Full notes
Full Star Vortex update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Balance
- Performance
- Fixes
I don't usually post news for hotfixes but yesterday's update broke a few player builds. So, after some reflection and discussion, I've made a couple of changes listed below.
Gravity Well
Black Holes can be fun, but they ended up being more frustrating than enjoyable as a reaction effect. Due to that, the Corroding (Corrosive) + Disabled (Electric) reaction has been replaced with a Gravity Well.
Gravity Wells persist for 3 seconds, pulling enemies toward their inner perimeter while dealing ticking Corrosive damage to everything caught inside. Like with all the reactions there is no friendly fire from these when triggered so you will not be pulled in yourself.
Debuff Removal
Debuffs are no longer removed when a reaction triggers. Ships will now retain both debuffs, and reapplying either one will trigger the reaction again once the 1 second cooldown has expired.
Hopefully this addresses some of the concerns with the last update. Enjoy!
Patch Notes
Balance Changes
Reactions no longer consume a paired debuff so both keep ticking.
Disabled + Corroding now spawns a Gravity Well, not a Black Hole.
Quality of Life / Accessibility
Glossary updated to reflect that reactions keep both paired debuffs.
Bug Fixes
Meltdown clouds now fill their area correctly and stay visible for the duration.
Reaction visuals now render in front of the playfield, not behind it.
Ship Designer tutorial and class overlays resized to fit on Steam Deck.
Ship Designer tutorial diagrams now render sharp instead of blurry.
Enemies should now only boost and become invulnerable when chasing the player.
Stuck enemies reroute to the nearest reachable point after 1.5s.
Fixed Burning and Frozen tooltips wrongly saying they remove each other.
Source
Changelog.gg summarizes and formats this update. How we read updates.
