Changelog
Release history for SpaceDwarves — Space Dwarves Mining Consortium, newest first. Entries are drawn from the in-game patch notes (shown on the Welcome screen) and the development history. Dates are release dates; the save schema column tracks the persisted save version where it changed (current schema: 17).
Pre-1.0 software: balance numbers throughout the game are first-pass values and are still being tuned between releases.
Live on main (post-v0.16.1 tuning)
Jul 2026 · Balance & QoL · not yet a tagged release
Changes merged to main and served live after the v0.16.1 patch note was written:
- Expedition Report modal. Returning from an expedition now pops an “Expedition Report” (🧭) summary — credits, resource loot, any capital-ship equipment drop, artifact drops, crew trait discoveries, a newly charted asteroid, a rift torn open, and injuries. Back-to-back returns (offline catch-up) queue and show in order. See Expeditions.
- Rifts open more often. The chance a successful expedition tears open a
combat rift went from a flat 10% to stage-scaled —
0.22 + 0.07 × (stage − 1), i.e. 22% at Stage 1 → 50% at Stage 5. Deeper pushes surface rifts far more reliably. See Rifts & Fleet. - Rift rebalance — strong player offense, gentler tier ramp. A big pass to make
rifts less punishing: player accuracy +25, drone damage ×1.6, capital
damage ×1.75, and the per-tier enemy ramp
enemyStepcut 0.18 → 0.06 so a mid-difficulty dive now plays close to the old lowest. See Rifts & Fleet.
v0.16.1 — “The Guide”
5 Jul 2026 · Quality of Life
The Unit Overview dossier — stop guessing what a ship or an alien capital actually does.
New
- Tap any unit for its dossier. In a rift battle, touch any unit — your drone wings, your capital ships, or the enemy — to open an Overview panel with its live stats and full ability list. Works for all three unit kinds (drone / capital / enemy).
- The math, not just the flavour. Every ability shows its real numbers as chips — damage multiplier, hit chance, cooldown and effect durations — alongside its description. Hover a chip for the full breakdown. Chips are generated from the same game data the engine reads, so they never disagree with what happens in the fight (ability descriptions are pure flavour, enforced by an audit test).
- Overview out of combat. An ℹ Overview button on the Fleet roster (Fabricate and Capital Ships tabs) and the Rift loadout screen opens the same dossier for your owned ships and drones, so you can compare a wing before you commit it.
Changed
- Mid-targeting is unchanged — while you are aiming an ability, tapping a unit still picks it as the target; the overview only opens when you are not selecting a target.
See Rifts & Fleet.
v0.16.0 — “Resistance is Useless”
5 Jul 2026 · Content · save schema → v17
Sector raids. Holding ground now has teeth — the sectors you conquer can be attacked, and your stations are the front line.
New
- Sector raids. While you are online, every sector you hold beyond home Alpha can scramble a hostile fleet drawn from that sector’s own aliens, out to annihilate you. Alpha stays safe.
- Stations are the centre of defence. Park capital ships and drones in orbit to defend a sector — aided by your turret buildings (scaled by tier) and garrisoned dwarves. Parked ships are committed: they can’t dive rifts until recalled, and both deploying and recalling take travel time.
- Infrastructure durability. An un-repelled fleet grinds your sector station down by 1% every 15 minutes of play (max durability 500 → 4,000 by level). Repair with Station Parts + Credits (2⚙ + 60c per 1%) in the Defense panel before the station is crippled (below 25%).
- Sector Defense panel. The Defense panel’s 🌐 Sectors tab is now a live per-sector command view — threat level, inbound fleet strength, station durability, your orbital garrison, a defence-strength breakdown, and repair controls.
Changed
- Raids moved to the station layer. The old per-asteroid colony raids give way to the sector-station system; your turrets, plating and garrison now feed sector defence strength. Save schema v16 → v17 back-fills existing saves; fully compatible.
See Sector Raids and Stations.
v0.15.0 — “Mostly Harmless”
4 Jul 2026 · Content
A huge combat-and-fleet release: rift fights become a cinematic battle scene, every sector gets its own capital-ship squad, and a wave of clarity and quality-of-life lands on top.
