Starforged Legacy · public · first seen
Greetings, Commanders!
Update 0.3.2 "Hangar & Arsenal" is now live! This is our largest content focused update yet, introducing the Combat Circuit (a faster, combat-focused mode), 3 New Ships (each with 4 unique Loadouts), 28 New Augments, Drop-Pool Curation, Augment Overhaul, music, leaderboard resets, combat logs, drones, fixes, optimizations-
( G A S P )
-and 4 New Weapons designed with the express intent to leave the galaxy in far, far more pieces than you found it.
In addition to expanding your arsenal, this update brings significant rebalancing that leaves no asteroid unturned. For pilots seeking to improve their chances of survival through self-education, we highly recommend reading our Version 0.3.2 Patch Notes, as this transmission will primarily highlight our shiniest (and deadliest) new features:
Because there's no better time to take flight, we've also made Starforged Legacy 20% off until September 15th:
Now let's get to the details.
This armory expansion features three new unlockable ships, one for each ship-class (Frigate, Cruiser, Battleship), each with a unique signature augment as well as four loadouts:
Starward (Frigate) - Fast escort frigate whose self-fabricating Aegis capacitors intercept incoming fire and strike enemies that breach its orbit.
Aegis Capacitor Array (Signature Augment) - Gain 3 Aegis Capacitors and fabricate on every 3s, up to 8. They intercept enemy Projectiles or detonate on enemies, dealing 100% of Max Shields as Damage within 15m.
Sunder (Cruiser) - An assault cruiser that tears space open with every Micro Warp, carving a damaging corridor through the enemy formation.
Riftwake (Signature Augment) - Micro Warp tears open a damaging rift along its path, instantly striking every enemy caught in the corridor. Rift damage increases with Thruster component level.
Dreadwing (Battleship) - A retaliatory carrier that deploys Fighter wings as its Shields fall, recalls squads as Shields recover, and rebuilds destroyed Fighters over time.
Reprisal Wing (Signature Augment) - When Shields fall below 75%, 50%, and 25%, deploys 4 Machine Gun Fighters. Fighters return when Shields recover above 30%, 55%, and 80%, and must rearm before redeploying. Fighter Health and Damage increase with Subsystem level.
R&D has cleared 4 New Weapons for use in the field. Each of these weapons arrives with 4 Unique Augments that emphasize their matter-manipulation properties (or simply their ability to violently rearrange it):
Flak Cannon: A close-range projectile cannon that fires a wide blast. Its Augments can tighten or widen the pattern, redirect pierced shots, or turn concentrated hits into a stunning shockwave.
Magnetic Choke - Reduces spread by 50% and increases range by 50%, but removes one projectile. Incompatible with Flechette Bloom.
Flechette Bloom - Adds two projectiles and increases spread by 50%, but reduces projectile damage by 30%. Incompatible with Magnetic Choke.
Piercing Ricochet - The first successful Pierce from each projectile redirects it toward a nearby enemy at 60% retained damage. Requires positive Pierce.
Concussive Load - Three same-blast projectiles hitting one enemy apply Stun and 2500 Knockback. Each additional projectile increases Knockback by 25%.
Arc Cutter: A persistent penetrating Beam array that sweeps across the selected firing direction. Additional Beam count can create staggered trailing cutters that hit independently. Its Array Duration now counts toward its Fire Interval, so there is less downtime between sweeps.
Reverse Pass - Reverses the completed sweep with a fresh hit record at 60% damage. Total action time becomes 1.5 seconds, and attack interval increases by 35%.
Grand Sweep - Expands the sweep from 90 to 180 degrees while preserving angular speed, producing a 1.5-second pass.
Twin Blades - Adds two trailing blades for three total. Each trailing blade deals 50% damage, and maximum ammo drops from 12 to 6. Incompatible with Convergent Array.
Convergent Array - Locks the attack to two opposing blades that meet over the target. Each deals 75% damage and can hit independently. Additional projectile amount has no effect. Incompatible with Twin Blades.
