Status
SteamPeaks
ChartsSalesUpcomingPatchesEventsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
EventsSteam's own events and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesEventsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
In The Black›Events›In The Black (Demo) - Minor Patch - 1631
Game update

In The Black (Demo) - Minor Patch - 1631

In The Black · published 4 months ago

All eventsPlayers around this dateRead on Steam

Greetings Pilots,

Another week, another round of updates as we prepare for launch into Early Access. We've been busy under the hood, overhauling core systems for performance, stability, and gameplay correctness. Here is the breakdown.

Core System and Performance Overhauls

We have landed a significant overhaul of the ship physics, armor, and mass bookkeeping systems. Armor meshes have been removed from the rigid-body simulation, which should yield a noticeable performance improvement in heavy combat. Vehicle mass has been split into distinct 'gameplay' and 'physics' pools, giving us more granular control to tune survivability and flight feel independently. As part of this, the spalling damage model has been reworked to prevent exit impacts from double-applying damage, making penetration damage more predictable.

We have also replaced the legacy ship navigation light system with a more efficient Niagara-based implementation. This change reduces the number of components per vehicle, lowering the rendering overhead across the board. Work also continued on optimizing thruster particle effects to reduce their cost in scenes with multiple ships.

Gameplay and Balance Tuning

The round lifecycle logic for elimination modes has been toughened up. A round can no longer end before all assigned human players have had a chance to spawn. We have also added a server-enforced 30-second timeout to the vehicle selection screen to keep matches moving; fail to select, and you will be deployed in your primary ship.

Based on performance data and feedback, the Railgun has been re-balanced. It was overperforming, so we have introduced a critical hit system that rewards precision. To deal maximum damage, you now need to hit a module's center mass. Glancing shots will see a significant damage penalty.

Other balance changes include:

  • Kolibri and Shrike armor thicknesses has been re-balanced.

  • To make the demo a bit more forgiving for new pilots, we've added a temporary damage reduction of 65% for player ships in the demo.

Visuals, UI, and Quality of Life

  • Lighting: We have continued to tune the lighting in several hangar environments to reduce overexposure and improve visual balance.

  • ImpactFX: A new ImpactFX system has been integrated to provide more satisfying physical responses to collisions.

  • UI Feedback: We fixed a bug that caused repeating module temperature alerts, restored the correct "green for positive" text color convention, and added a demo-specific training suggestion in the Simulator UI.

  • Projectile Visuals: A visual glitch causing projectiles to spawn inside or ahead of the firing weapon has been corrected. Tracers should now "grow" from the muzzle more smoothly.

  • Flair Decals: Special decals from the Flair system will now reliably hide themselves when flair is inactive or the player lacks entitlement.

  • Ship Frame Editor: The module tooltip for ballistic weapons now correctly displays supported ammo types and calibre.

Bugfixes

  • A major refactor of how we manage player ship data was completed. This enforces a single source of truth for your vehicle list, fixing a class of bugs in the Hangar UI where the quick-bar would not update correctly after selling or modifying a ship.

  • We fixed a critical bug that prevented contracts with difficulty selection from launching.

  • An issue with older demo save files causing data corruption has been addressed. The system will now detect and reset these legacy saves to ensure a clean slate.

  • The round-start logic was hardened to prevent elimination-based endings from firing before all human players have spawned.

Happy hunting!

-Impeller Studios

More from In The Black

Other announcements

All events
Major update8 Sep 2026In The Black Major Content Update - 1844In The Black - Heat Death Heat is now a weapon, a warning light, and a way to die. This patch rips out the old approximated heat model and replaces it with a brand-new, ground-up thermodynamics system. Your coolant loops, armor panels, radiators, and core systems now trade energy realistically, and your cockpit finally tells you which part is cooking before the reactor does anything dramatic. H…Game update29 May 2026In The Black (Main) Update Patch 1724Watch Patch Video on YouTube Overview This patch serves as a final push before our first content update. The team has focused heavily on hardening the core systems pilots use outside of missions: the squad/co-op system, ship inventory, and the ship modification pipeline. Key Highlights · Squads System & Co-op Contracts are officially back online. · Cosmetics Unlockable through rank progression.…In The BlackGame update15 May 2026In The Black (Main) - Minor Patch - 1696Greetings, Pilots! Here's an overview of our Early Access hotfixes and stability updates: New BloodSport Location Open Space - 5 v 5 - Pure dogfighting. No asteroids. No stations. Just the vacuum. Gameplay & Game Mode Logic We've overhauled the logic that governs round transitions and bot behavior. The previous systems had some...exploitable loopholes. Those have been closed. · Team Deathmatch…