Changelog

Notable changes and updates for players.

Game version from 09/30/2026

September 29, 2026

Added

  • System-entry construction and facilities in Territory. The system row now shows construction progress and icons for the system defense grid, protective shield and maintenance dock. Pause or resume your entry construction directly from the overview; progress updates preserve your scroll position. Recycling Plants have their own icon on planets and moons, opening ship recycling when a shipyard is also present. Facility icons are white at L1, yellow at L2 and purple at L3.
  • Separate damaged or empty ships from bulk commands. Separate damaged ships moves the damaged ships out of each selected fleet into a new fleet; the operational ships stay where they are. Separate empty ships keeps in each selected fleet only as many transports and cargo ships as its cargo needs and moves the surplus into a new empty fleet, damaged ones first, so your cargo stays on undamaged ships. Neither action merges fleets or moves cargo between them. Both work on selected idle fleets without orders.

Balance changes

  • Ship credit upkeep and soldier pay have increased. Every ship type except transports now costs twice as many credits to maintain, including cargo ships and ships in Trade Center storage. Transport upkeep remains 240 credits per game hour. Soldier pay has doubled from 0.5 to 1 credit per soldier per game hour, both on colonies and aboard transports. Raw-resource upkeep and technology discounts stay the same.

Fixes

  • Known occupied planets and moons always show an ownership arc. Neutral colonies now have a blue arc, including those known only through intel that you have not visited yet. Planets, moons, system entries and warp gates belonging to a non-aggression pact partner have a purple arc to distinguish them from neutral colonies.

September 27, 2026

Added

  • Work through notifications one at a time. Click a notification's heading or message to mark it as read. Your filters and older loaded entries stay in place. Notifications with a location, such as construction, colonies, scans and artifacts, also have a crosshair button that centers the map there. Use Delete read to remove processed entries while keeping unread notifications.

Fixes

  • Scans no longer show demolished buildings from old intel on planets, moons or star systems. A scan that finds no buildings clears the old list. When the building count changes, the composition stays unknown until new detailed intel arrives. If the count stays the same, the last known buildings keep their original observation date.
  • Artifact rewards no longer disappear. A game cycle running when an artifact was discovered could wipe the reward. This no longer happens. The discovery message also shows exact amounts: metal from scrapped ships appears once, and credits and metal show the full reward.
  • Alliance messages no longer open private chat tabs. Opening chat no longer shows an unwanted tab labeled “Player” and a number, and private tabs show player names without a page reload.
  • Stopping a fleet during a game cycle no longer moves it to the other side of its route. Neither the Stop button in bulk orders nor canceling a single order restores canceled orders any more, and the fleet turns back from where it actually was.
  • Orders given during a game cycle are no longer lost. This applies to orders from the fleet window and to bulk orders. A bulk switch of cyclic mode is no longer undone either.
  • The Stop button also turns off cyclic mode. The return flight and the rest of a canceled route finish only once, and a canceled route no longer restarts after the system jump cooldown. Mandatory jump steps still have to finish.

September 26, 2026

Changes

  • A fleet needs ten game minutes to reveal the whole system. Contacts on the same node remain visible immediately. Distant fleet positions and a scout's passive intel require continuous presence; a ship destroyed shortly after arrival will not reveal reserves at other planets. Leaving the system resets the timer. Colonies, allied sources and completed deep scans still provide their usual information. Your fleet window shows the remaining time.
  • Splitting a fleet preserves observation time. Merging and regrouping keep the longer time among the participating fleets. Adding new ships does not reset the timer.

September 25, 2026

Changes

  • A non-aggression pact closes the interior of your partner's system. You can still arrive at the entry, stay there, and leave. You cannot fly to planets, moons, or other interior nodes, and you cannot deep scan that system, even from the entry. Members of the system owner's alliance are exempt, as are players who own a planet or moon there and all members of their alliance. Fleets already inside fly straight to the entry and drop their other orders. This route cannot be cancelled. A fleet whose queued route would lead inside stops at the entry and its orders are cancelled. The fleet window explains why an order is refused. A scan discarded when system ownership changes does not send a completion notification.
  • Destroyed transports and cargo ships take their load with them. When a fleet loses transports in battle, civilians and soldiers on board drop in proportion to the ships destroyed. Cargo ships do the same for metal, volatiles, and exotics. Damaged ships keep what they carry, and the battle report lists what was lost.

Balance changes

  • The Warp Gate Control Hub is cheaper and builds faster. Levels 1–3 now take 50,000 / 85,000 / 175,000 metal and 20,000 / 34,000 / 70,000 exotics. Build times drop from 48 / 72 / 96 to 24 / 36 / 48 hours. You still need a quarter of the level 1 cost in cargo at the gate before construction can start. Builds already under way keep their original price and build time.
  • The System Control Hub costs less metal and more exotics. It now takes 40,000 metal and 8,000 exotics instead of 120,000 metal and 2,000 exotics. Credits, volatiles, and the 48-hour build time are unchanged.
  • Ground battles slow soldier recruitment to a quarter. A planet or moon in active ground combat still recruits, but only at a quarter of its normal capped rate, and those soldiers join the defense immediately. Soldiers already fighting are not converted back into civilians.
  • Barracks cannot fill faster than five game hours. Soldier recruitment still scales with civilians, but it now stops at 2,000 / 10,000 / 40,000 soldiers per hour for barracks levels 1–3. That is exactly the rate that fills each level's soldier limit in five hours.

Fixes

  • The battles window updates live again. New battles appear as soon as they start, open battle cards show the current state and outcome after each game cycle, and the active battles count on the toolbar stays current. The Territory list also updates again during game cycles in which a battle changed.

September 24, 2026

Fixes

  • New transport and cargo ships stay out of loaded fleets. A transport no longer joins a fleet carrying passengers or troops, and a cargo ship no longer joins a fleet carrying resources, even when it is only partly loaded. This applies both to ships leaving a shipyard and to ships you send from Trade Center storage into orbit. If no suitable fleet exists, the ship starts a new fleet.

September 23, 2026

Balance changes

  • System Defense Grids are harder to knock out. They now take 15,000 / 70,000 / 180,000 bombardment damage at L1–L3, up from 12,000 / 60,000 / 150,000, and a level 1 grid fires 9,000 damage per hour instead of 8,000. Levels 2 and 3 keep their 30,000 and 80,000 damage per hour.
  • System Defense Grids cost more metal. A level 1 grid now needs 35,000 metal instead of 22,000, and the higher levels follow: 59,500 at level 2 and 122,500 at level 3. Credits, volatiles and exotics are unchanged.

Changes

  • Environmental Stabilization Grids finish sooner. Base construction times are now 10 / 20 / 35 hours for L1–L3, down from 15 / 30 / 60 hours.
  • Rare Element Extraction Arrays finish sooner. Base construction times are now 12 / 20 / 32 hours for L1–L3, down from 20 / 40 / 80 hours.
  • Recycling Plants finish sooner. Base construction times are now 8 / 16 / 24 hours for L1–L3, down from 15 / 30 / 60 hours.
  • Planetary Shields finish sooner. Base construction times are now 10 / 20 / 40 hours for L1–L3, down from 16 / 32 / 64 hours.
  • Heavy Smelting Array L3 costs 4 million credits. The third level's base credit cost increased from 1.5 million to 4 million. Costs and construction times for these buildings still scale with planet or moon size.
  • Protective Shields finish sooner. Construction times are now 10 / 20 / 40 hours for L1–L3, down from 20 / 40 / 80 hours. This system-entry building's construction time does not scale with body size.
  • The manual spells out what expansion needs. Getting Started now states up front that settling neighbouring systems requires a Research Lab and finished Jump Drive research, and advises keeping credits and resources for both instead of spending them on planetary upgrades you do not need yet. It also points out that the research costs exotics, so an Exotic World or Exotic Moon in your home system is worth settling early.

Fixes

  • Fleets no longer vanish behind stars. A fleet flying across a star system was drawn underneath the star and disappeared until it cleared the other side. Fleets now travel above stars, and system names stay readable above the fleets.

September 22, 2026

Added

  • Pause construction and ship production from the overviews. The territory window and the empire's Planets & Moons table now show a pause or resume control beside a running build or upgrade and beside a ship in production. Demolition still cannot be paused, and a ship parked behind recycling is only offered a resume.
  • Clear every local tax exception with one button. The economy window shows the button whenever at least one colony has its own tax mode. A colony that is still waiting out the cooldown from its last change keeps its exception.
  • Notifications are grouped by day. Today and Yesterday are named, older days carry their date. An unread notification is marked with a dot.
  • The order book shows market depth and the spread. Every price level carries a bar sized by the volume behind it, and the line between buyers and sellers now prints the difference between the best bid and the best ask. Your own orders show how much of each one is already filled.

Changes

  • The game windows have a new look. Colony, fleet, territory, fleet list, notifications, battles, market, chat and markers all follow the same layout: tighter rows, a silhouette of what the row is about, thin progress bars and one place for the numbers. A wider window now splits into two columns instead of leaving empty space.
  • The fleet window fits on one screen. The header carries the fleet silhouette, its name, where it is and its stance; the running order is a progress bar with the destination and a map link; behaviour switches (cyclic, retreat, guard, repairs) sit under the order queue as icons.
  • Fleets in the list take one row each. Name, state, what the fleet is doing and where, its progress, ship and command counts. A fleet in combat links straight to its battle.
  • The territory window shows production in columns. Each resource has its own column, the tax mode of a colony is an icon in its colour, and construction or ship production runs as a thin bar in the row.
  • Battles are cards. Status, phase and location are on top, with strength bars and both sides below them. Filters are chips you switch on and off, and a wide window shows two whole battles side by side.
  • Chat tabs are pills with the close button inside. Your own messages no longer repeat your name, and a message from today shows only the time.
  • The ship recycling window matches ship production. Fleets in orbit on the left with what each one returns, the running teardown and the queue on the right.
  • Map windows are easier to resize. The left, right and bottom edges and both bottom corners can be dragged to resize. On a phone or tablet the hit area is wider. Icons, buttons and the scrollbar at the edge stay clickable.
  • The building manual lists bombardment HP. Every building level shows how much bombardment damage it takes before the building falls. The catalog also spells out the size factor that scales cost, upkeep and HP on larger and smaller worlds.

Fixes

  • Market order types showed a missing translation instead of Buy and Sell.
  • Older notifications and battles no longer load page after page in the background when a filter hides most of them.
  • Battle participants no longer jump into a broken side column when the battles window has a medium width.

September 21, 2026

Changes

  • Your starting system stays exclusive only while new-player protection lasts. Other commanders cannot settle or invade its unowned worlds during that shield. After it expires, or if you cancel it by attacking, declaring war, or joining an alliance, the system is no longer held just for you — found your first colony before then.

September 19, 2026

Added

  • The battles window can now switch between your battles, the entire alliance, or selected alliance members. Each opening starts with your battles, and allied reports show whose perspective is used for the outcome.

Fixes

  • Opening a specific battle from a notification or an in-combat fleet link now switches back to your own battles when that fight is not in the current alliance selection.

September 18, 2026

Changes

  • Colony windows are easier to scan. Population, soldiers, shields, satisfaction and taxes now share a compact status column, while production, upkeep and balance use one resource ledger. Wider windows place production and construction beside colony status.
  • Construction, ship production and research dialogs have been redesigned. Running work and queues stay visible, building levels and slots are clearer, ship designs show role icons and key statistics, and building upgrades can be queued directly from colony windows.
  • Shield controls now use a compact switch with charge progress and bombardment absorption. Cancelling research asks for confirmation because its progress and paid resources are lost.

September 17, 2026

Added

  • Ship production can now be paused and resumed just like construction, in the body window and production dialog. The ship keeps its progress and paid costs, resource spending stops, and queued ships wait until you resume.

Fixes

  • Recycling that took over a shipyard during bombardment now finishes first once the bombardment ends. The paused ship no longer takes the line back mid-dismantling and resumes only after recycling and reconfiguration.

September 16, 2026

Added

  • Construction can now be paused and resumed beside the cancel button in the planet window and construction dialog. Progress is preserved, resource spending stops, and queued buildings wait until you resume.
  • There is now a limit on how many star systems you can settle. A campaign does not have to be full from the start, so free systems should remain during the game for new commanders who join later. To keep them available, campaigns can cap how many systems each commander holds and hold some free systems in reserve. Your first deployment gets a protected starting system until you found a colony. Settling more worlds in systems you already hold and conquering other commanders are not limited. Your commander overview shows your limit, the transport window warns you in advance, and a refused landing keeps your civilians or troops aboard and sends a notification. Details are in the manual under Getting Started.
  • Alliances have a maximum size. Campaigns can limit alliance membership independently of colonization. The default is half the player slots, at most ten and at least two members.

Changes

  • Bulk orders are optimized — plans covering large numbers of fleets now process faster.

September 15, 2026

Added

  • Planetary Shield and Protective Shield. Research Force Fields (Defense tier 3) to unlock them. A new shield charges for 12 game hours with no protection. You can turn it off instantly; turning it back on always starts from zero. If building volatiles upkeep cannot be paid, enabled shields shut down and lose their charge. When active it absorbs 30 / 50 / 70 percent of bombardment at levels 1 / 2 / 3 and spends extra volatiles only on the damage it actually stops; that combat cost appears in Economy as Shield combat operation. It falls only after your defense grid, so it protects the grid too. When a world or system entry is captured, abandoned, or transferred, its shield switches off, so the new owner has to turn it on and wait for a full charge. While a world is under bombardment, its shield shows the current hourly volatiles drain, in the battle overview as well, and the building details list the combat cost of 0.5 volatiles per absorbed damage point.
  • System entries now have five building slots so there is room for Protective Shield beside the System Control Hub. Existing four-slot systems are raised to five; custom slot counts are unchanged.
  • The Defense branch now has five tiers. Recruitment Command Systems and Integrated Defense Network moved up one tier. Research already in progress keeps the percentage it has reached. Force Fields is not granted automatically.
  • When campaign time runs out without a completed Intergalactic Warp Gate, the map shows who held the greatest power — strongest commander and strongest alliance — and that they did not finish the gate in time. The galaxy is locked for viewing, same as after a real victory, and the campaign list marks the campaign as Ended.

