Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Wayfarer ProtocolNewsUpdate 1: Clear Skies. You can now see the number that was killing you.
Major update

Update 1: Clear Skies. You can now see the number that was killing you.

Wayfarer Protocol · published 10 Sep 2026, 16:19 UTC

All newsPlayers around this dateRead on Steam

Wayfarers,

thanks for the first few days into the game, we had a few sales and a lot of wishlists. Thanks for that first

The number that kills you is on screen now. The ship dies when too many hull tiles are holed, and the crew dies when open holes vent air faster than the recycler makes it. The number wasn't anywhere. There is a HULL chip in the top bar now: how holed you are, how many holes are open, and it goes amber and then red when the air balance stops holding. The O2 readout shows made against lost, the way POWER already did. And "Hull breached!" fires once when the first hole opens instead of twenty times in a minute; the chip carries the count from there.

When you lose the whole crew, there is a third button: RETRY FROM SECTOR. The game was already saving a backup every time you arrived in a sector. Now you have the option to retry fixing ur mistakes. The death screen also says what happened now. Suffocation, starvation, hull. Not "the ship drifts silent" and nothing else.

The food clock warns before food will go empty. The Frigate starts with twenty meals and no way to make more. That is on purpose, the opening needs something to do. But MEALS only went red at zero. Now it goes amber when you have about ten minutes left, and the game tells you what a Galley and Hydroponics cost.

The game tells you where you are going now. After your first jump, a card says it plainly: a dreadnought guards sector 10, and killing it is the win. Now the end goal is clear :D

RED ALERT is now a "tutorial". Turrets only fire at RED ALERT. I knew that, I designed it, and in August I still stood in sector 2 wondering why my guns were broken. It is a step in the first-flight checklist now, the route dialog before your first jump warns you that pirates start in sector 2, and the first hostile contact of a run drops the speed to 1x so you can read the banner before the third hole opens.

The targeting advice was wrong, and I measured it. The combat banner used to tell you to stop auto-targeting and drill one plate. Auto-target silences their guns first and then their air, and it wins more often. The text says so now, and when their life support goes, the game tells you they have twenty seconds.

Enemy life support is tougher. While measuring that, I found that shooting a pirate's oxygen recycler first was the fastest way to end a fight in sectors 2 to 5, faster than anything else and with fewer holes in your own hull. It takes twice as much damage now. Going for their air is still a real tactic, it just costs you the time it should.

Enemy shields no longer last forever at one point. First bug report on the forum, and a good one: a pirate showing 1 point of shield shrugged off ten lasers and four mass drivers for five minutes. A shield with any value at all was swallowing whole shots, and the emitter put a sliver back every tick, so every turret firing on its own beat met a shield that was, for all purposes, gone. Shields now absorb what they have and the rest of the shot goes through to the hull. The same rule applies to your own shield, which had been quietly doing the same trick in your favour. Thanks, CrimsonFalkon.

Guns that are waiting for charge or ammo now say so. While chasing that report I found the second half of it: ten lasers draw more from the capacitor than a ship with one bank can refill, so most of them were waiting, and nothing said so. The warning now counts ("6 of 10 energy weapons are holding fire") and stays on screen instead of flickering, the turret card says the same, and the Laser Turret and Mass Driver build cards tell you what they draw from before you place the tenth one.

Smaller things you asked for: the harvest objective shows its count ("Mine 31 metal (12 / 31)"), the Laser Turret card tells an unarmed ship that its first gun is what makes pirates notice you, the build preview counts the warp reactor's draw while charging, locked cards say which storage rack raises your titan cap, traders say why they offer what they offer, there is a Controls page in the codex, the Drifter has a second bunk, and the difficulty cards say what they mean: Peaceful is recommended for a first voyage.

Under the hood: the game starts in borderless fullscreen on a fresh install, Alt+Enter and F11 toggle it, the splash is short from the second launch, high-resolution screens start on the PERFORMANCE sharpness setting, and the music files are now Ogg Opus instead of uncompressed WAV, which makes the download about 150 MB smaller. There is a COPY DIAGNOSTICS button in Options. If the game misbehaves on your machine, press it and paste the result in the pinned forum thread; then I can actually see what happened instead of guessing.

Your saves from the launch build load unchanged.

Thank you truly for playing my game and putting it on your wishlist I hope you try it out soon!

Safe jumps.

More from Wayfarer Protocol

Other announcements

All news
Major update4 Sep 2026Wayfarer Protocol launches september 5thWayfarers, tomorrow it is actually happening. Wayfarer Protocol goes into Early Access and will be released to the public! For everyone who lands here without context, the short version: it is a spaceship colony sim. You lay every floor tile yourself, place the generators, the hydroponics, the beds, the guns. Your crew has traits and needs and picks work off the job board on its own. Between se…