Full notes
Full Divine Orbit update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Performance
- Gameplay
- UI and audio
NEW FEATURES & MECHANICS
The Sanctuary Protocol: Added a new tactical pressure valve. Players can now completely wipe the board of threats and gain 20 seconds of pure invulnerability to rebuild their grid—but it costs your entire Carnage multiplier and Stardust bonus to activate.
Dynamic Blackouts: The planet now physically reacts to taking damage. Heavy impacts leave blackout scars and scorched earth on the civilization layer that slowly heal based on your current Grid Stability.
Expanded Earth Hub: The Planetary Command menu has been upgraded to a 3-panel Command Center, featuring a live ambient terminal log and C.H.L.O.E.'s real-time psychological evaluations.
Cinematic Holo-Desk Intro: The game boot sequence has been completely overhauled into a 3D-perspective tactical radar with CRT light bleed and cinematic vignette shading.
VISUALS & IMMERSION
True Orbital Depth: Re-layered the diegetic UI so high-orbit satellites now physically pass over the HQ Command button, completing the 3D illusion.
Surface Traffic: Added micro-traffic visual effects to the planetary crust layer.
ENGINE OPTIMIZATIONS (UNDER THE HOOD)
Zero-Allocation Upgrades: Decoupled the 144Hz physics engine from the React DOM. UI updates are now smoothly throttled to 10Hz to eliminate state-thrashing and lock in frame rates during massive late-game swarms.
Memory Leaks Plugged: Fixed array bloat in the high-speed target dictionaries and Tesla gate collision checks.
Source
Changelog.gg summarizes and formats this update. How we read updates.
