The Quartermaster Update
Everything you can buy is now bought in the game, the numbers on it are honest, and a cargo pod finally belongs to the ship you bolted it onto.
Hulls Are Bought In The Game
Premium hulls used to be Steam DLC. Clicking one opened a web page and left you there.
Every hull is now a purchase in the Shipyard. Steam still takes the money and still shows you the price in your own currency — it just does it in a dialog over the game instead of a browser.
The button says what pressing it will do , in your language, before you press it.
The server checks who owns a hull when you undock in it. If you don't own it, you fly the starter ship instead of being kicked — a downgrade, never a refusal.
Premium hulls that come with enhancements now actually arrive with them. They always said they did; the server was quietly dropping them on the way in.
Finding One Enhancement Among 130
The Enhancements tab was a wall. Now it's a search.
Filter by category, rarity, and owned or not owned — the last one is the point. "Show me what I don't have" is one click.
Type-ahead search that suggests as you go, so you don't have to remember the exact name.
Everything narrows together, and the count tells you how much is left.
Enhancements Cap At 20%
Some enhancements were handing out over 70%. Stacked with your ship, your class, your talents and a buff, a fully kitted pilot could beat roughly 23 unkitted ones at once. That isn't a build, it's a different game.
Every enhancement now scales from 2% to 20% , lowest rarity to highest. All 130 rebalanced.
A fully kitted pilot now beats about 6 — enough that your gear is unmistakable, few enough that a squad can still take you.
Nothing was removed. The rarities still mean what they meant; they just mean it in proportion.
A Pod Belongs To Its Ship
Cargo pods and vault pods used to be account-wide: buy one, and every ship you owned grew a hold.
A cargo pod expands one hull. Install it on the ship you're flying; that's the hold that grows.
Or expand a hull sitting in the hangar. Every ship you own now offers its own pod straight from the Shipyard, so you don't have to go and fly a ship just to give it more room. Tiles you own read OWNED and offer +10 SLOTS , or HOLD FULL when there's nothing left to add.
A vault pod expands one vault. Your Hardcore pilots each keep their own, because their bank is their own.
A pod is lost with the ship. Sell or scrap the hull and its pods go with it.
Nobody loses anything they already bought. Pods purchased under the old rules still apply to every hull you own, as they always did.
The cargo window now says "a cargo pod for this hull" , so a full hold tells you about that hold and nothing else.
The World Holds a Queue Now
The world used to turn you away when it was full, and you had to keep trying the door yourself.
Get in line instead. A full world now shows your position , how many are waiting, and a moving estimate of the wait. You enter automatically when your turn comes — no retrying, no racing whoever clicks fastest. You can leave the queue at any time.
Crossing a border never sends you to the back. If the sector you're warping into filled up in the seconds you spent in transit, you go to the front of the line. You were already flying.
The world decides its own size. How many pilots it seats is measured from whether the server is actually keeping its tick rate, not from a number someone typed in. A stronger machine seats more pilots on its own, and one having a bad minute quietly stops admitting until it recovers — nobody already flying is ever kicked to make room.
If the queue itself is full, you still get told plainly rather than left guessing.
The Demo Shows You What You're Missing
The demo is a trial: fly it, see if you like it, then buy the game — and after that you play for free or subscribe, as you prefer. So it stops hiding things and starts showing them.
Locked missions are on the board now , not filtered out. You can read the Weekly and Campaign missions you'd be flying — full title, rewards, everything — tagged FULL GAME with the reason on hover. They just can't be started.
Anything the demo can't use says so before you press it. Bank transfers, Auction bidding and selling, and the Store are greyed out with an explanation on hover, instead of taking the click and then refusing it. A button that fails looks broken; a button that explains itself doesn't.
The Store is full-game only, and the Shipyard's Spacecraft and Enhancements entries say why.
Also In This Update
Premium hulls arrive with their enhancements. Hulls sold as a bundle always said they included enhancements; now they actually do.
Your hull is checked when you undock. If something has gone wrong with your ownership you fly the starter ship rather than being kicked to the menu.
Store buttons state the price and what pressing them does, in your own currency, before you press.
This announcement was originally published by Andrew Donelson on Steam on Sep 22, 2026.
Open the original on Steam