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Gravity Assist: Initiative›Events›Large Update 23 Modules
In-game event

Large Update 23 Modules

Gravity Assist: Initiative · published 37 days ago · build 24543702

All eventsPlayers around this dateRead on Steam

Change Log

Large update 23, Modules

New

- Visuals/Sounds upgrade

Upgraded animations for engine, missiles, nodes, jumping, canon firing, to name some of the visual changes, and added a variety of sounds to include - Jump drive charged, ricochet, and more.

- Background upgrades

Upgraded backgrounds in main menu and gameplay. In gameplay, added a procedural generator for designs and styles with reworked systems for generating mood colors, background star population, effects etc.

- Menu UI changes

Updated menu UI across the board.

- Refit, and modules

Implemented a whole new system of modules, refitting your ship, module damage and more!

To access these features, go into your "Fleet/Profile" panel in main menu, and follow the guides to learn all about it! Note, whenever you do not have a valid "flyable" ship available, you will be provided with a "Loaner" ship with default and basic stats. It doesn't cost anything and wont effect anything if you lose it, so it is perfect for practice.

- Added key-binds for weapon cycle

Press "Z" for weapon and "X" for sub-type.

- Added player markers

Players can now use r-click - hold to access a list of static markers to place on the map. r-click on marker to remove.

- PD logic and presentation rework

PD are now missiles, with limited racks launched at once. You can now overwhelm via larger amount of missiles/nodes launched.

- Reworked Shooting UI and controls

Removed the angle dial from the controls panel, and implemented a mouse on point, and L-click-Hold-Drag for aim, as well as visual/presentation rework.

- Added Tech degrading

You now have the ability to degrade higher grade tech down at the rate of 1>2. check your inventory.

This is especially handy for if you destroyed a higher tier target but still need some lower tier equipment or hull.

Beware though, you cannot reverse it.

- Performance optimizations

A large variety of performance optimizations mainly focused at AI and network.

- Implemented Icons

Icons are now used to greatly reduce amount of text used in stats, data, etc throughout the game.

This includes icons for things like "energy", "ammo", etc. there is still more work to be done here, but for starters we used placeholder icons.

- Large UI overhaul

Did some serious rework and optimization of the UI and presentation throughout the game.

- Main menu hints update

Updated hints shown in main menu to reflect current state of the game features and mechanics.

Bug Fixes

- fog of war overlay glitches/removed

- framerate drop on multiplayer join in progress

- framerate drop on dnode/missile shotpreviewlines

- dozens of bugs fixed related to the new features!

More from Gravity Assist: Initiative

Other announcements

All events
In-game event22 Aug 2026Update 24 BIGravity Assist Initiative Change Log New - Changed Boss progression/creation Did a rebalance and rework of how bosses progress, difficulty of new bosses, Boss tiers/grades, and how they are created. Bosses now are graded up to SS tier then they upgrade to next up hull class, but get bumped down in tier like this - frigate starts at tier D and at SS gets upgraded to cruiser tier C. Cruiser tier…In-game event16 Aug 2026Update 24 AI coresGravity Assist Initiative Change Log New - Sounds removal and rework I am still working on sounds and some of the placeholder sounds I really did not like, so I disabled them for now, and others I returned to previous classic sounds. I will work on sounds myself at some point if I do not find someone to help with that, but it is not a priority of mine at the moment. - Boos encounter rework Redi…Community3 Jul 2026I am still here!Hey everyone! Just wanted to check in and let you know that I haven't forgotten about Gravity Assist: Initiative . Development is still active, but I've been very busy lately, so progress has been slower than I'd like. At the same time, I'm working on some pretty major changes behind the scenes, and they're taking longer because I want to get them right instead of rushing them. I wanted you to…