In this update10
Full notes
Full Infinite Empire update
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What changed
- Gameplay
- UI and audio
- Maps
- Balance
- Store
- Performance
Infinite Empire changes
Developer's Note: Last month was "the longest, sweatiest sprint" and this month I went and shipped a lighting overhaul, a full NPC captain ecosystem, rebuilt the tech tree from scratch, and decomposed eight core game systems where the codebase needed to be split into smaller pieces for sustainable development--it's a pain in the rear to troubleshoot a single file that has dozens (or hundreds) of interconnected functions! Three weeks, and almost a thousand commits if you count all the worktrees. I may have a problem.
The good news is that the game is finally starting to feel the way the design doc says it should. Combat looks dramatic and explodey. The first time I loaded a playtest and got to see a coordinated volley of plasma cannons throw muzzle flashes that illuminated my ship, incoming fire lighting up shields, and engines casting glows off the hull--not gonna lie, I got a little emotional. We've had global illumination working for a while, but just a single light source to help show depth--this is another level entirely. Anyway. Proud papa moment done--moving on! The galaxy actually has a memory of what you've done to it now. Progression has a real visual home. The stuff I tore out last month — Research trees, anomaly stacks, parallel progression pipes — I didn't feel the loss from any of it. Everything that landed this month builds on what's left and it all flows together smoothly--it was absolutely the right call to trim things!
The bad news is, after I tore eight massive files apart, I've got a solid week of fixing all the stuff I broke before I can have fun again. So if you're one of the saints playing the alpha build, and weird things happen, please yell!
May Update — The Galaxy Remembers
Three-week sprint, four headline systems, and the first time the game starts to feel less like "scaffolding" and more like "the actual game."
The Captains Now Live in the Galaxy
Up until now, named captains were spawn-list entries with portraits and stat premiums. You'd fight Voss, kill Voss, and a different Voss might or might not show up later depending on a procgen roll. There was no continuity. The galaxy had no memory of you.
That's gone. Captains now have a full lifecycle — they take retreats, they recover from wounds, they die, they get replaced. And — here's the fun part — successors inherit the grudge of whoever you just blew to smithereens.
83 hand-authored named captains across the four major factions (4 Faction Leaders, 60 Fortress Lords, and 18 Warlords/Neutral/Horde Captains). When that registry exhausts, successors are procedurally generated in faction-themed flavor: corporate names and titles for Industrial, brood/spawn lineage for Bio, master/apprentice for Necro, royal succession for Steampunk. Eight hundred succession components total, two hundred per faction. (Yes, I spent a while on this.)
The notoriety system finally makes sense now, too. Five buckets — Unknown, Known, Famous, Infamous, Legendary. Past Famous, enemy factions push captains out faster, and the galaxy gets visibly meaner. Hit Infamous notoriety AND push any single faction past Hostile and you'll trigger the First REDACTED — every named captain in that faction immediately reassigns to hunt you down on your current node. The mid-game finally has its crisis beat instead of just spongy waves.
If you kill a faction Leader cleanly (they have many tools to escape if they're losing), the faction enters a brief Succession Crisis where it turtles up and, after a new leader is created, they drop about half the aggro they had against your faction. That's a stabilization beat by design — I want killing a Lord to feel like a real interruption to the faction state, and encourage players to go REDACTED other Leaders after you REDACTED their REDACTED so it doesn't feel like a slog once you start REDACTED.
The Empire Diplomacy tab now shows the lineage inline:"Successor to Voss; killed by Captain Hex."Click any captain on the relationship map and you get a Recent History panel with their five most recent events — wounds taken, kills inflicted, what just happened to their predecessor. This includes your REDACTED.
Combat Got a Lighting Pass
You will feel this immediately. The combat didn't have any dynamic lighting before this--just some glows that didn't interact with anything.
Projectiles cast colored muzzle flashes.
Hull impacts light up the surrounding plates.
Beams sweep illumination across nearby ships as they fire.
Engine thrust glows are tied to your throttle.
Shield hits have brightness tied to damage amount and there are quadrant-break flashes.
Core explosions have a flash to match the wonderful sound effects I added in April-- shout out to Davis Dumais Audio's Explosion SFX Pack purchased from Sonniss.com!
Each faction has its own lighting palette - although I'm not going too crazy here because I've got a backlog task to really juice these up with some faction-specific particle and shader effects when I've got time--I want ships to look badass even when they're not shooting!
There's a Bloom toggle in Settings if it's too much. I went through three hotfix passes to tame feedback accumulation so it should behave, but I personally hate lots of bloom, and motion blur, and screen shake, so want to make sure those are options you can control.
REDACTED and REDACTED Tree — The Fourth Tab
The progression system was rebranded as "Core + Tendrils" in April. In my working builds, I literally haven't had a tech tree until this past weekend because I needed to build a new front-end for all the content I had in the previous tree.
There's now a fourth tab in the nav bar — CORE — that opens the actual progression view. Most of it is REDACTED so I don't want to get too deep into it in patch notes.
Sol Defense Is Themed Now
Each Sol planet has its own catalog of investments instead of re-using the galaxy map improvements I had before. Now we've got Twelve themed economic slots and nine themed defensive variants spread across the system.
