It’s nearing the end of the year and that means time for a new Naev release! This release is once again one that revamps a lot of existing features and legacy code, while adding lots of new content and features. Like always, instead of doing a release directly, we’re going to be doing a series of betas to try to ensure as few bugs as possible sneak into the final release. We plan to do the official release in about two weeks from now, but it will depend on how many issues and the likes are found.
Now, this release changes a lot of how the game currently plays, and, while it is highly recommended to start a new game, it should be possible to just load up your old saves without too much stuff being changed. In particular, some of the major changes are:
- Significantly reworked universe map to fit existing lore
- House Sirius completely reworked
- Significantly improved autonav that uses lanes and is configurable
- Reworked structural outfits and number of ship slots
- Weapon sets are more simple with no distinction between weapons and non-weapons
- Possible to legally obtain all “standard” factional ships and outfits
If you try it and find any issues, please report them at the issue tracker. Discussion about the game can be had on one of the various discussion forums and chatrooms we have. Check them out here!
You can get the latest version from any of the following sources:

A player in a Sirius Preacher using the Seeking Chakra ability.
Changes since 0.10.6
- Gameplay Changes
- Universe significantly overworked to be more consistent with lore
- More landable uninhabited spobs, unique locations, and things to discover
- Reviewed and corrected many descriptions and placement of spobs and systems
- More in-depth and fleshed out tag system for locations
Ship slots and mass limits reworked such that smaller ships get more utility/structural slots to work withPoint defense systems that can shoot down missiles and torpedoesSpace object (planets, stations, etc.) properties affect quantity of missions availableMoved many missions and events to the vn systemCan sometimes find POI events with a pulse scanner equipped when entering systemsChanged the visuals for some of the nebulas (PSO, Mizar)Pirate bribes cost more depending on your fleet and are based on points not massMissions are introduced less all at once to the playerBlink drives are more flexible but use energy and generate heatRazor class weapons have been completely reworkedCan steal more than one outfit from a ship with high boarding bonusdiy-nerds: improved reward Quality of LifeSignificantly improved autonav Configurable and can use lanesMore efficient at reaching target locationsNew option like follow pilots through jumps or brake when going to positionsMake it explicit when all the escorts have jumped or landedEscorts will keep their same loadout until the game restartsPlayer ship is no longer translucent when in stealth as it is redundant with the stealth iconShow enemy/ally factions in the faction standing info windowSpace dust is properly anti-aliasedMinor speed ups to patrol lane computationsTry to enforce minimum number of articles in the newsIndependent patrol and bounty missions can be completed on more planets and stationsCan hide or prioritize missions from the info menuManual aiming model aims at the mouse location when the mouse is visibleTravelling merchant tells you when new wares are available and should be easier to findLua Love API should be better at handling input and not apply keys held before startedIncrease time compression when disabledInverted how hide, evasion, and stealth value percent bonuses work. Now lower is betterHide locked slots without outfits as the player can’t do anything with themAdded volley mode to weapon sets that makes weapons fire as fast as possible, instead of staggeredAutonav options are now player-specific and accessible via the info menu settings buttonTravelling merchant gives full details of the intrinsic outfits they provideSelected slots in the equipment window will only show outfits that fitAutonav routes consider distance travelled in-systemMade stress more visible in the slim GUIReworked how stats are displayed to be more visible and intuitiveCan show all known outfits or ships in with the map find functionalityWeapon sets much more flexible, verbose, and easy to useWeapon sets remember slots, not outfitsRoute is visible on all map modes nowBlink and flicker drives can use double tap arrow keys to move aroundToolkit is cached in a framebuffer for much faster renderingIntrinsic outfit details now visible from the equipment menuVisually indicate which pilots are scanning the player on the overlay and radarsCan sell all outfits on any spob with an outfitterEnemies in patrol missions should not run awayChanged the faction standing caps to allow the player to get all ships when maxed out. Will be decreased in the future as missions are addedSlot icons to make it more clear what special slots a ship hasSystem markers and autonav TARGET marker will try to not overlap with jumps and spob names New ContentNew mechanic for House Sirius called flow to unlock psychic powers Gives passive bonuses to Sirius shipsOutfits allow use on non-Sirius ships8 new missionsFinish the Minerva campaignNebula refugeesMany new eventsAbandoned stations with secretsGreedy pirates looking for dominationChallenges of the mindMysterious signalsMore points of interestMany, many new systems and space objects67 new star systems with 123 new space objectsNew graphics for space objectsTons of new outfitsSirius flow outfitsCompletely reworked Sirius weapons tooPoint defense systemsNew accessoriesIntrinsic outfitsand more!Many new outfit graphicsNew NPC graphicsMore NPC and news messagesAdded the Space Trader Society factionCustom death animations for many shipsMore ways to increase fleet capacityThe pirate clans are now more differentiated in terms of AI behaviour and tauntsMore factional landing messagesRehabilitation missions have been made more factional and a new rehabilitation mission for the FLF is now available EngineMap system viewer is more compactAdded hook.hail_spobEvents support tagsEditor supports tagsLibrary to handle conditionals for mission computer missionsAdded support for disabling specific patrol lanes from being generatedSupport for Lua scripting for shipsChanged api of evt.claim and misn.claimMissions/events load Lua as chunks instead of compiling each timeSignificant speed-ups in collision detection with quadtreesHooks “outfit_buy”, “outfit_sell”, “ship_sell”, and “ship_swap” pass Lua objects instead of stringsShips can have extra descriptions that show up on mouse overMore Lua API added such as pilot.armour, pilot.shield, or naev.missionListSoromid NPCs can have custom descriptions based on geneticsImproved VN API with vn.move, vn.musicVolume, etc.Improved VN handling of non-ascii fontsSupport for generating munitions from outfitsImproved derelict script to handle custom derelicts betterRemoved some custom environment and string handling functions for standard SDL ones (requires 2.0.18 now)Better handling of user localesWeaker effects shouldn’t overwrite stronger ones anymoreSpobs can use communication graphicsRequire OpenGL 3.2 for geometry shaders nowSupport for advanced collisions such as weapon on weapon, allowing for point defense weaponsRenamed thrust to accel for more consistency and simplificationsSupport for buying intrinsic outfitsShip distress moved to the message frameworkOutfits have support for double tapping accel/left/right triggersRemoved toolkit fading effectsSupport for rendering images as SDFsSignificant loading time speed-up with multithreadingFixesMain menu more responsive when changing windowsTypo and wording fixesFixed many corner case crashes in the editorFixed cargo missions not being generated in some parts of the universeGame no longer crashes when loading save with persisted Lua pointing to nonexistent systems/spobsMinor improvements to many existing missionsFixed crash when events trigger other events on creationFixed autonav sometimes having trouble landing with reverse thrustersQex races should be much less laggy nowFixed some outfits using the wrong store imagesFixed system viewer not being consistent with mapPlayer’s escort damage is counted towards players damageAvoid having missions duplicates for cases where they can significantly stack such as patrol missionsFire rate and action speed should affect damage and disable of beam weaponsFixed some outfits not having “Activated Outfit” in their descriptionFixed ships offering 100 fuel refuels twiceFixed some ships having trouble equipping because of stacking engine reroutes and suchImproved AI’s scanning behaviour to be more robust to stealth pulsingFixed POI generating in extremely volatile systemsFixed tutorial running during cinematicsFixed active outfits not showing “activated outfit” in their summary sometimesFLF no longer become true allies of the Dreamer Clan to not limit the players actionsMade audio system more robust to runnning out of source errors