New
- Battle-scene rift combat. Rift fights now play out as a two-column face-off — your fleet and the enemy line up across a starfield, unit sprites front and centre, your ability choices along the bottom, and fire VFX on every volley. (It still pauses the idle game while you fight.)
- Sector-gated capital-ship squads. Every non-human sector fields its own four-role capital squad (dps / tank / healer / support) — 28 new race-themed ships across the seven race sectors — unlocked as you push the frontier, with ship-class sprites shown in the Fleet panel. Each ship gates on owning its sector and having the previous sector’s ship at Level 3.
- Capital equipment. Capital ships gain four typed equipment slots (Weapon / Armour / Core / Reactor) filled by procedural gear across seven tiers (Common → Exquisite). Rift-boss drops are power-scaled to your fleet; per-wave and expedition drops are capped at Rare.
- Deep Space Explorer. A single relocatable mobile beachhead station — deploy it once you hold Alpha, then pick it up and move it wherever you need a forward foothold via the new move modal. Pulls resources instantly from your other stations.
- Fleet & Rifts, tabbed. The panel is split into clean tabs (Fabricate / Capital Ships / Skill Tree / Rifts) and hides content you haven’t unlocked yet, so it stays readable in the early game.
- Ability numbers you can finally see. Rift abilities and talents show their real cooldowns, durations and proc chances — generated from the underlying data, so the text always matches what actually happens in a fight.
- Milestone celebrations. Tearing open a new sector or charting a fresh asteroid pops a celebration modal with a “go there” button.
- Expedition planner wizard. “Plan New” is now a guided 3-step wizard (Mission → Squad → Provisions & Launch), and the Doctrines editor was rebuilt so your edits never get lost mid-change.
- Spend Dwarven Montage on research. Banked Montage from the prize wheel can now fast-forward in-progress research nodes, not just expedition timers — look for the 🎬 Use Dwarven Montage button on any researching node.
- Custom sprite support. Ships, stations, asteroids and avatars can load named sprites (with an automatic vector fallback); asteroids drift with their own spin.
Changed
- Fleet firepower rebalanced. Capital-ship firepower doubled, broadsides hit
3× harder on a 2× cooldown (now
damageMult 6.0, cooldown 4), and the Forgehammer Corvette’s damage was tripled again (base attack now 144). - Rifts throb like living portals. Sector-map rifts pulse like a wormhole instead of spinning; drones hold a steady ring around their capital ships.
- Deep Delving reined in. Mining throughput rebalanced so it no longer runs away.
- Sulphur in the Vorgon Verge. Beta-sector asteroids now carry Sulphur. Save schema v14 → v15 back-fills existing Beta rocks; fully compatible.
- Stations and the Explorer sit still on the map instead of idle-spinning.
Fixed
- Explorer “free credits” exploit — selling now correctly draws down the shared station pool instead of minting resources.
- Cleared rifts vanish from the sector map instead of lingering.
- The Defense panel no longer flickers — it updates in place.
- Old asteroids with stale procedural names get refreshed on load.
- Spin-the-Wheel animates correctly with the OS “reduce motion” setting on.
- Fairer prize wheel. Daily spin odds were flattened to a genuine 1-in-9 per prize (including the jackpot), fixing the “feels rigged” weighting.
See Rifts & Fleet, Sector Raids, Stations and Expeditions.
v0.14.0 — “The Restaurant at the Edge of the Sector”
30 Jun 2026 · Major · save schema → v14
The HHGTTG sector expansion. The home galaxy grows from five sectors to eight, every one re-themed to a Hitchhiker’s Guide to the Galaxy race, and the way you open them changes completely: the old “Unlock Sector” buttons (and their research / mega-project / stockpile gates) are gone. You now break through to the next sector by fully clearing a rift.
Stats below are first-pass pre-1.0 values and will be tuned.