Gravity Missile: A homing missile that pulls ordinary enemies into a gravity well before detonating. Bosses and movement-immune targets resist the pull but still take damage.
Event Horizon - Extends the gravity well from 0.65 to 1.1 seconds and increases detonation damage by 50%, but reduces radius by 30%.
Slingshot Mass - After the normal pull and detonation, launches surviving eligible enemies outward and briefly stuns them. Protected targets reject movement and are Stunned but still take damage.
Accretion Anchor - The directly hit enemy becomes the moving gravity-well center. If it dies, the well remains at its death location.
Tidal Fracture - Applies Armor Breach to survivors after detonation damage, but reduces detonation damage by 40%.
Compression Field: An expanding field that damages enemies, then contracts to arrange surviving enemies around the ship for follow-up attacks.
Focal Anchor - Deploys the field at the ship's firing location instead of following the ship. Doubles duration and increases pulse interval by 50%.
Pressure Equalizer - Pushes nearby enemies outward and pulls distant enemies inward to a ring at 30% of the field radius. Pulse interval increases by 50%. Incompatible with Vector Fold.
Vector Fold - Arranges affected enemies into a line ahead of the field and Stuns enemies that reach the position. Pulse interval increases by 75%. Incompatible with Pressure Equalizer.
Inertial Trauma - Deals no-crit bonus damage based on forward displacement during contraction, up to one additional weapon-damage packet. Any positive qualifying movement preserves at least one point.
Additionally, 9 New Hull, Shield, and Thruster augments are available to unlock:
Impact Limiter - Damage to Health from a single hit cannot exceed 25% of Max Health.
Repulsor Plating - Enemies that collide with you take 25% of Max Health as Damage and are slowed.
Structural Capacitor Matrix - Grants bonus Max Shields equal to 20% of your current Max Health.
Backup Generator - When Shields break, restores a portion of Max Shields. Has its own cooldown.
Layered Shield - Grants Shield Resistance for every portion of Shields missing, rounded up.
Storm's Shield - Whenever Shields are restored, damages nearby enemies for up to the amount restored, falling off with distance. Cyan beams identify every enemy damaged.
Vector Wake - Burst Drive automatically knocks ordinary enemies away when you collide with them or pass close by.
Borrowed Coherence - Passing through a new enemy during Phase Drive restores part of its base duration, up to a cap per activation.
Return Vector - After Micro Warp, press again within a short window to return to the visible origin anchor. If unused, the anchor expires, and you remain at your destination. Cooldown is increased.
Projectile Proficiency - For each Projectile Weapon on the ship, Fire Rate increased by 10% and Max Ammo increased by 25%.
These, combined with the aforementioned Ship Signature Augments, total 28 New Augments, and bring the number of Augments available to pilots to 196—a concept that strikes fear into the entire rebel fleet (and only slightly concerns High Command).
After seeing how your arsenal has been expanded, let's see how your weaponry has been retuned:
Augments now provide fixed-power effects instead of being upgraded repeatedly during a run. This keeps each Augment's identity readable and makes component capacity a meaningful build decision.
Augments no longer have levels. Previously, an Augment could be found again to raise it from level 1 to level 5, and its numbers scaled with that level. Every Augment now grants its complete effect the moment you acquire it.
Owned Augments no longer appear as upgrade rewards. Level-up and Upgrade rewards focus on Ship Upgrades instead.
Build-dependent Augments can now require supporting stats, tags, or effects before entering the reward pool.
Critical, Dodge, and Pierce payoff Augments now require a meaningful amount of their enabling stat before they can appear.
Each component can hold up to eight Augments.
Incompatible Augments now block one another directly instead of allowing dead or contradictory combinations.
What better way for pilots to test their mettle (and new metal) than with a new Game Mode:
Combat Circuit is a focused twelve-sector gauntlet built around a repeating fight, extract, and shop loop.
It removes Starmap navigation, allowing for constant challenges to the player's builds while still enabling meaningful route, economy, and risk decisions:
Choose between two Salvage Routes before each sector. Routes determine the next sector's challenges and rewards, then add a related benefit to the following shop.
