In this update11
Full notes
Full Jitter update
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What changed
- Gameplay
- Events
- UI and audio
- Maps
- Balance
- Performance
Jitter changes
June 2026 June was all about making open space feel alive. Fly far enough and you'll start picking up signals - some of them worth investigating, some of them best left alone. Here's the breakdown. Steam post image
Random space encounters
The big one. Open space is no longer just the road between missions - it now generates optional, always-new encounters while you travel. Here's how it works. As you fly, you'll occasionally pick up a faint signal - a small marker appears with a short heads-up telling you roughly what kind of thing it is: a distress call, an anomaly, a drifting capsule. You choose whether to go check it out. Ignore it and it fades away on its own. Only when you actually get close does the encounter build itself in front of you, so no two runs feel the same.
What you'll run into:
Distress calls & rescue pods - a drifting escape capsule with someone aboard, slowly losing oxygen. Dock, pull them out, and they may join your crew. Different survivors, different capsules, different conversations each time.
Guarded caches - a derelict or small station holding loot, with someone guarding it. Fight or sneak your way in.
Ambushes - not every distress call is genuine. Some are bait.
Saboteurs - the occasional "survivor" who is not what they seem.
And a nice one: some survivors are scared. They'll flee from you at first, and only once they realize you're not a threat will they come around and join up.
The further out, the more dangerous
Encounters aren't uniform. The further you push from safe space, the more intense the signals get - richer rewards, but nastier situations. Staying close is safe and quiet; going deep is where the good stuff (and the trouble) lives.
Hazard zones
Steam post imageSpace now has genuinely dangerous regions to navigate:
Ion storms - crackling energy fields that arc across your ship.
Asteroid fields - exactly as friendly as they sound.
Gravity anomalies - directional pull zones that can drag your ship (and everything loose around it) off course. They can push in a cone, along an arc, or radiate from a point.
These show up both as standalone regions on the map and as part of random encounters, so a distress call parked inside an ion storm is now a real thing you'll have to weigh up.
Procedural derelicts
Steam post imageTo keep those guarded-cache encounters fresh, we built a system that assembles small stations and wrecks out of modular ship pieces. Each one is laid out differently - different rooms, different docking ports, different damage, different defenders. So the abandoned hulk you board this run won't be the same as the last one.
Charting the map
You can now discover named locations out in the world. Save the right survivor and they might hand you the coordinates of somewhere worth visiting. Crack a captured relay beacon and, instead of a data fragment, it might cough up a location instead. Found places get pinned to your map for good.
Place your own markers
You can now drop your own pins on the map and name them - handy for marking a spot to come back to. Some in-game markers can also actively track a moving target now, rather than just sitting at a fixed point.
Smoother across the board
We spent a big chunk of the month chasing down visual jitter, and it paid off. Camera and render jitter fixed. Movement is smoother now - the camera, the ship, particles, and the world all stay in sync frame to frame. We also reworked how the game handles frame timing and vsync, so if you cap your framerate you get a cleaner, more consistent result. Faster under the hood. A new spatial index means the game finds nearby objects much more cheaply, visibility scanning caches its work between frames instead of redoing it, and a pile of hot code paths got trimmed down. Net effect: steadier fps, fewer hitches.
Cognitite caves
The cognitite resource we teased last month now has proper cave locations built around it out in the world. Still keeping quiet on exactly what it's for - but there's more of it to find now.
Story progress
Behind the scenes, the campaign kept moving. A new research complex location came online with its own quest chain, an in-game archive system for lore and records got its first content, and the pirate citadel picked up more dialogue and polish - including German translations. Plenty more we're keeping under wraps for now.
Bug fixes
Faction relationships were misbehaving in some setups - fixed. The recycler could leave a leftover visual artifact after cleanup - fixed. A scenario action could fail when it looked up something that no longer existed - made safe. Doors got a visual and locking pass. And dragging a group of units now spreads them neatly into free spots instead of piling up.
What's next
More random encounter variety and tuning, pushing the deep-space danger balance until it feels right, and continued work on the research complex and the story around it. See you in the next devlog!
Source
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