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Star VortexNewsZombies (v0.7.8)
In-game event

Zombies (v0.7.8)

Star Vortex · published 13 Jul 2026, 15:32 UTC · build 24185712

All newsPlayers around this dateRead on Steam

Ok, so we don’t have actual zombies. Not like the amazing Space Pirates and Zombies. If you haven’t played it, you absolutely should... just don’t ask about the sequel.

Anyway, I’m adding a few fun new weapons to keep you entertained while most of the work continues behind the scenes on Multiplayer Mode.

August 27th. Put it in your calendar.

Reanimated Ships

We don’t have a Necromancer class, sadly, so no proper zombies. What we do have is a new rare modifier that gives an [On Kill] % chance to reanimate destroyed enemies.

Reanimated ships return at full strength and join your squadron for the rest of the encounter, fighting alongside you against their former allies.

I made them blue, so they hopefully stand out as friendly companions.

Override Tether

Don’t feel like waiting for an enemy to die before stealing it? The new Override Tether is a grapple weapon that temporarily flips an enemy to your side while the tether remains attached.

It also works on some rather large enemies, allowing you to collect some impressively oversized pets.

Speed Changes

I have long had a custom setting that is supposed to control each enemy’s maximum speed. Turns out it wasn’t working properly.

That has now been fixed, which means a lot of enemies have slowed down while a few have sped up. This should make enemy squadrons feel more varied, but let me know if anything particularly wild starts happening.

There are also a ton of balance changes and bug fixes, all listed below. Enjoy!

Patch Notes

New Features / Content

• New Override Tether utility weapon controls enemies to fight by your side.

• New rare on kill modifier Reanimate revives enemy ships to fight by your side.

• Added a new Repair Halo (Unique Auto Special) that repairs nearby allies.

Balance Changes

• Enemies reach higher top speeds in later sectors, up 25% to 75% by Sector 4.

• Faster Enemies no longer affects bosses, which outran player drones.

• Rescue ships now travel at 25% speed as intended for escort missions.

• Rare passive items can now hold 3 global modifiers, up from 2.

• Holo Drive copies now toughen with level so they survive high difficulties.

• Holo Drive copy damage now also scales with level, like Beacon ships.

• Conduits linked to assault, halo or torch weapons now gain Gladiator leech.

• Auto weapons are now tuned to 70% of their primary counterpart's damage.

• Grub Launcher damage increased by 650%.

• Skeran Orb Launcher damage increased by 500%.

• Lightning Orb Launcher damage increased by 317%.

• Arrow Launcher damage increased by 117%.

• Auto Machine Gun damage increased by 92%.

• Watcher Turret Bay damage increased by 50%.

• Tesla Coil damage increased by 42% to bring it in line with other beams.

• Auto Tesla Coil damage reduced by 30% as it outgunned the Tesla Coil.

• Auto Heat Ray damage increased by 27%.

• Auto Corrosion Beam damage increased by 26%.

• Barrage Launcher damage increased by 22%.

• Frozen Orb Launcher damage increased by 20%.

• Fire Bolas damage increased by 8%.

• Magma Orb Launcher damage increased by 8%.

Quality of Life / Accessibility

• Avatar import browser now supports controller and keyboard use.

• Importing a custom avatar is now available on Steam Deck.

• Steam's keyboard now also opens in Big Picture, so any language can be typed.

• The Disable Steam Keyboard option now shows for all players, not just Deck.

• The in-game keyboard fallback now works for all languages.

• Holo Drive DPS is calculated from the weapons on your current ship.

Bug Fixes

• Fixed the player and edit menus overlapping after importing an avatar.

• Closing the Edit Player window now also closes the avatar picker.

• Fixed enemy top speed limits never applying; speeds now vary by ship type.

• Opening an item in the Assembler no longer applies new base stats to it.

• Laser orb DPS now counts every enemy beamed at once, not just one target.

• Laser orb debuffs and death surges now scale from their full multi-target DPS.

• Saved items with a modifier that no longer exists now load without it.

• Fixed an error when pressing Edit Avatar with a controller as the menu opens.

• Non-piercing pulses no longer stop at allies and now hit enemies behind them.

Modders

• MirrorImage: new serialized health field and public CalculateDPS(Modified).

• Damageable: new TryReanimate death intercept; GameShip.Reanimate is public.

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