Patch 0.11.0.0 ( 26th of June 2026 )
A patch that focuses on quality of life and introduces tons of small improvements related to the UI and Menus, as well as a number of important bug fixes. A new HDR tone-mapper with customizable settings (see Graphics options menu). The smog (battle smoke) visual effect got a huge revamp with tons of improvements (better lighting, better density calculations, projectiles and effects now get attenuated by the smog..).
We also fixed a ton of issues related to AI behaviors (not retaliating properly while under attack, or not helping the target a bot is escorting..), AI Support ships, picking up targets etc.. Gamepad controllers are now more functional (including in the training tutorials), the helper tips show input keys as icons, the keybindings menu received many bug fixes related to keys detection, and we also performed a huge localization update on all 6 supported languages.
Due to the large amounts of changes introduced in this patch, it is likely new bugs will appear. As usual, please send any feedback or report bugs on our Discord server or the Steam forums, thank you.
-Flavien Brebion

Gameplay / AI
- Plasma Cutter's projectile speed reduced to 1.1 Km/s (down from 1.4 Km/s). Its firing rate, burst count and cooldown were slightly adjusted as well
- Increased targetting priority (G key) of enemies targetting the player (especially at closer range)
- Cruiser's Spinal Canon's charge Thrust penalty decreased to -75% (from -90%). This should make it slightly easier to aim at a target while charging..
- AI bots no longer turbo boost away as quickly as before
- Reduced the ability of normal AI bots to exceed their speed cap, especially in combat (this resulted in bots too easily boosting away from players, making them very hard to catch up. They should now be easier to target)
- AI bots now have a chance (based on their rank) to get a custom skin
- Fixed escorting AIs sometimes targetting a player under /ghost mode (AIs should ignore players in ghost mode unless attacked)
- Updated Nemesis randomization to follow a Gaussian distribution curve, instead of being purely random (sometimes Nemesis spawned too quickly, just due to bad luck)
- Improvements to "Retaliate" AI behavior (when an AI reacts to being under fire). In particular, bombers will react more frequently to being attacked by enemy Interceptors
- Retaliate AI behavior now excludes accidental turret hits (when not specifically targetted by the attacker)
- AI switch targets less randomly (they tend to "stick" to their current target more strongly)
- Fixed a bug that caused AI to switch targets as soon as a third-party ship blocked their line of sight, even for less than a second..
- Fixed a bug that caused AI bombers to stay in their "bombing run" behavior despite trying to form up on an ally (they didn't attack it, but moved around like they were trying to, from far away..)
- Fixed a bug that caused AI squads to randomly fly around a target they were trying to protect (as per carrier's orders) instead of forming up on it
- Fixed a bug that caused AI corvettes to randomly fly around (even if there were nearby enemies) if they didn't find any nearby ally to repair/resupply
- Fixed multiple bugs related to escorting an ally: the escorting ship wasn't agressive enough towards enemies approaching the escorted ship
- It is now possible to temporarily exceed the speed cap with flight assist on, when boosting and increasing the target speed past the cap at the same time (Note: this helps with mobility on controllers)
- Idle AI ships (like when they've run out of ammo, and haven't been able to resupply, or when they're unable to attack enemies, like Supports, and have noone to repair/resupply) Warp out of battle after some time (this should prevent stale battles, like if a battle ends with tons of Support ships alive, but they don't have the DPS to finish off the battle)
- Spinal AI cruisers do not overcharge anymore (overcharge modes drain energy, and the spinal canon requires a lot of energy..)
- Fixed a major bug that caused AI ships to drop their Escort mode on the player if the player had them selected..
