⚠ Important: You're coming from build 0.1.0 — four versions have landed since. Saves from 0.1.0 no longer load — please start fresh.
0.5.0 — Logistics, Hygiene & Work Speed
The ship now keeps books on its goods, and the crew gains two new axes — hygiene and work speed.
New
- Logistics — a dedicated window shows each good's stock history, who consumes and produces it, and which transport routes it takes
- A storage room unlocks the bookkeeping; from 60% quality on, the full breakdown. Every locked readout says what it's missing
- Hygiene is the fifth basic need — the wash station now serves hygiene instead of recreation
- Work speed depends on room and skill (capped both ways)
- Eating is a sit-down session again: fetch, carry, sit, get full; a mess hall lifts mood, eating standing up costs it
- Drinking now takes a moment and has a visible pose
- Mess hall, workshop and washroom are their own room types (workshop +25% work speed, washroom +20% wash speed)
- Fuel range ring on the world map
- "Move Module" tool — no teardown, keeps inventory and condition
- Two new modules: a plant (new Decoration category) and a small indoor wall light
- The room overlay shows quality for every room type
- Hygiene appears in both crew displays
Improved
- Ingredients stay at their facility instead of being hauled off to storage
- Room quality is measured in square meters — rooms rate much better, work speed accordingly higher
- The range ring uses your actual travel speed (smaller in stealth mode)
- The build toolbar has a per-group color code; each tool shows its sub-modes as toggles, Tab is gone
- The searchlight now sits under Weapons
Removed
- Structural stress damage is gone — rough travel no longer damages modules (suspension, sound and readout stay)
- The old dining module "Food Table" (replaced by the Mesa Table) — a built Food Table is missing after loading
Fixed
- The combat alert was tied to the combat window — it now runs independently of the display
- Crew washing never finished and blocked the wash station permanently
- Crowds formed at need stations — now a limited queue
- Material was lost when swapping or detaching a supplied build site
- Carried goods survive saving
- Four room types were labeled "Undetermined"
- Lights flicker visibly and can be adjusted while playing
- Sloped walls snap to edges and wall faces again
- Transport routes are complete (build material, floor stacks, drone bay)
- Goods list: amounts and arrows shifted with long names
0.4.0 — Rooms Start to Matter
New
- The rec room as its own room type — recreation there is 20% faster
- Infirmary and bridge lift mood
- The build catalog names a module's room type in the tooltip
Improved
- All instruments use the project font instead of drawn strokes
- The corner tool shows its sub-modes as clickable
- The build grid highlights its center axes
Fixed
- Sloped walls fill their end cell (the ~5 cm gaps are gone)
- Corner markers follow the shape
- The measuring tape shows the part's actual extent
0.3.1 — Polish
Fixed
- Connections without a counterpart are dropped on load instead of written back (they grew with every save)
0.3.0 — Pathfinding & the End of the Root Part
The crew walks reliably again, and a cruiser can be built from scratch.
New
- Building without a template: the base plane serves as ground for the first chassis block
- "New Blueprint" clears the cruiser (two-step, build mode only)
- Wiki instead of the help window; all seven cockpit instruments drawn live
- ? in any title bar opens the matching article
- Three turrets: Artillery System, Flak Cannon, Phalanx (same firepower, larger footprint)
- Mesa Table: a dining table with its own meal storage
Removed
- The Root part ("Root Core") is gone — the origin now holds an ordinary chassis; deletable, replaceable, copyable
- The help window (replaced by the Wiki)
Improved
- When splitting, the larger side survives instead of the anchor side
- Frames dock on all six sides of a drive unit
- Modules place in 0.1 m steps, rotate by 45° (drive units stay coarse)
- Build mode can't be left with a hull-less cruiser
- Module info hides empty lines
- Restocking between storages only above a minimum amount
- Smaller resize handle on windows
Fixed
- Goods lying loose on the floor count as stock and get delivered to facilities
- Leaving build mode no longer deletes silently (a prompt names the figures)
- The BALANCE diagram accounts for walls, floors and chassis
- The crew approaches workstations, beds and storage from the access side
- Blocked pawns re-path; an occupied target spot no longer blocks work
- Consumption cooldown after eating; recreation only works off the clock
- Idle facilities state the real reason
- Recurring notices are debounced
- Tooltips no longer stick after a click
- The defeat screen always stays on top
0.2.0 — The Supply Chain
Haulers lost cargo, galleys got no ingredients, the crew starved — that's fixed. Plus a help system, visible room types and hull fire.
New
- Help window via ? in every title bar
- Rooms show their type and effect in the overlay
- Room types bridge, engine room and storage
- A sign over facilities waiting on an ingredient
- Hull fire: heavily hit areas burn and smoke
- At night the swarm follows the trail left during the day
- Containers can be locked to a single good
- Trend arrows in storage
- Gas as a resource
Improved
- An infirmary requires a cot
- Clickable instruments highlight on hover; POWER and RESERVE open the systems overview
- No more notices in normal operation — only when something's stuck
Removed
- Lighting is no longer its own room type — light counts toward room quality
Fixed
- Galleys are supplied again
- Haulers no longer lose cargo in the corridor
- Long routes no longer abort a transport
- Transport orders no longer loop endlessly
- Goods no longer end up on the floor unnecessarily
- Text overran its box in five spots in the build HUD
- The BALANCE diagram showed the ship mirrored
- The selection marker sat next to storage zones
- Recon couldn't be opened without contacts
- "Storage full" reported the same thing repeatedly
⚠ Currently Known Issues (as of 0.5.0)
- The crew freezes in their own rooms — cause found, rework underway
- Skills don't affect work speed yet — until then only the room counts
- A single wash station isn't enough for a large crew
- The frame rate has dropped; cause under investigation
- In narrowly sized windows text runs out of its box
🧪 Please test
Focus this time: the new Logistics, the new room types and the sit-down meal. Feedback in our Discord — tell us what's broken.