Dev Blog #023 December 03, 2025
I've finally got through all the beta feedback, it's been really helpful to squash a bunch of bugs so thank you everyone who helped out! I've managed to clean up a whole bunch of the code from fixing issues so things have improved a lot.
Subsystems
This update brings a huge new layer of customization to every ship. Subsystems now unlock unique abilities both in and out of combat, and offer far more depth than anything in AQ1. After several design passes, this version finally hits the level of flexibility I wanted.
In AQ2, each subsystem has two parts: the core module and the auxiliary modules.
The core determines the main ability and also provides a pool of CPU. Higher-quality cores give more CPU, which lets you run stronger auxiliary modules.
Auxiliary modules modify ship stats and sometimes enhance the core subsystem itself. Each one has a CPU cost and only works properly if the core provides enough, so upgrading the core becomes an important strategic choice.
Every ship now has at least one unique subsystem (22 in total) along with several shared subsystems for ships in the same class. For example, all Corvettes can equip a speed subsystem, and all Cargo ships can equip an emergency jump subsystem. Altogether, that gives the game 30 unique core subsystems right now.
Auxiliary modules are shared by ship type as well, like the mining booster available to all mining ships, and they also come in different qualities, offering stronger bonuses as you upgrade them.
Fireworks
Fireworks will be enabled, these are small cosmetic bonuses that come in the founders packs.
You can trigger these when flying around to celebrate your victories.
Engine Cosmetics
As some of you have noticed, there are engine cosmetics available, I am still adding more as well as adding the founder's effects
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