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Steam News3 August 202612d ago

Pre-launch Update

This will be the final regular update before launch. From this point forward, development will focus on testing, stability, and critical fixes to reduce the risk of introducing new problems before release. BUILD 1.2.0.

In this update12

Full notes

Full Void Salvage update

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

What changed

8 fixes6 additions25 changes4 removals
  • Gameplay
  • UI and audio
  • Compatibility
  • Balance
  • Events
  • Fixes
changedBUILD 1.2.0.2 - Pursuit & Progression UpdateRunning out of Fuel now starts a Pursuit instead of immediately spawning enemies.
changedBUILD 1.2.0.2 - Pursuit & Progression UpdateElectro Wake radius increased from 50 to 100 and now gains +20 per effective Tier.
removedBUILD 1.2.0.1Death Report tooltips now show correct Tier 1 values and no longer freeze.
changedExpanded Laser and Augment SupportThis update significantly expands laser weapons, giving beams continuous damage, clearer stats, and compatibility with several powerful augments.
changedExpanded Laser and Augment SupportLasers now deal damage throughout the entire beam duration instead of only dealing damage on first contact. Their weapon panels now display Beam Duration and Damage Interval , making their damage output easier to understand.
addedExpanded Laser and Augment SupportLasers can now use:
Electro Wake radius50100Electro Wake radius increased, buff

Void Salvage changes

changedRunning out of Fuel now starts a Pursuit instead of immediately spawning enemies.
changedElectro Wake radius increased from 50 to 100 and now gains +20 per effective Tier.
removedDeath Report tooltips now show correct Tier 1 values and no longer freeze.
changedThis update significantly expands laser weapons, giving beams continuous damage, clearer stats, and compatibility with several powerful augments.
changedLasers now deal damage throughout the entire beam duration instead of only dealing damage on first contact. Their weapon panels now display Beam Duration and Damage Interval , making their damage output easier to understand.

This will be the final regular update before launch. From this point forward, development will focus on testing, stability, and critical fixes to reduce the risk of introducing new problems before release.

BUILD 1.2.0.2 - Pursuit & Progression Update

  • Running out of Fuel now starts a Pursuit instead of immediately spawning enemies.

  • Electro Wake radius increased from 50 to 100 and now gains +20 per effective Tier.

  • Unlocked Overclock and Meld upgrades are now correctly free in Roguelike mode.

BUILD 1.2.0.1

  • Death Report tooltips now show correct Tier 1 values and no longer freeze.

  • POIs only show LOOT: Socket Insert when the requirements are met.

Build 1.2.0.0

Expanded Laser and Augment Support

This update significantly expands laser weapons, giving beams continuous damage, clearer stats, and compatibility with several powerful augments.

Lasers now deal damage throughout the entire beam duration instead of only dealing damage on first contact. Their weapon panels now display Beam Duration and Damage Interval, making their damage output easier to understand.

Lasers can now use:

  • Homing

  • Orbiting Shots

  • Spiral Shots

  • Piercing

  • Wall Trail

  • Splitter

Homing Lasers initially fire according to weapon accuracy, then correct toward their target.

Orbiting Shots now perform their regular attack and orbiting attack at the same time across all compatible weapons. Higher tiers add more rotations and increase laser beam length.

Spiral Lasers continuously rotate forward instead of performing a normal beam sweep. Higher tiers increase their rotation speed and beam length.

Piercing Lasers retain their full beam length until all available pierces have been consumed.

Wall Trail Lasers leave behind damaging ghost beams.

Splitter is now rolled once when the weapon fires instead of every time damage is dealt. Its activation chance begins at 75% and can reach 100%. Higher tiers create additional child attacks.

Split laser beams remain attached to the enemy they originated from and disappear when that enemy is destroyed.

Rebound projectiles now always bounce from screen boundaries. Higher tiers add more bounces, and their interaction with Spiral Shots has been improved.

Flak projectiles now use randomized Broken Wings visuals.

All ships and drones now briefly flash white when hit.

Clearer Weapon and Loot Information

Augment cards and tooltips now show which weapons they support.

Loot cards use weapon abbreviations, while tooltips display the full weapon names.

Weapon cards now display only the stats relevant to that weapon:

  • Lasers display Beam Duration and Damage Interval

  • Flak and Burst weapons display Spread

  • Hull DPS and Shield DPS are displayed separately

  • Accuracy has been removed from loot cards

Orbiting Shots and Spiral Shots now explain their turns and rotations per second more clearly.

Reworked Pursuits and Difficulty

Pursuits now advance by jump instead of progressing in real time.

Each pursuit has a fixed interception distance of two to five jumps, making interception predictable instead of chance-based.

Every interception adds exactly one Difficulty.

Running out of fuel during an active pursuit immediately causes the pursuers to intercept.

Jump Difficulty now includes:

  • Normal jump progression

  • Two additional Difficulty per jump while in Continuum

  • Interception Difficulty

Difficulty summaries now show the correct jump count and explain each contribution more clearly.

Story drawbacks are no longer included in the Difficulty summary.

Radar and HUD Improvements

Difficulty information has moved from the top HUD panel to the lower radar arc.

The radar now provides the Difficulty tooltip directly.

New radar controls have been added for:

  • Music

  • Sound Effects

  • Minimal Numbers

Radar alerts now remain visible during jumps.

Flagging controls show how many enemies are connected to each flag.

New Hint and Tutorial System

Hints now use a dedicated prompt system instead of regular message windows.

Hint dialogs pause gameplay while keeping the HUD visible for reference.

While a hint is active, POI interaction, HUD interaction, shortcuts, hover effects, and tooltips are temporarily blocked.

Loot and story messages retain input priority, preventing overlapping prompts from causing softlocks.

Hint prompts now work correctly in Desktop Mode.

Hint windows automatically resize to their content and can still display optional images.

Reroute now performs its action immediately when its first-use hint appears.

New first-use hints have been added for:

  • System Integrity, drawbacks, and system failure

  • Continuum progression and Difficulty

  • Asteroid hazards and their potential rewards

  • Desktop Mode

  • Radar Sweep

  • Removing systems

  • Running out of fuel

  • Non-standard weapon effectiveness

  • Temporary boosts

  • Secondary weapon switching

  • System sockets

Hints now wait for sector introductions to finish before appearing.

Socket and death-related guidance waits until the opening loot has been claimed.

Hint behavior now correctly adapts to Roguelike mode.

Interface and Presentation

Gameplay music now rotates randomly between available tracks and fades in smoothly.

Fixes

  • Fixed loot-card and prompt clicks passing through to Points of Interest underneath

  • Fixed a softlock involving Socket Bonus unlock prompts, story messages, and loot selection after death

  • Fixed hint prompts losing their pause behavior

  • Fixed prompts becoming unresponsive while loot or story messages were active

  • Fixed a crash caused by pooled debris effects failing to create an instance

  • Fixed a HUD crash involving pursuer counts

  • Fixed inconsistent Distress Beacon thresholds between the Core Upgrade screen and HUD tooltip

  • Core Upgrade buttons now return to the normal upgrade tree after leaving an Anomaly

Source

Steam News / 3 August 2026

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