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1.19.1 just hit the Experimental branch, featuring:
- New in-game extension manager allows you to pick which installed extensions and DLC you want to use. It will present itself automatically when it detects a new extension being installed and allows you to pick if you want to use it for your game. You can access the manager at any time from the title menu.

Feedback Focus: The Extension manager. Note that if you don't get images associated with your DLC, your DLC itself needs to be updated. This will happen automatically as you update your client.
1.20.1 just hit the Experimental branch, featuring:
- Improved stability on M1/OSX systems. The modern OSX system depreciated OpenGL support, which the game uses, which means that driver bugs that are currently present in the system are never going to be addressed and fixed by Apple. Godot Engine 3.x, on the other hand, uses exclusively OpenGL for rendering. This leaves us in a state where known bugs in the system driver were causing the game to crash. This release includes a number of workarounds in the game code meant to address that and call the function methods in a different way in the hope of working around all the existing driver bugs in the system driver. The stability is greatly improved, but the workarounds impose a much longer time required to change the display mode (fullscreen/borderless window/windowed).
- Updated translations.

Feedback Focus: Stability on M1/OSX systems.
1.20.3 just hit the Experimental branch, featuring:
- You can now turn off your main torch in the Minding Virtual Flight Service.
- You will not get achievements for tasks performed during simulated flight anymore.
- Your crew will not gain experience for flying the MVFS simulation.
- Added dark bars on the top and bottom of the initial dive cutscene to make the texts displayed there, including the transit tips, easier to read.
- Updated translations.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.
1.21.0 just hit the Experimental branch, featuring:
- An additional encounter. There are more things to discover in the rings.
- Cleaned up the shader code, improving performance a bit on machines with integrated GPUs.

Feedback Focus: Graphical quirks. Changes to shaders can always introduce weird quirks, and while I did not detect any, such things surprised us in the past. If you spot anything strange, make sure you grab a screenshot!
1.22.0 just hit the Experimental branch, featuring:
- Lidar sweep time and resolution tuning. You can now opt for a faster response or a higher resolution.
- Changed astrogation proximity detector bubble to respect new Lidar tuning. This required some graphical changes, as the sweep shape might not cover 360 degrees anymore.
- Lidar sweep can now be subtly observed on all lidar displays, making detecting the direction of a ping much easier.

Feedback Focus: Lidars.
Post edited October 09, 2023 by koderski
1.22.2 just hit the Experimental branch, featuring:
- Re-calibrated the Doppler sensor for more accurate relative velocity measurements.
- Lidar will no longer detect background cosmic radiation as moving towards you at the speed of light from an infinite distance.
- Fixed lidar-based proximity sensor controlling your ship's comfort and performance mode.
- Updated translations.

Feedback Focus: Lidars.
1.23.2 just hit the Experimental branch, featuring:
- Visualisation of Lidar tuning.
- Updated translations.

Feedback Focusp: Still looking for feedback on Lidars and their tuning options.
1.23.3 just hit the Experimental branch, featuring:
- Lidar sweep patterns now have a slight jitter and will not present a consistent, geometric pattern.
- Lidar sweep now respects your ship rotation, which will be especially apparent if you tune the Lidar for slower, more precise scans.

Feedback Focus: Still looking for feedback on Lidars and their tuning options.
1.24.0 just hit the Experimental branch, featuring:
- Sensor upgrades. You can now replace your ship's LIDAR with another one. There are multiple options to choose from. Some of them come with their very own tuning options.

Feedback Focus: As far as the game balance goes, I'm interested in what you feel about the ship sensors. As with any new upgrade category, there might be some unexpected quirks. Please report anything off.
1.24.4 just hit the Experimental branch, featuring:
- The MLF long-wave radar will now show faint water signatures of surrounding ringroids.
- Adjusted descriptions of new equipment for better scientific accuracy.
- The type of sensor you have installed will now display on your HUD.
- Updated translations.

Feedback Focus: Still interested in how you feel about the ship sensors. As with any new upgrade category, there might be some unexpected quirks. Please report anything off.
1.25.1 just hit the Experimental branch, featuring:
- You can tune the brightness of HUDs with virtual displays now.
- Tuning options for autopilots and head-up displays will now have separate sections in the tuning menu.
- Lidar response pings are now smaller and will not obfuscate the sensor view so much.
- Additional dialogue path for the "find missing child" quest, should you decide to act instead of talk in the ultimate encounter.
- Fixed a bug that caused all the sensors to show deviation in their directional output. For some, that was less than 1 degree angular, but some others, like phased arrays, showed complete noise.
- Updated translations.

Feedback Focus: Still interested in how you feel about the ship sensors. As with any new upgrade category, there might be some unexpected quirks. Please report anything off.
1.25.3 just hit the Experimental branch, featuring:
- Fixed tuning not working properly if you had multiple copies of the same hardware installed on different hardpoints.
- Fixed Doppler readouts not being taken at all by Doppler-capable sensors.
- Fixed astrogation proximity warning using wrong ship orientation to detect possible collisions, making astrogation in the proximity of any asteroids difficult.

Feedback Focus: Still interested in how you feel about the ship sensors. As with any new upgrade category, there might be some unexpected quirks. Please report anything off.
1.25.4 just hit the Experimental branch, featuring:
- A bug in NDPT-4205 software caused the turret to enter a power-saving mode if all the targets the targeting computer could detect were ineligible by either being obscured by other objects or excluded by the safety protocol of the turret for long enough for the actuator to reach the resting position. Such a turret would only wake up from the power-saving mode when a new object entered its detection range.
- Improved performance and accuracy of collision detection and spawning of all moonlets.

Feedback Focus: Point defence turrets behaviour.
1.25.6 just hit the Experimental branch, featuring:
- If you install a smaller drone, ammunition, or propellant container and your ship currently has supplies that exceed its capacity, you will get a refund on the excess consumables as soon as you launch your dive.
- AI will now treat ships or drones docked to other vessels and stations differently. This will most noticeably cause friendly ships to not attempt to communicate with each of your containers if you run a ship with containers leaving your vicinity much sooner.
- The racing team will take a clue that you are not interested in racing when you tell them so and will leave you alone, even if they really like you.

Feedback Focus: Docking interactions. Due to changes in how the AI perceives docked ships, there might be unexpected (and some expected) quirks, as in how they react near ships and equipment that is docked at another ship or station.
1.25.9 just hit the Experimental branch, featuring:
- Added a workaround for a driver bug that caused the game to crash on Intel-based OSX systems.
- Fixed animated icons on the Eagle Prospector HUD not displaying if the HUD did not boot on-screen.

Feedback Focus: Release candidate. Please report anything working worse than in the current stable branch.