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Steam News10 October 20258mo ago

11th of October Update

Hello! In what is likely the last major update before NextFest, I have some significant changes to both UI and controls!

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Full Catharage update

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Hello!

What changed

1 fix1 addition4 changes0 removals
  • UI and audio
  • Fixes
  • Gameplay
  • Events
changedIn what is likely the last major update before NextFest, I have some significant changes to both UI and controls! Controls are in a lot of flux right now, this is because I'm getting a lot of input from testers, and the quest to make the game more accessible is everlasting.
changedUI has been expanded to show weapon icons on non-selected targets, making it easier to see at a glance which gun is shooting at what. I've also modified the threat display background to be more noticeable and in a better position.
fixedControl modes have been overhauled once more. There are still two modes, but they have been renamed to "modern" - the new default, and "advanced" - the old default. Modern now functions like the hybrid mode did before this update, albeit with a crucial change. Clicking to set alignment target is still possible, but it is now also possible to press WASD (or whatever Pitch and Roll are bound to) to rotate the ship relative to the camera. This is much more like common space game controls and should help players unfamiliar with flightsim controls to acquiesce to the game. Together with these changes the underlying math has been fixed to finally allow throttle-based agility to affect turn speed when using modern mode. "Advanced" mode remains unchanged but is no longer the default, and Tutorials have been updated to reflect this.
changedCamera modes have also been altered slightly. The previously horizon-aligned orbit camera is now aligned to its own rotational axis, and the horizon display has been removed from standard view. This behaviour can be reverted to be horizon-based using the new option in the pause menu.
addedReward additions have been introduced for ship kills. I've implemented a first pass on a kill attribution system, which is important for later additions coming in the release version. This feature also allows me to introduce bounty: A small credit reward for every kill, based on a ship's difficulty.
changedIf you've previously played but struggled with the controls, maybe give them another shot! As always I hope you enjoy this update and let me know what you think about it!

In what is likely the last major update before NextFest, I have some significant changes to both UI and controls! Controls are in a lot of flux right now, this is because I'm getting a lot of input from testers, and the quest to make the game more accessible is everlasting.

  • UI has been expanded to show weapon icons on non-selected targets, making it easier to see at a glance which gun is shooting at what. I've also modified the threat display background to be more noticeable and in a better position.

  • Control modes have been overhauled once more. There are still two modes, but they have been renamed to "modern" - the new default, and "advanced" - the old default. Modern now functions like the hybrid mode did before this update, albeit with a crucial change. Clicking to set alignment target is still possible, but it is now also possible to press WASD (or whatever Pitch and Roll are bound to) to rotate the ship relative to the camera. This is much more like common space game controls and should help players unfamiliar with flightsim controls to acquiesce to the game. Together with these changes the underlying math has been fixed to finally allow throttle-based agility to affect turn speed when using modern mode. "Advanced" mode remains unchanged but is no longer the default, and Tutorials have been updated to reflect this.

  • Camera modes have also been altered slightly. The previously horizon-aligned orbit camera is now aligned to its own rotational axis, and the horizon display has been removed from standard view. This behaviour can be reverted to be horizon-based using the new option in the pause menu.

  • Reward additions have been introduced for ship kills. I've implemented a first pass on a kill attribution system, which is important for later additions coming in the release version. This feature also allows me to introduce bounty: A small credit reward for every kill, based on a ship's difficulty.

If you've previously played but struggled with the controls, maybe give them another shot! As always I hope you enjoy this update and let me know what you think about it!

Source

Steam News / 10 October 2025

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