- AI Support ships now try to spread amongst all Resource crates available, instead of ganging up on the same ones
UI / Menus
- Implemented drop-down controls in various menus like the ship/loadout selector, or options/settings. Previously, you had to cycle through all the options one by one, but you can now either cycle, or (by clicking on the text area) directly select an option from the list
- Improved the slider bar control. It now has a vertical thicker for the default value (the mouse cursor snaps to it when close enough). The "current value" is shown in a box on the left of the slider
- Added caret position, text selection/highlighting, double-clicking to select a single word, copy/paste and undo to text edit UI controls
- Text Edit controls now support multi-lines (ex.: in the Social menu, when editing a Squad's description)
- Added new features to our text block renderer: inserting icons/tags, scaling colors, URLs (a confirmation dialog will pop up to ask if you want to open your browser with an external link), tables.. we'll be using all of these new features more in the future. We already insert small icons to represent Ship points, Credits, XP, etc.. in text blocks or tooltips
- Added a button for browsing the list of ship classes, chassis and loadouts all at once, in the ship loadout menu
- Added an error notification when failing to mount a weapon or upgrade to your loadout in the ship loadout menu
- Added a dark box around "Press P to Power Up" notification at the HUD center when ship is powered down (previously, the text wasn't much readable against a bright background in some languages)
- Added 4 font categories for in-game UI text, buttons etc.. (normal text now uses a different, thinner font, compared to headers, titles, or even the HUD, they all have their own font)
- Added a chat box history duration slider in the gameplay settings menu
- Standard input keys now show as an icon (instead of text) in various tips, panels or in the keybindings menu
- The Chat box now supports most languages as input. IMEs are still currently disabled due to a bug, so languages such as Chinese cannot input Chinese characters in our edit boxes (only copy/paste), but in a future patch we'll revisit IMEs
- Updated visual style (font size, etc..) to be coherent between all context menus
- Color & stle tweaks for upgrades & weapons list
- Added a "Weapons Broken" notification when trying to fire a weapons group into which all weapons are broken
- Added a power chart to ship loadout / stats menu
- Added an "Enemy Threat" HUD notification when getting actively fired at by an enemy ship
- Fixed arrow pointing from an enemy to the player's ship displayed at half-length in the tactical screen
- Help Tips panel is now displayed in a panel and shows key icons. Tips only show when player rank <= 10
- Added 3 new Help tips (for Support ship's Resource points, and Cruiser/Carrier Hangar usage)
- Tactical map now auto-recenters the grid/view on a double-clicked actor
- Tactical/Sensor map settings at the bottom-left corner have been moved to a dedicated panel that opens with an options button
Generic Bug fixes
- Fixed a bug that prevented ships from repairing/resupplying at docks on stations in Free Flight sandbox mode
- Fixed the loss of focus happening when dragging a slider and moving the mouse cursor out of the slider area/bounds, which was annoying
- Fixed a bug that caused some massive lights (like around a station's core reactor) to not get culled properly, resulting in a visual random "clipping" effect
- Fixed font rendering being incoherent in some screen resolutions, resulting in text being slightly too long or not properly fitting some text blocks
- Fixed holding a mouse button to drag or rotate the viewport in the menus (tactical map, starmap, ship loadout..) accidentally triggering buttons (or releasing the button and drag/rotation is still active)
- Fixed text formatting in a text block when word-wrap isn't possible (text too long without spaces). The text is now properly cut.
- Fixed a bug that accidentally retained camera drag or rotation if you switched between the in-game menu tab and the tactical map while still holding the mouse button
- Fixed bugs related to font scaling being improperly applied after switching languages at run time, and messing with the formatting in text blocks
- Fixed the transmission dialog's title text being sometimes rendered very small
- Fixed mapping of key codes to key names or icons in the UI. It now properly takes into account the locale/keyboard, so different physical keys will map to a different character depending on the keyboard locale
- Fixed Alt-Enter not properly toggling windowed vs fullscreen modes
- Fixed a bug with the order of rendering of windows when a dialog pops up for a game restart due to a setting changes in the options menu
- Fixed some incorrectly set up prop actors config files, which can cause a server crash upon projectile impacts (ex.: shooting at asteroid fields in the tutorials)
- Fixed potential crash when clicking on stats options in Report mission screen
- Improved lag compensation for auto-aiming turrets (Note: Flaks are still widely innacurate and may need further investigations)
- Fixed Spinal cruiser charge effect not showing up on non-player-controlled ships (NPCs or other players)
- Fixed a bug that doubled bandwidth (and affected framerate by -10%/-15% average) if you were in a fleet battle away from the base (100-150 Km) but had that base selected in the starmap list
- Fixed ship trailings on the tactical map not disappearing when sensors are broken
Keybindings / Controls
- Fixed multiple bugs in the keybinds menu related to the key combos filters checkboxes (they were not always in sync with what the keys detection was doing, so sometimes you thought key combos were turned on, as the option was checked, but the key detection was failing..)
