StarFrame Update — August 13, 2026
🌀 Riftspace
- A server restart no longer wipes your character mid-run. Rift runs are saved now. Before this, a crash while you were inside deleted your ship, cargo, credits and skills. Log back in and you are in your rift with everything as you left it.
- The timer freezes while nobody is inside. You come back with the time you had.
- Disconnecting keeps you in the run. Reconnect and pick it up.
- Disconnecting no longer banks your loot. Pulling the plug used to count as a successful extraction. Loot is secured by flying out the gate, and only that.
- The room you left restocks when you return. Enemies are not saved. Cleared rooms stay cleared; your damage, cargo and clock carry over.
- Server updates suspend runs instead of ending them. No key refund anymore, because you did not lose the run.
- Runs nobody returns to close out after 72 hours. The haul goes back to where you entered from.
🚀 Gate Jumps
- Nothing touches a ship in the jump tube. No locks, no guns, no missiles, no webs.
- The align burn is the window. You are visible and shootable for the whole spool.
- Missiles already chasing you go dumb when you launch.
- Remote repair and cap transfer stop at the tube too.
- Criminal flags and bounties keep ticking through the jump.
- The tube freezes your capacitor. No drain, no recharge. You arrive with what you left with.
🕶 Stealth
- A lit cloak stops your missiles too, not just guns.
- You cannot missile-lock what you cannot see. Existing locks break the moment a ship conceals.
- Signature Dampeners get the same protection.
- Missiles already in the air keep coming. That is what countermeasures are for.
- You can still take locks while cloaked.
- Cloak upkeep 7/9/11 → 10/13/16 capacitor per second. Ranges and the speed penalty are unchanged.
- Signature Dampeners train Dampener Systems now. They were training Cloaking Systems, and Dampener Systems had no XP source at all. Dampener II and III were unreachable.
- Cloaks train Cloaking Systems. Running one used to train nothing.
- Both only pay while you are moving. Parked in space with one lit earns nothing.
- Levels banked in the wrong skill stay. Nothing is recalculated.
💎 Loot
- Your ore hold drops when you die. The whole haul, into the wreck, no Salvager needed.
- Cargo drops 50% → 100%.
- Hull scrap and fitted-module materials still need a Salvager.
- Scuttling leaves no wreck. Everything aboard is destroyed.
⚔️ Combat
- Destroying a structure drops everything inside as loot. Every hold, corp hold, station inventory and parked ship scatters as wrecks at the site.
- Asset safety is gone. Whoever wins the field takes the goods.
- The wrecks are free loot. 100%, no Salvager.
- A parked ship drops as its packaged hull, fit and holds.
- Abandoned structures spill too.
🏪 Market & Economy
- What you store at a structure stays yours. Sold, kicked or disbanded, you can still withdraw your goods and fly out your ships.
- Corp storage stays with the corp. Officers can withdraw it at structures the corp no longer owns.
- Lost access means withdraw-only. No deposits, no storing new ships.
- Buy orders name a quality band now. Each band trades in its own book. Above-Crude gear had no possible buyer before this.
- Station buy-back bids on all four bands, priced by band. The per-item budget is split across them, not multiplied.
- Escrow timers pause while you are logged off.
🖥️ UI & Quality of Life
- Market rows show their band. Open an item to see every band side by side.
- A band selector above the order list sets where your next order goes. Right-clicking a row still trades that exact row.
- Your open orders show their band.
- The market tells you why an order was refused. It has been failing silently since launch. The errors you are about to see are not new, the messages are.
🐛 Bug Fixes
- Fixed remote purchases losing your change if you moved before they completed. Escrow travels with you and settles wherever you are.
- Fixed remote purchases away from a main station refunding themselves while the goods were still coming.
- Fixed a Premium License bought while away from the station being destroyed. It lands at your next login instead.
- Fixed market goods landing in a hidden second hold after a reconnect.
- Fixed dropping connection mid-jump leaving you stuck in the wormhole. Pilots already stuck are freed on next login.
- Fixed the threat alarm going quiet during gate align. It was muting the one part of a jump you can die in.
- Fixed "Can't fire right now" not telling you the cloak was the reason.
- Fixed the sell dialog promising instant fills it cannot deliver.
- Fixed a pod's ore hold being deleted when boarding a ship from the hangar. It offloads to station storage, or the swap is refused if storage is full.
- Fixed selling a structure locking everyone's goods inside it.
- Fixed a corp losing its structure hold the moment the structure was unbound.
- Fixed corp storage kept at a station that no longer exists. It moves to the home station on restart.
- Fixed ships parked at a destroyed structure vanishing.
- Fixed structure destruction showing nothing to the people with goods inside.
🔩 Misc
- The Codex death entry now matches reality: cargo and ore drop to the wreck, banked goods are safe, scuttling destroys everything.
- Listing a structure for sale warns about stored property.
- Cloaking Systems' training text no longer describes the dampener.
- Structures cannot be scooped with anything stored inside.
- Premium License orders must be whole licenses.
Restart Steam to pick up the update.
