In this update15
Full notes
Full ERA ONE update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Fixes
- Maps
- UI and audio
- Performance
ERA ONE changes
Hi everyone,
We’re rolling out the patch that officially closes Release 11.
This update resolves all reported issues, and wherever possible, we’ve implemented community suggestions to further improve the game.
Although we will continue to improve the current release, our main focus is now shifting to Build 12, planned for June, which will introduce full multiplayer along with several exciting new features.
The project continues to move forward, and the overall positive feedback remains a strong motivation as we work toward the next milestone.
Thank you all for your support and for being part of this journey! The cover image is by Rhimm (Discord community).
Era One - Release Notes v0.11.17.2 (April 2)
Hot fixes
Perimeter Shield no longer transfers overflow damage to the shield module.
Compound stations are now fully visible and detected when even a single module enters the player's radar range.
Fixed collectors that could stop working and remain idle after losing their harvest or refine actions, with a safe wake-up recovery.
Collectors now reset their harvesting and collecting memory after warp operations, preventing them from migrating back to old clusters after warp.
Fixed repair drones sometimes spawning at the center of the map instead of near their Repair Bay.
Some modules in compound stations, or units, are no longer invisible when a large number of entities are present in the scene.
Turret targeting system revisited, turret modules should no more get stuck less often when commanded from Command module.
Fixed problems with Cockpit mode (keys disabled, stuck inside, etc.).
Fixed a couple of issues that could cause errors when loading a save file.
Era One - Release Notes v0.11.17.1 (March 25)
Hot fixes
Fixed Command Cube hardpoint rotations. Connected modules should now align correctly.
Fixed rotation and translation issues on Light Facility hardpoints.
Biominer stats should now update correctly.
Fixed collectors that could stop working and remain idle after losing their harvest or refine actions. A safe wake-up recovery has been added so collectors resume interrupted work without reactivating units that were stopped or redirected by the player.
Fixed an issue that caused engines to not restore max speed on module destruction.
Fixed problems with Cockpit mode (keys disabled, stuck inside, etc.).
Compact unit buttons (show all) now use the configuration of the selected facility for costs and icons.
Fixed autosave label and interval slider not updating in the settings menu.
Fixed a couple of issues that could cause errors when loading a save file.
Era One - Release Notes v0.11.17 (March 17)
Gameplay
Improved the criteria used by collectors to choose resource wells, as well as the management of gathering and unloading queues.
Introduced the structure collision control. When enabled, stations will perform an emergency stop when colliding.
- New UI SettingFont Scale. Allows the player to scale body text size for improved readability.
AI Personality and Game Difficulty are no longer tied to Presets and are now fully independent settings.
Group Rotator (limited mode) now snaps at 90-degree increments when right-clicking.
Prevented AI collectors from harvesting outside Command Center radar coverage.
Research Centers are now limited to 1 per tier (up to 5). A new match setting allows choosing between Progressive cap or Unlimited.
Resource drop-off rate increased by 50%.
All tech researches are now 10% faster.
Command Center and Command Cube construction range increased by 15%, and related researches are now 20% faster.
Build holograms are now white, for improved visibility.
Fusion Resource production reduced by 5%
Fusion proximity bonus reduced by 25%
Plasma cannon bullet speed and fire range increased.
Trade offers can now be disabled for the current match.
Research no longer accelerates when changing priority multiple times.
Fixed an issue that caused queues to appear in an incorrect order in the order list.
Introduced cooldown for cargo drop response and increased cooldowns for some other responses.
Shields now have increased resistance (2500 to 3000) and a faster recharge rate.
Enemies in War Machine mode now properly upgrade their shields.
Unit cap increased, for all modes, up to 25K in "meltdown".
All weapon turrets now have wider targeting angles for improved accuracy.
Engine power increased across the board: +30% directional thrust, +15% omni‑directional thrust. Secondary Stations can now maneuver more effectively and quickly.
Fixed turrets save/load displacement and special weapon reinitialization issues, you can now save and load your matches and blueprints without errors in modules and turret positioning.
Fixed a known issue that caused some turrets to not attack.
Unit and Module attack range is now calculated dynamically depending on weapon loadout. Unit behaviour will adapt to its range capabilities, enabling more tactical decision‑making and maximizing damage output, especially when using Attack Stances and Attack Styles effectively.
Armor regeneration rate doubled for increased durability.
Gravity Well now consumes energy.
Solar Panel production and storage increased by +5%.
Bioforge storage increased to 10,000 RUs.
Increased resistance for advanced armors (+5% across all armor types).
Missiles, bombs, and mines are now +5% more resistant.
Pirate light units now deal +5% attack damage.
All upgrade bonuses increased to +15%.
Command Cube health reduced by -10%.
Turret costs fixed (previously missing) and rebalanced for corvette and frigate slots, now more expensive but realistic.
Mine weapons fixed (previously indestructible) and nerfed to fit their intended role.
Kinetic and autocannon weapons rebalanced, now respectively less and more effective against light-armored units.
