It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like: Chrome, Firefox, Internet Explorer or Opera

×
0.595.0 just hit the Experimental branch, featuring:
- Improved background particle rendering performance.
- Improved exhaust plume rendering performance. Unfortunately, with this, the plume looks a bit different than it used to, and I'd like to poll your feedback on both aesthetics and performance, do judge if we have a significant enough performance gain from this to justify different aesthetics. This change might get rolled back.
- The in-game profiler will now use the screen estate better and will not cut off parts of the report when used on smaller monitors.
- Additional monitoring scatter graphs on the in-game profiler allow me to spot additional performance-related problems.

Feedback Focus: Performance and plume aesthetics. Attaching a screenshot to your feedback would be most useful for both of them so everyone is on the same page regarding what you are reporting. You can enable the in-game profiler by pressing F11 - it gathers data in the background, so you don't have to keep it running; enable it for the feedback screenshot. F11/F12/F11 sequence should quickly save a screenshot with the profiler enabled.
0.595.1 just hit the Experimental branch, featuring:
- Reverted the changed plumes of 0.595.0; while when a new way of rendering plumes was more efficient, plumes looked much worse and 0.595.0 came with other performance enhancements. With two enhancements introduced at the same time, it was challenging to determine if the improved performance some people reported was caused by changed exhaust plumes or other changes. You can still have even more performant exhaust stimulation by lowering details in the settings.
- Fixed the "venting excess remass" particle effect of your MPU, which sometimes was experiencing graphical lighting glitches.

Feedback Focus: Performance. For reports, it would be most useful to attach a screenshot to your feedback with an in-game profiler screenshot. You can enable the in-game profiler by pressing F11 - it gathers data in the background, so you don't have to keep it running; enable it for the feedback screenshot. F11 F12 F11 sequence should quickly save a screenshot with the profiler enabled.
0.596.0 just hit the Experimental branch, featuring:
- Increased resolution of the ice depletion map by 300%. While the previous resolution worked well, it introduced unexpected, emergent artefacts in ore densities, causing, in some cases, the ice to appear in waves. While this effect is welcome - as it mirrors our latest findings about the composition of the rings - the scale was off. With the new resolution, the waves - while still present - will be 300% smaller, which improves both the gameplay and visual aspects. The storage space for the ore depletion map was risen by 800% to compensate bigger memory and disk requirements of the new resolution. The net effect on your save files will be about 320kb extra save size in late-game saves, which should not be noticeable.
- Some crew-based discoveries could set up contacts containing already discovered but not yet visited habitats. Checking out such contacts would give an impression of a habitat rapidly changing its location.
- Additional debugging tool to visualize ice depletion and generation zones available on F4, with debug console enabled. Beware: it will break immersion, expose the game's internal workings, and tank your performance while running. Use only when attempting to debug ore densities.

Feedback Focus: New ice density generation function. Please be on the lookout for strange glitches and any big, empty patches that sound like they don't belong there.
0.596.1 just hit the Experimental branch, featuring:
- Increased distance in which you can encounter anomalies. When approaching an anomaly location, it will attempt to appear further away from you, giving you more time to react in case of hostilities.

Feedback Focus: Still looking for feedback on the new ice density generation function. Please be on the lookout for strange glitches and any big, empty patches that sound like don't belong there.
0.596.5 just hit the Experimental branch, featuring:
- Increased the Lidar beam sweep range. The range was previously limited to the displayed range on your ship's HUD, which was inadequate for the bigger Lidar displays situated on your OMS.
- High albedo contacts will now flash on your OMS Lidar screens just like they would on your main Lidar display.
- OMS Lidar display range will not be limited anymore by screen resolution and HUD size settings.
- Adjusted the ice generation routines to prevent ice spawning in close proximity to your ship.
- New AT-K225 siren blends the familiar K37 warning with the voiced warning signal.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.596.6 just hit the Experimental branch, featuring:
- Adjusted MA-337 autopilot overlay to work well with new, increased range of LIDARs.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.596.7 just hit the Experimental branch, featuring:
- When deploying a B8 claim beacon on the rim of the rings (less than 10km), it will still contact you automatically.
- When you cancel your B8 claim and move the beacon to a new location, you will now establish a new claim in a new place when deploying. A recent regression caused B8 beacons to use the site of the initial contact as the final claim location, which made moving established claims impossible.
- Changed the pirate dialogue tree, which could sometimes get pirates to cancel the truce talks prematurely.

