In The Black
Steam News 15 May 20265d ago

In The Black (Main) - Minor Patch

Greetings, Pilots. Here's an overview of our Early Access hotfixes and stability updates: New Bloodsport Location Open Space - 5 v 5 - Pure dogfighting. No asteroids. No stations. Just the vacuum. Gameplay & Game Mode L…

Update log

Full In The Black update

The complete published notes, normalized for clean reading and source attribution.

Repeated intro

Greetings, Pilots.

Extracted changes

4 fixes3 additions9 changes0 removals
  • Performance
  • Gameplay
  • Events
  • Fixes
  • Security
  • UI and audio
changedHere's an overview of our Early Access hotfixes and stability updates:
changedGameplay & Game Mode LogicWe've overhauled the logic that governs round transitions and bot behavior. The previous systems had some...exploitable loopholes. Those have been closed.
fixedGameplay & Game Mode LogicTeam Deathmatch Round-End Evaluation: Addressed a lingering issue where TDM rounds could end prematurely, even with active players in their ships. The evaluation logic is now more robust and correctly assesses the state of all pilots before calling the match.
changedGameplay & Game Mode LogicBloodsport Bot & Team Refactor: The bot management system for Bloodsport has been completely rewritten. Bots are now handled by a unified rebalancing model that ensures teams are filled, trimmed, and balanced more intelligently. This also addresses an issue where squads joining a match couldn't displace bots correctly.
fixedGameplay & Game Mode LogicNo-Respawn Mode Initialization: A subtle but significant bug in 'No-Respawn' modes meant the player elimination checks never armed properly for the first round. This has been corrected. Round 1 now behaves with the same unforgiving logic as all subsequent rounds.
changedGameplay & Game Mode LogicAI "Danger Rating" System: To provide a more consistent challenge, we've implemented a ship danger rating system for AI selection. The system calculates the median combat effectiveness of all human players in a match and spawns AI ships within a similar rating bracket. This should lead to fewer encounters where fresh pilots are matched against veteran death machines, and vice-versa.

Here's an overview of our Early Access hotfixes and stability updates:

New Bloodsport Location

Open Space - 5 v 5 - Pure dogfighting. No asteroids. No stations. Just the vacuum.

Gameplay & Game Mode Logic

We've overhauled the logic that governs round transitions and bot behavior. The previous systems had some...exploitable loopholes. Those have been closed.

  • Team Deathmatch Round-End EvaluationAddressed a lingering issue where TDM rounds could end prematurely, even with active players in their ships. The evaluation logic is now more robust and correctly assesses the state of all pilots before calling the match.
  • Bloodsport Bot & Team Refactor: The bot management system for Bloodsport has been completely rewritten. Bots are now handled by a unified rebalancing model that ensures teams are filled, trimmed, and balanced more intelligently. This also addresses an issue where squads joining a match couldn't displace bots correctly.

  • No-Respawn Mode InitializationA subtle but significant bug in 'No-Respawn' modes meant the player elimination checks never armed properly for the first round. This has been corrected. Round 1 now behaves with the same unforgiving logic as all subsequent rounds.
  • AI "Danger Rating" System: To provide a more consistent challenge, we've implemented a ship danger rating system for AI selection. The system calculates the median combat effectiveness of all human players in a match and spawns AI ships within a similar rating bracket. This should lead to fewer encounters where fresh pilots are matched against veteran death machines, and vice-versa.

Ship & Module Systems

The ship loadout and economic systems received some much-needed attention. An oversight in vehicle pricing was corrected, and the entire buy-and-equip flow has been hardened against state corruption.

  • Module Slot & Loadout Editor OverhaulThis was a big one. We tore down and rebuilt the logic governing module slot editability. A regression was causing default modules to mask the player's actual owned equipment, leading to corrupted save data and an unreliable editing experience. The new system is significantly more resilient.
  • Vehicle Economy Exploit Fixed: We closed a loophole that allowed players to generate credits by buying ships and selling their default gimbals and modules individually. Vehicle buy/sell calculations now correctly account for all attached components, ensuring the market reflects intended values.

UI / HUD / MFD

Clarity is life. We've continued to refine the in-cockpit experience, replacing legacy systems with more performant and visually informative ones.

  • New MFD Status Display PipelineThe old hologram system for displaying ship status on Multifunction Displays has been completely replaced. We now use a new off-screen rendering pipeline that captures your ship's integrity and thermal state to dedicated render targets. This provides a massive improvement in both performance and visual fidelity.
  • Directional Vector & HUD Indicator ImprovementsPrograde, retrograde, and other fighter indicators have been updated for better readability. They now scale dynamically based on distance and your angle relative to the vector, reducing screen clutter while providing clearer information when you need it most.
  • Message of the Day (MOTD) SystemThe backend for news and MOTD handling has been migrated to a new, centralized [c]AnnouncementSubsystem[/c]. This makes delivery more reliable and paves the way for future improvements.
  • General UI Fixes: A host of smaller UI bugs have been squashed. The feedback form now clears its cache after submission.

Client/Server & Networking

Stability in the void is non-negotiable. This patch addresses several issues that were affecting the multiplayer experience, from camera bugs to spectator mode failures.

  • Client Cockpit Camera Reliability: We've implemented a more robust recovery path for the client-side cockpit camera. This should eliminate frustrating instances where

Source

Steam News / 15 May 2026

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