The build picker groups Economic / Defensive / Upgrades. (Also: Sun, Uranus, and Pluto are in the system map now. They probably should have been there from the start. Whoops.) One reason for this was, honestly, I got carried away making fun content instead of bug fixing, but I accidently found a way to justify the effort--now you can build tall instead of wide, at least in the early game! Probably shouldn't even be called Sol Defense now...just...Sol Command? Uhh...Hmm. Adding that to tasks.md.....
Galaxy Map, Conquest, and Polish
A grab-bag of stuff that's been bothering me:
"Sandbox" mode is now "Conquest." Same mode, better name. Old saves migrate automatically (but, honestly, if your alpha saves survive the most recent update it's a miracle. Thanks for alpha testing, again!! You're all amazing!!).
"Contested" territory rebranded to "Unclaimed Frontier" + the biome tint inside frontier cells dropped, so they read as truly unclaimed.
Click-to-select is sticky now — your highlight and travel path stay put past mouse release. (I cannot believe how long it took me to figure out why selections were flickering.)
Double-click a node to travel. Why did it take me so long? No idea. Well, I do know--I'm trying to make a trailer and I realized how dumb it was to move the mouse all the way across the screen every time you went to a new node. It looked like a tennis match, left-right, left-right. Lol.
Sieges on your territory throw a high-priority advisor popup naming the node and the attackers. No more missing them in the news scroll.
Travel is smooth — the tick-on-arrival hitch is gone, ambient redraws throttle when idle. Maybe minor--but this has been a noticeable FPS hit since v1 of the Galaxy Map. Now it's just....smooth, even with fog off, all nodes revealed, and speed set to 4x.
Warlord and Horde sub-factions don't just say "Unknown" now. Although, "You've Discovered the Unknown Faction" always made me chuckle.
Ship Variety
Twenty-two new module sprites — industrial, bio, steam, necro, and ancient cores with multiple variants, plus alternate reactor and weapon art. When an enemy ship spawns, it rolls one variant per module type for the whole ship. So a given enemy reads as cohesive (all its cores look the same flavor) but two ships of the same faction don't look like clones. Your starter has the new REDACTED Plasma Cannon mounted — heavy hitter at 3× standard damage and half the fire rate. Feels good.
Also — and this was an embarrassing bug — procedural enemy ships finally carry their themed Command Core. Industrial / Bio / Necro / Steampunk ships were rolling out with the generic starter core under the hood because the procgen path was hard-coded. Fixed. Now the bug ships have bug command bridges!
Empire UI Polish
Pinned resource strip on every map and empire popup that spends resources. Hover any cost-bearing button and a +/- delta lights up next to each affected resource so you see the impact before you click. What a concept. :/
Empire Overview ship preview frames the ship correctly now. It was rendering as a sub-pixel dot for a couple weeks because the camera math was running against a default viewport size before the panel had finished resizing. It's still...small. But you know what else is small? Wait, nevermind.
Edit Hull Structure in the Builder is gated behind a toggle to declutter the basic palette, with an onboarding pulse on the button so first-time players can find it. I got tired of accidently making the start location of a hull strut every. single. time. I. used. the. builder.
Main menu News panel got a collapse toggle and a Discord patch-notes button.
Tutorial Pass
Sol tutorial v2 from last month got another playtest round:
Not gonna lie--I'm so sick of playtesting the tutorial. omg.
Under the Hood
Quietly, the eight biggest "god-object" files in the codebase got broken apart into 47 smaller components. 12.5k lines of code gone in the big 8, behavior preserved. Builder, the Tactical Arena, the Galaxy Map, the Hull Skin renderer, the Art Adjuster (tool I use to author unique ships and make ship blueprint templates for faction classes), the Combat HUD, the Blueprint Pool generator — all decomposed.
I am not going to pretend this is exciting to read. It does not add anything you'll see. What it does is pay down a debt that was starting to slow new work — every time I went to touch one of those files I'd spend a chunk of session just re-orienting in them before I could change anything. Much nicer now. The next wave will land faster because of this. Also caught a few real bugs along the way (I fixed a save corruption bug I didn't even know existed--because when I'm working in the dev builds I rarely go back to a save more than a couple times).
Where We Are on Early Access
Status check on the EA rubric:
Tutorial that doesn't require YouTube — Sol v2 landed, second playtest round just shipped. Close.
One full game loop end-to-end — yes.
Crash-free session rate — climbing. I'm able to let the galaxy sim run for hundreds of turns now, without any issues--and I haven't had a crash in combat in a while.
10+ hours of content without artificial grind — much better. Fifty REDACTED unlock per campaign, named captain ecosystem with real persistence, themed Sol Defense — there's stuff to do now.
Objective validation — still the next door. The captain ecosystem changes the calculus a lot — I want fresh eyes on it before EA goes live. So, I'm going to run a playtest this month, assuming the Steam gods approve the build I submitted!
The honest answer is: the systems are very close. The next phase is playtest, content density, and getting genre-experienced strangers through the loop without hitting walls. If you've read this far and want in on that, the wishlist button is up there, and I usually throw a full key to anyone in the Discord who's willing to playtest because it's the fastest way to flag bugs and get design feedback.
May's not done yet. Thanks for following along. — Mark
Source
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