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0.612.4 just hit the Experimental branch, featuring:
- Having damaged weapons or manipulators will no longer stop you from launching from Enceladus.
- Fixed missing repair price for ACL-200P.
- The dive target selection screen will always show Hohmann transfer when you enter that menu.
- Updated translations.

Feedback Focus: Still looking for feedback on laser damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker.
0.613.1 just hit the Experimental branch, featuring:
- Changed how repairs and replacement work. Instead of automatically skipping time ahead, any ship you perform maintenance upon will have work performed by the Enceladus repair crew while you are free to peruse other activities. You can wait for the ship to be repaired in station hotels or take another ship for a dive.
- Time required to finish maintenance will now be displayed on the dock information billboard.
- Maintenance crews fixing your ship are now visible on the Enceladus Prime main menu screen.
- You can now stay in the affordable capsule hotel even if it would put you in debt.
- Replacing your ship's hardware in the Equipment menu, which would result in changing used or damaged items for brand new ones, will now incur identical maintenance downtime for your ship as replacing these items in the Repair menu.
- Made the lasers wear less under normal usage conditions.
- Ship logs will not show how much time has passed on instant events. They used to show one or two seconds per event, which was confusing.
- Soundtrack DLC expanded to include all the in-game music tracks.

Feedback Focus: Still looking for feedback on laser damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker. I'm also looking for feedback on how the new Repair and maintenance system works out.
0.613.2 just hit the Experimental branch, featuring:
- When your ship fails pre-flight inspection due to pending maintenance, you will now have the option to book that time at the most affordable capsule hotel on the station from the inspection menu directly.

Feedback Focus: Still looking for feedback on laser damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker. I'm also looking for feedback on how the new Repair and maintenance system works out.
0.613.4 just hit the Experimental branch, featuring:
- Booking a hotel room on the pre-flight inspection screen will now book it for the correct time.
- Time required for ship maintenance is now listed in the Repair menu.

Feedback Focus: Still looking for feedback on laser damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker. I'm also looking for feedback on how the new Repair and maintenance system works out.
0.614.2 just hit the Experimental branch, featuring:
- Both static and turreted microwave emitters can wear out and be damaged now. Microwaves are pretty durable equipment by nature - but the dishes are prone to be warped and damaged. As a result, peaceful runs without combat or accidents should see relatively minor wear, but if you manage to mishandle your microwave, it will exhibit all kinds of problems.
- All lasers are now more resilient to kinetic impacts. It will take significantly more bumps to bend them out of alignment.
- Updated translations.

Feedback Focus: weapon damage, wear, maintenance and repair. For a complete picture, please include the hardware you were using and the tuning options. Do note that hit-performance hardware pushed to absolute limits is supposed to wear out quicker. I'm also looking for feedback on how the new Repair and maintenance system works.
0.615.0 just hit the Experimental branch, featuring:
- Obonto USV-R reconnaissance craft now has a wide-angle lens, capable of zooming out 20% further.

Feedback Focus: Still looking mainly for feedback on weapon damage, wear, maintenance and repair.
0.615.2 just hit the Experimental branch, featuring:
- Launching the game on a system with a default language that was already partially translated but not approved for release will no longer result in the game using that partial (unselectable) translation.
- Big Bad Wolf could appear twice on some rare occasions.
- Clicking quickly on the "buy ship" button will no longer allow you to buy two copies of the same ship.
- Updated translations.

Feedback Focus: Release candidate/hotfix. Please report anything working worse than in the current stable branch.
Post edited March 28, 2023 by koderski
0.616.2 just hit the Experimental branch, featuring:
- Fixed wide angle lens on all reconnaissance craft, which ended up being much too wide than designed.
- Pilots of the Tsukuyomi-class frigates are now better at handling their ships, especially during docking manoeuvres.
- Pilots of CERF Search and Rescue ships got extra training on picking up derelict ships and will perform their work better.
- Docking clamps on CERF Search and Rescue ships were welded shut by mistake.

Feedback Focus: Release candidate/hotfix. Please report anything working worse than in the current stable branch.
0.616.3 just hit the Experimental branch, featuring:
- Improved performance of the Enceladus station screen.
- Fixed slow or stalled Dealer and Fleet menu loading when using a high physics framerate option on a CPU that can't consistently keep that framerate.

Feedback Focus: Dealer and Fleet menu glitches, if any.
0.616.4 just hit the Experimental branch, featuring:
- Adjusted the hull penetration colliders for K37 and all its variants to prevent ore from being stuck in the rear of the ship and stopping astrogation.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.618.0 just hit the Experimental branch, featuring:
- Mass drivers can be damaged now.
- You can install railguns on low-stress hardpoints.
- Updated translations.

Feedback Focus: Mass driver damage will introduce a heavy shift in the combat gameplay. While maintenance of mass drivers is pretty cheap, the ability to damage all the weapons all your opponents wield, combined with the capability of taking similar damage yourself, will probably put the combat balance in a completely different spot. I'm interested in hearing how all that works out for y'all.
0.619.0 just hit the Experimental branch, featuring:
- Ships now remember the crew you assigned to them and will switch to your preferred crew when you pick them, if available.
- Texts displayed on the information billboard in your docks will no longer jump around when preparing to play video.
- Enceladus News Network broadcasts are now rarer.
- Eagle Prospector HUD (both imperial and metric) will not hide part of the last equipment line outside the screen when OLED screen saving is active.
- New in-universe advertisement available on the Enceladus docking information billboard.
- Updated translations and unified unit presentation in ship and equipment specification tabs.

Feedback Focus: Still looking for feedback on mass driver damage balance and combat balance.
0.620.1 just hit the Experimental branch, featuring:
- Railguns can no longer be installed on docking bays and drone hardpoints. You can refund the railgun purchase if you have a save with such an illegal configuration.
- Re-balanced some weapon repair costs and times. Weapons that are, according to the game lore, established on the market and have easy access to replacement parts will now be much cheaper to repair - but the repairs will take longer to represent the time required to adjust to subtle differences in available aftermarket replacement parts.
- Railgun based massdrivers are now less accurate than coilgun-based ones.
- Railguns and salvage manipulators will wear out less now.
- NDCI firing solution projection will now take into account the projectile spread of damaged massdrivers.
- Improved performance of projectile rendering.
- Fixed a leak that caused projectiles that don't hit anything to be simulated indefinitely, possibly degrading performance over time if your playstyle included missing a lot.
- Equipment which is not part of the pre-flight inspection will not be marked as "failing" or "passing" inspection on the repair screen.
- Updated translations.

Feedback Focus: Still looking for feedback on massdriver damage balance and combat balance.
0.620.3 just hit the Experimental branch, featuring:
- When two stations were less than 10km from each other, one could message you about relocating, but the other would move away.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
0.621.1 just hit the Experimental branch, featuring:
- Conclusion to the first act of the "find the sister" crew quest, including two new story events and a quest-unique pilotable ship variant.
- Improved performance of HUD rendering.
- Updated translations.

Feedback Focus: Conclusion of the first act of said quest and the new ship variant.