
Captains,
We want to know what you'd like us to work on the most (poll at the end of the post).
But first, let's summarize what happened in the launch week.
Captain unlock costs reduced to 40 / 60 / 80 gold.
Trinket unlock costs reduced to 20 / 30 / 40 gold.
Rounds now reward 2 gold for a win and 1 gold for a loss.
Captain mission Trinkets were subsequently made purchasable through the Trader as an alternative acquisition route.
This is a substantial reduction in early-player friction: players can access more captains and build-defining Trinkets significantly sooner than at launch.
We introduced a new mode with a seperate leaderboard where players begin with a random captain and random Trinkets. This directly supports players who want less forced rerolling and more improvisational runs.
The most material gameplay changes were:
Item / System
Change
Projectile Speed
Now slightly affected by where weapons are placed on the ship.
Grind Wheel
New ability: grind a rare-or-higher item into 2 random common items; later its base cost was reduced from 1 to 0.
Cooling Array
Now grants cold-inflict chance rather than replacing projectiles with icicles.
Network Breacher
Now costs 1 electricity.
Bionic Heart
Electricity cost reduced from 3 to 1.
Nuclear Warheads
Now inflict 10 radiation and no longer fire muons.
Muons
Can no longer inflict Weight.
Spikes
Return damage based on final damage inflicted.
Toxic Barrel
Fixed upgrades incorrectly reducing rather than increasing cracks chance.
Rust Shaman
Fixed activating 6 times instead of 5 per battle.
Tryptonic Canister
Fixed reducing every resistance instead of only hack resistance.
Smokestack
Fixed unintentionally granting acid resistance.
A noticeable theme is improving clarity around builds and battles:
Trinkets can now be viewed in the Codex even before unlocking.
Mutations were added to the Codex.
Mission rewards can now be previewed on hover.
The Combat Log gained filtering, followed by fixes to text filtering and layout.
Most weapons now show a Travel time field.
The glossary was split into sections and alphabetized.
Hints were expanded for Heat, Cloak, Radar, and Speed.
Multiple tooltip problems were fixed, including missing stun/stunned text and unclear projectile resistance descriptions.
The patches also fixed a wide collection of launch-week issues:
Multiple broken achievements fixed: Unbroken Wake, Perfection, Overkill, Cauldron Veteran, and Bombs Away.
Prevented achievements incorrectly unlocking while spectating replays.
Fixed mission-menu crashes.
Fixed daily missions generating too slowly.
Added a new language selector because the prior one failed on Linux.
Added a global setting for idle voice-line frequency and reduced default frequency.
Fixed undo/redo overlap and Rust Powder level issues.
Fixed oversized tooltips, camera-limit issues, resource bars exceeding their displayed maximum, shockwave graphics, and long username truncation.
Fixed some server slowdowns in the Random-mode patch.
Date
Patch
Main contents
16 May
0.92.66
Launch-week fixes: broken achievements, mission-menu crash, global-stat tracking, daily mission speed, glossary/hint improvements.
17 May
0.92.67
Grind Wheel and Cooling Array redesigns; Linux language selector; Codex mutations; voiceline setting; undo/redo and achievement fixes.
18 May
0.92.68
Major progression economy reduction for Captains and Trinkets; win/loss gold income; Codex and Combat Log improvements; Network Breacher rebalance.
18 May
0.92.70
Nuclear Warhead/Muon/Spikes combat changes; Trader access for mission Trinkets; Trinket price follow-up fix; edit-widget and Combat Log fixes.
19 May
0.92.72
Trinket unlock and Trader cleanup; Bionic Heart and Grind Wheel buffs; Combat Log, tooltip, sell-bonus and achievement fixes.
21 May
0.92.73
Toxic Barrel, Rust Shaman, Tryptonic Canister and Personal ID Card fixes; weapon travel-time display; projectile-positioning effect; two new skins.
22 May
0.92.74
Added Random mode; server slowdown fix; Smokestack and Codex fixes.
We'll be preparing a roadmap in the following weeks. But before we do that, we'd like to hear what your favorite features are. We've gathered a few, but you're welcome to elaborate on your own in the comments.
Thanks for playing.
And if you haven't grabbed the game yet, the Early Access launch price is still 10% off until 30 May.
— Proxy Studios & Iron Anchor Games