Changes

  • Shields automatically shut down when volatiles cannot cover upkeep or full combat protection. A combat energy shortage gives no absorption and spends no combat volatiles; if several of your shields are attacked together and the combined cost cannot be paid, all attacked shields shut down. After replenishing supplies, enable the shield manually and wait for a full 12-game-hour charge.
  • Warpfall emails have a new look that matches the game. Campaign invitations and start notices show the campaign start time at a glance.
  • Account approval and unban emails now include a sign-in button. Account confirmation and password reset emails also include a link you can copy if the button does not work.

Balance changes

  • Defense grids hold much longer at higher levels. Planetary Defense Grid now has 20,000 / 80,000 / 200,000 base HP and 4,000 / 15,000 / 35,000 DPS at levels 1 / 2 / 3. System Defense Grid has 12,000 / 60,000 / 150,000 HP and 8,000 / 30,000 / 80,000 DPS.
  • Buildings can withstand substantially more bombardment. Civilian buildings start at 20,000–30,000 HP, ground fortifications at 80,000, shipyards at 50,000–100,000, shields at 30,000, and the Intergalactic Warp Gate has 3 million HP. The reference manual lists HP for every level.
  • Area buildings, including Planetary Defense Grid and Planetary Shield, now scale HP with world diameter using the same factor as construction costs. Larger worlds have tougher infrastructure; point buildings keep the same HP at every diameter.
  • Area buildings now also scale upkeep with world diameter (the same 0.4–2.2× factor as construction cost). Small moons are cheaper to run; large planets cost more per hour. Point buildings, system entries, and warp gates stay at catalog upkeep.
  • Oceanic Worlds, Cryogenic Worlds, and Ice Moons now produce 50% more volatiles.
  • Oceanic Worlds produce 40% less metal, and Exotic Worlds produce twice as many volatiles.
  • Barren Worlds produce three times as much metal, and Mining Moons produce 40% more metal.
  • Newly generated maps now use moon type probabilities of 40% Mining Moon, 35% Ice Moon, and 25% Exotic Moon.
  • Newly generated planets gain one building slot. Moons have 3 slots below diameter 0.8, 4 from 0.8 up to but excluding 1.2, and 5 from 1.2 upward. Existing maps keep their slot counts.

Fixes

  • Planetary Shield and other buildings now show the translated technology name in their requirements (Force Fields), not the internal id.
  • Shield combat consumption now clears on the next game cycle after bombardment stops, even when fleet or ground combat continues at the same location.
  • The English and Czech manuals clarify shield upkeep and combat energy, building durability and repair, bombardment orders, and campaign endings. Victory requires the Intergalactic Warp Gate; its control hub is the first step.
  • Fleets detected when a solar flare ends now remain tracked until arrival, even if the radar switches to another edge on the next tick.
  • Commander Advisor now counts permanent radar links when recommending upgrades. It no longer suggests a level 3 radar when a level 2 radar and permanent links already cover every adjacent jump.
  • The First orders window on the map now stays inside the map like other overlay windows, so its close button remains clickable on a short screen.

September 13, 2026

Changes

  • Jump Drive Signature Radar now watches an edge for two game-time hours and keeps a caught fleet on the map until it arrives. At ×2 game speed that cycle is about one real hour. Level 1 still watches one neighboring jump, level 2 two, and level 3 every adjacent jump.
  • Two working level 2 or 3 radars on both ends of a jump, yours or your alliance's, keep that route covered all the time. That link does not use the usual scan slots, so a level 2 radar can still watch two other jumps. Several level 1 radars do not count as level 2.
  • A radar contact survives a scan-cycle change, a solar flare, and even losing the radar. It ends when the fleet arrives. The next hop, including back over the same route, has to be caught again. Allies share the contact; if you leave or the alliance dissolves you keep it until arrival, and new members inherit the tracks the alliance already has.
  • Radar detections still give current level 1 fleet intel. Reloading the map keeps the contact and does not send the first-contact notice again.

September 12, 2026

Added

  • New technology: Jump Drive. It is the new first step of the Exploration branch. It costs 500k credits and 2,500 exotics, with 36 hours of base research time. Without it your fleets cannot leave their home system.
  • Traveling between systems now needs Jump Drive. Inside your own system nothing changes — moving between bodies, scouting, transporting civilians or soldiers, and fighting all work exactly as before. But the moment a route would cross a system boundary, including a hop to a warp gate, the order is not queued. This covers move, attack, and bombard alike, and the map warns you that the research is missing while you pick the target.
  • How to unlock jumps. Build a Research Lab on one of your colonies, start Jump Drive from the Economy window, and let it finish. After that every inter-system order behaves exactly as it used to. Plan that first lab right after founding your first colony.
  • Nothing is lost if you are already playing. Every commander with a deployed expedition in a running campaign had Jump Drive added to their completed technologies automatically. Newly launched expeditions have to research it themselves.

Changes

  • The Exploration branch now has five tiers. Advanced Sensor Arrays, Surveillance Mesh, and Deep Space Navigation each moved up one tier. The branch capstone is now tier 5 at 8M credits and 120k exotics with 203 hours of base research time. Research already in progress keeps the percentage it has reached.
  • Renamed research. The Exploration capstone is now called Fast Jump Drives (previously Deep Space Mastery). Its effects, cost, and any research progress are unchanged — only the name.

Fixes

  • Zooming or panning with the cursor over an asteroid or comet no longer freezes the map, including after centering on a hazard near the map edge.

September 11, 2026

Added

  • Buildings now use a construction queue on planets, moons, and system entries. You can line up several builds and upgrades, including later levels and buildings that depend on earlier jobs in the queue. Credits and exotics are paid when a job actually starts making progress, not when you add it. Demolition still takes the active slot; queued builds wait until it finishes. Warp gates keep a single project.
  • Waiting jobs can be reordered or removed for free. Drag a queued job by its grip to move it, or remove it with the cross. The build window shows the whole queue and how many slots the queue will eventually take.

Balance changes

  • An asteroid or comet impact knocks colony satisfaction down. The bigger the object and the more casualties, the deeper the drop. A large comet can take a colony all the way to zero. Bombardment is held back by the hourly shock limit, an impact is not. Planetary defense softens the drop just as it softens the damage. Satisfaction then climbs back on its own, and the impact notification shows how far it fell.
  • Planetary defense is 50% more likely to break up an asteroid or comet before impact. Higher defense levels remain more effective, while large hazards and comets are still harder targets. A fully upgraded defense grid now stops the smallest asteroids every time. A successful defense shatters the object and reduces the damage, but does not prevent the impact entirely.
  • Credit upkeep for every ship is ten times higher. The new base upkeep per ship and game hour is 120 credits for fighters, 360 for bombers, 100 for scouts, 240 for transports, 1,200 for frigates, 3,600 for cruisers, 1,200 for support ships, 12,000 for battleships, and 10,800 for cargo ships. Metal, volatiles, and exotics upkeep is unchanged.

September 10, 2026

Added

  • Campaigns can now award different victory badges. A campaign may grant the standard Campaign winner badge, the new Minigame winner badge, or no victory badge. The selected badge goes to the victorious commander or every member of the winning alliance.
  • Recycling Plant. A new building for planets and moons. It cuts the local price of metal and exotics by 10%, 20%, or 30% — for buildings, upgrades, and ships alike. A cleaner colony also raises target satisfaction by 2, 4, or 6 points.
  • Ship recycling. With an Orbital Shipyard on the same body, the shipyard panel gains a Recycling button next to Production. Pick idle fleets in orbit and the yard takes them apart hull by hull, damaged ones first.
  • Materials come back as you go. Every hull returns 60%, 75%, or 90% of its local build price in metal and exotics, credited while the work progresses. Its crew returns to the colony garrison.
  • Recycling never cancels production. The yard finishes the ship on the line, works through the recycling queue, then picks your production queue up exactly where it left off. Waiting fleets can be reordered, removed, or stopped — a hull already taken into the yard is always finished.
  • What the yard leaves alone. Fleets carrying cargo, passengers, or troops, fleets with orders, and fleets in combat. So are hull types your shipyard cannot build — those stay in their fleet.
  • Its own economy row. Recycled materials are reported separately from mining, both in the Economy window and on your commander page.

Changes

  • Bombardment now stops local construction and ship production. You cannot start a building or queue more ships at a bombarded target. Existing construction and the ship currently in production pause without losing progress or resources, then continue when the bombardment ends. Demolition and ship recycling continue normally — a recycling job waiting behind a paused ship takes the yard over rather than waiting out the attack. Colonies still under new commander protection are never paused. A paused project or ship is now marked as such on the colony panel instead of showing a countdown that is not running.

Fixes

  • Distant ownership no longer shows through the map data. The galaxy map still highlights your worlds, allied worlds, and places you are currently watching. Worlds and warp gates you have not scouted no longer reveal who holds them — or even whether they are empty — until you have intelligence or a fleet on site.

September 9, 2026

Changes

  • Additional research laboratories now speed up research less than before. Your first laboratory works exactly as it did. Each one after that adds noticeably less, so a few extra laboratories will no longer cut your research time in half.
  • Times and per-hour numbers now follow real time. On a faster campaign, research and build times, income, upkeep, population growth, repair speed, and every countdown show what actually happens in an hour of waiting — not an hour of game time.

Balance changes

  • Ship upkeep costs have changed. Most hulls now cost 20% more credits per hour to maintain; scouts go from 7 to 10. Metal upkeep is much lower on the ships that still pay it, so large fleets drain less metal. Volatiles and exotics are unchanged.
  • The System Defense Grid is three times as strong and twice as tough. Level 1 now deals 6,000 DPS (12,000 / 18,000 at levels 2 and 3) and takes 10,000 bombardment HP to destroy (20,000 / 30,000 at higher levels).
  • The Ground Fortification Network is four times as tough. Level 1 now takes 20,000 bombardment HP to destroy (40,000 / 60,000 at levels 2 and 3). Its ground-combat bonus is unchanged.
  • The Planetary Defense Grid is twice as strong and four times as tough. Level 1 now deals 4,000 DPS (8,000 / 12,000 at levels 2 and 3) before defense technology bonuses, and takes 20,000 bombardment HP to destroy (40,000 / 60,000 at higher levels).

September 8, 2026

Added

  • Population buildings show what the next level actually adds. Housing, agri-domes, and the environmental grid now show marginal bonuses, settlement capacity, and target satisfaction before and after construction, even if you cannot afford the build yet. The comparison uses your current civilians and taxes. Expand the details to see total effects and why current satisfaction takes eight game hours to close half the gap to its target.
  • Colonies now have satisfaction, and you can set a local tax exception. Each owned planet and moon tracks satisfaction from 0 to 100. It slowly moves toward a target set by the world, taxes, the Environmental Stabilization Grid, heavy industry, and overcrowding. Low satisfaction slows civilian growth, tax collection, mining, recruitment, construction, and shipyards; high satisfaction speeds them up. Research is affected only through exotic mining. The empire tax mode remains the default, but each colony can keep its own exception. Changing either one has a cooldown of six game hours — a paused campaign does not shorten it. Allies can read these values; only the owner can change taxes.
  • War now shocks colony satisfaction. Bombardment, landings, civilian casualties, and ground fighting can drop satisfaction, but no more than 30 points over a rolling game hour. Capturing a colony is outside that cap: an alien world starts at 45, a captured player colony at most 15, and a peaceful colony at 55. Abandoned colonies reset to 60.

Changes

  • Population buildings now depend heavily on the world they stand on. Habitat Expansion Complex, Agri-Dome Network, and Environmental Stabilization Grid give much less on hospitable worlds and much more on hostile ones. At L1 the grid grants just +1% capacity and growth on a Terrestrial World, but +18% to +22% on a moon depending on its type; at L3 it reaches the maximum +20 target satisfaction on every moon. This also applies to buildings you already own: their capacity drops, which can cause overcrowding and normal civilian losses. Current satisfaction and civilian count are not reset. Check the construction window before you rebuild an old colony.
  • The advisor now recommends effective relief for overcrowding and a satisfaction target below 40 before ordinary development. Immediate military defense still comes first. Recommendations show the reduced excess civilians or the improved target. A temporary war shock alone does not trigger these priorities when the target is at least 40.
  • Tax mode no longer multiplies civilian growth directly. Low taxes now raise the satisfaction target, and a war economy lowers it. Growth then follows current satisfaction.
  • Unhappy colonies now mine noticeably less. Extraction used to barely notice satisfaction. A colony at 40 now keeps 82% of its output and one at 20 only 55%, while a very content colony mines up to 15% more. Construction and shipyards are unchanged.
  • Smelters and refineries now make a colony less content. A Heavy Smelting Array or Volatile Refinery Complex lowers the colony's satisfaction target by 1.5 per level, so a fully built pair costs 9 points. Rare element extraction is unaffected. An Environmental Stabilization Grid still offsets it, and the advisor now counts the cost when it suggests industry.
  • Moons no longer share one satisfaction penalty. A Mining Moon is now the mildest place to settle, an Ice Moon sits in the middle, and an Exotic Moon is the harshest body in the game. The world type tables in the manual show each one's satisfaction target.
  • Mining without a dedicated building now runs at 70% of the previous baseline. A level 1 mine lifts extraction by half and puts the colony a little above the old full rate; each further level adds somewhat less, but a level 3 mine still ends up stronger than before.

