In this update15
Full notes
Full Stellar Warfare update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- UI and audio
- Maps
- Performance
- Balance
- Fixes
Stellar Warfare changes
Major Gameplay Update – Full 3D Fleet Control
A Major Milestone for Stellar Warfare
This update represents one of the largest gameplay overhauls so far for Stellar Warfare.
Over the past months we have rebuilt the camera and navigation systems to properly support commanding fleets in true three-dimensional space.
Previously the control model behaved closer to a traditional ground RTS projected into space. With this update, fleets can now be commanded naturally across vertical space, allowing battles to unfold across multiple altitude layers with much clearer control and visibility.
Several parts of this overhaul directly address feedback we received from players about:
Camera behaviour during large battles
Difficulties controlling fleets at high altitude
Spatial orientation in complex engagements
Navigation clarity when commanding multiple units
Many players also asked for a camera system closer to the classic Homeworld-style orbit camera, which is now fully supported.
The result is a much smoother and more readable experience when commanding fleets during large-scale space battles.
Alongside this overhaul, many surrounding systems were updated or rewritten including:
Camera focus behaviour
Movement indicators
Unit placement tools
UI feedback
Mission scripting safeguards
Spatial reference elements in the environment
These improvements form an important foundation for future gameplay systems that will further expand fleet combat and large-scale battles.
Key Improvements
True 3D Fleet Navigation
Fleet control has been redesigned to work more naturally in vertical space.
Players can now more easily command units at different altitude levels while maintaining clear visual awareness of the battlefield.
Several improvements were made to how units move, respond to commands, and interact with camera depth during combat.
Rebuilt Camera System
The camera system has been significantly expanded and improved.
Players can now use both the original camera mode and a Homeworld-style orbit camera, allowing more flexible control over how battles are viewed and commanded.
Focus behaviour, zoom logic, and camera transitions were also redesigned to reduce unexpected jumps and improve overall control.
Better Spatial Awareness
Large space battles can now be read more easily thanks to additional environmental reference points and improved visual indicators.
New debris fields and spatial elements help provide orientation within the battlefield while updated movement indicators make unit commands clearer.
Improved Unit Placement and Height Control
Building and unit placement tools have been improved to make managing structures and fleets at different altitude levels more consistent.
New height indicators and improved placement stability help reduce confusion when operating above or below the primary battle plane.
Mission and Camera Stability Improvements
Several campaign missions and scripted sequences were updated to ensure camera behaviour remains consistent during cinematic moments and gameplay transitions.
Safeguards were also added to prevent missions from getting stuck in unintended camera states.
Full Patch Notes
Camera System Overhaul
Implemented a redesigned strategic camera with both Homeworld-style orbit camera and original camera fully supported
Major fixes to ensure core camera functions now behave correctly in both camera modes
Reworked focus system so the camera can reliably focus on any object without unintended zoom jumps
Improved orbit focus behaviour so camera jumps to targets without spawning inside objects
Added multi-stage focus zoom behaviour for orbit camera
Added logic to correctly return to the player’s preferred camera after temporary scripted camera changes
Added safeguards to ensure missions restore the correct camera after forced follow sequences
Camera now initializes correctly on game start with the intended camera mode
Improved camera switching behaviour and removed several edge cases where the wrong camera could remain active
Refactored camera input handling to use the input system rather than hardcoded keys
Improved zoom behaviour and camera snap logic to prevent incorrect intermediate zoom levels
Increased maximum tracker camera distance from targets
Improved smoothness of camera transitions and zoom behaviour
Added reset camera functionality
Full 3D Navigation Improvements
Reworked navigation behaviour to better support commanding units across vertical space
Improved camera depth handling and object focus behaviour
Units can now be positioned and commanded more easily at different altitude levels
Improved camera control while operating at high altitude
Added additional environmental reference points such as space debris to make spatial orientation clearer
Improved movement handling so units respond more predictably when navigating in three-dimensional space
Added improved behaviour when focusing new targets without needing to switch camera modes
Tracker Camera and Targeting
Implemented tracker camera functionality that allows following selected objects
Tracker camera can now track both units and asteroids
Added support for switching to tracker mode via input commands
Improved focus targeting logic for enemy units and objects
Added support for focusing new targets directly while already using the orbit camera
Improved target distance calculations when focusing different unit types
Unit Movement and Command Improvements
Improved movement responsiveness for units
Adjusted formation behaviour and movement transitions
Improved focus transitions when switching targets during combat
Units now zoom to preset distances depending on the type of object selected
Improved movement circle indicators and path visualization
Added new line renderer for selected unit movement paths
Updated movement indicator visuals for better readability
Unit Placement and Height System
Improved building and unit placement behaviour when operating at different altitudes
Reduced cases where building placement could fail due to camera height or depth ambiguity
Fixed cases where buildings could be placed outside valid bounds
Added clearer behaviour when placing units or structures higher in the sky
Implemented height indicators that track selected units vertically
Improved placement stability when adjusting altitude
Increased tolerance for height indicators so objects slightly outside the camera view still generate indicators
Limited height indicators to buildings to reduce visual clutter
Added limits to asteroid and Zabu spawn heights
Added limits to AI building and unit heights
Clamped ground height values to valid ranges
Prevented placement outside vertical map bounds
User Interface and HUD
Improved bottom-left selection indicators so they correctly show selected unit names and camera focus targets
Added asteroid resource value display to selection indicators
Polished multiple GUI elements for clarity and consistency
Updated instruction texts and UI field descriptions
Hid focus-target GUI elements when the main GUI is disabled
Added translation labels for new objectives
Updated localization entries for camera options and related UI elements
Mission and Scripting Stability
Fixed camera issues in several campaign missions
Added safeguards for missions to restore the correct camera after scripted events
Fixed cases where missions could remain stuck in cinematic camera mode
Fixed issues related to forced follow sequences
Improved mission camera transitions during scripted events
Environment and Visual Elements
Added additional space debris and environmental objects
Adjusted skybox settings and rotation values
Converted dust mote effects into prefabs
Added dust particle visual effects
Gameplay Balance
Adjusted Offender metal cost and power cost
Adjusted Starspear Torpedoes cooldown and damage values
Reduced alpha damage while increasing fire rate
Reduced cost of Eradicator and Eradicator V2 units
Performance and Code Improvements
Optimized height indicator scripts
Moved rendering logic out of OnGUI for improved performance
Refactored several camera and control scripts
Improved structure of camera manager systems
Renamed variables and methods for clarity
Removed unused variables and legacy code
Cleaned up several camera helper functions
Optimized resource loading behaviour for certain gameplay systems
Improved script organization and separation of responsibilities
Additional Fixes
Fixed bug where selecting a single unit would not play its selection voice line
Fixed minimap behaviour that could cause unintended zooming
Improved behaviour when switching focus targets quickly
Fixed edge cases related to camera snapping and target distances
Numerous smaller stability fixes across camera, UI, and mission scripts
Looking Ahead
Development of Stellar Warfare is continuing actively, with several additional gameplay improvements and content updates currently in progress.
If you haven’t played the game in a while, this update significantly improves how commanding fleets in true 3D space feels during large battles.
Source
Changelog.gg summarizes and formats this update. How we read updates.