New
- Rift-driven sector unlock. Fully clearing a rift rolls once to tear open
a corridor to the next sector. The chance starts at 50% and halves per
tier (Alpha 50% → Beta 25% → Gamma 12.5% …), floored at 10% so the deepest
sectors stay reachable:
chance = max(0.10, 0.50 / 2^sectorIndex). A successful break-through bypasses the old gates and seeds the new sector with 2 free starter asteroids. Rifts now show on the sector map as animated, clickable swirls. - Eight race-themed sectors. Five re-themed + three new, each fronted by a
rift gate crewed by that sector’s race:
- Alpha — Sol Reach (Human, starting sector)
- Beta — Vorgon Verge (Vorgon)
- Gamma — Betelgeuse Cluster (Betelgeusian)
- Delta — Magrathea (Magrathean)
- Epsilon — Golgafrincham Drift (Golgafrinchan)
- Zeta — Kakrafoon (Belcerebon)
- Eta — Santraginus V (Santraginean)
- Theta — Krikkit (Krikkiter, endgame)
- Six new rift gate fleets. Joining the v0.13.0 Vorgon roster, six new race rosters arrive — full enemy fleets, named capital flagships and per-race ability decks — from the slippery improbability yachts of the Betelgeusians to the white war-armada of Krikkit behind the Wikkit Gate.
- 14 alien materials. Each non-human sector adds a raw ore and its refined form (e.g. Bistromath Ore → Bistromath Alloy), refined values climbing 70 → 800 credits across the sectors.
- The Xeno-Refinery (
alienRefinery). One new building runs all seven alien refine recipes — enable the one matching your sector’s ore. Lv 1–5 (throughput 4 → 24/sec, up to 3 parallel recipes); unlocks with a Refinery Lv 1 plus a race station in-sector. - Seven race stations. One per non-human sector (Vorgon Bistromath, Betelgeusian Praxis, Magrathean Planetworks, Golgafrinchan B-Ark, Belcerebon Resonance, Santraginean Tidewatch, Krikkit Wikkit) — same shared-pool economics as the Sector Station, built with that sector’s refined alien material.
- Seven sector research branches (35 nodes). Each branch appears only once you own the sector, costs Research Points plus that sector’s refined material, and contains a node that unlocks the sector’s race drone.
- Eight new race drones. The seven branches unlock eight new ship classes (Krikkit’s node grants both the Killer Robot and the Wikkit Gate Sentinel), slotting in beside the four starter drone roles.
- Five claimable asteroids per sector across all eight sectors.
Changed
- The “Unlock Sector” buttons are retired. Expansion is now the rift-clear loop; the legacy research/mega-project/stockpile gates remain only as a soft flavour spine.
- Save data upgraded to schema v14 (automatic migration on load) — the migration seeds the 14 new alien materials to 0 in the aggregate pool, every asteroid inventory and every station shared inventory. Existing colonies carry over and keep their old five sectors, now re-themed.
See Sector Expansion & Rift Gates, Sectors and Rifts & Fleet.
v0.13.0 — “Vorgon Armada”
30 Jun 2026 · Feature · save schema → v13
Rift Combat 3.0. The Vorgon stop throwing only swarms at you and bring capital battleships — shielded line ships with their own ability decks, telegraphed overloads, and afflictions that now stick to your wings and capitals. Two new counterplay abilities arrive so you can break those shields and scrub the debuffs.
Stats below are first-pass pre-1.0 values and will be tuned.
New
-
Vorgon capital battleships. Rift fights now field enemy capital ships with hull and a separate shield pool that soaks hits before hull and regenerates each turn until you shatter it:
Battleship Threat Hull Shield (regen/turn) Attack Mitigation Signature kit Vorgon Phantom 👻 5 320 — 22 3 Targeting Jam + Corrosion Cloud (slippery, high-initiative raider) Vorgon Warbringer 🛸 6 600 120 (30) 35 5 Broadside + Call Escort Vorgon Harbinger 🔱 7 850 150 (40) 45 6 Stun Blast + Call Escort + Broadside Vorgon Leviathan 🐲 9 1400 300 (60) 55 7 Void Lance + Corrosion Cloud + Hardlight Fortify -
Enemy ability system. Vorgon capitals cast from a real deck on cooldown:
- Broadside (cd 2) — concentrated 2× damage to one of your wings or ships.