September 7, 2026

Added

  • Player badges now identify commanders throughout a campaign. Open Badges from the account menu to see the badges you have earned, read what each one means, and choose one as your primary emblem. Your primary badge appears beside your commander name in statistics, profiles, alliances, diplomacy, chat, notifications, intel, warfare, and map markers — not beside your own name in the top bar. Opening another commander's detail shows their full collection in a panel above diplomacy. The initial set is Admin, Beta tester, Campaign winner, and Campaign participant. Colonize your first planet and you receive Campaign participant; a moon does not count, and losing the planet later does not take the badge away. When a campaign is won, Campaign winner goes to the victorious commander and to every member of the winning alliance. Commanders who hold Campaign participant also currently receive Beta tester.

Changes

  • Mail has moved to the left main menu. Your mailbox belongs to your account rather than a single campaign, so it is now available from the sidebar throughout the signed-in application. The duplicate mail shortcut has been removed from the in-game top bar.
  • Admin announcements now reach every registered account. You will receive them even when you have not joined a campaign or only participated in campaigns that have already ended.

Fixes

  • Chat from another commander's detail now takes you to the map if you opened that window from statistics or another campaign page. The chat panel opens on that conversation.
  • The unread mail counter now updates live everywhere. It previously refreshed on its own only while you were inside a campaign, and never at all for accounts that had not joined one. New mail now lights up the badge wherever you are in the application.

September 4, 2026

Changes

  • The Bulk command window now summarizes the selected force. Its order actions use the same compact icons and tooltips as a fleet window. The bottom of the window shows every selected ship type and count — damaged ships included — together with current HP and attack damage per hour adjusted for damaged hulls, hull research, and fleet rank. Transport and cargo rows also total passenger and resource capacities, passengers, troops, and all three carried resources. Click a ship type to keep only fleets containing that type in the selection.
  • Cancelling existing orders is now the Stop button. It sits next to the command queue and cancels every order of the selected fleets that can currently be stopped.

September 3, 2026

Changes

  • Buildings that other structures stand on can no longer be demolished. A shipyard chain now comes down from the top: the Capital Assembly Foundry before the Heavy Hull Fabrication Complex, and that before the Orbital Shipyard. The same applies to the System Control Hub and the Warp Gate Control Hub with everything built on them. The demolish button is simply not offered while something still depends on the building. Bombardment and space impacts are not bound by this and can still take out a base building underneath a standing addon.

Fixes

  • An ending Solar Flare no longer stops the game. When a flare's remaining time ran out mid-cycle, the game could fail to record the effect ending and stopped advancing entirely until it was fixed. Flares now end cleanly and the game recovers on its own during the next cycle.
  • Losing a shipyard addon no longer leaves its production queue stuck. If bombardment, demolition, or a space impact destroys the Heavy Hull Fabrication Complex or Capital Assembly Foundry, every hull that can no longer be built is removed automatically. This also cancels an unavailable hull already in production without refunding its paid credits or spent resources, and starts the first remaining valid hull. Existing stranded queues repair themselves during the next game cycle.

September 2, 2026

Added

  • Fleets can now stay together during a bulk move. Synchronize fleet movement is enabled by default in the Bulk command window. Fleets leaving the same node use the slowest fleet speed and the longest jump preparation and cooldown in that group, so they depart and arrive together. Fleets starting elsewhere synchronize as their own group and may arrive at a different time. Turn the option off to let every fleet use its own speed; later orders issued to one fleet separately always use that fleet's normal speed.

Changes

  • Large battles are easier to read in Warfare. A fight involving more than two fleets starts with one combined ship summary per commander instead of a long fleet-by-fleet list. The summary flags how many of those fleets have retreated, withdrawn or been destroyed, so a force that already left the fight no longer reads as intact. Use Show fleet details to load the full breakdown in place when you need it. Once expanded, the battle stays expanded while the window is open, including after a game cycle refreshes it.

Fixes

  • A very large battle no longer freezes the game. When many fleets fought over a single node, the combat calculation could get stuck and stop the game from advancing at all. Battles of any size now resolve normally.

September 1, 2026

Added

  • Selected fleets can cancel their existing orders together. The Bulk command window now has Cancel existing orders, which clears the active order and queue of every selected fleet where possible. Normal movement rules still apply: a fleet already travelling inside a system turns back, while a committed system jump, post-jump cooldown, or other noncancelable running order continues and is reported in the result. Your selection stays open so you can immediately issue replacement orders.

Changes

  • The Bulk command window stays open after a regroup, and keeps your fleets selected. Regrouping fleets and switching their settings no longer close the window once the result message fades — only Execute retires it, or the close button in its title bar. A regroup also keeps the selection: the fleets it merged away drop out, the fleets it created take their place, and you can give the result its next order without picking anything off the map again.
  • The Economy window puts each label above its numbers. Income and the spend rows — construction, ship production, upkeep, repairs — no longer squeeze the label and the values onto one line, so the numbers run down the window and stay readable when it is narrow. A shortage warning still sits next to the label it belongs to.

Fixes

  • Building a ship above an ongoing battle no longer stalls the game. When a shipyard finished a hull over a node where a battle was still running, the game stopped advancing and could not recover on its own — the battle it was stuck on was exactly the one it could no longer end. Cycles now complete normally. A freshly built ship still stays out of the fighting for the cycle it was built in and joins the battle from the next one, as before.
  • A fleet no longer keeps regrouping after the battle is over. The regrouping a fleet has to go through before it can leave a fight now ends together with the fight itself — once no enemy is holding you at the node, the fleet stops regrouping and carries straight on with its orders instead of standing still for the rest of the timer. A jump preparation that was interrupted picks up where it stopped.
  • A battle no longer wipes a system jump preparation in progress. When enemies reach your fleet while it is preparing to jump, the fleet still has to regroup before it can leave, but the preparation is only paused — it resumes where it stopped once the regrouping ends, instead of starting over. A preparation that had already finished can no longer be thrown away by being attacked either: the jump that follows it stays committed, exactly as it does outside combat.
  • The Economy window now shows what construction still spends during a shortage. Building construction, shipyards, and repairs keep their hourly numbers on the same line as the title, and a shortage is a warning icon with a tooltip instead of a separate sentence that made the row look empty.
  • Alliance members now see the current state of each other's system entries. An ally's window shows the live buildings, construction progress, defenses, bombardment, and Maintenance Dock repair status instead of an incomplete or stale intelligence summary. It remains read-only: only the owner can build, upgrade, cancel, or remove infrastructure.

August 30, 2026

Added

  • The commander page and Economy window now show the same stored ledger. Taxes, mining, building and ship construction, building and ship upkeep, and ship repairs are tracked separately. Expenses are negative and the summary row, current standing, is their exact sum with income. Every row shows what the last game cycle actually collected or spent, so upkeep your empty stockpile could not cover is no longer counted against you. Current standing is the hourly rate your recurring economy runs at and leaves out one-off movement — demolition refunds, cargo you load or unload, market trades, combat losses. The compact Economy window on the map leaves out anything you are not currently spending on, but keeps a row a shortage has stopped and tells you what is missing. When the last cycle moved your stores differently, a second row appears below it showing the actual stockpile change. An empty stockpile can show no further drain there, so a negative standing rate beside a measured zero means demand you are not funding rather than resources you are still losing; when both rows would say the same thing, only current standing is shown. Free passive building repairs create no economy expense. Planets & Moons remains available as the next tab.
  • The Maintenance Dock now shows what it is repairing. Its building row at the system entry displays the current hull, repair progress, and total repair speed in HP/h, just like a fleet contributing support ships.

Fixes

  • The game version is visible again. The build date stopped appearing in the top bar, the footer, and on this page after a deploy; it is now shown correctly once more.

August 29, 2026

Added

  • Select several fleets at once by dragging a box on the map. Hold Shift and drag across the map to draw a selection rectangle; every one of your fleets inside it joins the bulk selection, up to 100 at a time. The map stays put while you drag, and other commanders' fleets are left out. Shift-clicking individual fleets and the checklist button in the lower-left map controls keep working as before.

Fixes

  • Removing ships from the shipyard queue no longer cancels the ship already being built. Once a hull enters production it is shown separately and no longer counts among the waiting ships, so you can reduce, reorder, or clear the queue without losing its progress. To stop that hull, use the × button next to its progress bar, the same way you cancel construction; paid credits and consumed materials are not refunded, and the next waiting ship starts automatically.
  • Ended battles keep their combat summary in Warfare. The archive now continues to show each side's initial and final HP together with the last attack damage per hour after a battle ends.

August 28, 2026

Balance changes

  • Weaker fleets are protected by power score only in their colony systems. The protection applies in systems where their commander or any member of their alliance owns a planet or moon. Elsewhere, a much stronger commander can target that player's fleets, or engage them through aggressive stance at the same location, without declaring a global war or exposing the player's other assets. New-player protection and non-aggression still block the fight. System guard will not chase these neutral fleets, and bombardment, landing, war declarations, and static defenses keep their existing protection rules.
  • Fleet repairs focus on one ship at a time. Support ships and a Maintenance Dock no longer spread their output thinly across every damaged fleet at the same location. Their combined repair capacity finishes the most valuable hull first, then immediately carries any unused capacity to the next ship. Fleet windows waiting in the queue no longer show misleading parallel progress.

Added

  • You can abandon a colony and leave a world that soldiers can take. The world immediately loses its owner. Remaining civilians and garrison dwindle away (1.5 to 4.5 game days depending on the headcount and the size of the world), every building loses one level, and leftover buildings stay inactive. Civilians cannot settle it while it is still depopulating. The world is also protected from landings at first — one to two days for moons, two to four days for planets by size — so it cannot be handed to an ally on the spot. Once that period ends a landing of soldiers can take it — leftover garrison fights as a neutral defender, and an empty world is taken after the usual landing time, without declaring war. Abandoning is irreversible, is blocked during a battle or while a hostile fleet is in orbit, and the window warns you first when it is your last colony.

Fixes

  • An attack order now engages even when both fleets are set to defensive. Ordering an attack used to do nothing if the target and your own fleet were both on defensive stance. Stance again decides only whether fleets engage on their own; an order you give is carried out. A non-aggression pact and your own alliance members remain off limits.

August 26, 2026

Fixes

  • Chat tabs show the commander's name again after reopening the window. A conversation opened before the game knew the other commander's name stayed labelled Player 123 for good. Reopening the chat window now renames such tabs to the current name and remembers it.

August 25, 2026

Added

  • The manual now shows how effective each ship is against each target. The Ships & Fleets page has a table with the attacker in the row and the target in the column, next to base damage per hour. 1× is full damage, more is a bonus, less is a penalty, and 0× means that ship cannot hurt that target at all.

Fixes

  • A game turn no longer fails when a fleet vanishes while the turn is being saved. Merging, regrouping, or otherwise removing a fleet at the exact moment a turn was being written could abort the whole turn, so nothing advanced until the next one. Scout reports about a fleet that no longer exists are now quietly dropped instead.
  • Tiny cargo leftovers no longer get stuck in a hold. Loading, unloading, and splitting fleets could leave less than one unit of metal, volatiles, or rare materials in a fleet that you could never unload. Any such leftover below one unit is now cleared, on existing fleets as well.

August 23, 2026

Fixes

  • Bombardment now stops construction that lost its building or prerequisite. Destroying a building during its upgrade cancels that upgrade instead of letting it reappear at the next level. Destroying a System Control Hub, Orbital Shipyard, Warp Gate Control Hub, or another prerequisite also cancels construction that depended on it. Combat cancellations refund nothing.

August 20, 2026

Fixes

  • Heavy fleet icons now look the same to their owner and an observer with exact intel. A fleet of three battleships could appear as three ships to its owner but only one to another commander standing at the same location. L1 continues to show a generic formation sized from a rough ship-count estimate, L2 shows approximate role silhouettes, and L3 now matches the owner's exact formation.
  • Fleets start repairing again after a jump. Once jump cooldown finishes, the fleet is idle on the node and support ships can patch damaged hulls. Previously it could sit still with no orders and still refuse repairs.

August 19, 2026

Added

  • Select several fleets on a phone. The checklist button next to zoom and pan turns on multi-select, then tap your fleets. Shift/Ctrl/Cmd clicks still work on a computer.
  • Regroup several fleets at once. After you select them, the bulk window has Orders for queued commands and a separate Regroup section. Pack by type (one ship type per fleet, filled to the command limit) or mix types evenly. Ships, cargo, and combat experience stay with the fleets.
  • Change fleet settings in bulk. The bulk command window now lets you switch queue cycling, automatic retreat, and system guard for every selected fleet. Each button shows how many selected fleets have it enabled, and changing a setting keeps the window and selection open.

Balance changes

  • Combat experience now travels with the ships. Splitting a fleet leaves both halves at the same rank instead of dividing the experience between them. Merging or regrouping still averages the rank by command cost, so veterans mixed with fresh ships lose some of it. Reshuffling your fleets can no longer create or destroy experience. Putting ships into Trade Center storage also stops draining the rank of the ships that stay in the fleet.

Changes

  • Long waits are shown in days. Anything from a full day up now reads as "4d 17h" instead of "112.9h", everywhere in the game — fleet orders, construction, and the shipyard. Shorter waits look the same as before.
  • The route ETA appears the moment you queue it. You no longer have to wait for the fleet to set off to see how long the trip will take.
  • Jump cooldown now shows where your fleet is still headed. While the cooldown runs, the order line names the destination the route continues to, so it is clear the shorten button drops the rest of the route and not the cooldown. When the cooldown is the last step of the route there is nothing left to shorten, and the button is hidden.

