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Full notes
Full Lost Vessel update
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What changed
- Performance
- Balance
- Events
- Gameplay
- UI and audio
Lost Vessel changes
The demo is live - crash-land for free
The Lost Vessel demo is out now on Steam. No paywall, no catch: download it and you are stranded on a hostile alien world with a wrecked ship and one objective - survive, salvage, and rebuild.
What is Lost Vessel? A sci-fi idle RPG about turning a crash site into a power base. Train five gathering and crafting skills, forge your gear all the way to legendary, push through escalating combat zones, and keep earning progress even while you are offline. When you want more, pick a faction, raid rival survivors, and join co-op Nexus events against shared world bosses.
Wishlisted my game? Thank you. This demo is a real, deep slice of the game - actually, it's the whole game - not a two-minute teaser. Play all content until the game drops. And even then the demo version will keep a lot of content playable. Jump in and tell me what you think; your feedback shapes the road to launch.
Already played in the browser? Your progress travels with you. Link your Steam account on first launch and the demo loads your existing save - same survivor, same planet, right where you left off.
LIMIT BREAK
Latest update - live in the demo now
Skill level cap raised from 99 to 999. Past 99 each level costs a flat amount of XP, making it a genuine long-term post-mastery grind rather than an exponential wall. If you kept earning XP after maxing a skill at 99, that banked XP finally counts - your skills jump to their true level on next login.
Survivor (player) level cap raised from 50 to 100, with 50 new milestone reward tiers continuing the existing cadence: endgame materials, crates, Neural Chips, Skill Primers, Voidshine and fracture mats. Three special milestones drop a RANDOMIZED legendary - a low-tier piece at level 75, a higher one at level 90, and a tier-4 legendary plus the new "Apex Survivor" title at level 100. Each rolls a random weapon, armor or tool with fresh affixes.
12 new achievements for the raised caps: four Survivor Level milestones (50 / 75 / 90 / 100), five "Beyond Mastery" skill achievements at level 200, a combined all-skills-at-200, a Combat 200, and "Apex Completionist" for claiming every one of the 100 Survivor Level rewards. Several are hidden surprises.
Speed boosts are finally visible. Skill action cards and the active-action header used to show the raw base time even when tools, ship augments, mastery, implants or a Stim-Fungus buff were speeding you up. The displayed time is now your EFFECTIVE time, with a "-N%" badge when boosts are active. Hover or tap the time for a full per-source breakdown - it even flags equipped speed gear that applies to a different skill, so you know your tool is working, just not for this action.
Bulk forge upgrades. Clicking UPGRADE on an item you can afford to upgrade several times now opens a quantity picker - 1 / 5 / 10 / 50 / 100 / 500 / 1000 / Upgrade all - so you can process a whole stockpile of low-tier gear or consumables in one go instead of clicking UPGRADE hundreds of times.
Quantum Decoder ship augment reworked. It used to boost the yield of one single Analysis resource, which did nothing visible for most players. It now boosts the yield of EVERY Analysis action (+8% per level, up to +40% at max), the same way Ore Processor boosts all ore gathering. Existing invested levels carry over unchanged.
Fix: raid shields could fail silently. Activating a shield consumed the item and then registered the protection as a separate step - if that step failed, the item was gone with no shield active, and you could still be raided. Shield activation is now a single reliable operation: the item is only spent if the shield actually goes up, and a clear message tells you if it did not.
Fix: research accelerators now credit their full advertised time. A 10-minute accelerator could appear to skip only ~9 minutes if you had a research-speed bonus active. It now removes its full advertised wall-clock time from the research timer regardless of bonuses.
Fix: the leaderboard Survivor Level column was clamped at 50. Players past level 50 now show their real level on the leaderboard.
Fix: skill and combat panels showed wrong numbers past level 99 - a level-193 skill displayed as "MAX" with a broken XP bar. Both panels now display level and XP correctly all the way to 999.
Fix: Survivor Stats expanded view. Gear affixes were not always shown for equipped items, and the Effective Totals section was missing most of the bonuses the engine already computes. The expanded view now lists your full augment, mastery, implant and affix contributions, and a check on every save load ensures equipped rare-and-up gear always carries its rolled affixes.
- Fixthe Forge Scrap tab quantity picker could keep a stale maximum after scrapping or when inventory changed. It now stays in sync with what you actually have on hand.
Combat status-effect icons no longer shove the combatant layout up and down as statuses apply and expire - the icon row holds a stable height whether or not a status is active.
Mobile polish: combat damage / status floaters, the Survivor Stats panel sections, and the combat status row are all sized properly for phones now.
Routine stability and under-the-hood maintenance around save reliability, offline simulation accuracy, and interface consistency.
Source
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