The Warp no longer resets your run. It now takes you into a harsher parallel universe, and everything you own comes with you.
The Parallel ladder
- There are five Parallels, I to V. You start in Parallel I, and existing saves start there too.
- The singularity on the Sector Chart now opens only when the final boss of your current Parallel falls: the Zone 10 boss in Parallel I, then the Zone 15 boss.
- Entering it moves you up one Parallel for good. Ships, modules, fleet, buildings, research, Liras, resources, skill levels and missions all come with you. Nothing resets.
- Each warp grants Exotic Shards: 20 into Parallel II, then 25, 30 and 35. The Market sells up to 5 more per Parallel (6 with Shard Broker), and they now arrive the moment you buy them.
- The first warp still unlocks Cryo armaments and opens Sector 11. Sectors 12 to 15 now open one by one as each sector boss falls, without another warp.
- The Warp page shows the ladder as five emblems, one for each Parallel: Origin, Echo, Fracture, Collapse and Terminus. Point at one to see what that universe brings.
A harsher universe
- Enemies in each Parallel are far stronger: 160,000 times stronger in Parallel II, and the climb continues from there.
- Gear and hulls from an earlier Parallel are walled: their stats count at ×0.15 for each Parallel behind. Walled modules show a WALLED pill, and walled hulls say so on their Shipyard card. Your old kit still clears Zone 1 of the new Parallel, slowly.
- Everything dropped, crafted or awarded in a Parallel belongs to it and is named for it, for example "Deflector Shield - II". Only weapons, armor and shields have a tier: engines, sensors, batteries, cooling and Matrix Cores never do and are never walled.
- Module crafts cost 1.4 times more per Parallel, and from Parallel II they also need a Parallax material.
New: hangar, hull upgrades, rift intruders, Epic and Imperious
- Hulls you build stay in your hangar. Switching between them is free, and each hull keeps its own builds.
- Upgrade a hull to the current Parallel in the Shipyard: switch to it and press Upgrade. A hull's Parallel caps the Parallel of the modules it can mount. Fleet ships upgrade on the Fleet page; ships below the current Parallel stay docked until they are upgraded.
- From Parallel II, every sector hides a Parallax intruder. Target it on the Sector Chart: each drops its sector's Parallax material, used for that Parallel's crafts and hull upgrades.
- Two new rarities above Unique: Epic (from Parallel II) and Imperious (from Parallel III). Only bosses and rift intruders drop them, rarely.
Other changes
- Fleet ships now have consumable slots, a hull repair and a shield slot like your flagship's. Fill them in the Ship Designer (AUTO-FIT copies your flagship's). Escorts use them on their own, online and offline, from your shared stock, by the same auto-repair rule as your flagship.
- Fleet Command now opens when you defeat the Zone 4 boss. The Zone 4, 6 and 8 bosses each add a berth and unlock the Frigate, Destroyer and Cruiser. Saves keep every berth they already had.
- Retired with the old Warp: the Salvage Vault, the Cargo Hold, and the Warp Mastery nodes that only helped after a reset. Shards spent on those nodes are refunded.
- Veterans: the Warp Tier bonus you had already earned is kept as a permanent bonus.
- New missions guide your first steps in Parallel II, and the Warp missions and achievements now talk about Parallels.