Update log
Full Starforged Legacy update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Balance
- Maps
- UI and audio
- Events
EA Launch Moved To June 1st
Attention, Commander!
We have some very important news to share regarding our launch preparations. To ensure our debut project meets both the expectations we've set for ourselves and our community, the Early Access launch of Starforged Legacy will tentatively be moved to June 1st.
While we were aiming for April, some core systems—such as Narrative Events, Additional Weapons (and their augments), and the New Player Experience as a whole—have proven to need more time to be fully realized, which is why we've decided to take another month and some change for development.
We realize this delay might be disappointing to some eager pilots, but know that with this additional development time comes more opportunities to share upcoming content to tide you over during the next few months—in fact, we'd like to start with a look at one of our more ambitious current endeavors: an overhaul of the meta progression and the Skill Tree.
Skill Tree Overhaul
The Skill Tree is an opportunity for pilots to spend their hard-earned (or salvaged... or "liberated") credits, materials, science data, and artifacts on permanent, fleet-wide upgrades.
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Skills can range from passive bonuses and multipliers (i.e., Pickup Range - Increases tractor beam range for collecting experience, currency, and items by X%) to upgrades that wildly improve your survivability through skills and triggered abilities (i.e., Emergency Takeover - Once per run when your ship takes lethal damage, your ship's reactor is overloaded, instantly killing all nearby non-boss enemies, knocking back others, healing 25% Max Health and recieving brief damage immunity).
In addition to restructuring our previous skill tree with a new latticed, tiered-based approach (and heavily rebalancing the cost of each skill), we've also added a considerable suite of new skills to interact with Beam Weapons and Narrative Events.
It's our hope that the Skill Tree will not only serve to give players a true sense of progression (after all, you'll need to cement your legacy somehow), but also encourage thoughtful player decisions in tandem with the new Narrative Events—do you really want to risk your shield for the cache of materials in that cosmic storm?
Here's a sample of the new entries you can expect:
Deep Space Scanner (Exploration)- Adds directional HUD markers for all Beacon types. Unlocks new conditional options in narrative events.
- CosmeticAdrenaline Surge (Survival)While health is below [X%], Movement Speed increased by [Y%] and Fire Rate increased by [Z%].
- CosmeticPerfect Form (Damage)Damage increases by [X%] every Y seconds without receiving damage. Resets upon receiving hull damage.
Lock. Banish. Reroll.
With this skill expansion also comes new options for skill expression. Our augment pool deepens with every new weapon and community suggestion, so we've added a way for you to narrow your options.
Joining Rerolls, which allow players to reroll any reward or upgrade options, are Lock and Banish charges. As the names imply, Lock charges will allow players to 'pin' an option within their reward window, while Banish charges can be used to entirely jettison any augment choice from your reward pool into the cold, unforgiving void, giving you more control over your 'build' and allowing you to avoid a similar fate.
Get Involved
We truly appreciate your understanding and support in this decision. We've just surpassed 6,000 wishlists, a remarkable milestone for our small team and first project. We're immeasurably excited for our Early Access launch and the
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