Build time on betadepots.branches.beta.timebuildupdated
26 Jun 2026, 20:21:16 UTC1782505276
7 Oct 2026, 23:44:10 UTC1791416650
Edited
Updated time on betadepots.branches.beta.timeupdated
26 Jun 2026, 20:21:39 UTC1782505299
7 Oct 2026, 23:44:30 UTC1791416670
Depots · 3
22 Sep 2026
NewsTrue Stats Hot Fixes———Game update
Game update · published 22 Sep 2026, 22:54:58 UTC
True Stats Hot Fixes
**Key Binding Update** * Deployable Menu is now on Shift * Next and Previous Planet: Q and E **General Updates/Fixes** * Fixed several issues around GetLocationAlongSpline logic * Fixed the Drone Rebuild Stat pointing to the wrong stat * Outpost and Occupation Components properly clean up components * Fixed a bug where the Player stats weren't being initialized correctly * Added new Intro Scene…
**True Stats and Upgrades** * All of the System Upgrades have had a pass and been made more legitimate * * As part of this, some of the old Upgrades have been removed * * There is also the idea of "Curses" that are negative stats, but they are not currently hooked up to the system * * * These would be added to Planets based on Difficulty, and potentially other factors * Each of the stats also n…
**Tutorial 3 Updates** * Fixed Inputs being incorrect/not displaying in a few beats * Beat Text iteration and updates * Removing some random delays * Updated the position of a few of the Objectives * Fixed bug where you could establish all the Planets before the Occupation beat **System Generator Fixes** * There were a ton of fixes made within the System Generation Logic. These fixes include: *…
**Tutorial 2.5(3?)** * The tutorial front to back has been cleaned up and iterated on * There are now a lot more granular steps to try and go over each of the loops and features in the game * There is a lot better sign posting to get to Objectives * Objectives have been updated to more clearly direct the Player what to do **Enemy Updates** * Boss Enemies can now perform Escape Jumps * Enemies n…
**Tiny Target Atmo Reaction** * Asteroids that are below a certain size will "Burn Up" when getting close to the Planet * The Asteroid will get a new "fiery" overlay when getting within a set range * The Asteroid will shrink to nothing as it moves towards the Planet * * Distance and Visuals are still a rough 1st pass **Drone Updates** * The rate at which drones are built has been slowed down sl…
**In World Icons** * Huge Targets now have In World Icons that appear at higher zooms * Lanes are also visible at higher zooms * * There is planned work to clean these up and make them small/more less alpha **Attachment Updates** * The Player can now move slightly off a Planet before they are Detached from it * * Player can always instantly detach with Space * If the Player is attached and offs…
**Solar Flare Updates *General Updates* * The flare segments now have a chance to dissipate on some overlaps * * This chance is ignored if its a Planet or something seen as "Blocking" * Missile Explosions can be used to destroy Flares * Flares scale to a much bigger size, within a shorter timeframe *Flare vs Weapon* * Missiles are now affected by the EMP that is triggered by the Solar Flares *…
**System Generation Updates** * There are two new properties when setting up a new run; *Lane Count* (aka System Size) and *Difficulty*. Additionally, the Starting Lane has been updated to a new Starting Sector. * *Lane Count* will control the overall size of the system by limiting the number of lanes that can be populated * * Small 4 | Medium 6 | Large 8 | Huge 10 * *Difficulty* is used when p…
**Navigation Updates** * Left click now *only* fires * Right click/Collect will attach if a Planet or the Star is found when doing so, otherwise it will collect like it currently does **Planet Menu Iteration** * This menu has been greatly simplified to better give the Player the information that is needed * * The Player can see base Planet Information across the top area, like the Level, as wel…
**System Flare Updates** * Visually these have been improved to better match the EMP that is applied by them * Flares can also drift slightly so they will no longer go in one straight direction * Flares can be destroyed by the Shield Deployable and Shield Satellites **Bug Fixes/General Updates** * Rail Spike now Overheats when heat exceeds Max count * * Player is unable to fire until cooled dow…
**Deployable Updates** * All of the Deployable Stations have a unique static mesh that shares a similar base structure * The Icons in the Station Menu have been updated to better match the new Static Mesh shapes and themes **Ping React FX** * Targets and Collectables now have a FX that is played when they enter the Pinged state. * * This FX should only trigger if they are not already in the Pin…
**Boss Phase Iteration** * These Enemies now have a "Gravity Weapon" that grabs nearby targets and slingshots them at the nearest Established Planet * Additionally, the Homing Missiles have been fixed, and setup to fire volleys as they navigate to the Target Planet * The Boss spawning will now trigger a Look At to show the Player where they are spawning * * Future work is planned to return the…
This build represents our complete Alpha Build. This means that all core systems are in, and functional without blockers. From here builds will see less new features and more polish, iteration, and tuning to get to our final gameplay experience. Please note that some levels of controller support are still a work in progress. **Deployable Station Updates** * Deployable Stations now have a Lifeti…