- Void Lance (cd 4) — a telegraphed overload: it spends a turn charging (⚠ warning in the log), then unleashes a 2.5× hull-melting lance. Stun the ship while it charges to cancel the blast.
- Corrosion Cloud (cd 3) — corrosive DoT eating hull (or ships) for 3 turns until cleansed.
- Targeting Jam (cd 3) — cuts a wing’s firepower (atk ×0.6) and accuracy (−15) for 2 turns.
- Stun Blast (cd 4) — 80% chance to overload a wing so it skips its next turn.
- Call Escort (cd 4) — tears a micro-rift and drops a fresh 14-ship swarm into the fight.
- Hardlight Fortify (cd 4) — restores 200 shield and +3 mitigation for 2 turns, regen resuming behind the fresh barrier.
-
Enrage. A wounded Vorgon Leviathan turns vicious — at or below 35% hull its attack jumps ×1.6:
Leviathan enrage: hull ≤ 35% → attack ×1.6 -
Player-side debuffs. Stuns, jams and corrosion now land on your drone wings and dwarf-crewed capitals — a stunned unit skips its turn, a jammed wing fights blind, and corrosion chews it down every turn until you clean it off.
-
Shield Breaker — a new Fighter Wing ability (cd 3): an overcharged volley that shatters a Vorgon capital’s shield and stops it regenerating for 2 turns, opening the kill window.
-
Purge Protocol — a new Duplicator Drone ability (cd 3): scrubs corrosion, jamming and stun from one allied wing or capital ship — your answer to Vorgon debuffs.
-
Boss capitals per rift tier. Each rift’s wave-5 boss now anchors on a capital: Warbringer in safe rifts, Harbinger in dangerous, Leviathan in ancient. Elite capitals can also crash a fight — a 12% chance of a Phantom in dangerous rifts and an 18% chance of a Warbringer in ancient rifts.
Changed
- Save data upgraded to schema v13 (automatic migration on load); existing rifts and fleets carry over and meet the new Vorgon Armada on their next dive.
See Rifts & Fleet and Status & Needs.
v0.12.0 — “Capital Ascendant”
29 Jun 2026 · Feature
This update gives dwarf-crewed capital ships their own progression — levels, XP and per-class talent trees — on top of the Rift Dungeons 2.0 fleet rework.
New
- Capital ships now level up. They earn their own XP and levels from rift
combat (
Capital Level = 1 + floor(sqrt(shipXP/50))) — XP from each Vorgon group they help kill plus a clear bonus — and each level grants a talent point. Previously capitals had no individual progression. - Per-class capital talent trees. Each class (Forgehammer Corvette, Anvil Destroyer, Khaz-Doom Dreadnought) has its own distinct tree across Gunnery / Armor / Command branches — passive boosts (attack, hull, mitigation, accuracy, crit, initiative) plus an active capstone: Alpha Run (Corvette, 3× strike), Siege Mode (Destroyer, +50% attack & +4 mitigation for 2 turns), Annihilation Lance (Dreadnought, hits every group).
- Capital cards get Level, XP bar & a 🎓 Talents button in the Fleet & Rifts panel.
- Guard Capital — a new Bulwark Cruiser ability (cooldown 3): for 2 turns it intercepts every Vorgon hit aimed at a chosen capital ship, soaking the damage itself to shield the capital’s hull.
- Per-ship Flee. A capital ship can now jump out of a rift on its own — keeping its XP and returning at full hull — while the rest of the fleet fights on (distinct from the whole-fleet Retreat).
Changed
- Capital base attack boosted — Corvette 18→24, Destroyer 32→42, Dreadnought 55→72.
- “Repair Tender” renamed “Duplicator Drone” — ability “Repair Swarm” → “Duplicate Swarm” and “Mass Repair” → “Mass Duplicate” (the drones now duplicate allied ships to rebuild swarms; mechanics unchanged).
