ECHIDNA · published
Mouse-only mode. The ship now rides the ring under your cursor, and the middle button covers dash / docking / closing a console. Toggle it in Settings → Gameplay.
Keyboard aiming and firing. The arrow keys aim and pull the trigger, and the right hardpoint finally has a key of its own (E, rebindable). The second weapon you bought is no longer mouse-only.
Menus on the keyboard. Arrows step the focus, Enter activates. Every console is now reachable without a mouse.
Tutorial tips can be switched off (Settings → Gameplay). The Codex keeps every lesson, so nothing is lost.
Controller prompts match your controller. Xbox, PlayStation, Switch and Steam Deck each get their own button names.
The help card opens on a controller (Back). It used to be keyboard-only.
1280×800 added. The Steam Deck's native resolution.
Beasts that run out the clock now flee. The monster breaks off and burns for open space with the camera chasing it, and the limbs you cut stay on the field. It used to simply vanish, mid-frame, with no sound and no card.
Your dash has a charge ring. An arc closes around the hull as it recharges and flares once when it is ready. The tip that teaches dashing now waits until the entrance cinematic is over and you actually have the stick.
Hull expansion announces itself. The second beast down earns a bigger station, and the game now says so instead of leaving you small and wondering.
Crystal is a gate again. Ore costs climbed exponentially while crystal costs climbed by one, so after roughly ten weapon levels crystal stopped mattering. Both currencies now scale together, and the ore curve was eased to compensate.
Bullet volley costs what it is worth. Every level adds a whole extra bolt, so it multiplies where everything else adds. The entry price is up 2.5x in both currencies.
Rocket blast area reworked. It widened a disc, so each level bought the square of the last one's cells, and cells are damage and salvage at once. Area now grows evenly, so a level buys what the previous level bought. Early levels are nearly untouched.
One weapon per hardpoint. Fitting a weapon the other slot already holds now swaps the pair instead of letting you run two of your best gun.
Burn and Cryo are bought per weapon. One purchase used to upgrade the whole arsenal, which made choosing a second weapon pointless.
Outpost missions can be sent again in one click. A finished mission leaves a REDEPLOY button in the combat view, so ships stop sitting parked while you are deep in a fight. Drill payouts were raised to match.
Boss limbs no longer punch through the top HUD while a monster flies in or out.
Steam overlay and playtime tracking now work correctly.