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Steam News27 April 20262mo ago

April 27th 2026 Patch Notes (Stability and Bug Fixes)

Bug Fixes Single player stability fixes to further prevent 00:00 stalled timers - Fixed a bug that was causing raid combat logs to not appear - Fixed a bug with advance time that was causing issues with raid routes stal

Full notes

Full Riftborne update

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What changed

1 fix1 addition1 change0 removals
  • UI and audio
  • Gameplay
  • Store
fixedSingle player stability fixes to further prevent 00:00 stalled timers - Fixed a bug that was causing raid combat logs to not appear - Fixed a bug with advance time that was causing issues with raid routes stalling - Fixed a bug where advance time would cause entire screen and UI to freeze - Reinforced spies now count during spy combat instead of being passive stationed ships
changedGameplay changes
addedImprovements and additions to combat logs for a more detailed breakdown of bonuses and where they came from - Ship sales on the market now require a 3 hour processing period before being open for purchase, and purchased ships incur a travel time back to your colony at 0.2x speed to remove gimmicks of buying and selling for rapid deployment - Attack combat logs are now visible for defender even if they suffer full losses - Astra upkeep increased for travel to 2x base upkeep so that fleet manoeuvring requires more strategic decision making - New tactics screen to control combat engagement rules, auto withdrawal %, auto intercept, frontline and backline ship classes, and more - Combat rounds are much more granular to allow for more precise tuning and withdrawal values - Dominance casualty scaling has been tuned down a bit so one sided combat isn't so punishing

Riftborne changes

fixedSingle player stability fixes to further prevent 00:00 stalled timers - Fixed a bug that was causing raid combat logs to not appear - Fixed a bug with advance time that was causing issues with raid routes stalling - Fixed a bug where advance time would cause entire screen and UI to freeze - Reinforced spies now count during spy combat instead of being passive stationed ships
changedGameplay changes
addedImprovements and additions to combat logs for a more detailed breakdown of bonuses and where they came from - Ship sales on the market now require a 3 hour processing period before being open for purchase, and purchased ships incur a travel time back to your colony at 0.2x speed to remove gimmicks of buying and selling for rapid deployment - Attack combat logs are now visible for defender even if they suffer full losses - Astra upkeep increased for travel to 2x base upkeep so that fleet manoeuvring requires more strategic decision making - New tactics screen to control combat engagement rules, auto withdrawal %, auto intercept, frontline and backline ship classes, and more - Combat rounds are much more granular to allow for more precise tuning and withdrawal values - Dominance casualty scaling has been tuned down a bit so one sided combat isn't so punishing

Bug Fixes

  • Single player stability fixes to further prevent 00:00 stalled timers - Fixed a bug that was causing raid combat logs to not appear - Fixed a bug with advance time that was causing issues with raid routes stalling - Fixed a bug where advance time would cause entire screen and UI to freeze - Reinforced spies now count during spy combat instead of being passive stationed ships

Gameplay changes

  • Improvements and additions to combat logs for a more detailed breakdown of bonuses and where they came from - Ship sales on the market now require a 3 hour processing period before being open for purchase, and purchased ships incur a travel time back to your colony at 0.2x speed to remove gimmicks of buying and selling for rapid deployment - Attack combat logs are now visible for defender even if they suffer full losses - Astra upkeep increased for travel to 2x base upkeep so that fleet manoeuvring requires more strategic decision making - New tactics screen to control combat engagement rules, auto withdrawal %, auto intercept, frontline and backline ship classes, and more - Combat rounds are much more granular to allow for more precise tuning and withdrawal values - Dominance casualty scaling has been tuned down a bit so one sided combat isn't so punishing

Source

Steam News / 27 April 2026

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