Subspace: Redux

The Control Station Update

Andrew Donelson

Your bars, your talents and your weapons are all yours to arrange now. Plus the tutorial stops trying to phone a server it was never supposed to talk to.

Two Bars, And Every Station Is Yours

The actionbar used to be a fixed list. Slot one was the gun because the game said so. That's over.

A second bar , above the first.

Twelve stations on each , and anything can go in any of them — weapons, abilities, panels, even Return to Base.

Drag a station onto another to swap them. Drag one off the bars and let go to empty it. Drag across bars freely.

1, 2 and 3 are just the default keys for the first three stations. Rebind any of them.

Bar two ships without keys of its own — click it, or bind whatever you like in Settings. It deliberately does not steal bar one's number keys.

The whole assembly is 25% larger than before, and both bars are finally the same size.

Your experience bar now runs beneath the bars , the full width of them, with your class badge on the left and your alliance emblem on the right.

The Technical Order — press V

Every system your ship carries, written up like an aircraft manual, and the place you lay out your bars.

Four sections : Armament, Countermeasures and Defensive Systems, Onboard Systems and Displays, Egress. Every entry carries its paragraph number, what it's for, and which station it's assigned to.

Drag a paragraph straight onto a station to assign it. Double-click to drop it in the first free station, or to clear it.

Restore Defaults puts everything back the way it shipped.

It's a document you can actually read, not a palette you rummage through.

The Talent Trees Are Finished

All eighteen trees — 756 talents — are complete, and every single node does something . There are no dead points left anywhere in them.

Every tree now gives you:

A buff your allies feel. Fly near a friendly pilot and they get it too.

A debuff your enemies feel. They don't have to be looking at you.

A passive your whole squad carries , wherever they are.

Your talents reach other ships now. They stop at your hull no longer.

Class Fields — press R

Your specialization can put a field down and leave it there. It stays where you placed it, it does not follow you, and it keeps working after you die — which is what makes covering a retreat possible.

Class

Field

What it does

Vanguard

Bastion Field

Allies inside take markedly less damage

Interceptor

Slipstream

Allies inside fly faster and hit harder

Warden

Aegis Dome

Allies inside are repaired while they stay under it

Tactician

Suppression Grid

Enemies inside shoot softer and move slower

Phantom

Null Field

Cast on a target — they crawl, and their armour stops answering

Engineer

Plasma Bloom

Enemies inside cook until they leave

Safe zones are still safe zones. Nothing here reaches inside one.

Weapon Systems — press H

A card for your gun, your bomb and your mine that finally says what's actually installed and what it's costing you.

One special at a time — the big one. Pick it here.

Features stack : Proximity and Bouncy are no longer specials competing with everything else. Install them alongside your special, on whichever weapons support them.

Every shot is priced. The card shows the energy each shot draws and how many shots a full reactor gives you , updating as you install things. Each system you add costs a little more per shot — now you can see exactly how much before you commit.

Systems you haven't found yet are shown dimmed, so you know what's out there.

The Ship Inspection panel also names every system installed on a weapon now, not just the special.

Report a Bug Without Leaving Your Ship — press F6

A guided reporter that works out what you're telling us.

Bug, Feedback, Idea, or call a Game Master.

It asks what , where and why , one step at a time.

It attaches where you were and what you were flying, so nobody has to ask you.

It files a real ticket that Game Masters see and work in priority order.

Everything Has a Face Now

Twenty-three buff and debuff icons. The row used to show two-to-four letters taken from each name — and four of them started with "B". Buffs are cyan, debuffs are red; you can now read the row across the screen without reading a word.

Icons for all six class fields , each one drawn for what that field actually does.

New icons for Cargo, Tracking Arrows, the Technical Order, Issue Report and Weapon Systems.

Nothing borrows a neighbour's picture any more. Your class field was drawing Thor's Hammer, so the bar showed you two hammers and one of them did nothing.

A station your ship can't use — a class field with no class yet — is now shown dimmed instead of looking armed.

An unbound station shows "?" instead of the word "Unbound" squeezed into a key cap.

Tutorial Fixes

The tutorial no longer tries to reach a server. It's a sealed room and always was meant to be one, but it was asking the live service whether your pilot owned a hangar bay — for a pilot that deliberately doesn't exist. With services busy you'd get "Connecting to the server… Lost connection" and never get in.

Leaving the tutorial actually leaves it. Cancelling used to drop you at the main menu with the lesson panel still sitting on top of it.

Also Fixed

The HUD no longer flashes on screen during warp. Your bars and your arrival location appeared for an instant at the start of every jump and then vanished. They stay hidden until you have control.

The Steam badge on the main menu is back. It has been missing since the game moved to dedicated servers — Steam was signed in and working the entire time, the badge just never drew.

Enhancements show their real price instead of "STEAM DLC". They stopped being DLC when they became direct purchases; the label never caught up.

Cargo Hold, Tracking Arrows and your class field have proper tooltips. Cargo tells you how full you are and what's in your purse; Tracking Arrows tells you which mode you're in and which one the next press gives you; your class field names itself, with its radius, duration and cooldown.

Weapon Systems stopped flickering. The table was rebuilding itself four times a second.

Three control bugs caught by an automated pass over every binding in the game: the Social window answered no key at all, and two stations answered the wrong one.

Weapon collision is more honest. Fast rounds resolve every hit along their path nearest-first, instead of whichever the physics engine happened to report.

Staff ships (GM-01) are opt-in and are hit where they're drawn, not where they used to be.

Set live from the Steamworks dashboard. Servers are already running this build.

This announcement was originally published by Andrew Donelson on Steam on Sep 22, 2026.

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Subspace: Redux

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