Starforged Legacy
Steam News 16 February 20263mo ago

Starforged Legacy Demo Patch Notes | Build 2253

New Content Ship Identity Signature Subsystems: Each ship now has a locked Signature Subsystem that remains consistent across all loadouts. These carry unique augments that define each ship's playstyle: Ironclad Core (I…

Update log

Full Starforged Legacy update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

0 fixes4 additions20 changes0 removals
  • Server
  • Balance
  • Gameplay
addedShip IdentitySignature Subsystems: Each ship now has a locked Signature Subsystem that remains consistent across all loadouts. These carry unique augments that define each ship's playstyle: Ironclad Core (Ironhide): Emergency Protocols - When below {1}% Health, triggers automatic repairs of {2}% Max health every second for {3}s. Cooldown 60s. Nova Core (Nova Lance): Precision Overload - Critical hits apply Armor breach, increasing damage taken by 50%. When above {1}% Health, Critical Chance increased by {2}%. Nemesis Core (Nemesis): Dreadnaught Protocol - On Kill, increase Global Damage by {1}. Resets on Warp. Reduce all incoming damage by {2}. Movement speed reduced by {3}. Every {4} weapon hits Stuns.
addedWeaponsBeam Weapons: Three new pieces of laser technology have been added to the arsenal: Pulse Laser: A high-fire-rate laser weapon with pinpoint accuracy. Plasma Arc: Bounces between targets to inflict damage and apply status effects to clusters of enemies. Phase Beam: A powerful, high-impact laser that penetrates all targets in its path at the cost of lengthy charge-time.
addedAugmentsNew Augments
changedAugmentsAdaptive Shielding : Shield Recharge Rate increased by {1}. When shields fully recharge, gain {2} Shield Resistance for {3}.
changedAugmentsEnergy Siphon: Every {1} kills, restore {2} Max Shields and gain {3} Global Damage for {4}.
changedAugmentsFull Charge: While Shields are full, Damage increased by {1}.

New Content

Ship Identity

  • Signature Subsystems: Each ship now has a locked Signature Subsystem that remains consistent across all loadouts. These carry unique augments that define each ship's playstyle:

    • CosmeticIronclad Core (Ironhide): Emergency ProtocolsWhen below {1}% Health, triggers automatic repairs of {2}% Max health every second for {3}s. Cooldown 60s.
    • CosmeticNova Core (Nova Lance): Precision OverloadCritical hits apply Armor breach, increasing damage taken by 50%. When above {1}% Health, Critical Chance increased by {2}%.
    • CosmeticNemesis Core (Nemesis): Dreadnaught ProtocolOn Kill, increase Global Damage by {1}. Resets on Warp. Reduce all incoming damage by {2}. Movement speed reduced by {3}. Every {4} weapon hits Stuns.

Weapons

  • Beam Weapons: Three new pieces of laser technology have been added to the arsenal:

    • Pulse Laser: A high-fire-rate laser weapon with pinpoint accuracy.

    • Plasma Arc: Bounces between targets to inflict damage and apply status effects to clusters of enemies.

    • Phase Beam: A powerful, high-impact laser that penetrates all targets in its path at the cost of lengthy charge-time.

Augments

New Augments

  • Adaptive ShieldingShield Recharge Rate increased by {1}. When shields fully recharge, gain {2} Shield Resistance for {3}.
  • Energy Siphon: Every {1} kills, restore {2} Max Shields and gain {3} Global Damage for {4}.

  • Full ChargeWhile Shields are full, Damage increased by {1}.
  • Shield Battery: On Kill, {1} Chance to restore {2} Max Shields and Shields begin recharging immediately.

  • Capacitor BurstWhen Shields fully recharge, Damage increased by {1} for one shot.
  • Beam EfficiencyDamage increased by {1} for each Beam weapon equipped.
  • Critical CascadeOn Kill, Critical Chance increased by {1} for {2} seconds. Stacks up to {3} times.
  • Searing Beam: On Hit adds Plasma Damage at {1} of Damage Dealt.

  • Stasis Pulse: On Hit {1} Chance to Slow.

  • Overcharge: Increases Damage by {1} but also increases Charge Time by {2}.

  • Charging Pulse: While Charging, deal {1} of Weapon Damage every {2} seconds to enemies within {3} radius.

  • Radiation Wake: Beam creates Radiation Clouds along its path, dealing {1} of Damage Dealt.

  • Extended Aperture: Increases Targeting Range by {1} and Beam Width by {2}.

  • Temporal Laser: Each hit has a {1} chance to apply a random effect on the hit target.

  • Escalating Arc: Each bounce increases damage by {1}.

  • Extended ArcBounces increased by {1} but Fire Rate reduced by {2}.
  • Arc Amplification: On Crit, next bounce chain gains {1} additional bounces. Resets on Reload.

  • Refraction: On Crit Refract beams to {1} amount of enemies in a {2} Radius, dealing {3} of the initial Damage.

  • External Power: Every 10 kills, spawn a rotating beam cross at the kill location dealing {1} of kill damage. Lasts for {2}.

  • Overcharged EmitterFire Rate reduced by {1}% but Damage increased by {2}% and Critical Chance increased by {3}%.
  • Destabilizing Fire: Plasma Damage has {1} chance to apply Armor Breach increasing damage taken by {2}.

  • Exposed SystemsOn Hit, if target has Armor Breach damage is increased by {1}.
  • Breach Detonation: On Hit, if target has Armor Breach deal {1} of Damage Dealt in {2} Radius.

  • Plasma Contagion: Plasma Damage has {1} Chance to spread to enemies in {2} radius.

  • Shattered Momentum: On Kill, if the enemy was Slowed deals {1} of Damage Dealt in {2} Radius.

  • Thermal Stasis: When Plasma is applied, {1} chance to also apply Slow.

  • Plasma Breach: When Armor Breach is applied, {1} chance to also apply Plasma Damage for {2} of Weapon Damage.

  • Stasis Fracture: When Slow is applied, {1}% chance

Source

Steam News / 16 February 2026

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