Formations are now aligned on the right of the parade, forward stacked.
Rangers are now included in all attacks (excluding station escorts).
Fixed an issue where collectors were sometimes stuck searching for nearby harvestables when remaining asteroids were occupied.
Fixed collectors sometimes not remembering the distant resource cluster where they were working.
Fixed collectors not switching queue when a free docking point is available nearby.
Fixed collectors forming queues only on the Command Center docking.
Prevented CPU collectors from picking salvages too far from drop points or too close to enemy Command Centers.
All basic structural modules construction time reduced by 15%.
Fixed an issue with Hinge modules that caused module destruction when two hinges were stacked on one another.
Fixed a configuration issue that caused some Armor modules to give multiplicative health bonuses, increasing Command Center health beyond intended values.
Fixed a configuration issue that caused NavLight to incorrectly provide health bonuses.
Fixed Nuclear Power Reactors not being upgraded properly.
Fixed Space Sonar energy consumption display.
Nukes and LRMs can now be launched directly from the main Command Center commands, without needing to select each individual facility.
Artillery Turrets and long‑range weapons can now automatically attack enemies within their firing range.
Unit experience now has a greater impact on ship performance, making skilled units and leaders noticeably stronger.
Artillery cannon no longer targets fighters, corvettes, or utility ships.
Fixed selecting a single unit inside a formation requiring a second click.
Fixed an issue when creating formations with non-attacking units.
Increased Nuclear Bomb and Long Range Torpedo lifetime by 1 minute.
Fixed an issue where Turrets stopped retargeting after their target moved out of range.
All derelict resource capacity increased by 150%.
Modules, Stations & Units
Federation Heavy Artillery Turret, long‑range heavy weapon.
Pirate Heavy Warship, the most lethal Pirate vessel.
New Biominer model and animation.
Federation Plasma Cannon, introduced the Fixed Plasma Cannon, with directional fire power.
Federation Deflector Plate Armor, new armor with expanded coverage and refined surface design.
Station blueprint additions:
Anti‑Missile Platform
Defender
Breachdrill
Cruiser
Heavy Cruiser Evo
Battleship
Battlefield Barge
Carrier
Heavy Carrier
Battlecarrier
Annihitron
Grinder
Battlecruiser
Federation Mothership
Federation Mothership Heavy
Light Drill Rig
Maps & Scenery
New map Gathering Belt for Deathmatch.
All maps updated with new detailed asteroid models.
New Arena map for War Machines mode.
New Battlefront map for Deathmatch.
New Survival map: The Long Travel.
Various improvements to multiple maps, including object placement and detectability systems.
War Machines
New War Machines game mode, with structured combat phases and objectives, where matches feature dedicated AI opponents (1v1 Multiplayer in the future) with mode‑specific stations and difficulty levels.
You can also add custom‑created blueprints to face in the Arena.
Deathmatch, AI
AI Command Center will now migrate to another resource cluster when its current one is depleted, using Warp if possible and orienting towards the enemy at destination.- AI will deploy blueprints and create formations facing forward.
AI final attack now waits for the enemy to be sufficiently weakened based on a personality setting.
Added chance to warp frigates and station blueprints directly to the enemy base when a battle is already in progress.
Final AI warp attack is now only possible when a battle is already in progress at the enemy base.
Secondary attacks now use formations.
Blueprints are now built by the AI using the same progressive dynamic construction (and rebuild) process as the main station.
Fixed AI final warp attack could teleport the main station inside the enemy station.
Fixed late game attacks not starting due to formation idle state not being computed correctly.
CPU personality can now enable Turbo Mode for station movements.
CPU Station blueprints will retry movement if they stop too far from the target.
CPU formations are now repositioned to avoid overlapping.
Implemented patrol system: a patrol route is created around the command center and assigned to explorers.
Improved collector allocation per drop point.
AI Agent now stops all activity when its Command Center is destroyed.
Unlocked warp attacks and Command Center attack strategies.
Fixed non-attacking units being incorrectly selected for AI attacks and escorts.
Fixed formations in Hold attack style losing their target.
Fixed collectors incorrectly going into escort mode.
Introducing the new Player AI system, a major milestone that will keep evolving in upcoming updates, with goal-oriented decision making. Refer to previous release notes for details.
This is the first iteration of the new Player AI system, a major milestone that will keep evolving with goal‑oriented decision making, tech progression management, and a scoring‑based evaluation of fleet strength.
Builds and repairs stations with strategic module choices.
Develops fleets by selecting strong units and equipping optimal weapons.
Manages research progression across tiers.
Prioritizes strategic operations based on the situation.
Manages economy (power, population, resources).
Handles defense and attack priorities.
Evaluates enemy hostility and selects targets based on personality.
Shifts focus during crises (energy, population, resources, base under attack).
Behavior scales with difficulty; groundwork for multiple personalities (not yet user-selectable).
AI can construct and deploy blueprint stations for attack, mining, and defense.
Adaptive difficulty: smarter and more aggressive at higher levels.
