumer comes off cap. On web and mobile.
- Research stops at its useful maximum instead of charging you for dead levels. Some technologies only exist to unlock something and gain nothing from extra levels. Their upgrade button now stops at the last level that does anything and reads "Useful Max Reached", so you can no longer pour resources into levels that have no effect. On web and mobile.
- The harvest dispatch screen pins the destination to ASTEROID BELT. When you send a mining fleet to an asteroid belt, the Fleet Dispatch screen now shows a single ASTEROID BELT destination pill instead of the planet, moon, and debris toggle that did not apply, so the target reads clearly. The full toggle is still there for attack and other missions. On web and mobile.
- Your outbound fleets show their trail in the galaxy again. A fleet you sent to another sector had stopped drawing its route in the main 3D galaxy view, even though the flat map still showed it, so a fleet in flight could look like it had vanished. Its trail now appears in the 3D view too, leaving your sector toward its destination, so both views agree. On web and mobile.
- Send a mining-only fleet, and see when it really gets home. A fleet of only miners sent to harvest an asteroid belt could not be dispatched - the launch button stayed stuck reading "add ships to the fleet" even with miners loaded. It now launches. The RETURN time also includes the time your fleet spends mining on station, so the home-arrival countdown is accurate instead of reading hours too early. On web and mobile.
- A colonize quest no longer gets stuck after you have settled a world. If you colonized a new planet before its colonize quest became active, the quest could stay stuck in progress forever and never pay out. It now checks how many planets you already hold and completes itself, so an early colonizer is no longer left with a dead-end quest. On web and mobile.
VoidCraft is cosmetic-only, never pay-to-win.