- Save schema unchanged (v10); existing capital ships load at Lv 1 with no talents and earn XP from their next dive.
See Rifts & Fleet.
v0.11.0 — “Rift Dungeons 2.0”
29 Jun 2026 · Feature · save schema → v10
This is the fleet-combat rework. Rifts become deep multi-level dungeons, dwarf-crewed capital ships become the main combatants, and drones drop to cannon-fodder screening units.
New
- Rift Dungeons 2.0. Rifts are now 10-level dungeons — you dive one level per run; clearing a level unlocks the next, and clearing level 10 fully clears the rift.
- Dwarf-crewed capital ships. Build powerful individual warships from typed ship parts (dropped by each level’s mini-boss) and crew them with several dwarves; crew rarity and class (Pilots are best) drive the ship’s power. Classes include the Forgehammer Corvette, Anvil Destroyer and Khaz-Doom Dreadnought. A capital ship lost in a rift injures its whole crew — no permadeath.
- Drones are now cannon fodder. The four swarm roles (Bulwark Cruiser, Fighter Wing, Repair Tender, Uplink Frigate) screen and chip away while capital ships do the heavy fighting.
- 1–5 difficulty with dwarven names — Greenbeard, Stonehelm, Grimhammer, Emberwrath, Voidforged. Difficulty is additive: D = Flagship Level + chosen Tier. Each dive runs D waves (the last is a mini-boss), and enemy numbers and loot scale with D and level depth.
- Flagship Level now matters. It is
1 + floor(sqrt(totalFXP/100))and drives rift difficulty and reward (it was previously cosmetic). - Five ship-part resources — Hull Segment, Reactor Core, Main Gun Battery, Bridge Module and Armour Plating — non-sellable build materials dropped by rift mini-bosses.
Changed
- Enemy waves are heavier. Per-wave swarm sizes grow each wave and deeper waves field more Vorgon groups, fixing thin mid- and late-game waves.
- Save data upgraded to schema v10 (automatic migration on load) — the migration backfills rift level fields and the capital-ship fleet, so existing rifts and saves carry over.
See Rifts & Fleet and Combat Overview.
v0.10.1 — “Hands-Off Trading”
28 Jun 2026 · Content
New
- Trade Lodge auto-sell. Every Trader-class dwarf assigned to a Trade Lodge unlocks one auto-sell rule in Automation → Auto-Sell. Pick a resource and a reserve to keep; once every 60 seconds each rule sells everything above the reserve — passive income while you focus elsewhere.
- New research: “Automated Trading” (Guild Administration). Auto-sell pays 20% of market value with no research, rising each stage to 100% at stage 5.
- Build confirmation. Building from a district now shows a “✓ Built!” confirmation and briefly locks the button, so a quick double-tap no longer builds several structures by accident.
See Automation & QoL and Market & Trading.
v0.10.0 — “Sector Stations & Open Frontiers”
28 Jun 2026 · Major
This is the sector-station economy release. Stations were reworked from a progression gate into a pure economic hub, and asteroid expansion moved from a paid “claim” flow to exploration-driven discovery.
New
- Sector Stations are now storage & logistics hubs. Build and upgrade them in Projects → World. Each station is a shared warehouse for its sector: shuttle goods in, and you can build structures and run recipes on any asteroid in that sector drawing straight from the station’s storage. Upgrading expands storage (25,000 → 1,000,000 units across Lv1→Lv5) and the mining/refining bonus.
- Limpets — instant, free in-sector delivery. Once goods are in a station, distributing them to any asteroid in the same sector is immediate and costs no fuel.
- Cross-sector logistics. Station-to-station shuttles move goods between sectors. Asteroids can now only shuttle within their own sector — route through your stations to reach further out.
- Discover asteroids by exploring. Completing an expedition now has a chance to chart a new asteroid in that sector and add it to your empire for free — the old paid “claim” flow is retired.
Changed
- The Sector Station no longer gates progression. The Science Dorm, Component Factory, Orbital Foundry and new sector unlocks are all reachable without one — it is now a pure economic boost you build because it is powerful, not because you are forced to.