- Better combat behaviorspecial abilities used when ready, long‑range attacks enabled mid‑game.
Personality system added: Passive, Defensive, Balanced, Aggressive (selectable in match creation).
CPU attacks using blueprints.
CPU sends patrols to escort blueprints and attacks more often.
CPU defends and improves its base more consistently.
User Interface and Settings
Remapped all UI body text to a new font (Exo2) for improved readability.
When saving is not supported, a red text now explains the reason in the save panel.
Fixed selection getting out of sync when right-clicking a button on the selection panel.
Recycle and Scuttle buttons are now placed last in command queues.
Fixed camera rotation not sticking to the tactical plane in tactical mode.
Fixed UI background lines being cut off on 21:10 aspect ratio screens.
Added a detailed map preview with zoom in/out controls in the match creation screen.
Added an info button popup in the match creation screen.
Added Resizable Window display mode. Modes are now: Exclusive Fullscreen, Resizable Window, Fullscreen Window.
Map list now hides unplayable modes under the selected game type.
Area selection changed to white for better visibility.
Disabled edge scrolling when in windowed (non‑fullscreen) mode.
Added Get Started button to the match creation room.
Improved visibility and persistence of formation overlay arrows.
Graphics and Visual Effects
New mortar rocket lifetime-expire visual effect.
Updated cockpit textures for corvette, interceptor, scout, bomber, and command bridge models with visible pilot windows.
Ion cannon mid turret pitch pivot adjusted to reduce rear compenetration; vertical targeting inclination reduced.
Fixed transparency issue on internal wreck sections for some modules.
Remastered textures for all asteroid classes with improved metal vein readability and custom metal maps.
Updated plasma cannon visual effects.
Weapon ranges are now more visible.
Eclipse effect on high game speed settings is now slower.
Fixed warp bubble being visible in Tactical view.
Tumble Physics: Command Centers and Cubes now tumble when destroyed for more dramatic explosions.
Blueprint‑built modules now display the correct 10% shield visual.
Improved part‑connection rendering.
Added frontal weapons to tooltips.
Audio
Adjusted probability of dying and menace voice lines to allow other unit responses (such as "enemy down") to play more naturally.
Added new unit responses when dying or jammed.
Improved weapon audio mix and long‑distance audibility for heavy weapons.
New soundtrack and playlist for War Machine and fast‑battle maps.
New maneuvers SFX for fighters and corvettes (3 intensity levels).
Save System
Fixed "The Long Travel" mission not saving properly.
Fixed enemy waves timer not reloading properly from a save file.
Fixed various save/load issues with AI state and unit actions.
Save and Load are now available in AI Deathmatch game mode.
Arena mode now supports saving during the build phase (save button is disabled during battles).
Leader orders now persist across save and load.
More unit actions are now persisted across save and load.
Game time is now more consistent across save and load.
Performance and Optimization
Optimized matrix inverse calculation by reordering off-line transformation fast path.
Fixed a memory leak in AI agent attack memory.
Freed invalid engaged docking slots to prevent stuck wreck and remain queues.
Added Headless mode for dedicated server support.
Removed full UI rebuild from marquee selection for smoother interaction.
Reduced performance impact of idle turrets (modules and unit turrets).
Faster math calculations for blueprint construction pose matching.
Build Order Panel optimized to avoid unnecessary canvas updates.
Reduced memory allocations during turret initialization.
Idle state checks now limited to relevant entities.
Feedback effects now properly disabled when culled, improving performance.
Multiplayer
Foundation work continues and is now integrated into the codebase (not yet enabled).
Localization
UI localization updates, including War Machine mode.
We’re including some QHD previews to showcase what’s new in this build.
beghins, Team Complex
The Federation’s Heavy Artillery Turret is a massive, ultra-long-range weapon, crucial for delivering long-distance fire support.
The Heavy Plasma Cannon is a heavy‑grade energy weapon engineered for focused, directional assaults.
The Biominer is a biomechanical entity capable of consuming anything within its vital area and converting it into resources. It prefers asteroids, but in their absence, it can turn against both enemy and allied ships. It can self-replicate and represents the most advanced resource-gathering system of the Federation. However, it requires control, and in the campaign, it plays a primary role.
Deflector Plate, clean and resistant.
The Pirates' Heavy Vessel is the ultimate mobile attack weapon of the Pirates. It is extremely fast over linear distances thanks to its powerful engines and is armed with lateral ion cannons, long-range missiles, as well as rapid-fire rockets to annihilate light ships. It is highly durable and capable of delivering devastating strikes against bases and heavy ships.
Eclipse from the new survival map The Long Travel.
The hinged rotary module connects distinct sections of warships and allows them to rotate from 0 to 180 degrees. This system enables the movement of weapon blocks or the concealment and exposure of specific ship parts, making vessels more versatile and lethal. It can be used, for example, to create defensive barriers or assault wings for breaching maneuvers.
Source
Changelog.gg summarizes and formats this update. How we read updates.