Fixes

  • A jump into enemy fleets no longer looks like a retreat. After arriving you still have to finish jump cooldown, and you stay in the fight. The cooldown cannot be cancelled, and retreat regroup only starts if you later try to leave.
  • Zoom and pan buttons stay visible on phones. After pinch or drag they could disappear under the map canvas, and the first tap could leave a tooltip covering the buttons next to it. Both are fixed; the controls also sit above the phone's home indicator.
  • Fleet icons on the map update after regroup. After packing or mixing selected fleets, the map silhouette now matches the new composition without a page reload. The same applies after split or merge.
  • The ETA for a queued route is now real. Every leg beyond the one your fleet is currently flying used to count as a flat hour, so a long multi-jump route could claim it would take two hours when it really took over a hundred. The estimate now uses the actual distance of each leg and your fleet's own speed — the slowest ship inside a system, jump speed between systems. Loading, unloading, landing, and deep scans are estimated properly too, and the warning about an enemy fleet heading for your planet now shows a trustworthy arrival time.
  • The manual showed double the real ship speed. The reference table listed a fighter at 110 u/h when it actually flies at 55 u/h — the number the fleet window always showed. The manual also claimed your slowest ship limits jump speed; it does not. Inside a system you travel at the slowest ship's pace, but the jump itself always runs at the same jump speed no matter what you bring.
  • The manual now tells you how fast a jump actually is. Orders & Movement gives the real number — 200 u/h, or 280 u/h with Fast Jump Drives — next to the fastest and slowest hulls for comparison, so you can see how much a jump beats crawling across a system. There is also a table of jump preparation and cooldown by fleet size: a big fleet jumps just as fast, it only spends longer getting ready and recovering.

August 17, 2026

Added

  • You can share a link to a map object or a specific place. Paste it into chat, mail, or a marker note and it becomes a short clickable pin. The link follows a moving fleet and only works if the recipient can currently see the target; if they cannot, the map simply stays put. A coordinate link from a right-click on the map stays on that exact spot. It centers the map without opening a window. Copy an object's link from its window, or copy a place by right-clicking the map. Named objects keep their name in the pin — a planet or moon also says which it is, so you see “Planet Gaia” instead of just a number.

Changes

  • Map pin icons now have real addresses. You can copy them, open them in a new tab, or send them to another commander. Clicking a pin in an already open map jumps there without reloading the page.

August 16, 2026

Added

  • Place personal or alliance markers anywhere on the galaxy map. Give each marker a name, an optional note, and an Attack (red), Defend (green), or Point of interest (yellow) role. Hovering a marker shows its note; pins and names keep their standard size up close and shrink only to a readable minimum when zooming out. Personal markers are yours alone; alliance markers are shared with every current member.
  • Create markers directly where you need them. Right-click the map on desktop or hold one finger still on touch devices, then choose Create marker. Moving or starting a pinch cancels the hold so panning and zooming remain natural. The Markers button on the right also offers New marker followed by a position tap.
  • The Markers window keeps the whole plan together. Personal and alliance markers are grouped and sorted by name. Selecting one centers the map and opens its details. Authors can edit, reposition, or delete their markers, and alliance leaders can manage shared markers too. You can keep up to 20 markers per game, personal and alliance combined.

Changes

  • Map objects now open when you release the mouse button, not when you press it. Starting a map drag on top of a fleet, planet, or system no longer opens that object's window by accident, and only the left mouse button opens windows.

August 15, 2026

Added

  • New commanders are protected, and a much stronger attacker cannot pile on. After every expedition you get a new-player grace period of several game days (5 by default; an admin can change or disable it). A side whose power score is more than five times the target's also cannot start a new fight, bombardment, or landing — the exact limit is still allowed. Ongoing battles keep going. Aggressive stance never removes the protection. Joining an alliance, declaring war, or actually starting a manual attack against another player ends new-player protection, and you always get an alert when that happens. A weaker side can still attack and that founds a war. If an order is blocked, the alert names the fleet, the place, the opponent, and why — with the usual map jump icons.
  • The diplomacy window shows why war is blocked. The other commander's remaining new-player time, the compared power scores, and the game's attack-ratio limit all appear there. The Declare War button is disabled when the action is blocked, and a protected commander is warned that declaring war drops their own protection. While you are at war the power ratio does not apply, and the window says so.
  • Your protection is spelled out where you need it. The first-orders window on the map now tells new commanders how long the grace period lasts, how much of it is left, and that joining an alliance, declaring war, or attacking another player ends it early. The warfare window carries the same reminder with the remaining time at the top. In the manual, a new part of Getting Started covers it, the combat-start conditions in Combat & Conquest name it, and the full rules live in Diplomacy & Fleet Stance.

August 14, 2026

Balance changes

  • Upgrading buildings costs far fewer credits. Level 2 now costs 75% of the old price and level 3 only 30%. Level 1 prices are unchanged. Material costs (metal, volatiles, exotics) are unchanged too — only the credit part was cut.
  • The Capital Assembly Foundry is cheaper to found. Its base price drops from 4M to 3.5M credits, so the whole ladder is 3.5M / 10.5M / 21M instead of 4M / 16M / 80M.

Changes

  • This changelog is now public. You no longer need to be signed in to read it, and there is a Changelog link in the top menu next to About and Screenshots.
  • Colony windows now show credit income. The production line on your planets and moons, and on allied colonies, includes tax income in credits per hour next to mined resources.
  • The Territory list shows building slots. Each planet and moon now has occupied/total slots next to its name, highlighted when the colony is full.
  • Territory rows mark shipyards. If a colony can build ships, a small interceptor, armored, or capital silhouette appears left of the map pin and opens that yard.
  • Territory rows mark markets, planetary defenses, ground bunkers, radars, and labs. A trade center opens the station transfer dialog, a defense grid, bunker wall, or jump radar opens the colony window, and a research lab opens the tech tree.
  • Territory system headers mark a system defense grid. If the system has that building, the same shield icon appears next to the map pin and opens the system window.
  • Territory rows show colony income. Each planet and moon lists credit income and mined resources per hour as colored numbers on the name line (they wrap underneath when the window is narrow), without the resource icons from the colony window.
  • Solar Flare details moved to the star. Clicking an erupting star now shows the research bonus, slower shipyards and repairs, radar outage, paused Deep Scan, and remaining time. The system-entry window no longer lists those effects.
  • The commander planet list now has income columns. Credits, metal, volatiles, and exotics each have their own sortable column with the colony's hourly rate, headed by the usual resource icons.
  • The commander planet list marks key buildings. The buildings column shows the same shipyard, market, defense, bunker, radar, and lab icons as Territory.
  • The commander fleet list shows what each fleet is doing. A new activity column has the current state plus the active order, progress, and ETA, same as the Fleet window.
  • Planet detail no longer has a Capacity block. Total civilians-and-soldiers and civilian cap are gone; building slots sit next to the Buildings heading.
  • You pick your commander nickname during sign-up. The registration form now includes a nickname field. Names are checked for uniqueness and inappropriate language, and a name that is visually indistinguishable from an existing one counts as taken — nobody can shadow your identity with a lookalike.

Fixes

  • Planet detail now shows credit income. Production and upkeep use the same four-column layout, so credits are no longer a blank dash.
  • Hovering Territory rows no longer throws a console error. Updating a planet line while a tooltip was open could break the page script; the tooltip now closes cleanly.
  • Clickable elements show a hand cursor again. Names, map pins, and other clickable spots across the game windows were missing the pointer cursor, so they did not look clickable.
  • Territory keeps up with your colonies. Slots, building icons, and hourly production in an open Territory window now refresh as things change, instead of waiting until you reopened the window.
  • Signing up no longer gets stuck on "Verification complete." The anti-bot check could finish and then quietly fail to send the form, leaving the Sign up button doing nothing. Registration now goes through reliably.
  • Solar Flare notifications open the star. The link on a flare notification used to open the system window; it now opens the erupting star, where the effects and remaining time are listed.
  • Fleet order labels are translated. The heading above a fleet's progress bar showed English words for loading, unloading, and attack orders.
  • The map updates itself. If you leave the game open for a long time without reloading the page – after the computer sleeps, a dropped connection, and so on – the map catches up with the server on its own.

August 13, 2026

Added

  • Defeated commanders can lead another expedition. If you lose every colony — planets and moons alike — and no transport fleet still carries civilians, the map immediately switches to a mission-failed briefing. Accept command to receive a new colonist fleet in a safe frontier system, plus the current late-arrival starting package, which replaces whatever credits, metal, and volatiles you had left.

Changes

  • Contact email is now info@warpfall.com. Use this address for questions, bug reports, and promo-asset requests (the previous info@warpfall.cz mailbox is replaced).
  • Promo banners and logos follow the site you are on. Embed codes and the linking rule use warpfall.cz or warpfall.com to match the domain you opened.

Fixes

  • New expeditions now start in the safest available systems. Systems with neither player-owned planets nor fleets come first, followed by other systems without player-owned planets and then those with the fewest occupied worlds. Moons and fleets break ties before a yellow star is preferred. A system is never selected while it holds another starting expedition whose commander has not settled anywhere yet, and the arrival planet must be unowned, free of aliens, and have an empty orbit. If the whole galaxy is full, the message now says so instead of hinting at a single system.
  • Sign-up and password-reset emails follow the language you have selected on the site. They no longer stay in a previously saved account language if you switched EN/CS before sending the email.
  • Map windows stay on the map while you drag them. The title bar cannot go under the top menu, and a window stops at halfway off the sides or bottom instead of disappearing and snapping back when you let go.
  • The shipyard queue dialog updates as soon as you add or change ships. It stays open and shows the new queue instead of leaving a stale list.
  • Switching ship types after a pause now takes reconfiguration time. The yard remembers the last hull it was set up for even when the queue is empty. The first hull you ever build, or the same type again, starts immediately.

August 11, 2026

Changes

  • Trade Center storage holds more ships. Station capacity (in command cost) is now 35 / 90 / 250 at levels 1–3. The Market chapter in the manual lists the exact values.

Fixes

  • Market fee reduction effect label is translated. Trade Center effects showed an English label for the market fee reduction in the Czech version.
  • Map no longer freezes after focusing an edge asteroid or comet. Zooming out from a hazard near the map edge could leave pan and zoom stuck; the camera stays usable again.
  • Map window icons no longer block window controls. The top-right toggles for notifications and similar panels used to sit above an overlapping map window, so close and pin buttons could be hard to click. Open windows now stay on top of those icons.

August 9, 2026

Fixes

  • Fleets on repeating orders no longer fly pointless loops. When a repeating queue came back to a move whose destination the fleet had already reached, the fleet flew the route again instead of moving on. Now it continues straight to the next order.
  • An impassable part of the route no longer cancels the whole move. The fleet now skips it and continues with the rest of the route.
  • Jump cooldown label is translated. The order list showed an untranslated label for a running jump cooldown.
  • Map buttons no longer cover dialogs. The zoom and pan buttons in the map corner used to draw above everything, including dialogs and tooltips. They now stay above map windows but below dialogs, and their hints appear beside the buttons instead of on top of them.
  • Tooltips no longer get stuck on screen. A hint bubble could stay visible after its button disappeared — for example when a panel closed or a page section reloaded. Tooltips now hide as soon as their element is clicked, hidden, or removed.

Changes

  • The mobile menu closes after choosing a page. Tapping a link in the sidebar on a phone now closes the menu instead of leaving it open over the page.

August 7, 2026

Changes

  • Scout-level fleet intel no longer shows civilians aboard. At L1 you still see the owner and a rough total ship count, but civilian cargo appears only from L2 onward together with the rough ship-type mix (when transports are visible in that mix).

August 6, 2026

Added

  • Late-start expeditions get a catch-up boost. If you deploy after the campaign has already been running, your starting transports, civilians, metal, and volatiles scale up with how many game days have passed (credits grow more slowly). The boost is capped so the expedition fleet never exceeds normal command capacity.

August 4, 2026

Changes

  • Ship production is charged when each hull starts. Adding ships to a queue no longer reserves credits; every hull is paid for when its production actually moves forward, so a shipyard waiting for metal or volatiles does not spend credits yet, and a hull with insufficient credits simply waits. Credits already reserved for queued ships that had not started yet have been returned to your account. A finished ship joins only an orbiting fleet that already contains the same type and has free command capacity; otherwise a new fleet is created.
  • Refreshed public homepage. The guest landing page now presents Warpfall as a real-time multiplayer 4X — from your first colony and order queues through a living galaxy to the Intergalactic Gate — with links into the screenshots gallery.
  • More screenshots. The Screenshots page adds colony management and fleet command / order-queue views alongside the existing galaxy, system, and warp-gate shots.

July 30, 2026

Added

  • Screenshots gallery. A new Screenshots page in the main menu shows real in-game views of the galaxy map, star systems, and warp-gate combat — so you can see how the game looks before creating an account.

Fixes

  • Budgetary Optimization covers system-entry buildings. The credit upkeep reduction from this tech now applies to system buildings as well as colony buildings.
  • Repair estimates match hull research. Fleet repair progress and estimated repair costs now use your researched ship HP (for example after Advanced Hull Design), consistent with actual repairs.

July 29, 2026

Changes

  • Buildings cost more, and area buildings scale with world size. Metal and energy costs for ordinary colony buildings are higher, with refunds raised in proportion. Habitat expansion, agri-domes, environmental grids, mining/refinery arrays, planetary defense grids, and ground fortifications cost more and take longer on larger planets than on small moons; barracks, labs, shipyards, trade centers, and similar point buildings cost the same and take the same time everywhere. System-entry and warp-gate buildings are unchanged.
  • Shipyard queue refunds unstarted ships. Cancelling or reducing a production queue returns credits for hulls that have not started yet. The ship currently being built keeps its credits, and metal or energy already spent during production is not returned.