Decide when to activate the warp drive after completing an objective. Staying longer earns more opportunities, but Threat continues to rise, and enemy pressure escalates.
Face bosses in sectors 6 and 12, with a full repair after the sector 6 boss.
Shop between sectors using Credits earned during the run. Combat Circuit shops offer Weapons, Augments, and Ship Upgrades, plus Reroll, Banish, Lock, and repair services.
After sector 12, earned Credits are banked. Choose Press On to continue directly into Endless, or End Run to return to the Main Menu.
Compete on a dedicated Combat Circuit Leaderboard.
Challenge routes reveal their modifier before commitment and grant an additional Augment choice on completion.
High-Stakes routes add Threat and faster reinforcements in exchange for bonus currency. Completing a High-Stakes sector raises Threat for the rest of the run. High Stakes appears on 25% of eligible route screens on Normal, 40% on Hard, and 60% on Impossible; the following eligible route screen is standard-only.
Lingering after an objective attracts increasingly frequent elite reinforcements. ALI warns when an elite warship enters the sector.
Repair Support Drones
Nanite Repair now deploys an unarmed Repair Support Drone instead of applying the repair invisibly.
Repair Support restores a share of Max Health immediately and then continues healing from a finite reserve.
Repair Support pauses while Hull is full and resumes when healing is needed.
Paid Repair Contract Beacons can now appear in combat. They cost Credits that scale with map depth, cannot be used at full Hull or at the drone cap, and are refunded for failed purchases. They account for roughly 10% of paid Beacon rolls.
IRONHIDE’s Emergency Protocol now deploys an armed Repair Drone that heals while firing one Machine Gun magazine.
Pool Curation
The new tier-five Exploration skill Pool Curation lets pilots shape future reward pools from the Codex:
Disable or re-enable up to 10 purchased Augments so they no longer appear in future reward rolls.
Choices persist through save, load, and respec.
Codex tiles clearly show whether each Augment is enabled or disabled.
Full keyboard, mouse, and gamepad actions are supported.
Combat History
Added a player-facing Combat History stream that records damage, kills, and other combat events.
Open the full history from Pause or Run Summary, then filter and scroll the event list with mouse, keyboard, or gamepad.
Run Summary now presents Damage and Combat History in a single, consistent analysis panel.
Weekly Leaderboards
Leaderboards now use week-specific scoreboards that reset each Sunday using Steam server time.
A countdown below the Leaderboard shows when the next weekly competition begins.
Older weekly scores remain separated from the current competition.
Hangar & Arsenal includes a major performance and stability pass focused on dense late-game combat, long sessions, and smoother sector transitions:
Reworked combat and environment effects with lighter, scalable versions while improving cleanup to prevent long-run buildup.
Added safe limits for extreme projectile counts, effect radius, chain effects, and secondary procs.
Improved sector loading and texture handling to reduce travel hitches and memory pressure.
Improved Windows startup reliability, FSR Frame Generation stability, and Steam Deck defaults.
Tearing fleets of rebel fighters to shreds—and, by extension, causing significant destruction in the sectors around them—might inspire a pilot to rebuild the galaxy.
If this piques your interest, check out our newest bundle with AstroScaper: a serene puzzle-city builder, and get both titles 10% off!
We'd like to extend our thanks again to the brave test pilots who took to the skies in our recent Hangar & Arsenal Beta Branch. Many of our recent adjustments to new and existing content are direct responses to YOUR feedback!
Speaking of which, we've created a Hangar & Arsenal Feedback Thread here on Steam for pilots to share their thoughts with one another (and, of course, with us).
To send your combat reports directly to High Command (us again), we also encourage you to complete our short feedback survey and join our official Discord server! Starforged Legacy wouldn't be the same without you.
Receive incoming transmissions: news, announcements, devlogs, and deep-space disturbances, by following Second Shift Games on X (formerly Twitter), Bluesky, YouTube, Reddit, and TikTok, or by visiting our website: SecondShiftGames.com.
Join our community Discord to chat with the developers and fellow pilots, and give your feedback on the game!
Wishing you clear skies, Commander.
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