Hollow Stars · public · first seen
Ships now take standing economic assignments and carry captains, inter-system travel takes real time, and your selection gets three quick-access slots. Saves from earlier versions are not compatible.
⚠️ Saves
The world format changed. Saves made by 0.1.26 or earlier will not open in this build — you will need to start a new game. The load menu says so up front; the file itself is left intact.
The old "Fleets", "Fleet manager" and "Captains" windows are now a single Fleet window (F) with "Ships", "Groups" and "Captains" tabs.
A fleet used to appear in the neighbouring system instantly. Every pair of systems now has a jump point: the ship flies to it, spends the transit in warp — invisible, unable to fire, and untouchable — and comes out at the paired point. The maps draw jump points and a countdown, and the Fleet window has a "Between systems" filter.
This applies to AI factions too: a long haul now costs time. There is less freight moving around the galaxy, but factions stopped going bankrupt on logistics and the upper links of the production chain grow more reliably.
A captain is a person drawn from a station's population, not an abstract bonus.
A station now has a wallet with a mode of its own: the shared imperial account, or a separate budget. The "do not spend below" reserve defaults to 20% of the wallet at the moment of the assignment — so a station's trader cannot drain the account during the first half hour.
Three bookmark slots sit at the bottom of the screen. 1/2/3 select, Ctrl+1/2/3 store the current selection, right-click frees a slot; you can also store by clicking an empty slot, by right-clicking a ship, or from a row in the Fleet window. A slot remembers the whole selection, group included, and survives a save.
Time controls moved to the numpad in the same pass: Space pauses, Num −/+ slows down and speeds up, Num 1…5 pick a speed tier. Both sets are now rebindable under "Settings → Controls".
Right-click no longer offers "Found a station" to a miner. Entries are checked against the selected fleet's abilities: founding needs a constructor, the market and wreck recycling need cargo space, mining needs a miner, surveying needs a scout.
Combat ships get standing tasks straight from the sector view for the first time: "Patrol this system" on empty space, "Defend this station" on one of your own, "Intercept in this system" on a hostile ship. And the menu no longer opens as a rectangle left over from the previous one with empty space inside.
The tutorial is now a guided tour with highlighting: it walks you through a ladder of six tasks, shows which window to open and which key to press at every step, and clears a step by itself if you reach the goal your own way. Input is never taken away — the guide points, it does not lock.
The game is in early testing. The most useful thing you can send is a screenshot plus what you were doing — that is how most of the defects get found, the ones automated checks cannot see. Thanks for playing.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 4767241 | 3306267270842163895 | 5708954268994324217 |