Fixes

  • Demolition refunds are fixed when removal starts. The total shown and paid over later ticks no longer changes if building balance or world data changes while demolition is running.

July 27, 2026

Changes

  • Larger starting stockpiles. New expeditions now begin with 5,000,000 credits, 100,000 metal, and 200,000 volatiles (up from 1,000,000 / 50,000 / 100,000), so you can keep building through the early days before taxes paid by civilians cover upkeep. Players already deployed in an active game receive the same increase as a one-time top-up.

July 24, 2026

Changes

  • Attack controls now match fleet firepower. Fleets containing only unarmed transports or cargo ships no longer show or accept Attack orders. In bulk selection, only fleets with actual offensive power count as attack-compatible.
  • Map windows fit, move, and resize better. A new "Fit to content" button in a window's title bar resizes it to match its contents. On phones and tablets you can now push windows further past the screen edge to free up space, and resizing a window by dragging its edges is smoother on touch. Planet and moon detail windows now share one size and position, and opening a new one won't cover a window you pinned.

July 23, 2026

Added

  • Commander's Advisor. Your player overview now recommends one construction or upgrade step for every planet and moon, explains why it fits, and tells you when current construction, resources, slots, or prerequisites block action. It also ranks up to five colonization targets without a player owner according to your latest personal or alliance intel. Target scoring uses only public world traits, and any aliens are clearly marked.
  • Discord community. The official Discord invitation is now available from the landing page, About page, footer, and the application and game sidebar.

Changes

  • Sortable colony and fleet lists. On your player overview, click column headers to sort planets and moons by name (default), type, system, civilians, or soldiers, and fleets by name. Civilian and soldier counts use the same short number format as elsewhere (e.g. 12.5k).
  • Empire summary on your player page. The Game block now shows your current power score, total civilians, all soldiers including those aboard fleets, and current credits and resource stockpiles.

July 20, 2026

Added

  • Planetary artifacts. Some planets and moons hide ancient finds — wrecks, ruins, caches, abandoned ships. After you occupy a world, your colony may uncover one over time (faster with more civilians; obvious wrecks turn up sooner than well-hidden caches). Each find is a one-time reward within a random range (e.g. credits and materials vary per claim): resources, research progress, salvage ships, or a building discount. Military caches turn locals into soldiers when barracks are present; otherwise they fund a strong barracks discount plus credits. Research progress can sit prepared on a tech until you start it — look for the prepaid badge in the research window.
  • Smarter fleet icons on the map. Fleet markers now hint at composition: scouts and fighters, bombers, armored ships, capitals, and auxiliaries appear as distinct silhouettes once your sensors know enough. Your own and allied fleets always show the true mix; foreign fleets only reveal what your intel (and your alliance’s shared intel) has actually observed. Better scans update the icon in place—no more guessing from a single generic shape. The World & Map and Intel & Visibility chapters in the manual explain the colors, silhouettes, and intel rules.
  • Space decorations. The galaxy map now shows soft background phenomena between systems — nebulae, dust clouds, star clusters, distant galaxies, supernova remnants, and ion storms. They are decorative only: no clicks, no gameplay effects. New maps place them automatically; existing games keep their current look until an admin regenerates decorations.

July 19, 2026

Added

  • Ship trading via Trade Center. Build a Trade Center to unlock the market, store ships for sale, and receive purchases. Transfer hulls between orbit and station storage, then buy or sell any ship type on the Ships tab. Click any commodity or ship sell level to open a buy form with its price and the current quantity offered by other players prefilled; your own sells are excluded when the form opens. Fleets must unload all civilians, soldiers, and cargo before storing ships. Listed ships stay in storage under escrow; buys reserve station capacity. Starting demolition cancels station ship orders, refunds buy credits, and evacuates stored ships to orbit. Storage capacity scales with Trade Center level, stored ships pay upkeep, and moving ships into the station drops their combat experience. If conquest, abandonment, destruction, or completed demolition leaves you without any Trade Center, every open order is automatically cancelled: sell escrow is lost without compensation and remaining buy credit reserves are returned.
  • Alliance bulletin and diplomacy overview. Your alliance detail now has a private Markdown bulletin for orders, plans, and useful links. Every member can read it, while only the alliance leader can edit it. The same page lists your alliance's active wars and non-aggression pacts with other alliances, including pending peace proposals or pact cooldowns. The Diplomacy with Alliance button opens a dedicated alliance window without treating the target leader as the diplomatic target; only your own leader can change relations.
  • Player diplomacy overview. Your player page now shows active wars and non-aggression pacts in two compact tables, including pending proposals and pact cooldowns. A solo player sees relationships with both players and alliances; an alliance member sees the shared relationships of the whole alliance. Every row opens the appropriate diplomacy window.

Changes

  • Buildings cost more credits and take longer at higher levels. Level 1 is still meant to come mainly from your starting stockpile, but Level 2 and Level 3 climb much more steeply in credits and take longer to finish. Ordinary building credit upkeep is higher, and taxes paid by civilians are a bit lower. New expeditions start with 50,000 metal instead of 30,000. Buildings already under construction keep their original price and timer; Warp Gate victory buildings are unchanged.
  • Alliance tags now always precede names. Alliances appear as [TAG] Alliance Name, and players where membership is relevant as [TAG] Nickname. Diplomacy, chat, mail, notifications, intel, statistics, and victory summaries all use the same format.
  • More readable diplomacy actions. War, peace, pact, accept, reject, cancel, message, and chat buttons now use standard sizing in diplomacy windows. Player diplomacy footer actions are centered as a group.
  • Tabbed player overview. Planets and moons, fleets, and diplomacy now live in three switchable tabs instead of one long page with every section stacked vertically.
  • Tabbed own-alliance detail. Bulletin, members, and diplomacy now live in three switchable tabs, with the bulletin opening first. Its editor remains collapsed until the leader opens it. Pending invitations are included in the Members tab.

July 18, 2026

Added

  • Solar Flares. Stars can now erupt for a limited time. Local laboratories contribute twice as much while directly studying stellar plasma and magnetic fields that cannot be reproduced in a laboratory. Shipyards, reconfiguration, and repairs run at half speed, Jump Drive Signature Radar goes offline, and Deep Scan pauses without losing progress. The pulsing star, tooltip, and system window show the active effects and remaining time; an owned system alerts its owner and alliance.

Changes

  • Game version visible. The footer, top bar, and this changelog now show the date of the game build you are playing, so you can tell at a glance whether the latest update is live.
  • Repair speed shown in HP/h. The fleet window now shows the current repair speed in HP per hour next to the repair progress, so you can see exactly how fast your ships are being patched up.
  • Fairer starting systems. Your first expedition still deploys into one of the least-populated sectors, but it now prefers a neutral yellow-dwarf system there. When several equally suitable systems are available, the destination is selected randomly instead of following database order.
  • Technology tree rebalanced. Exploration now focuses on sensors, surveillance, and jumps; Governance covers administration, budgets, colony growth, and command intel. Capstone technologies in every branch echo earlier effects. Starting research now costs credits and exotics (paid when you begin; canceling does not refund). Reduction bonuses show as reductions in the UI, and Adaptive Targeting is a clear unlock rather than a misleading percentage. Technologies you already finished stay finished; research already in progress continues without an extra payment.
  • Power score rebalanced. The power score in Statistics was dominated by fleet size and hoarded credits, while colonies, civilians, and infrastructure barely counted. The weights now split a typical score roughly into thirds: military strength, economy, and empire development. Expect lower absolute numbers than before — scores update automatically as your empire keeps running, so the leaderboard settles into the new scale on its own, and history charts will show a visible step down.

Important

  • Branch layout changes immediately. Branch order and prerequisites change for everyone at once, so your next technology may sit in a different place than before — check the tech tree before starting your next research.

July 17, 2026

Added

  • Every star now shapes its whole system. Red giants, blue giants, white dwarfs, and neutron stars each grant a distinct mix of mining, civilian, and research bonuses and penalties. Yellow dwarfs remain the neutral baseline. Credit income and shipyard speed are not modified directly by star type — taxes still scale with the number of civilians, and yards only with buildings and tech. You can inspect the exact effects in the star window and in the Planets & Economy chapter of the manual.
  • Fleet list panel. A new Fleets window in the map overlay lists your fleets by location with status, active orders, ship count, and command strength. Click a name to open the fleet detail, or the map pin to jump to that fleet on the map.

Important

  • Existing colonies are affected immediately. Blue giants reduce settlement capacity by 10% and neutron stars by 30%. A colony already above its new capacity can suffer the existing overcapacity attrition after the next tick, so review densely settled systems.

July 9, 2026

Added

  • Spam-proof sign-up. The registration page now includes a quick automated verification step that keeps bots and spam accounts out. Real players are let through without any puzzles to solve.

Changes

  • Account bans. Banned accounts can no longer sign in — the login page shows a clear message that access is blocked. If you are already signed in when banned, you are signed out immediately and your real-time game connection is closed. You receive an email when your account is banned or unbanned.

July 8, 2026

Added

  • Campaign start emails. If you have joined a scheduled campaign, you now receive an email reminder once the launch is less than a day away, and another notice the moment the campaign starts — each with a direct link back into the game.

July 7, 2026

Changes

  • Fleet balance pass. Battleships now cost more (300,000 credits and 15,000 metal, up from 250,000 and 13,000) and deal less damage (5,000 per hour, down from 6,000) — they were both the strongest and the cheapest warship for their firepower. Bombers are tougher (40 HP, up from 30), so a bomber strike can survive escort fire long enough to threaten capital ships. Frigates are cheaper (34,000 credits, down from 40,000) and hit bombers harder, making them the escort of choice against bomber raids. Scouts no longer deal bonus damage to bombers — they are recon ships, not interceptors. Every ship class now has a clear counter; check the updated stats in the manual's ship tables.

July 3, 2026

Added

  • Switch languages anytime. The welcome screen now has EN / CS buttons so you can play in English or Czech, and the game remembers your choice.
  • Automatic language by address. By default warpfall.cz opens in Czech and warpfall.com in English, unless you pick another language.

July 2, 2026

Changes

  • The game has a new name: Warpfall. The new name appears in navigation, page titles, the manual, and account emails.
  • The galaxy map is now called the Star Map across the interface and the in-game manual.

June 10, 2026

Added

  • Command center shows every campaign. Your home dashboard and the game list now show all visible campaigns — open, in progress, scheduled, and finished — each with a clear status badge and the right action button. Campaigns can carry a short description that appears on the dashboard, the game list, and the mission briefing.
  • Scheduled campaigns. A campaign can now be announced before it starts. You can join and read the mission briefing ahead of time, but your expedition only awakens once the start time arrives.

Changes

  • Revisit finished campaigns. Campaigns you played that have already been won now offer a "Review" button so you can reopen the map and see the final outcome. Closed campaigns you did not play are clearly marked as unavailable.
  • Clearer first colony guidance. The "First orders" tip now reminds you that civilians cannot settle a planet defended by aliens, so you can pick a safe first world.

June 8, 2026

Changes

  • Larger fleets. The base fleet command limit is now 150 (up from 100), and the AI Assisted Fleet Control technology raises it to 180 (up from 120), so you can field bigger fleets.
  • Fleet combat experience balancing. Fleets on a heavily stronger side now earn less experience from battle; full gain remains up to a 2:1 command-capacity advantage. Newly produced ships that join an existing fleet also dilute its experience by their command weight.

June 6, 2026

Added

  • Fleet combat experience and ranks. Fleets now earn combat experience from real fleet-versus-fleet battles and climb through five ranks (Green, Trained, Seasoned, Veteran, Elite). Higher ranks deal more damage, up to +10% at Elite. Static defenses and bombarding buildings do not train a fleet, and overkilling a target no longer farms extra experience. When you split or merge fleets, experience travels with the ships, so a rank can't be duplicated. Your own fleet window shows a rank insignia next to the fleet name with a tooltip of its bonus and progress — only you can see it, not rivals or allies. The in-game manual's Ships & Fleets chapter explains the full rank table.

June 5, 2026

Changes

  • Merge and split fleets right after arrival. You can now merge or split a fleet as soon as it docks at a system node, without waiting for its status to switch from "in transit" back to "idle".
  • Impact reports list destroyed buildings. Asteroid and comet impact notifications now name each destroyed building and its level instead of just a count, and very large casualty numbers are shown in shortened form (for example 3.2M).

June 4, 2026

Added

  • Asteroids and comets with real sizes. Meteorites are now called asteroids. Each asteroid and comet rolls its own size when it appears (asteroids 0.2–0.5, comets 0.4–1.0) and renders on the map at that size, scaling with zoom exactly like planets. The hazard's detail window now shows its size as a number.
  • More varied hazards. Asteroids and comets now each have three different visual variants, randomly selected when they appear.
  • Asteroids and comets cross the map. Space hazards now always begin at a random point on one map edge and travel toward a random point on a different edge.
  • Visible flight direction. Hover an asteroid or comet on the map to see a short line showing where it is flying.
  • Hazard shortcuts. Space-hazard detail windows include a map shortcut, while detection notifications offer separate actions to open the hazard detail or center and zoom the map on it.
  • Space Hazards manual chapter. The in-game manual now has a dedicated Space Hazards chapter explaining detection, impacts, defense, and exotics deposits.

