
Update 0.3.3 [v2992] focuses on making Combat Circuit and Endless modes more challenging for endgame players and improving eighteen underperforming Augments. It also adds clearer combat and reward information, changes to the Skill Tree, as well as fixes for saved runs, rewards, leaderboards, and combat behavior.
Thank you to everyone who has shared feedback, bug reports, screenshots, and build details. Your reports continue to shape our Early Access priorities!
Threat now rises faster at high levels after an objective is completed. Reinforcement fleets continue after Normal and Challenge objectives, arriving faster and in larger waves as pressure rises.
Normal and Hard now allow more time before post-objective mini-boss reinforcements.
Activating extraction now stops Threat from increasing during the warp countdown.
Enemy Health and Damage scaling above 450 Threat has been smoothed to prevent extreme spikes as Endless Threat climbs more quickly.
Endless sectors after sector 12 now add 11 Threat on Hard and 34 Threat on Brutal.
Endless now repeats its full 12-sector structure, with a mid-boss every 6 sectors and a finale with Press On every 12 sectors.
Experience routes now award Medium-tier Credits, starting at 105 to 115 base Credits in sector 1.
All nine ship signatures augment's power now grow with ship level, and their tooltips show current values.
Improved Leviathan's Signature Augment power and improved three of it's Loadouts. Leviathan's Winged Hussar Thrusters now deals 35 damage per Thruster level when Afterburner ends. Singularity now starts with Battering Ram and Armored Charge, while Disruptor starts with Reactor Hit.
Weapon targeting range now has a maximum of 100m. Shield recharge delay cannot fall below 1 second, Pierce Count stops at 10, and Ricochet Amount stops at 5. Relevant Ship Upgrades stop appearing when a stat is capped.
Frigates have the highest Dodge ceiling. Battleships have the highest Health, Shield, and Environmental Resistance ceilings.
Ship Upgrade prices now rise by 15% per additional map after map 15.
The four Tier 5 Damage Skill Tree skills have been replaced with dedicated weapon skills that no longer consume Augment slots:
Ricochet Training: Replaces Smart Rounds. Projectile weapons gain 1 Ricochet and 55 percentage points of Ricochet Chance.
Kinetic Payload: Replaces Booster Rockets. Missiles gain 30% Projectile Speed and convert half of their bonus speed into bonus Damage, up to 50% of base Weapon Damage. Homing adjusts to the increased speed.
Beam Burst: Replaces Full Charge. Beam hits have a 7.5% chance to burst for 50% Weapon Damage around the target.
Field Interference: Replaces Hungry Field. Enemies hit by Field weapons deal 30% less Damage for 2 seconds. Further hits refresh the duration without stacking.
Smart Rounds, Booster Rockets, Full Charge, and Hungry Field remain available as ordinary Augments. Existing purchases carry over automatically, with prices and prerequisites unchanged. Historical extra ranks are refunded once, while saved runs retain the previous Tier 5 skill effects until a new run begins.
Belt Fed, Repeated Rounds, Booster Rockets, and Supercharged Turret now count each emitted primary projectile.
Eligible Cruiser, Carrier, and Battleship bosses now drop tractor-collected supply crates containing Credits, Materials, and Science.
Electro Reactive Armor: Repairs 25% Max Health over 5 seconds when Shields break, with a 5-second cooldown.
Backup Generator: Fully restores Shields when they break and grants 50% Shield Resistance for 10 seconds, with a 120-second cooldown.
Evasive Overload: Dodges deal Plasma damage that scales with Subsystem level, without restoring Shields, with a 2-second cooldown.
Reactor Hit: Hits against Stunned enemies have a 25% chance to explode for 100% Weapon Damage in a 37.5m radius and Stun nearby enemies for 1.5 seconds, once per Stun.
Shattered Momentum: The first hit against a Slowed enemy detonates for 60% Weapon Damage in a 27.5m radius and applies 50% Slow for 4 seconds, once per Slow.
