At a glance
- Pirates: a third faction with dens, raids, kidnappings and three captains to hunt down
- A new story, told in flight, with a choice at the Threshold and three endings
- Spaceport interiors: the bar, Command and the shipyard of three spaceports
- Planetary expeditions: send your crew down to the planets you scan
- The front: stations fall if nobody defends them, and you can take them back
- Squadron orders: command your wingmen in the middle of a fight
- One signature mission per galaxy, 3 save slots, a reworked economy and much more
Pirates

- Pirates now roam every galaxy: one den per galaxy, a danger zone on the map, and bands flying stolen hulls.
- They ambush freighters (answer the distress call), raid stations (shop and mission board closed until you drive them off), kidnap your pilots (pay the ransom or go and get them back) and put bounties on named lieutenants.
- Three pirate captains, each with their own story arc: Kessa Varn in Aquarii, Dorn Halvek in Perseus, and the Mask, who waits for you in his Citadel in Orionis. Spare them, enlist them or shoot them down: your choices follow you to the end of the story.
- Fully voiced in 6 languages, with their own portraits.
A new story with three endings
- The story now plays out in flight: radio calls and a playable moment at every step, instead of text between missions.
- The Overseer becomes a real boss fight, the Armada arrives, and the Threshold asks you to make a choice.
- Three endings, each with its own closing painting and its own piano piece. One of them only opens to pilots who settled things with the pirate captains in a certain way...
- The final battle now starts from Sekhmet after a briefing from Admiral Voss, with an Armada on both sides (and perhaps a few unexpected allies).
- Three new achievements, one per ending.
- Hundreds of new voiced lines in 6 languages for acts II and III, the Threshold, the endings and the final battle.
Spaceport interiors

- Dock at Horizon, Hephaistos or Sekhmet and step inside: the bar, Command and the shipyard, each painted, each with people to talk to.
- Buy rumors, take small jobs and earn the locals' trust.
- At Naphta, Idris refines the ore in your hold into a fuel blend for 3 missions: Surge (+25 % max energy) or Flow (+40 % recharge).
- The memorial: every pilot lost for good is remembered in the Journal.
Planetary expeditions

- Scan a planet to open its sheet: type, figures and, sometimes, a signal.
- Send members of your crew down to investigate: 12 expeditions with their own painted scenes, odds that depend on your pilots' traits, rewards, wounds... and real deaths.
- Some of them dig up archives from before 2242.
The front
- In Perseus and Orionis the Drones push back: stations of the front become threatened, then besieged, then fall if nobody defends them.
- A fallen station turns Drone red. Win it back with a Retake mission from the board.
- The map draws the front line, the Journal keeps its history, and station operators and ARIA call it on the radio.
Squadron orders
- Give orders to your wingmen: Attack my target, Cover me, Hold position, Break formation. Keys 1-4 on keyboard, hold A for the wheel on a gamepad.
- They answer on the radio, voiced in 6 languages.
- Fleets, Hunts and the Armada now fly in formation, and Drone patrols grow with the threat level.
Missions
- Each galaxy has its own signature contract: protect a mining platform in Perseus, hold a breach in the front in Orionis, evacuate a stricken liner in Aquarii.
- Mission boards follow each galaxy's theme, with their own briefings.
- A failed contract stays on the board: retry it for 100 % of its reward in Easy, 85 % in Normal, 70 % in Hard.
- Missions take place farther out. Once a mission is won, the survivors stay and fight instead of fleeing.
- Jump to the HQ: from any station far from Sekhmet, one press takes you straight back, for free.
Balance
- Dying costs 0 % of your credits in Easy, 5 % in Normal and 10 % in Hard. The difficulty descriptions now say so.
- Orionis enemies hit a little less hard, so act III no longer piles up quite as brutally.
- The final battle holds a few fewer enemies at once, so your allies last longer.
Combat
- Circling around enemies is no longer a safe win: they aim where your turn takes you, cut across your orbit, heavies charge down a red lane and bombers drop barrages marked by red circles. Every attack is announced, so you can dodge it.
- In Orionis, big mission hulls come with a screen of drones that hold the line.
- A sound ceiling keeps the biggest fights readable.
Economy and trade
- No more inventory limits, for you or for the stations.
- Stations post demands and delivery orders. Sell one material, sell your surplus or buy back what you sold. Each row of the hold has its own Sell / Refine / Recycle.
- Stations restock over time, and freighters carry off what you sold.
- Everyone gathers now: stations, civilians and enemies collect loose ore and scrap with a tractor beam. Ore sells for 60 % of its value (refining and scrap unchanged).
- New option: turn the loot magnet off (Collect loot automatically).
Menus and comfort
- 3 save slots on the title screen. Your current save is in slot 1.
- New item sheets in real units (damage per second, energy per second), with the comparison on each line. Items are sorted in sections, and LB / RB jump between categories.
- The in-game menu now pauses the game, the HUD steps aside behind menus, and every menu has a calmer look. The Codex gets its own tab.
- 15 more radio voices get a face, the crew portraits are refreshed, and each galaxy has its painting on the loading screen.
- New games start inside a dust bank, and each galaxy has its own mist colour.
- Stations rebuilt so that every module holds together (greenhouses now show their crops).
- Sound: a louder overall mix, clearer voices over the music, music that no longer cuts out under menus, and airlock sounds.
Fixes
- A full consistency pass on everything above: the pay shown is the pay you get, no recruit takes the name of a missing or fallen pilot, no more silent gaps in the music, docked ships no longer pass under asteroids, and dozens of smaller fixes.
Help wanted: translations and voices
The German, Spanish, Russian and Chinese translations and all the character voices were made with AI tools, then checked as well as a solo developer can. If you speak one of these languages and something reads or sounds wrong, please tell me on the forum or on Discord (with the language and, if you can, a screenshot).The update downloads automatically through Steam, and the demo gets the same changes. Tell me what you think on the forum or on Discord. Good hunting, pilots!
Changed files in this update