Balance changes

  • Impact damage scales with hazard size. Asteroid and comet impacts now deal damage proportional to their generated size. Smaller hazards cause less devastation — fewer civilian and soldier losses, lower chance of destroying buildings or wiping out a colony — while the largest comets remain catastrophic.
  • Physical collision sizes. Asteroid and comet collision checks now account for the physical radius of both the hazard and the planet, moon, or star.

Fixes

  • Private impact notifications. Only the owner of a struck planet or moon now receives its asteroid or comet impact notification.
  • Clearer impact reports. Asteroid and comet impact notifications now describe a collision rather than an attack and include the number of lives lost.

June 3, 2026

Added

  • Cargo gifting. Cargo Ships can now unload resources into another non-hostile player's SCH Cargo Dock, gifting metal, volatiles, or exotics to that dock owner. Loading from foreign SCH stockpiles is still blocked.
  • Bulk Cargo orders. The bulk fleet command window now has a Cargo action that distributes one resource load or unload request across selected Cargo Ship fleets and reports any undistributed M/V/E remainder.

June 2, 2026

Added

  • Notification type filters. The Notifications window now has a compact filter dropdown for showing or hiding individual notification types, including unread counts for the active filter and for all notifications.

Fixes

  • Capturing defended worlds now reads as a conquest. Taking an unowned, alien-defended planet or moon through ground combat now shows a "conquered" notification instead of "colony established", and moons get their own "Moon … has been conquered" wording.

June 1, 2026

Added

  • Alien planets added. Some generated planets now begin with aliens. Civilians cannot colonize them directly; send landing soldiers or bombard the aliens first.

Changes

  • Alien worlds are neutral defenders, not players. Fighting them does not change diplomacy, and aliens do not count toward any empire economy or statistics.
  • Your first colony is always claimable. The starting expedition now lands at a planet without aliens, so you can settle it right away.

May 31, 2026

Fixes

  • Warp gate captures now notify everyone. When a warp gate changes owner through boarding, including while the Intergalactic Warp Gate is still under construction, every player receives a notification with a map shortcut to the gate node.

May 30, 2026

Added

  • Warp gate structures can now be bombarded. Bombard orders, including bulk orders, can target enemy warp gate nodes once they have built structures. Bombardment damages and destroys the Intergalactic Warp Gate first, then the Cargo Dock, then the Warp Gate Control Hub.

Fixes

  • Map windows stay interactive after navigating back. Notification and other map overlay windows kept their position but could lose dragging, resizing and click-to-focus after you navigated away and returned to the game map. They now stay fully interactive.

Changes

  • Target soldier count capped by barracks. You can now set a planet's target soldier count only up to its barracks capacity (or its civilian count, if lower). Soldiers already above the cap can no longer hold a higher target and will demobilize down to the cap.

May 22, 2026

Added

  • Warp gate live fleet insight. You can regain live warp gate map intel when your alliance owns the gate or you have a fleet on the gate node. The read-only gate window can show live owner, live Warp Gate Control Hub construction state, and live soldier count while you meet that visibility rule.
  • Foreign fleets on warp gate nodes. Opposing fleets on a warp gate map node can become visible when you or an allied player also have a fleet there, so shared ownership of the node no longer hides everyone else.
  • Shared warp gate construction visuals. Map ring progress now applies only to an in-progress Intergalactic Warp Gate; WGCH construction no longer drives a duplicate per-player map ring. The live gate window still reports WGCH builds.
  • Procedural world names. Regenerated galaxies assign unique English sci-fi labels to star systems, planets, and moons from the game seed. Map layout RNG is unchanged; generated star bodies still read “Star” on their orbit label.

Changes

  • Warp gate map payloads are unified. Gate map updates use one shared graphic payload rather than tailoring construction assets per recipient.
  • Fleet visibility resolves by sector geometry. Node collections used for warp gate fleets now derive from sectors so gate nodes participate correctly.

Removed

  • Radar no longer refuses builds for full jump-edge coverage. Jump Drive Signature Radar can be built or upgraded even when adjacent inter-system hops are already swept; ordinary requirements remain.

May 18, 2026

Changes

  • Shipyard progress now shows an ETA. The shipyard progress bar (on the body shipyard panel and the player body detail) now displays an estimated time remaining next to the progress percentage, both while a ship is being built and while the shipyard is reconfiguring for a new design. The build-time ETA accounts for orbital shipyard, Heavy Hull Fabrication Complex / Capital Assembly Foundry, and tech speed bonuses.
  • Games can now be put into maintenance mode by admins. While a game is under maintenance, ticks stop, regular players cannot enter or open the game, and the game card shows a Maintenance badge with a "Players cannot enter temporarily" notice. Online players automatically reload the page when maintenance starts. Admins keep full access during maintenance to investigate or fix issues.

May 17, 2026

Added

  • Intergalactic Warp Gate victory is now live. When the final gate completes, the game records the winning player or alliance, announces the result to everyone, stops future ticks, and keeps the galaxy available for review.
  • Victory screen and final standings. Finished games now show the winner in the game list, on the galaxy map, and in player statistics. Alliance victories include a snapshot of all winning members.

Changes

  • Finished games are read-only. After victory, players can inspect the map, windows, chat, notifications, and statistics, but new orders, construction, market activity, diplomacy, and other game-state mutations are locked.

May 13, 2026

Changes

  • Galaxy map — warp gate visuals. A completed Warp Gate Control Hub shows the hub icon on the map. While an Intergalactic Warp Gate is under construction, a circular progress ring appears beneath the hub and advances with build progress; live map events refresh it without reloading the entire map.
  • Galaxy map — diplomacy on warp gates. Owned warp gates now show the same coloured ownership arc as planets and system entries (yours, alliance, war, or non-aggression), keyed off the gate owner.

Fixes

  • System jumps can no longer be cancelled after the preparation phase finishes. Once a fleet has completed its jump preparation, the actual jump and the mandatory cooldown that follows are locked in — the queue's remove button on the active step is now refused server-side and the truncate button on the progress strip is hidden until the jump cooldown is over. The fleet window also shows a 0% progress strip labelled "System jump" / "System jump cooldown" for that pending step so it is no longer represented as a removable queued row.

May 9, 2026

Added

  • Cargo Dock can now be built on a completed Warp Gate Control Hub. Once the WGCH is in place, the warp gate construction panel unlocks Cargo Dock construction and upgrades through level 3. Warp-gate construction now draws required resources from the node: stored WGCH Cargo Dock resources first, then docked Cargo Ships and allied Cargo Ships.
  • Cargo Ships can now transport volatiles. Cargo orders support metal, volatiles, and exotics. At a WGCH Cargo Dock, unloading stores those resources locally on the warp gate for future construction, and the warp gate window shows stored resources separately from cargo still aboard fleets.
  • Cargo Dock upgrades now improve cargo handling. Level 2 handles resource cargo 50% faster than level 1, and level 3 handles it 100% faster than level 1. WGCH Cargo Dock storage is capped at 1M / 2M / 4M total resources for levels 1 / 2 / 3, and unloading now stops at that limit.
  • Resource cargo now transfers progressively. Loading and unloading no longer waits until the order finishes to move everything at once. Cargo moves during each tick, so cancelling a running resource Cargo order keeps whatever has already been transferred.
  • Intergalactic Warp Gate can now be built at a completed WGCH. This massive gate takes 144 hours, costs 8M metal, 4M volatiles, and 2M exotics, draws construction resources from WGCH storage and docked Cargo Ships, and has 1M bombardment HP.
  • Starting an Intergalactic Warp Gate now alerts the whole game. Everyone receives a notification with a map shortcut to the WGCH node where construction has begun.
  • Warp Gate Control Hub can now be upgraded to level 3. Each level raises the warp gate's soldier cap: 20,000 at level 1, 50,000 at level 2, and 100,000 at level 3.
  • Warp gates now have soldiers and can be boarded. Cargo orders for soldiers at a built warp gate load soldiers from the gate or reinforce it from a fleet's transports. A landing order at a warp gate with a built WGCH becomes a boarding action: invading soldiers engage the gate's defending soldiers in ground combat, and a successful invasion transfers the warp gate to the invader once the defenders are wiped out.
  • Construction modal now splits the cost. Each building shows a "To start" row (credits / exotics, or the WGCH cargo start threshold for warp-gate buildings) and a separate "During build (total)" row with the materials consumed over the build time.
  • Warp gate window for non-owners. Players who do not own a warp gate now see a read-only intel overview of the gate, including the owner, whether the Warp Gate Control Hub is built, and the exact soldier count once their intel level is high enough.

May 8, 2026

Added

  • Warp Gate Control Hub can now be built. Park Cargo Ships carrying metal and exotics at a warp gate node, then open the warp gate window and start construction. Resources are drawn directly from the holds of your ships (and allied ships) docked at the node — construction pauses automatically when cargo runs out and resumes once you top it up. Once finished, the Control Hub icon appears on the galaxy map.
  • Warp gate window. Clicking a warp gate node on the galaxy map now opens a dedicated window showing the node's owner, available cargo, and the construction panel.

Fixes

  • Fleets docked at a node no longer incorrectly show as "In Transit". A fleet that had finished moving but whose status hadn't refreshed yet could briefly display "In Transit" even while sitting still. It now correctly shows as "Idle".

May 7, 2026

Added

  • Cargo Dock can now be built at a system entry. Once a System Control Hub is in place, you can add a Cargo Dock and upgrade it through level 3. It uses Maintenance Dock-like costs, the system-entry slot pool has grown to four slots, and the dock now serves as the loading and unloading point for resource logistics.
  • Cargo Ships can transport metal and exotics. A level-3 Capital Assembly Foundry unlocks Cargo Ships with 500k total cargo capacity. Their new Cargo order loads resources from your own SCH Cargo Dock and unloads them into the stockpile of the player controlling the target SCH Cargo Dock.

May 6, 2026

Added

  • Empty colonies are now abandoned automatically. If a planet or moon drops to both 0 civilians and 0 soldiers during a tick, ownership is cleared immediately and empire totals update in the same tick.
  • A built System Control Hub now anchors control of the system entry. Before the hub is built, system-entry ownership still follows full planet ownership in the system. Once the hub exists, its current owner keeps the system entry even after later planet losses.
  • Battle filters in the Warfare window. Three checkboxes — Ongoing, Bombardment, Ended — let you quickly show or hide battles by type. Your filter choices are remembered across sessions.

Fixes

  • System-entry ownership changes now refresh on the galaxy map immediately. The map now receives a live update when a system entry changes owner even if the System Control Hub icon itself did not change.

May 4, 2026

Added

  • Warp gate anchor points are now visible on the galaxy map. Each sector has one pale-purple marker at the spot where an Intergalactic Warp Gate could one day be built — one of the most ambitious (and expensive) construction projects in the game, and the ultimate win condition. You can jump to them from nearby system entry points just like any other node. Construction mechanics will follow in a future update.

Changes

  • "Open Warfare" link on a fleet in combat now jumps straight to that fleet's battle. When you click the "Open Warfare" link on the combat hint inside a fleet window, the Warfare panel opens (or refocuses) and automatically scrolls to the specific battle that fleet is fighting in — even if the battle is older than the most recent slice the panel normally loads.
  • Fleet order buttons no longer flash the page-level progress bar. Removing a queued move order, truncating the active order, and toggling the cyclic / auto-retreat / system-guard / auto-repair flags on a fleet now update the fleet window in place over Turbo Stream instead of behaving like a top-level navigation, so the loading bar at the top of the page no longer briefly appears on every click.

Fixes

  • The galaxy map now correctly shows the yellow alliance arc on planets, moons and system entries owned by your alliance allies. Previously the arc could be missing entirely (allies' colonies appeared without any diplomacy color) or stuck on the previous owner's color — most visibly when an ally had just captured a foreign body, where the red war arc kept showing as if the original hostile owner still held it. The map now reads ally ownership directly from live alliance data instead of relying on potentially stale or missing intel records, so newly captured ally colonies switch to the yellow arc immediately and ally-owned colonies you've never personally scouted are no longer hidden. The same fix also applies to alliances formed mid-session: forming or joining an alliance now refreshes the relevant arcs without a manual map reload.

Balance changes

  • Soldiers can now only be recruited on colonies with a Military Barracks Complex. Previously every owned planet or moon converted civilians into soldiers up to your target soldier count. Now recruitment is fully gated by the Military Barracks Complex building: without it, no new soldiers are mobilized regardless of the target you set, and any soldiers stationed on a colony without barracks are automatically demobilized back into civilians at the same tempo as if you'd set the target to 0 (active ground combat still pauses demobilization, so defenders aren't dissolved mid-fight). The soldier row in the colony window — target buttons and the current/target counter — is automatically hidden on colonies that have no barracks; build a Military Barracks Complex to bring it back.
  • Barracks now also cap the maximum soldier count on a colony. Each barracks level sets a hard ceiling on how many soldiers you can keep stationed there: level 1: 10,000, level 2: 50,000, level 3: 200,000. The target-soldier field is clamped to this cap (and to the colony's civilian count) when you save, and recruitment automatically stops once the cap is reached. The soldier modal shows the active cap from your current barracks, and the colony's barracks line in the building list now also shows Max soldiers. Existing soldiers above the new cap stay put (they just will not grow further).
  • Barracks recruitment-speed bonus shifted down one tier. Since level 1 barracks is now the minimum to recruit at all, it no longer also adds a speed bonus on top — it just enables base-rate recruitment. The bonus curve is now level 1: +0%, level 2: +50%, level 3: +100% (previously +50% / +100% / +150%, when level 0 still recruited at the base rate).

