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Steam News7 August 202511mo ago

Space Impossible v1.0 Pre-Release 3 Now Available

Space Impossible V1.0 Pre-Release 3 is now available. Reminder what this means: As we gear up for the official Space Impossible 1.

In this update7

Full notes

Full Space Impossible update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes13 additions4 changes0 removals
  • Compatibility
  • Gameplay
  • Balance
addedSpace Impossible V1.0 Pre-Release 3 is now available. Reminder what this means: As we gear up for the official Space Impossible 1.0 release, we are done with BETAs, and instead proceeding with rolling Pre-Releases as additional content, gameplay tweaks and fixes roll out at an increased rate compared to the ALPHA and BETA release schedule.
addedUpdate NotesPre-Release 3 adds a new bridge, brings some weapon balance, a hailing improvement, bribe price scaling, a change to the navscanner, and universe AI weapon damage settings.
addedAutomated Tactical DefenseThis new bridge, Tactical Defense Controller, allows the player to turn their vessel (or anything else they can access) into a limited AI controlled turret. Great for mining defense, station defense, ambushes and more. It is regarded by other vessels as the player, if the player is the owner of the bridge's vessel. However, if a player enters the vessel, the bridge will become inactive.
changedWeapon BalancingFollowing a number of player reports regarding weapon balance, we looked through things and realized most of it was legitimate issues. Nearly all weapons have had their mass adjusted, and damage reduced on the salvageborer, and damage increased for lasers of all sizes. All large and giga weapons have had their damage increased as well. Our goal is for all weapons to have some use in the right situation, and this should bring things closer to that goal.
addedScanner UpgradeThe Navscanner (those blue/red lines) can now be yellow. These yellow bars indicate AI vessels know of you and are willing to target you, but something else is currently higher priority. A great benefit when entering things like fleet battles.
addedCustomized DifficultyFinally of major interest, the game now has exposed AI weapon damage. Since the very early ALPHA days, AI vessels have done 50% weapon damage to the player. Well, now that can be adjusted in the universe. Reduced is 25%, Default is standard 50%, Equal is 100% and Increased is 200%. There have been many smaller changes and additions to including the addition of a new option when hailing a station that lets you open their Fabricators similar to the "Let's trade" option to a change that sees Pirate bribe prices scale with system level. See the details below for a full breakdown.

Space Impossible changes

addedSpace Impossible V1.0 Pre-Release 3 is now available. Reminder what this means: As we gear up for the official Space Impossible 1.0 release, we are done with BETAs, and instead proceeding with rolling Pre-Releases as additional content, gameplay tweaks and fixes roll out at an increased rate compared to the ALPHA and BETA release schedule.
addedPre-Release 3 adds a new bridge, brings some weapon balance, a hailing improvement, bribe price scaling, a change to the navscanner, and universe AI weapon damage settings.
addedThis new bridge, Tactical Defense Controller, allows the player to turn their vessel (or anything else they can access) into a limited AI controlled turret. Great for mining defense, station defense, ambushes and more. It is regarded by other vessels as the player, if the player is the owner of the bridge's vessel. However, if a player enters the vessel, the bridge will become inactive.
changedFollowing a number of player reports regarding weapon balance, we looked through things and realized most of it was legitimate issues. Nearly all weapons have had their mass adjusted, and damage reduced on the salvageborer, and damage increased for lasers of all sizes. All large and giga weapons have had their damage increased as well. Our goal is for all weapons to have some use in the right situation, and this should bring things closer to that goal.
addedThe Navscanner (those blue/red lines) can now be yellow. These yellow bars indicate AI vessels know of you and are willing to target you, but something else is currently higher priority. A great benefit when entering things like fleet battles.

Space Impossible V1.0 Pre-Release 3 is now available. Reminder what this means: As we gear up for the official Space Impossible 1.0 release, we are done with BETAs, and instead proceeding with rolling Pre-Releases as additional content, gameplay tweaks and fixes roll out at an increased rate compared to the ALPHA and BETA release schedule.

Update Notes

Pre-Release 3 adds a new bridge, brings some weapon balance, a hailing improvement, bribe price scaling, a change to the navscanner, and universe AI weapon damage settings.

Automated Tactical Defense

This new bridge, Tactical Defense Controller, allows the player to turn their vessel (or anything else they can access) into a limited AI controlled turret. Great for mining defense, station defense, ambushes and more. It is regarded by other vessels as the player, if the player is the owner of the bridge's vessel. However, if a player enters the vessel, the bridge will become inactive.

Weapon Balancing

Following a number of player reports regarding weapon balance, we looked through things and realized most of it was legitimate issues. Nearly all weapons have had their mass adjusted, and damage reduced on the salvageborer, and damage increased for lasers of all sizes. All large and giga weapons have had their damage increased as well. Our goal is for all weapons to have some use in the right situation, and this should bring things closer to that goal.

Scanner Upgrade

The Navscanner (those blue/red lines) can now be yellow. These yellow bars indicate AI vessels know of you and are willing to target you, but something else is currently higher priority. A great benefit when entering things like fleet battles.

Customized Difficulty

Finally of major interest, the game now has exposed AI weapon damage. Since the very early ALPHA days, AI vessels have done 50% weapon damage to the player. Well, now that can be adjusted in the universe. Reduced is 25%, Default is standard 50%, Equal is 100% and Increased is 200%. There have been many smaller changes and additions to including the addition of a new option when hailing a station that lets you open their Fabricators similar to the "Let's trade" option to a change that sees Pirate bribe prices scale with system level. See the details below for a full breakdown.

How To Access

If you would like to check out this pre-release build all the usual things apply, it will have problems (some of which we know about) and universes created may not be compatible with the final release. Let us know your thoughts via the forums or on our discord. If you still wish to give it a try check out all the changes and details here : https://steamcommunity.com/app/416240/discussions/36/598534283538357173/ and how to access it here: https://steamcommunity.com/app/416240/discussions/36/596277840826153665/

Details

NOTE: Changes marked with 📡 were inspired by feedback or bugs found by the community!

Additions

  • Added Tactical Defense Controller Bridge

  • Added new Algae tile which can now spawn randomly on rock asteroids

  • Added Cortic Algae item for bridge manufacturing.

  • Added "Open Manufacturing" hail option

  • Added yellow navscanner bar and AI logic

  • Added AI weapon damage scaling choices to universe creation

  • Added 'sv_respawnpricemod'. This influences the price of vessel respawning. 0 is default, -1 will make a vessel free.

  • Added 'sv_aidamagemult'. This is responsible for the AI damage scaling. 0.5 is default 50%, 0 is no damage, 1 is 100% damage, etc

Changes

  • Comets will now move again once a player leaves the region

  • Text will now obey indentation when word wrapping

  • All weapons had

Source

Steam News / 7 August 2025

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