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UntetheredNewsDevlog: Docking System Overhaul
Community

Devlog: Docking System Overhaul

Untethered · published 12 Sep 2026, 01:43 UTC

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Hello!

It's me again, back with another devlog (I know August was a long time ago, shhh). Right after I posted my last one, I ran away to Europe for three weeks. I had a lovely time, but it's good to get back to work. So, here's what we've been working on for the past month and a bit!

New Faces

Firstly, if you're a member of the Discord, you might have noticed a couple of new faces under the "developers" category. They are Willby (Marketing and Community Manager) and Holly (Technical Artist), and they are lovely people who will be helping get the game over the finish line.

Docking System Upgrade

In response to playtesting feedback, the docking system has received a massive upgrade. There are now distinct "phases" in a docking sequence, with different acceptance limits for translational and rotational alignment. The system communicates with the pilot in a more explicit way, telling you which axis is out of alignment both numerically and graphically. If you get too close to another station and are not correctly aligned, the autopilot will engage and move the station away to prevent a collision. The HUD has been totally redesigned to communicate all of this new information. Additional voice lines and sound effects help keep you informed when your eyes are out the window. There is also a new computer terminal at the docking console which provides a nicer interface for selecting your target docking port.

However, with all that said, there's still more to do! Parts of the control panel need redoing, and there is much more to do in the way of sound design. But this is hopefully a big step in the right direction.

Recruitment

We are currently seeking a programmer, 3D artist and QA lead from Victoria, Australia. If you are one of those, or know someone who is one of these, visit our website!

Thanks very much for your patience. Many more exciting things to come!

Luna

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