May 3, 2026

Fixes

  • The System Control Hub icon on the galaxy map now updates in real time. When your System Control Hub at a system entry is destroyed during a tick (or, conversely, when one finishes construction), the galaxy map now immediately swaps the SCH icon for the plain dot (and vice versa). Previously the stale icon could linger on the map until you manually reloaded it.
  • Battles using the Adaptive Targeting AI tech no longer get stuck. When every hostile ship in a battle was already saturated with accumulated partial damage (one more hit away from being destroyed), an attacker with adaptive targeting could end up dealing zero damage, the Attack DMG/h bar would show 0 for that side, and the battle would never finish. The tick engine now falls back to standard targeting in this case, so the next hit lands and the saturated ships are finally destroyed.

May 2, 2026

Changes

  • Fewer live websocket updates when the galaxy map is not open. The game server now sends most per-tick galaxy map and managed-window refreshes only to players who have the map loaded and connected. Your data still advances as usual in the database; opening the map or revisiting a panel loads the current state from the server. Saved in-game notifications are still created for everyone — only the instant notification-window/badge push over the cable is skipped until you are back on the map.
  • The Map button on a fleet row in your player profile now always centers the galaxy map on that fleet's actual position — including fleets currently in transit between systems, which previously could leave the camera unfocused.
  • You can now select and copy text inside floating map windows (territory, fleet info, intel, …). The window's titlebar still drags as before.
  • Lower CPU and battery usage when the galaxy map is open. The map now renders at a low frame rate while idle and ramps back to full speed the moment you move the cursor, scroll, drag, or interact with it in any way — so leaving the map open in a background tab no longer drains your laptop battery.
  • Hovering over hyperlanes between star systems to see their distance is smoother on dense maps.
  • When you open the galaxy map from a deep link (for example the Map button on a fleet or body), refreshing the page (F5) now keeps your current zoom and pan instead of jumping back to the linked target. The deep-link parameters are also cleared from the address bar once the map has focused on the target, so reload simply restores your last view.
  • The galaxy map's saved zoom and pan position is now remembered separately for each game, so switching between games no longer carries the camera state from another game over.

May 1, 2026

Added

  • Bulk fleet orders on the map. Hold Shift (or Ctrl/Cmd) and click your own fleet icons to add them to a multi-select group. A floating Bulk command window appears showing how many of the selected fleets can perform each action (Move, Attack, Bombard, Transport), counted as compatible/total. Selected fleets get a cyan ring on the map so you can see who's in the group at a glance. Esc clears the selection.
  • Build a queued plan, then execute it on the whole group. Each Move/Attack/Bombard/Transport pick adds one order to a plan list; click Execute to apply the entire queue to every eligible fleet. Fleets that don't qualify for a given action (for example, no bomber in a Bombard step, or no transport in a Transport step) are skipped — and if any step in the plan fails for a fleet, that fleet's whole plan is rolled back, so it never ends up with a half-applied order list. The result panel reports how many fleets were applied and how many were skipped.
  • Bulk transport allocates one cargo total across the group. When you queue a Transport step, you set one civilian/soldier total for the whole selection; the server then distributes it across the selected transport fleets in your chosen order, capped per fleet by each ship's free capacity (load) or current cargo (unload). The transport modal also reflects the combined capacity of the whole selection and accounts for transport orders you've already queued in the plan.

April 27, 2026

Changes

  • The Map button on each fleet row in your player profile now opens the galaxy map directly on that fleet — both for fleets parked at a body or system, and for fleets currently in transit toward another body.

April 26, 2026

Added

  • The player profile's Planets & Moons table now shows civilians, soldiers, and a building-slot summary for each colony. You can also filter the list by building type, including buildings that are currently under construction.
  • When you open the intel panel for a hostile foreign fleet that is heading toward (or has a queued move/bombard order targeting) one of your own bodies, the panel now shows a warning row with the target body's name and an arrival ETA. The ETA prefers the active leg's progress when the fleet is already in transit toward your body, otherwise it falls back to the fleet's full queue ETA.
  • Active battles in the Warfare window now show two new progress strips: a Battle HP bar comparing remaining hit points of your side vs. the enemy (works for fleet battles, planetary defense, and bombardment-only situations, where the defender's bar tracks the current bombardment target's remaining HP), and an Attack DMG/h bar that reflects the most recent damage exchange — combining fleet-vs-fleet, static-defense return fire, and planetary bombardment damage into one balance, so you can see at a glance who is currently winning the battle.

Balance changes

  • Static defenses now follow the battle-wide stack penalty. When planetary or system-entry defenses fire alongside an active fleet-vs-fleet battle, their damage is scaled by the same concentration factor as ships in that battle, so stacking large fleets reduces effective static-defense return fire just like it reduces fleet damage. In situations where there is no fleet-vs-fleet combat (only static defense vs. attackers, or a pure bombardment situation), static defense damage is unchanged and still uses its full DPS.

Changes

  • Body type is now shown as a small world-type icon (terrestrial, oceanic, mining moon, …) with a tooltip showing the readable name, instead of a plain text label. Used in the territory window body list, body headers, the player profile's Planets & Moons table, and the body detail overview. Stars and bodies without a known world type fall back to a small circle icon.
  • The My Alliance shortcut moved from the top navigation bar to your player profile header when you are in an alliance. The top bar still keeps the general Alliances link.
  • The Warfare window's battle list now shows each battle's date and time (for example Apr 26, 13:45) instead of just the time, so older battles can be told apart at a glance.
  • The galaxy map can now be panned a bit past its actual edge — when you zoom out, your outermost star systems no longer stick to the side of the screen. The drag area extends roughly half a screen past every map edge, so border systems get some breathing room.
  • Sector regions on the map no longer render as a tinted square that fills empty corners of the world. Each sector is now clipped to the area around the actual system entry points, so the sector colors only sit under populated space and the outer boundary of the sector layer is drawn as well.
  • The player name in the top navigation bar no longer carries the alliance tag — it now shows just your nickname. Alliance tags continue to appear on diplomacy, chat, mail, intel, and statistics where they help identify other players.

Fixes

  • When your System Defense Grid at a system entry is destroyed during a battle, the battle-ended notification now correctly reports a Defeat for you instead of a Victory.

April 25, 2026

Fixes

  • Neutral fleets that just happen to share a node with two warring sides are no longer dragged into the battle. They keep their state, stay out of the battle log, and no longer appear as participants — only fleets that should actually engage (per diplomacy and stance) are pulled in.

April 24, 2026

Added

  • Alliance diplomacy: wars and non-aggression pacts are now negotiated between whole alliances (or between an alliance and a solo player), not between individual members. Only the alliance leader can propose a pact, declare war, break a pact, or offer peace on behalf of the alliance; regular members see the current subject-level status in the diplomacy window but do not have action buttons. Hostile actions by a member against a neutral target automatically escalate the war for the entire alliance versus the target subject. Solo players still act for themselves as before.

Changes

  • Player names in in-game windows, chat, mail, notifications, intel panels, statistics and the top bar now include the alliance tag, for example [TAG] Commander, when the player belongs to an alliance.
  • Combat and bombardment highlights on the galaxy map now fit system entry points and visible System Control Hub icons more tightly, so active battles and bombardment markers are easier to read at different zoom levels.

Fixes

  • Adaptive Targeting AI now resolves focused fleet damage reliably in edge cases with tiny remaining target capacity, instead of risking a stalled battle tick.

April 23, 2026

Added

  • Alliances: you can now create an alliance with a name and tag, invite players straight from their diplomacy window, and accept or decline those invitations from normal in-game mail. Alliance members share map intel and live visibility, and allied fleets / colonies / system entries are highlighted in yellow on the galaxy map.
  • Defense return fire: while planetary or system-entry static defenses are actually damaging your fleet at war, ships with planetary bombardment capability (vs_planet) automatically return fire — with the same mechanics as an explicit Bombard order, including destruction priority and civilian and soldier losses. Return fire runs by itself and stops once the defense grid is down.

Balance changes

  • Bombardment destruction: once a building's bombardment HP threshold is reached, the whole building is now destroyed in a single strike instead of losing one level at a time. The threshold scales with the building's current level, so level-2 and level-3 buildings still require proportionally more fire to bring down.
  • Building costs rebalanced: credit prices for most buildings are now roughly three times higher than before. Metal, volatiles and exotics costs are unchanged for most buildings (research lab also needs more metal). Planets will lean harder on credits before you can cover a world in infrastructure.
  • Ship costs and soldier requirements rebalanced: ship credit prices are considerably higher across the board (for example Fighter 500 → 5000 cr, Battleship 50k → 250k cr), resource and exotics costs shift per hull type (Support now needs heavy exotics; Cruiser and Battleship need less volatiles), and the soldier cost for most non-small hulls is much lower (Battleship 5000 → 2000 soldiers, Cruiser 1200 → 800, Support 800 → 500, Transport 150 → 50, Frigate 400 → 50). Capital ship build times are also compressed (Battleship 24h → 12h, Support 10h → 5h, Cruiser 6h → 4.5h). Small hulls (Fighter, Scout, Bomber, Transport) take a little longer to build than before. Fighter upkeep now uses slightly more volatiles (3/h → 4/h per ship).

Changes

  • The top bar now includes My Alliance and Alliances links, and players in the same alliance are treated as having an enforced non-aggression relationship for diplomacy and hostile-order checks.
  • Chat messages are now limited to 1,000 characters, and the chat input uses the same limit as the server.
  • Detail and singleton panels on the map (Economy, Territory, Warfare, Market, Notifications, bodies, fleets, systems) now re-open at the position and size you last used — closing a panel stores its current layout so the next open restores it instead of resetting to the upper-left default. Still per-browser, as before.

April 21, 2026

Added

  • In-game chat: open the chat panel from the map toolbar (speech-bubble icon), talk to other players in tabs, and your history is saved per game. You can also start a chat from another player's diplomacy window. Unread messages show a badge on the chat icon when the panel is closed.

Changes

  • Construction panel now keeps built improvements visible even after they reach the maximum level, so you can always see their current stats and still remove them when the body is idle. Buildings already in place also stay listed when the body has no free slots and nothing to upgrade.
  • Disabled construction rows now show a specific reason on hover — "Max level reached", "Construction in progress", "No slots available", "Cannot build", or "Insufficient resources" — instead of a single generic "Insufficient resources" tooltip.
  • Jump Drive Signature Radar: the construction panel no longer offers a new radar build (or upgrade) when your existing radars in that system already cover every adjacent jump edge, or when the upgrade would not increase coverage. This prevents wasted slots on radars that could never improve your edge tracking.

Fixes

  • Starting a chat from another player's diplomacy window now opens the requested chat tab even if the chat panel is already open.
  • Sent chat messages no longer appear twice when the live update and the send response arrive at nearly the same time.

April 20, 2026

Added

  • When you hover one of your own fleets on the map, the movement preview line now follows your full queued route across multiple hops, not only the current leg.
  • A new cookie consent banner appears at the bottom of every page. You can accept all cookies, reject non-essential categories (analytics / marketing), or open a detailed settings dialog to toggle categories individually. Your choice is stored in your browser and the banner stays hidden on return visits.
  • A new Cookies page (linked from the footer) lists every cookie the app sets, describes the consent categories, and names the external resources the pages load. It opens in your language (English or Czech).
  • The footer now includes a Cookie settings link that re-opens the preferences dialog whenever you want to change your choices.

April 19, 2026

Added

  • Foreign fleets jumping between systems are now covered by your Jump Drive Signature Radar for intel too: when a detected enemy fleet first appears on a jump edge you can see, you get a new-fleet-detection notification and a basic intel record, matching what shows up on your map.
  • Resource richness on the body / colony panel now has a hover tooltip so it is clear what the percentage next to the diameter represents.
  • Market trades now generate notifications: each time one of your buy or sell orders matches, both sides receive a dedicated Market trade entry with the quantity, resource, price per unit and total credits. Self-matches (trading with yourself) are skipped.
  • When the last item in a planet's shipyard production queue finishes, you now get a Shipyard queue notification so you know the yard is idle and needs new orders.
  • Star system names are now rendered directly on the galaxy map under each system. Zoomed out, the name sits near the star; zoomed in, it follows the system entry point. The label stays a fixed on-screen size as you zoom.
  • Body/system detail windows and fleet detail windows now reuse one unpinned window per group by default. Pin a detail window from its title bar to keep it open while your next map click opens or reuses another window.
  • Player names in mail, statistics, intel panels and diplomacy proposal notices can now open that player's diplomacy window directly. Your own name stays as plain text.

Fixes

  • The crosshair button on a notification row (used to center the map on the referenced location) now actually centers the map. The previous wiring pointed at a non-existent action and did nothing.
  • Saved body, fleet, and system windows now show a clear "unavailable" message with a close button if the referenced object is gone or no longer available in the current game, instead of failing the window load.

Changes

  • The map toolbar now has a separate icon for each singleton panel — Economy, Territory, Warfare (with an active-battle badge), Market, and Notifications (bell with unread badge) — instead of opening them from one slider menu. The button for an open panel is highlighted.
  • Fleet detail windows now show an In combat hint with a direct link that opens the Warfare panel when the fleet is in an active battle — both in your own fleet windows and in intel windows on visible foreign fleets.

Balance changes

  • Credit income from taxes paid by civilians is lower: the per-civilian tax base is reduced to one-third of the previous value (your tax mode percentages apply on top of this as before).
  • Soldier recruitment on planets and moons is slowed to roughly half of its previous speed. Barracks and defense technology multipliers still apply as before.
  • Recommended soldier targets are no longer a flat 10% of civilians: they now use a smooth curve that stays near 5% on small worlds and gradually approaches 2.5% on large planets.
  • When you set the soldier target below the current soldier count, surplus soldiers now return to the civilian group. Demobilization has its own pace tuned separately from mobilization and ignores barracks or technology recruitment bonuses.
  • Inter-system jump travel is now about twice as fast (base jump speed doubled). Jump preparation and post-jump cooldown still depend on fleet size, but large fleets add less extra time than before.
  • Jump Drive Signature Radar rotates its tracked inter-system edges less frequently by default: the rotation cycle is now 3 game-time hours instead of 1, so partial-coverage radars keep the same edges under watch for longer.

