Starlathe

Update 0.2.6: Fleet Warp, Leviathan Blueprints and Mixed Cargo

Astraeon Interactive

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

  • Fleet Warp: when you warp, every ship following you warps along on its own drive and lands in formation around you.
  • Each ship pays its own fuel and needs its own range and cooldown. A ship that can't follow says why (no drive, out of range, cooling, under fire, no fuel) and catches up through the gates.
  • Fleet ships far from you now warp on their own to rejoin you, through charted, safe sectors only.
  • New "Fleet Warp" On/Off switch in Fleet Settings (on by default).

Leviathan Design Chips: the first time you or your fleet destroy a faction leader's Leviathan, it drops its Design Chip (Damaged).

  • The chip never disappears until you or your fleet collect it.
  • Repair it at any station's crafting tab with top-tier materials (about 1.2M Cr, Firestorm about 3M) to get that Leviathan's blueprint.
  • Build the Leviathan at the crafting tab or your own Fortress/Nexus shipyard (about 3.6M Cr, Firestorm about 9M). One of each Leviathan at a time.

Never Pick Up: right-click any item and mark it "Never Pick Up". Your ship, drones and fleet leave it floating in space. Manage the list in Fleet > Settings. Unequip to Hold or Unequip to Station: right-click a fitted part while docked to choose where it goes. No more selling parts by accident with an old ship. Strip: one button removes every weapon and module from a ship, to your hold or the station. Found in Ship Customize and on docked ship cards in the Shipyard. Ship Customize parts list gets All / Hold / Station / Market filter buttons. Use Power Cells switch in the galaxy map warp menu: pay a jump in energy or in Power Cells. Both prices are shown before you jump. Galaxy map: visited sectors show a small badge with the number of gates you haven't explored yet, and the hover card says "Unexplored gates". Destroy confirm now has a "Don't ask again" tick, with a Settings toggle to bring it back. Your own station storage and your private storage at stations can now Destroy items.

CHANGED

  • Warp price is now exact: a jump costs its real distance x hull mass price. Short hops are cheap, long jumps are expensive, and a bigger battery lets you jump further without cells. (The old cap at 80% of your battery is gone.)
  • Refining is faster: every Refining Facility installed on a station now adds to the refinery's batch per run, on top of station level (capped). Higher Mark and rarity add more. Faction stations get it too.
  • Supply ships, station Transporters, Traders and faction freighters now carry several goods per trip instead of one, filling the hold with what the destination is short of, most urgent first.
  • Station transporters only load what the buyer can actually take, instead of flying home with most of the load.
  • Fleet limit: ships coming back from a Fleet Commander always rejoin you, even past your limit. While you're over the limit, no new ship can join until you're back under. The fleet count turns warning-coloured when over.
  • Missions like crack rocks, salvage wrecks, chart sectors and find gates now only count work done in their target sector, or the sector you're in.
  • Chart and gate-survey missions are no longer offered when there's nothing left to explore, and an accepted one that can't be finished can be dropped for free.
  • Station weapons list now groups by mount (Mount 1, Mount 2 ...) like ships group by barrel.
  • Slagwall: beams and guns now split front/back instead of left/right, so point defence fits on both sides. Mid-size rocket mounts now take the Auto Rocket Launcher.
  • Shipyard lists show the Size sort as active by default.
  • Refinery "Per run" hover now explains where the number comes from.
  • Grouped Numbers setting renamed "Full Numbers" so its On/Off means what it says.
  • Rename box opens with the current name so you can edit it.

FIXED

  • Co-op: guests could get stuck on "waiting for your ship" forever after dying. Guests now always respawn at a built station.
  • Co-op: a guest's "where can I buy this ship" search sent them to stations that had already sold out.
  • Co-op: ships a guest ordered at their own shipyard landed in the host's storage.
  • Co-op: guests now see the Run Supply status line of their own ships.
  • Co-op: all pilots shared one hull damage limit.
  • Selling a crewed fleet ship could make it vanish without paying. It now pays in full or tells you the station can't afford it.
  • Build Supply ships couldn't deliver to big stations.
  • Follow Me didn't work on a ship flying home after a one-shot order.
  • Ships could get stuck inside asteroid fields.
  • Drones on auto-course flew the long way round rock fields.
  • Big escorts scraped against a parked capital ship, and a capital ship pressed against another could spin in place.
  • The loot magnet kept pulling while docking.
  • Salvage spots regrew in real time, ignoring game speed.
  • Your own station could fill past its storage limit.
  • Faction construction sites were invisible until welding started.
  • Station defenders ignored a hunted crew attacking their station.
  • A faction with nothing left still counted as alive, and wars and hunts against it never ended.
  • The top bar shifted sideways every time money or XP changed.
  • "Don't ask again" on Jettison didn't stick.
  • Tall info cards could run off the screen.
  • New fleet groups didn't open in the fleet list.
  • Picking up many blueprints at once played the chime many times.
  • A crash on the Market screen.
  • A crash when ships undock from a station.
  • Several rare memory problems that could close the game after hours of play.

This announcement was originally published by Astraeon Interactive on Steam on Oct 13, 2026.

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