Feedback Focus: Claim beacons, pirate truce talks.
0.597.0 just hit the Experimental branch, featuring:
- Damage model for the AR1500 Salvage Manipulator. The manipulator can now wear out or be damaged in different ways.

Feedback Focus: The manipulator damage model balance and operation costs. Introducing wear and damage for the manipulator should tip the balance a bit and cause it not to be the best universal choice for your high-stress hardpoint. If you use it for salvage and ore retrieval, the wear should accumulate and incur maintenance costs and increased challenge for subsequent derelict recovery. A brand-new manipulator should feel like it felt before; it is supposed to be more problematic after extended use or after some accidents. Please report how the new balance feels and how it balances out with the ore and salvage you bring back.
0.598.0 just hit the Experimental branch, featuring:
- New visual feed simulation, reflecting better how an actual telescope would gather light. The visualization now uses long exposure, which makes thruster flares much easier to spot - and they don't flash so rapidly. Changes make the ring features a bit harder to read, but the thruster flares warning you about nearby ships should be much harder to miss.

Feedback Focus: Visual feed readability and quirks. When providing feedback on the visual feed, please include a screenshot.
0.599.1 just hit the Experimental branch, featuring:
- Additional soundtrack and "daredevil" mood.
- Further adjusted visual feed simulation.

Feedback Focus: Still looking for feedback on visual feed readability, quirks, and the new music included in this release.
0.600.4 just hit the Experimental branch, featuring:
- Work on a new ship: OCP-209 - currently in closed beta.
- Fixed incorrect cargo scanner size on HUDs
- Fixed cradled equipment (containers, beacons) not flying above the ring plane when performing a hot burn back to Enceladus. They could collide with asteroids and ships and pull your ship with them.
- Improved performance of cradles.
- Removed double spaces in some ship names.

Feedback Focus: Any quirks. As I work on a new ship and adjust some in-game systems to make it work, sometimes unexpected behaviour would emerge. Please report anything weird.
0.600.11 just hit the Experimental branch, featuring:
- A new ship: The Obonto Construction Platform 209 - which you can buy. The ship does not have a dedicated HUD yet, which should become available in a couple of days.

Please back up your save before trying to purchase OCP-209. While it's unlikely that anything would break, the ship itself can be further balanced, so you could lose or gain money or miss out on stock equipment.

Feedback Focus: OCP-209.
0.600.12 just hit the Experimental branch, featuring:
- OCP-209 now works well with FBW autopilots.
- Autopilot overlay will show the correct direction when you open the cargo bay on OCP-209.
- Drones and ships you grab into the OCP-209 cargo bay will now appear inside it instead of on top.
- Updated translations and descriptions.

Feedback Focus: OCP-209.
0.601.1 just hit the Experimental branch, featuring:
- New OCP-209 HUD you can buy.
- Physical HUDs are now more resilient to thermal and electromagnetic damage.
- Keyboard targeting beam (F) will now respect OCP-209 travel mode.
- Fly-By-Wire will now work correctly with OCP-209.

Feedback Focus: OCP-209 and its HUD.
0.601.2 just hit the Experimental branch, featuring:
- Fixes a crash to desktop when you rapidly bought new equipment while having the OCP-209 HUD installed on your ship.
- The ship bracing will again be visible above your cargo bay.
- Parts of OCP-209 HUD will not obscure dialogues.
- Improved performance of installing new hardware on Enceladus.
- Relative crew stats on the hiring screen will now update automatically when you hire someone.
- Updated some equipment descriptions.

Feedback Focus: OCP-209 and its HUD.