Breach Detonation: Hits against Armor Breached enemies have a 25% chance to spread Armor Breach and deal 40% Weapon Damage within 27.5m, once per enemy.
Critical Cascade: Critical Hits grant 5% Critical Chance per stack for 6 seconds, up to 10 stacks.
External Power: Reloading ejects a battery that follows your ship with a rotating 100m beam cross for 4.5 seconds, dealing 45% Weapon Damage and Slowing enemies hit.
Cluster Warhead: Explosions now stay clustered around missile impacts, and its firing-delay penalty is reduced to 25%. Its description now explains the blast size and firing delay.
Radiation Rounds: Every 18 Autocannon hits arms the next impact to create a concentrated Radiation Cloud that deals 100% Weapon Damage every half second for 2 seconds.
Nuclear Warheads: Every fifth missile hit creates a Radiation Cloud at the target. Each enemy caught in a blast counts separately.
Chain Reaction: Hits against enemies below 25% Health have a 25% chance to explode them for 40% Weapon Damage in a 40m radius, once per enemy.
Combat Catalyst: Firing grants 3% Fire Rate and 3.75% Damage per stack, up to 8 stacks. Stacks fade one at a time after firing stops.
Plasma Aftershock: Hits have a 15% chance to apply Plasma for 40% Weapon Damage to enemies within 20m, with a 1-second cooldown.
Volatile Overcharge: Hits consume an enemy's remaining Plasma damage in one strike and add 100% of this weapon's Damage, with a 1-second cooldown.
Field Overflow: Stacks up to 8 times for 52% increased Field Range. Stacks remain while enemies are inside the Field and fade one at a time every 2 seconds while it is empty.
Hungry Field: Finishes non-boss enemies below 10% Health and restores 2% Max Health when its Field kills a non-boss enemy. Execution and healing share a 2-second cooldown.
Fallout Recharge: Now reduces Field Damage by 20% instead of reducing Magazine Size. Its description now states the Radiation Cloud duration and damage interval.
Equipped weapons now have inspection tooltips showing live stats and active effects.
Optional objectives now use compact tracking rows showing their action, progress, timer, hull, support, and constraints. Completed or failed objectives show their final result and rewards.
Combat Circuit extraction now has a clearer WARP DRIVE READY / CHARGE TO EXTRACT announcement, a warp cue, and improved input prompts.
Combat Circuit primary and sector-bonus rewards now appear in the Map Summary after extraction and are labeled PRIMARY MISSION or CHALLENGE BONUS. Claim them before continuing to the intermission shop.
Buff Bar tooltips now describe the active bonus, penalty, cooldown, or charge state, display live effect values, and update while open. Fixed missing values and inconsistent stack-count formatting.
Combat Circuit finales now correctly restore Health, collect remaining XP, and open the victory summary.
Continuing a saved run no longer removes Skill Tree or Codex purchases made after leaving it.
Starting a new run banks the saved run's earnings exactly once and no longer submits the previous run's score to leaderboards.
Weapon bans now apply to cached rewards, pre-rolled choices, carried locks, named variants, and final reward selection. Invalid locks are refunded once.
Reprisal Fighters now try alternate routes and temporarily switch away from unreachable targets when combat movement gets stuck.
Defeated elites no longer linger or continue creating ordinary hazards.
Fixed Red Line increasing weapon attack time, Plasma Overload ignoring Thruster level, and Storm's Shield replaying Shattered Shields' large electric burst and explosion sound.
Fixed a Low XP reward-table error that skipped the map 9 increase and reduced rewards at map 99.
Almost every single one of these fixes is a result of someone sending us a report. We are extremely grateful for all of it and it truly is crucial to the development of Starforged Legacy!
As a quick reminder, we've created several channels for your feedback, suggestions, questions, and bug reports:
We've created a Hangar and Arsenal feedback thread right here on Steam to track feedback for this update.
Complete our short feedback survey available here and from the in-game main menu.
Join our official Discord server to speak with the development team directly.
We'll be continuing to closely monitor this update and any bug reports as we work on the next big update which will be focused on Drones and Fighter weapon types.