Update 0.2.5: Black Market, Milestones and a Living Economy
Thanks for all the feedback and support! if your request, suggestion, bug report isn't listed they are carried over to the next update!
NEW
- Pause key: Pause/Break (or the new HUD button) freezes the game while every dock screen keeps working, so you can shop and give orders calmly. In co-op only the host can pause.
- Black Market: docks that post Corsair Work now sell three smuggling modules — the Baffled Cargo Hold (hides contraband from every scan), the Ghostwave Jammer (a chance to make each scan fail) and the Cold-Run Pod (patrols notice you less). Better marks unlock with Corsair standing. They can also be crafted.
- Milestones: a new Pilot → Milestones tab gives Enhancement Points for hard deeds — 10 repeatable feats and 11 one-time feats (Leviathan kills, Vigil stations, Legendary contracts, huge trade profits, owning a Nexus and more).
- Mine This Field: right-click an asteroid field on the Sector Map to send miners to that exact field.
- Quick actions finish the job and return: Recover It, Fight, Retreat Home and Send Help on report cards now do the job and then send the ship back to its previous duty. Fight attacks whatever actually hit your ship.
- Officer training: officers with an empty trait slot can learn a new trait (random or your pick). Every trait tooltip now shows what it does aboard AND at a station.
- Outfitting shows everything: the Ship tab lists every module and weapon you can fit — from your hold, other ships, storage, station stock and the market with its price — and fits or buys-and-fits it in one click.
- Reward previews: hover a contract's reward item before accepting to see its full card and how it compares to your gear.
- F2 opens the Fleet screen. Page Down launches or docks your drones (they stay out or stay in until you say otherwise).
- Dock tabs remember what you had open, and you can star favourite tabs (Ctrl+PageUp / Ctrl+PageDown cycles them).
- Shipyard lists sort smallest hull first, with new Size and Rarity sort buttons.
- Galaxy map search lists asteroid fields separately from goods for sale, and a known jump point with an unexplored far side draws a dashed half lane.
- At your own station, Store All puts materials into the station's stock, and the market there has Sell All.
CHANGED
- Ship handling follows hull size: small ships turn and accelerate fastest, capital ships are heavy and slow to turn. Top speeds are now similar across warships so fleets keep their pace.
- Warp fuel now depends on your ship's mass — a Skiff pays a third, a Dreadnought four times a mid-size ship.
- Mining, trading and building now give much more XP. Building stations and buildings gives XP for the first time.
- Smarter traders: your Trade for Profit ships and faction traders now plan with the real sale price, check that a buyer exists before buying, compare prices to the galaxy average, and never hold cargo forever. A trip now spends at most about half your wallet.
- A living economy: factions rebuild their haulers, fetch construction goods from nearby stations, keep the ore their builds need, and finish stations far more reliably. Factions build more ships when rich and wars break out again after long peace.
- Every station now starts with 3 extra haulers. (Requires a New Game)
- Crafted ships go straight into your hangar when a berth is free.
- Builders fly home and dock after finishing a construction job instead of following you across the galaxy.
- Stations and buildings you haven't discovered stay hidden on maps, lists and search, and can't be Auto Course targets.
- Missions only ask for goods that really exist in the galaxy. A contract whose goods vanished can be abandoned without losing standing.
- Your fleet ships only fly through sectors you've charted and never through sectors you marked Avoid.
- Buildings built from the B menu now default to the Basic kit, with a warning when Bare would leave them unable to work.
- Salvage sites can drop every kind of module, and the Cargo Sorter is now sold on shelves and found in wrecks.
- Faction fleets never wait or gather on top of jump points.
- Precious Find reports can now be switched off for every ship role.
FIXED
- Co-op: a guest's dock could silently fail — missions weren't handed in and undocking hung on "you're next".
- Co-op: guests couldn't hire a Builder, Shared XP ignored fleet XP, and one pilot could retrain another pilot's officer.
- "Under attack" alerts fired from asteroid bumps and friendly hits.
- Large guard ships got stuck next to their station forever.
- Auto Course dodged into rocks and overshot jump points.
- Modules removed from your own station landed on its market and were bought by NPC traders. They now go to your storage. German station module names and production idle reasons are fixed too.
- Packed hulls in fleet and drone holds were invisible and showed no ship icon.
- The loot magnet kept pulling while docked.
- A galaxy map you opened during a jump closed on arrival.
- Folding a section on one panel folded it on the other.
- Relic Workshops and other buildings multiplied after loading, and destroyed buildings came back on load.
- In the Vigil final battle allied fleets and leaders stopped after the first station and your own fleet couldn't follow you in.
- Trade for Profit ships froze after loading a save, and faction traders got stuck unloading.
- Late-game faction stations stayed under construction forever and markets ran dry.
- Home Station on the Fleet orders didn't work as intended, and miners ignored the field they were sent to.
- Traders bought cargo nobody would buy back.
- Selling a hull gave trade XP for its full price.
- Trading could raise Corsair standing past its limit before the faction contracts were done (saves above it return to the limit).
- Crafted ships seemed to vanish.
This announcement was originally published by Astraeon Interactive on Steam on Oct 12, 2026.
Open the original on Steam