- Fixed selecting an entry in a radial menu that was opened via tapping a key (not holding, but a single press), that also accidently triggered the gun fire event
- Device settings (deadzone, power curve) now apply dynamically (live), instead of having to press OK, then press Apply & Save, to see the effects on the device's axes
- Reverted display names of joystick axes/buttons to be more generic (the PS4/XBox controllers use dedicated icons for them now, but don't apply to generic devices)
- The "Back" event is now functional, especially on controllers (it walks back through the hierarchy of opened menus/windows)
- The "Select" event is now functional, especially on controllers (it can be used to press buttons and controls)
- "Previous" and "Next" events are now functional, especially on controllers (they can be used to cycle through tabs in tab or options menu)
- Fixed a bug that sometimes caused key detection to fail when the current input profile's device was automatically assigned from the devices list (instead of being manually set by the user)
- Fixed an issue with key/button combos that conflicted with a single-key event assigned to the same button
- Fixed tooltip instantly showing up when entering into a menu and the cursor happened to be right on a control with a tooltip
- Fixed a minor bug that interrupted the cockpit-look-around mode in the very first tutorial (Basic Flight) if you were changing the input profile before powering up
- Selecting a slice in a radial menu still gets activated if the player idles the stick right before closing the menu
- Selecting a slice in a radial menu temporarily cancels pitch/yaw movement in the slice's direction to avoid abrupt angular momentum changes
- The "Back" event now closes the radial menu in Single-tap mode
- Updated XBox / PS4 controllers input profiles + added new dedicated input icons for them
Graphics / Optimizations
- AgX is now the new default HDR Tone-mapping operator. This results in a slightly more desaturated look, but the darks are now brighter, which allows to see more hull details on stations or ships in shadows.
- Darks, contrast (power curve) and color saturation are now exposed as settings in the graphics settings menu
- The old "Filmic" tone-mapper is still available to players who prefer the old look (Note that if you just want more color saturation, you can just change the slider for AgX)
- We've upgraded our Particles renderer to "v2.0". All the previous existing visual effects are backwards-compatible, so this change will not affect their look. However, the new particles behaviors allows for new or improved visual effects
- The new particles renderer is also a lot more performant, resulting in up to +30% performance gain in particule (very) heavy scenes. In game, the average gain will be much lower though
- We've added a "ribbons" particle renderer, but it is currently unused in game. In a later patch, we'll start to make use of it and replace the smoke/missile contrails, which should see decent performance gains
- We're also planning in a later patch to add projectile trails for MK6+ weapons
- Added bobblehead meshes and some GUI textures to the client preloading cache (previously, they were loaded on demand, which could result in initial micro freezes in game or when spawning a ship)
- Tweaked some initial values for some graphical settings (the game now defaults to Temporal Anti-aliasing/TAA, and a darker galaxy background)
- Optimizations to rendering the HUD/UI/Menus. This should have also addressed the stalls/freezes after respawning a ship in a hangar, and reduced the performance hit of rendering the HUD (especially on AMD GPUs)
- Reduced brightness and/or projectiles size of Blasters, Halcyons, Railguns and Plasma Cutters
- Reduced Flaks shockwave impact vibrations (it was so intense before that you'd easily get confused and lose control)
- Added muzzle shaking for certain weapons (spinal canon) and tuned (reduced) shaking for some effects (spinal charge was crazingly vibrating)
- Smog uses an updated normal map, which should react to local lighting in the smog more strongly than before (explosions, etc..)
- Optimizations to Smog density and quality. The smog should look better than before, with half as many smog particles, which means better performance for lower-end GPUs
- Smog effect is now split into multiple "cells" so that we can have more local lights affecting the smog (overcome the global limit of max 5 lights per particle system, this is now up to 5 per smog cell, and there can be up to a hundred smog cells in the world)
- Smog now has an option (in the graphics settings) to attenuate visual effects (projectiles, explosions, etc..) and indicator icons, passing through the smog cloud. It is enabled by default
- Fixed ship's Front spotlight leak through the cockpit by limiting the pitch/yaw max angles
Misc
- Completed localization (translations) to non-English languages: German, Spanish, French, Russian and Chinese, both for the in-game text and the tutorial scripts. Translations originate from a mix of human volunteers and AI assistance. If you notice incoherent translations, typos or incorrect details (numbers, abbreviations) please let us know
- Fixed some typos and incoherent abbreviations in the French localization
- Spinal canon's charge light effect is now offset forward, and lasts longer
- Default HUD color theme set to desaturated blue
- Small network bandwidth optimizations
- Fixed a script bug in the Basic Combat tutorial that respawned a final drone by accident during the phase where drones fire missiles at the player to teach him to use countermeasures
- Note: increased damage scale of the target drones, so that they die a bit faster