April 17, 2026

Fixes

  • The bell icon on the map now shows the updated unread notification count right when a new notification arrives (after a tick), not only after reopening the notifications panel.

Changes

  • Game panels (economy, territory, fleets, etc.) now remember whether they were open and their layout in this browser after you refresh or reconnect. Tick updates may briefly reload open panels so they stay in sync with the server.
  • The panel layout is stored per browser / device, not on your account — if you log in from a different browser or machine, you start with an empty layout.

April 16, 2026

Added

  • Player mail now has All / Inbox / Sent filter tabs and opens in the combined All view by default, so you see both sides of your correspondence in one list.
  • When you open a message that is a reply, the whole earlier thread is shown above it — each previous message with its author, time and body — so you can read the full conversation in context.
  • Index table gains a Type column (Incoming / Outgoing badges) in the All view, and the sender column is replaced by a more general Contact (the other party in each message).

Balance changes

  • Planet building slots have been lowered: the baseline for planet slot capacity is now lower, so colony build plans need a bit more prioritization. Moon slot capacity is unchanged.

Changes

  • The top navbar entry and the mail page header are now labeled Mail (previously "Messages" / "Inbox").
  • After sending a new message or a reply, you are taken to the Sent filter so your outgoing message is visible immediately.
  • The "Back to Inbox" button is renamed to Back to Mail and keeps the filter you were viewing.
  • Bold + unread dot in the list now appears only for truly incoming unread messages, not for your own sent ones that also show up in the All view.
  • Colony rename for planets and moons now sets a public world name (up to 25 characters, same rules as before) visible to every player on the map and in the UI. The name is no longer owner-only and is not cleared when the world changes hands.
  • Player nicknames are now checked for inappropriate language when created or edited.

Fixes

  • Czech battle durations in the Warfare window now read as an elapsed span instead of "ago" wording.

April 15, 2026

Added

  • When your soldiers capture an enemy planet, you now receive a dedicated "Planet X has been conquered" notification (labeled Conquest) instead of the same "Colony established" message used for peacefully settling an unowned world.
  • Joining a game, confirming your expedition, and the first steps after deploy are wrapped in a clearer three-part story (mission briefing, hibernation, awakening) with matching art and copy — aligned around the Intergalactic Gate campaign. The public site introduces the same narrative arc.
  • On the galaxy map, if you do not own a planet yet, a floating "First orders" tip appears on every map load and walks you through selecting your fleet, moving, and unloading civilians; it includes a button to find the expedition fleet on the map, and you can drag, resize, or close it for the current map load.

Changes

  • System jump preparation and the post-jump cooldown are shorter overall, and the extra time for larger fleets scales a bit more gently (still tied to fleet size via square-root scaling).
  • The in-game rules reference is now labeled Help (sidebar, dashboard, and game cards) with a clearer layout: a scrollable topic list on wide screens and a slide-out chapter menu on smaller devices.
  • Your first expedition fleet now appears with the name "Expedition fleet" (localized) instead of a numbered placeholder.

Fixes

  • Building completion and demolition notifications now show the building's proper translated name (following your language) instead of an awkward internal identifier.

April 14, 2026

Changes

  • If you cancel an in-system move while a fleet is already in transit, the fleet now turns around and shows a clear Returning / Return to status instead of a vague stop-after-current-step behavior.
  • Notification type labels now follow your selected game language instead of always using English.
  • Battle notifications now describe what kind of engagement is happening and where — planetary bombardment, ground combat, planetary or system defenses firing, or a fleet battle — with the planet and system named in the message.
  • Fleet arrival notifications now name the destination: the planet with its system, or the system entry point for warp-in arrivals.
  • Battle and fleet-arrival notifications can now offer several quick shortcuts at once (fleet, planet, system, map focus) instead of a single link, so you can jump to the most relevant view directly.

Fixes

  • When a bombardment simply ends without a fleet battle (for example the bombers stop and nothing more is destroyed), you no longer receive a misleading "Victory" or "Defeat" notification. Instead the notification now reads as a neutral "Bombardment of [planet] has ended". Real fleet-vs-fleet engagements still report victory or defeat as before.

April 13, 2026

Added

  • The Territory window now shows active construction and shipyard progress inline under each planet or moon — you can see what is being built or produced at a glance without opening individual body windows.
  • The player profile page now includes a Construction column in the bodies table, showing current building and ship production progress for each colony.

Changes

  • When you rename a fleet or change a colony world’s display name, the galaxy map label updates immediately — you no longer need to refresh the page to see the new name.
  • The Territory window now updates construction and shipyard progress automatically after each game tick.

April 12, 2026

Changes

  • The shipyard progress bar now clearly shows when a finished ship is waiting for soldiers: the bar turns red at 100 % and a detail line displays the current vs. required soldier count, so you know exactly why the hull hasn't entered service yet.

Balance changes

  • Building upkeep (credits, volatiles, and other resources) has been rebalanced for many colony and system structures. If you maintain a large building program, watch your resource trends after ticks update.

Changes

  • The in-game manual now adds broader practical guidance: Getting Started expands its early-game advice, several manual pages were reformatted into easier-to-scan structured sections, and Planets & Economy now includes world-type stat tables, tax-mode values, and clearer body-building rules.
  • Notifications created by the game tick and diplomacy actions now use each recipient’s chosen language for the wording.
  • The main game links in the top bar no longer show duplicate hover tooltips when the label is already visible.

April 11, 2026

Changes

  • Clicking the title bar of a planet, fleet, or system window on the map briefly highlights that marker on the galaxy map (without flashing when you drag the window to move it).
  • Planets on the galaxy map now show a faint orbit ring around their star once you zoom in to planet level. Hovering a planet (or one of its moons) also reveals the moon orbit rings around that planet, making it easier to see which moon belongs where.
  • Sector regions on the galaxy map have a slightly lighter fill, so bodies and fleets stand out a bit more against sector colors.
  • Enemy and neutral fleet markers on the galaxy map no longer display fleet names. Only your own fleets show their names.
  • You can set a display name for your planets and moons (like renaming a fleet): open the body window and edit the name. The label updates on the galaxy map for everyone in the game.
  • The in-game manual reference tables (building categories, ship roles, glossary, and more) now display in your selected language.

Fixes

  • Fixed an issue in the notifications window where scrolling to load older notifications could fail after the first page.
  • Fixed an issue where tooltips inside modals could remain visible after the modal was closed.

April 10, 2026

Changes

  • Active building construction or demolition in planet, moon, and System Control Hub windows (and in the build modal) now shows an estimated completion time (ETA) next to the progress bar, using the same hour/minute style as fleet orders.
  • Hovering over buttons and icons across the game now shows descriptive tooltips to help you find your way around the interface.
  • Fleet move orders now display "Move to [destination]" for clearer context in the order queue.
  • The fleet order remove button now shows a tooltip describing the action.
  • Map controls (zoom, pan) and notification buttons now show labels in your selected language.

April 9, 2026

Added

  • The game is now available in Czech. Switch your language in your profile settings — the entire interface, emails, and in-game manual will follow your choice.
  • If you haven't set a language yet, the app will try to match your browser's language automatically.
  • Foreign colonies on the galaxy map now display colored rings based on your diplomatic relationship: red for enemies (at war), blue for non-aggression pact allies, and green for your own colonies. Ring colors are based on your latest intel — without intel on a foreign colony, no ring is shown.
  • System entry points and visible System Control Hub icons now use the same diplomatic ring colors on the galaxy map, based on your latest known owner intel for foreign systems.

Changes

  • Fleet order buttons now show compact icons instead of text labels. Hover over any button to see its name.
  • The construction modal now shows your current building level as a badge with a tooltip detailing its effects.
  • The transport manifest section has been removed from fleet details — cargo information is still visible in the Cargo section.

April 8, 2026

Changes

  • Shipyard production now slows down proportionally when you are running low on a resource, instead of pausing entirely. Partial materials still mean partial progress.

April 2, 2026

Added

  • While you are playing a game, open Statistics from the top bar to see your empire summary, a power score leaderboard (one number per player), and history charts from periodic snapshots (updated several times per day).

Changes

  • The notification bell now lives directly in the galaxy map controls at the top-right corner of the map, with its unread count attached to the button.
  • The top navigation bar has been simplified on smaller screens so icons have more room and long labels stay out of the way.
  • Changelog access now lives in the sidebar, while compact signed-in pages show quick Home and Games links in the top bar when needed.

April 1, 2026

Balance changes

  • Civilian growth potential has been rebalanced across planet and moon types. Some worlds now support larger colonies, while others grow more slowly than before.
  • Mining efficiency now ramps up toward a workforce target. Large developed worlds can reach peak extraction before reaching their maximum civilian count, while moons and smaller bodies still need to be much more fully settled.
  • Settlement-capacity buildings no longer reduce mining efficiency just by expanding housing space. Extraction now keys off a world's base workforce target instead.

Changes

  • Ship-to-ship combat has been rebalanced across multiple hull classes. Fighters are sturdier, bombers hit capital ships harder, cruisers deal a bit less base damage, and several class matchups now resolve differently in battle.
  • Mixed-fleet engagements now use updated class-based damage allocation, so some fleet compositions will perform differently than before.

March 31, 2026

Changes

  • The game branding now uses "Galaxy: Last Hope" consistently across navigation, page titles, footer, manual header, and app metadata.
  • Joined campaign cards in Command Center now show your commander nickname instead of the generic "My Player" label.

March 31, 2026

Added

  • New accounts now require admin approval after email confirmation before first login.
  • You now receive an email notification as soon as an admin approves your account.

Changes

  • Confirmed but unapproved accounts now stay on the sign-in flow with a clear waiting-for-approval message.
  • Admin players can now manage user approvals directly from a dedicated Users page in the admin panel.

March 31, 2026

Added

  • New accounts must now confirm their email address before the first login. You can also resend confirmation instructions from the sign-in flow.

Changes

  • Deploying your starting expedition now grants 1,000,000 credits, 30,000 metal, and 100,000 volatiles alongside the initial expedition fleet.
  • The galaxy map renderer now uses a lighter runtime profile to reduce unnecessary CPU and GPU usage while keeping navigation responsive.
  • Signed-out pages now use a dedicated public layout with a new landing experience and streamlined sign-in/sign-up navigation.
  • Signed-in home now opens a Command Center hub with direct access to joined campaigns, onboarding continuation, profile editing, and the manual.

Balance changes

  • Ship hourly operating costs (fleet upkeep) have been rebalanced across hull types — credit and resource drain per ship will differ from previous tuning.

March 30, 2026

Added

  • New player onboarding: after joining a game, you now deploy an expedition of civilians into an uncharted frontier system. Your expedition fleet of 10 transports carries 50,000 civilians — use Move and Transport > Unload to found your first colony yourself.
  • Onboarding screen guides you through your first steps before and after deployment.

Balance changes

  • Transport ships now carry 5,000 civilians each (up from 1,000). All transport operations benefit from the increased capacity.

Changes

  • Players no longer start with pre-assigned planets. All initial territory must be claimed through gameplay.
  • The galaxy map is hidden until you deploy your expedition.
  • Fleet icons on the galaxy map have been upgraded to detailed SVG graphics. Icons now come in three sizes — small, medium, and large — reflecting the fleet's command capacity usage.
  • Fleet colors now indicate diplomatic status: your own fleets appear white, neutral foreign fleets are blue, and enemy fleets during war are red.
  • Fleet icons now rotate to show their travel direction when moving between systems.
  • Fleet icons update instantly when you declare war, make peace, or when fleets are split or merged.

March 29, 2026

Changes

  • System entry points on the galaxy map can now show a System Control Hub icon when your live visibility or stored intel confirms it.
  • Foreign system windows now use live visibility to hide stale System Control Hub info when the hub has already been destroyed.
  • Notifications list shows full date and time for each entry, with a clearer highlight for unread items.
  • Clearing all notifications from the notification window refreshes the list and unread counter immediately.

Fixes

  • Civilian transfers no longer trigger false ownership notifications when a colony owner did not actually change.

28 March 2026

Balance changes

  • Resource mining rates have been significantly reduced across all planet and moon types. Metal output is now roughly a third, Volatiles about 60%, and Exotics about 10% of their previous values. Resources are now considerably more scarce.
  • Battleship operating costs (upkeep) have been reduced by approximately 20%.
  • Soldier upkeep costs have been halved — maintaining large numbers of soldiers is now more affordable.

Changes

  • Silicon resource has been removed from the game. The economy now uses three mined resources: Metal, Volatiles, and Exotics.
  • The Silicate Processing Facility building has been removed. Players who had it built will receive a full resource refund.
  • All building and ship costs have been rebalanced to reflect the new resource model.
  • Silicon is no longer tradeable on the market.

March 2026

Added

  • Changelog page added to the sidebar and top navigation bar.
  • System names in the Territory window are now clickable — opens the system detail window.
  • Each star system in the Territory window now has a map-focus icon to jump to it on the galaxy map.

Changes

  • Resource displays across the game (economy, intel, shipyard, construction, upkeep) now use a compact inline format with dot separators for better readability.
  • Economy panel now shows resource icons instead of text labels.
  • Large numbers are now formatted more cleanly (e.g., "123k" instead of "123.0k").
  • Map-focus icons in the Territory window moved to the right side of each row for consistency.
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