Dev Blog #025 August 08, 2026
Hi all, I hope everyone is well. Here are the updates from the last few months.
Open Beta
I've opened the beta up to get some more players in, I can't afford many ads so this is the best way I can think of to boost the size of the community a bit more.
The Senate
The way corporations shape the galaxy through Senate policy has been completely redesigned.
Ballots are now head-to-head, every vote now pits two competing policies against each other. Your corporation picks a side, and whichever policy wins the most support gets implemented across the galaxy.
Four new policies: Ice Levy, Ore Levy, Wage Subsidy, and Festival have been added to the ballot pool, each with unique effects on sector economies and population happiness.
Once a vote ends, you'll now be told exactly how long the winning policy will remain active before it expires.
Major Senate events are now announced in the discord news feed: when a new ballot opens, when voting ends, and when policies take effect.
Civil Unrest
Neglect your sector and your population will let you know about it.
Unrest escalates in stages, if a sector runs short on resources or its stability drops too low, unrest begins to build. It progresses through three tiers: Protest, Strike, Riot. Each stage is worse than the last, production slows, people start leaving, and at full riot your population will rebel and try to take over the station.
New stability buildings: you can now install three new modules to help keep your people content: Administration Center, Medical Ward, and Security Headquarters. Each one directly boosts sector stability and helps push unrest back down.
Economy & Industry
Prices respond to supply, the market now reacts to how scarce or abundant goods are. If something is running low, expect to pay more for it. If your sector has a surplus of a resource, don't expect max credits when selling.
Buildings storage limits have been implemented, each building now has a cap on how much of any given resource it can hold. Plan your logistics accordingly.
Low power means lower output, buildings that aren't getting enough power will produce proportionally less. This is a change to how buildings used to work where they would stop if they didn't get their max power supply, now they can take a fraction of the power they need but output less.
Production recipes rebalanced, energy output from solar and fusion plants, cycle times for ranches and processors, and resource requirements for ice processors have all been adjusted for better game balance.
Boarding Pods
Boarding pods now properly check your corporation's diplomatic standing before targeting a building, and will be allowed to bypass friendly shields.
Armor Now Regenerates
Ships and buildings can now slowly repair their armor over time, similar to how shields already work. This will be added first to buildings to allow them to regenerate better. It may be added to ships later on
Shuttle Updates
When your shuttle is destroyed it now returns to your hanger, you will no longer get spammed with multiple shuttles.
NPC Combat AI Improved
Enemy NPC ships have had a significant AI overhaul. They make smarter decisions about who to target, when to engage, and how to move in combat. Expect tougher fights as they now target multiple ships at a time depending on their weapon tiers.
Deconstruction Expanded
A large number of craftable items can now be deconstructed to recover some of the materials used to make them. Bigger, more complex items take longer to break down, the deconstruction time scales with how long the item takes to craft.
Coming soon
I am also looking at expanding on the requisison Requisition Order system to be part of the building system. When a corportion starts a building project they will now need to requisition the resources, setting a price they will pay and then an open order if available for all players to fill.\nOnce the order is filled the building works will start.
Some of these features are just awaiting the release of the new version on the app stores and will be available asap.
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