24 Apr 2026
NewsIncremental Build 4/24———Game update
Game update · published 24 Apr 2026, 20:33:55 UTC
Incremental Build 4/24
**Visual Updates** There has been a visual pass over most of the game including: * Updates to how the Dyson Drone is delivered to the Star * Multiple Meshes and Debris VFX for the Huge Meteors * Thruster Movement VFX for the Enemies * Planet, Satellite, and Station Shield VFX Updates * and tons more **Tutorial Overhaul** * The Tutorial flow has been overhauled to be more granular to help explai…
**Dyson Sphere Ring Visuals** * There are now Static Meshes that help represent how complete the Dyson Sphere is * * The number of rings increases up to 3, as well as the speed of the rings, and intensity of the overlay on the Mesh **Settings Menu Iteration** * Back end settings have been built for a lot of common game settings (VSync, Input Modes, Sensitivities, etc) * Settings Menu has been u…
**New/Updated Inputs** * Deployable Stations are now on dedicated button (Q / RB) * Previous (Unbound/ Left DPad) and Next Planet (E / Right DPad) inputs exist **Planet Stat Overhaul** Establishment Level is no longer part of the math for calculating Planet Stats, and is rather just the cap for the Planet * * Offense Stat *only* adjusts Weapon Components * * Defense Stat *only* adjusts Shields…
**Mini Map** * * The Mini Map is Clickable real time representation of the world at a very high level * The Player can click on the Mini Map as well to have the Player quickly move to that specific location in the System * Currently supported information on the Mini Map; * * Where Planets are in their Orbits and the Planet State * * * Eventually this will show what Planet the next shot will com…
**Run Upgrades 2.0** * The Primary and Secondary Weapons, Scanner, Drones, Deployables, and Collection Components now have scalable Run Stats * Run Stats are scaled by the Run Levels, that the Player can purchase from the Star Node * * This essentially means that all our stats are scaling based on the Levels that the Player is upgrading * * How these levels are used are up to the Components usi…
**System Updates** * Systems should now feel different based on the Star that is selected for it. These changes range from increases starting Asteroids, stronger system gravity, as well as Flare Frequency. * Over generalizing, the stars should feel like: * * Yellow: Default/Calm * * Red: More Asteroids * * Blue: Higher Gravity * * White: Increased Solar Flares **Star Menu/Run Upgrades Updates**…
**Run Win Conditions** * The "Blue Player Progress Bar" has been added back to represent the Players progress towards completing the Dyson Sphere * When this is completed, the Boss will be spawned * After the Boss is Defeated, the run will be considered "Successful" **Laser and Rail Spike Weapons Re-Added** * These can be selected from the Front End and are *mostly* working * The Laser has a st…
**Drone Warping** * All of the Drones have the ability to Warp to their destination, after a short warm up period, if it is over a certain distance. * They will teleport to a set distance of their Target Destination and then navigate normally from there * * We expect this to be something that could be upgraded, along with the Warm Up Time, via the System Upgrades **Establishment Component Itera…
**Sound Effects Pass** * There are new sounds for a lot of new places in the game, as well as some updates to old ones. * This will be an ongoing process but expect to hear more of the game from here on. **Legitimate Deployable Menu** * Ryan has hooked us up with a In World menu instead of the full screen one that was stubbed in. This means that the Menu will appear right above the spot where t…
Collector Deployable Added * This Deployable has a tractor beam and will pickup any collectables within its range * Once Storage is full, or time has expired, the held resources are given to the Player Dyson Generation Update * Planets will no longer periodically send Dyson Drones to the Star * Instead, Planets will generate Dyson Resources "per tick" up to a max * At any point, the Player can…
**Turret and Mine Deployables** * Deployables can be sent to a location by holding the Collect Action (Right Click) ** This opens a menu IF you have a Drone available, and allows you to send a Turret or a Mine to that location ** Specific gameplay around these features is still being tuned **Front End Improvements** * Camera Transitions between Menu Selections * Front End Level has been cleaned…
2 Feb 2026
NewsIncremental Update———Game update
Game update · published 2 Feb 2026, 01:23:58 UTC
Incremental Update
**Overlap Logic for Missiles Updated** * Explosions will no longer hit multiple times if at the edge of the explosion * Explosions will deal damage on initial overlap * Explosion will tick damage every second its alive, so longer lifetime means more ticks of damage **Spawner System Overhauled** * How things are spawned was updated to interfaces to be better for performance * We can do way more…