- The asteroid “Manage” side panel has been retired. Run everything from the asteroid surface: tap a structure to open it, build with “+ Build”, set mining on the Mine Shaft, view stocks in Inventory and crews in Dwarves.
- Logistics panel now lets you pick sector stations as shuttle endpoints, and shows limpet / out-of-sector rules inline.
Fixed
- Quests no longer point at retired panels. Instructions were rewritten to the current UI, and an early “Work Both Seams” quest now teaches the Mine Shaft Split evenly control.
- Guide dialogs got a face-lift. Tutorial dialog boxes are topped with character avatars (with an emoji fallback) and animate more smoothly.
Coming soon
- Station modules. Slots to refine and up-craft goods right inside a station are reserved and arriving in a later update.
See Stations, Sectors and Expeditions.
v0.9.0 — “Research, Realised”
27 Jun 2026 · Major
New
- Research now has 5 stages per card. Most research can be levelled up to five times — each stage scales the effect up and the cost (Research Points and Credits) up steeply. Cards open with a details fold-out and a celebration popup shows the before → after when a stage completes.
- Mining Bursts. Research Blasting Charges to unlock a ⛏ Burst button for a timed 2× extraction surge, then a cooldown. Aggressive deep-mining techs make bursts riskier (miners take some health damage while a burst runs).
- Automated Habitat Training. A Guild research makes habitats auto-queue a training session once a day, hands-free.
- Missing-requirements on recipes. The Structure Properties panel now shows “⚠ Missing: …” under any recipe an asteroid can’t supply inputs for.
- The Reliquary. Research Reliquary Protocol to unlock a panel for your artifacts. Artifacts now drop from expeditions, equip into Global / Sector / Squad slots, and can be forged by consuming duplicates. Expeditions can also let dwarves discover new traits.
- Inventory filter in the top bar (Empire total vs single asteroid).
- Upgrade previews showing a Now → After line for each structure upgrade.
- Warehouse capacity fold-out and a 👥 dwarves / housing population pill.
Fixed
- Research effects actually do something now — a large pass connected previously-cosmetic bonuses (yield, sell price, upgrade-cost reductions, expedition rewards/timers/supplies/slots, void-bore & ancient-vein yields).
- Ale on expeditions is now correctly selectable when launching/resupplying.
- Settings that work — Number Format and Font Size now apply across the HUD.
- Auto-Transport now unlocks at Automation Tier 2, matching its card.
- Browser Back gesture now closes an open panel instead of leaving the page.
Changed
- News ticker moved beneath the top stats bar; Quest tracker can be folded away.
- Research now costs Credits alongside Research Points.
See Research Tree and Artifacts & Reliquaries.
v0.8.3 — “Name Your Rocks”
27 Jun 2026 · Update
New
- Rename your empire (signed-in perk). Registered players can nickname asteroids, structures and dwarves via the ✎ Rename button; nicknames save with the colony.
- Living sector map. Every active expedition now has its own drifting destination marker and route line, with squad progress tracked along it.
- Shuttle routes on the map. Active cargo lanes appear on the sector map; in-flight shuttles advance in real time and standing routes draw as faint lanes.
Fixed
- Sector-map expeditions now resolve their origin asteroid and sector correctly.
v0.8.2 — “One Menu, One Home”
26 Jun 2026 · Update
Changed
- Hamburger menu everywhere. Navigation is a single ☰ slide-out drawer at all screen sizes; the desktop side rail and mobile bottom bar are gone.
- Colony panel retired. Residences are managed from the surface map; Serve Ale moved to the Buffs panel; a colony wellbeing dashboard now sits atop the Dwarves panel.
- Animated progress bars across the UI.
New
- Training countdown with live ETA and progress bar; hospital/vitals update live.
- Rolling ticker bar replaces pop-out toasts (hover to pause).
- Return cargo. Routes and manual dispatches can haul one resource out and bring a different one back on the same trip.
- Bigger shuttle holds. Cargo Shuttle Dock capacity is 10× larger — a Lv1 dock carries 2,000 units/trip (up to 32,000 at Lv5).
