Full notes
Full Infinite Empire update
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What changed
- Balance
- Gameplay
- UI and audio
- Maps
- Performance
π Movement, Rebuilt
Ships now move based on the hull you actually built. Weight comes from your hull's size; turning resistance comes from how that mass is spread out. A big sprawling fortress is genuinely heavy and ponderous; a tight compact ship is quick and nimble.
The Builder's Speed and Turn readouts now show what your ship really does in combat, not a hopeful estimate. "T/M" is now spelled out as"Thrust/Mass".
All Ahead Full ramps your top speed up live in the heat of battle, instead of quietly doing nothing.
Engine plumes gimbal into your turns so you can read where a ship is hauling its nose.
π° Economy You Can Read
The Territory tab breaks your economy down line by line: income by source, the Sliver Sol split, empire upkeep, captain payroll, and your true net per tick. When a run goes broke, you can see exactly why.
Trend graphs chart your wallet and net income over time and mark the tick you slipped into the red.
Sol upgrades spell out their real numbers (income, garrison, raid damage) in the tooltip.
The Advisor Summary plainly states whether you're gaining or losing supplies each tick.
π§ Advisors With a Budget
The delegated advisor no longer hires captains it can't afford to keep. It projects income, keeps a payroll runway, and reaches for cheaper captains first, so handing it the keys no longer bankrupts your empire.
π°οΈ Sol Defense
New tab layout: inline impact readouts, category filters and colors, dynamic slot rings.
Remove or replace any Sol investment for a 50% refund. Early mistakes are no longer permanent.
The system map no longer overlaps its own nodes and slot rings, and stops lurching to a new zoom the instant you buy your first investment.
When every slot is full, you can still build the upgrade that grants more slots, instead of being locked out of your own expansion.
π οΈ Builder
Mirror mode no longer clones modules you haven't unlocked. It pulls from inventory first, builds a fresh copy only if the type is unlocked, and tells you when it can't.
"Show Hull" is now"Show Frame", and while you're viewing the bare frame your clicks only catch what you can actually see.
π¬ Research & Salvage
Only looted modules can be fed to research now. Modules you crafted stay yours, and the old craft-then-recycle loophole is closed. Inventory tags show which is which.
βοΈ Combat
Enemies whose engines are wrecked can no longer warp away. No more rapid spin-and-vanish: a ship has to pull back to a safe distance under its own power to jump out, and losing its engines mid-jump cancels the escape.
The core-detonation boom now respects the camera. Zoomed out and off to the side, it sounds appropriately distant instead of blasting you at full volume.
Explosion light reads correctly on damaged hulls.
π Codex & Tutorial
Advisor hint-card screenshots no longer crop their labels; the manual entry list stops jumping when you select an entry; annotation callouts no longer stack on top of each other.
A Sol tutorial transmission no longer interrupts conquest runs.
π§Ή UI & Fixes
Ship preview scales to fit its window instead of zooming past the edges (and a crash on large / high-DPI displays is fixed).
Captain roster stats no longer stack one letter per line.
The galaxy map stopped drawing stray travel lines into unexplored space, and now respects pause from the settings menu.
Fixed several panels overflowing their bounds, including the main menu on Steam Deck's screen height.
Source
Changelog.gg summarizes and formats this update. How we read updates.