Fixed
- Logistics In Flight list no longer flickers; tab labels no longer clip.
v0.8.1 — “Quality of Life”
25 Jun 2026 · Update
New
- Buff Panel (hotkey V) lists every active colony and per-dwarf buff with live countdown timers.
- District tabs. The asteroid surface is now a swipeable tab system, one district on screen at a time.
- Residence management opens its own panel from the surface (occupants, training, assignment) instead of jumping to the Colony screen.
Fixed
- Offline shuttle transport now runs and delivers across the whole time away.
- Offline housing — idle dwarves move into empty habitats while away.
- The phantom Stout — a legacy quirk leaving a hidden second pile of Stout is folded back into one on load.
- Surface map no longer flickers (redraws only on change); sidebar widened.
v0.8.0 — “Districts & Logistics”
22 Jun 2026 · Major
New
- District-based asteroid surface — Residential, Agriculture, Mining, Production, Development & Facility districts spread across the screen.
- Cargo Shuttle Bays now stack — each dock and each upgrade level grants another shuttle.
- Ales on expeditions — Courage Ale cuts risk, Deep Delver’s Ale boosts deep-stage loot, applied from the prep screen.
Changed
- Training is now one click — a clear button per trainable stat; habitats can train Comfort.
- Traveling Merchant inventory no longer flickers and now stocks raw Polymer and Clay.
Fixed
- Tutorial flow re-ordered to match progression; covers assigning dwarves clearly.
v0.7.0 — “The Road to Beta”
19 Jun 2026 · Major · save schema → v7
New
- Traveling Merchant. A shifty trader (Vesk) visits on a regular cadence — the only source of Polymer Conduit and Clay Conduit.
- The road to Sector B. Reaching Beta now requires building a void-navigation relay from the Merchant’s conduits — the first real progression gatekeeper.
- Sectors D & E — Delta (stellar) and Epsilon (dominion) added to the map.
- Dialog-driven tutorial. Durgan, Borin and Hilda walk new CEOs through Sector A.
- Patch notes added to the Welcome screen.
Fixed
- Offline progress now actually works — the elapsed-time calculation was reading the wrong timestamp and silently skipping sessions.
- Offline summary toast now appears on return; offline income bonuses from research & mega-projects are finally applied.
- Long absences no longer risk freezing the game on boot during catch-up.
Changed
- Save data upgraded to schema v7 (automatic migration on load).
- Offline gains remain capped at 72h with 24h diminishing returns.
See Traveling Merchant and Persistence & Saves.
v0.6.x — Stability Pass
Jun 2026 · Fixes
- Notification center delivery fix.
- Dwarf roster display fix.
- Colony panel corrections and a batch of general fixes.
Earlier development (pre-0.6)
The initial scaffold predates the in-game patch notes. From the development history, the foundational milestones were:
| Milestone | Summary |
|---|---|
| Game scaffold | REST server + vanilla-JS client; full game scaffold stood up |
| Data content layer | /data/ JSON catalogs added — combat system and expanded crafting tree |
| Crafting tree | Raw materials, ingots, recipes (e.g. steel, machine parts), combat components |
| Combat & defense | Defense buildings and combat mechanics added |
| Playable loop closed | Market (sell for credits) + quest line wired up end-to-end |
Notable post-0.10 commits (payments & sync)
Recent development work layered onto the 0.10 line:
| Area | Change |
|---|---|
| VIP payments | Stripe + PayPal VIP subscription gateways; embedded Stripe Checkout (in-panel, no redirect) |
| Cloud sync | “Sync Now” button (2-min cooldown) that self-heals; numerous cloud-save race/loop fixes |
| Account safety | One active session per account enforced (prevents multi-device save corruption) |
| PWA | Installable app with icon, manifest and service worker |
| Onboarding | Quest UX overhaul; Help center (“?” HUD icon) with bug-report; full Admin Panel |
| Expeditions | Base expedition slots raised to 5 + rare-drop-gated slot research |
See VIP and Accounts & Auth.