Devlog

Development log

Catch up on Aleryos's new features, improvements, and fixes with each release. Read the published notes to see how the game is evolving.

Aleryos V1.1.23

1.1.23

03.11.2026

Devlog 1.1.23 — 03.11.2026

New features

  • Customizable shortcuts: Move the floating shortcuts with their handle, adjust their position with the arrows, or restore their original location. Placement is saved in your browser, per player and universe, separately on phone and computer. Planets, Favorites and Pillars are grouped in a compact menu; Sensors and Chat remain directly accessible.
  • Pillars management: A new window brings together all your planets to review and modify the status of the Pillars, activate available force fields, and track ongoing changes or cooldowns. It is accessible from Operations and the Pillars tab in the side panel, without changing planets. Confirmations indicate the planet concerned; existing rules and delays do not change.

Changes

  • Battle simulator: The dodge known from an espionage report is prefilled, then can be modified to test your hypotheses, in both solo and group combat. Your personal bonuses also remain editable after swapping sides, in Space and with the Pillars: the entered values, even zero, replace the prefilled bonuses without being added to them.
  • First arrival: Older devlogs no longer open automatically and no longer create a novelty badge when you join a universe. They remain viewable in Other > Version. Posts published after your arrival keep their usual behavior.

Debug

  • Galactic map: Planet and background images remain displayed during real-time updates until their replacement is ready. The map no longer briefly disappears on each refresh.
  • Preparation and mission reports: Preparation can resume after reconnecting, including for multi-destination transports, without automatically sending a launch order. Late confirmations are taken into account and the preview of your combat or espionage report can open even if mail filters hide it.
  • Messaging: Deleting a message preserves already loaded pages and your reading position. “Load more” remains available when reports are still available. Late replies no longer reinsert deleted reports, and a reload loop when opening certain messages is fixed.
  • Simulator results: An incomplete debris estimate is now flagged as unavailable rather than presented as an actionable result. Repair and healing ranges use the totals from each simulation. The exact crew mode requires the model requirements to be known. Debris rates do not change.
  • Space combat: Fix for a block on certain PvP combats when they were entered into the Hall of Fame. When a resolution must resume after an interruption, it keeps the economic characteristics of the engaged models, even if those models have been changed in the meantime.
  • Shipyard and production queues: Pending batches no longer display units falsely produced, repaired, or healed before they start. The forecasts for following batches are recalculated when the head of the queue starts, to avoid inconsistent deadlines and unjustified full-queue rejections.
  • Alliances: Fixes blocks during simultaneous actions on pacts and relay construction. Donations are no longer wrongly refused because of a rounding issue with available stock. Activating and putting secondary alliances to sleep are no longer rejected as invalid states.
  • Actions and fixes: Fixed blockers related to fleet returns ordered simultaneously by players and to certain demolitions. Activity rewards can now be claimed correctly after a planet is reactivated. A repeated request concerning an archaeological expedition mission that has already been completed or evacuated keeps its true end date, without triggering any stray processing.
  • Arrival in a universe: If the planned location for your starting planet is already occupied, the game tries another available location instead of failing your arrival.
1.1.22

31.10.2026

Devlog 1.1.22 — 31.10.2026

New features

  • International Steam store: Purchases are no longer limited to French wallets in euros: the countries and wallet currencies supported by Steam can now be used. Prices remain shown in EUR and Valve handles the conversion.
  • Pre-registration emails: A confirmation email now accompanies your pre-registration. You are also notified when an opening date is announced, changed, or removed. Messages clearly carry the Aleryos name; regional language variants no longer block sending.

Changes

  • Coalescence Matrix: On the affected planet, each level now reduces the durations of other buildings and research by 40 % instead of 30 %, and reduces its own progression by 30 % instead of 20 %. Other productions remain at −30 % per level. These reductions are multiplicative: two levels leave, for example, 36 % of the duration of other buildings and research, before other bonuses.
  • Premium packs: The Monarch Pack now grants 3 simultaneous constructions instead of 5, +40 % production instead of +60 %, and 30 Astrium + 1 universal Fragment per day, down from 50 Astrium + 1 Fragment. The Emperor Pack grants 20 Astrium per day instead of 25 and keeps its +20 % production. The two active packs therefore give +60 % production in total, instead of +80 %. Rewards already claimed are neither removed nor reset.
  • Explorations: In both modes, rare loot chances go from 4.5 % to 5.5 %, and accident chances from 2.5 % to 1.5 %. Resources go from 32.025 % to 28.025 %, and ships/components or populations from 15 % to 11 %. Delayed returns go from 5 % to 7 %, and neutral outcomes with neither loot nor loss from 26.85 % to 32.85 % on the draw. Astrium and hostile encounter chances remain unchanged.
  • Pillars and force field: You can disable the Pillars on a maximum of 2 planets, instead of 3. For the next force-field activations, the 24 h of protection are followed by 24 h of recharge instead of 48 h: a new activation becomes possible after 48 h at the earliest, instead of 72 h. Already recorded deadlines are preserved.
  • Wandering ruins: The minimum Fer and Crystal from destroyed ships of ordinary Wanderers goes from 2 % to 3.5 %. In qualified group attacks, their share of ruins now benefits from a multiplier of ×1.25 instead of ×2. There must still be at least 3 participants each dealing 10 % of the damage. Already prepared battles and simulations keep their old values; XP and the rules specific to Khar’Zul, to Excavations and to explorations do not change.

Debug

  • Galactic map: The background and displayed objects now update together, without reusing an old view after a move. Redundant loading has been reduced and tabs no longer interfere with their map windows. If the Sectors view expires, a message lets you reload it instead of leaving a misleadingly empty list.
  • Destinations and Sensors: Fleets and Pillars now keep the same target from the map, favorites, a profile, a report, or the simulator all the way to Operations. Incoming movements find their correct endpoints again in Sensors. Wandering entries also recover their correct planet and load more reliably.
  • Recalls and Mining: A recalled fleet departs again from its actual position reached in flight. Its return lasts for the time already traveled, with no minimum of 75 seconds: a recall after 10 seconds produces a 10-second return. Automatic or forced returns keep their rules. During an extraction Mining run, the recall preview now shows only the return trip, without adding the extraction time.
  • Group attacks, recycling, and hacking: Fixes for unjustified rejections when launching group attacks, resolution blocks in recycling, and errors when sending the launch message for a hacking attempt. Participant returns remain attached to their mission.
  • Excavations and Khar’Zul: The first Excavation site can once again be launched correctly. Ruins from a space monarch are created at the correct site and can be collected, with credit and recycler return. Khar’Zul Foundries recover their location, their adapted actions, and their illustration in battle reports.
  • Alliance relay: The preview and construction of a relay now correctly accept continuous map locations, without unjustified rejection before site verification.
  • Results and rewards: Receiving the result of an action already recorded is now more reliable. Recognized reward refusals display a translated reason and update the visible state, without automatically resubmitting the request.
1.1.21

28.10.2026

Devlog 1.1.21 — 28.10.2026

What’s new

  • Map filters : The option « Remember my filters » lets you retrieve your settings on your next visit. Saving is optional and stored in your browser, your account, and your universe.
  • Planet search : Find a planet or a colony by name, for both players and the Errants. Results also show its owner; searching by nickname and coordinates remains available.
  • Pre-registrations and agenda : A new window confirms your pre-registration. When the opening date is known, you can add it to Google Calendar or Apple Calendar, then find those actions again from the lobby.

Changes

  • Space recycling : From Operations, you can send your recyclers to a regular location even without debris at the start. They collect the debris present on arrival or return empty. If you select an existing field, it remains their exact target. Your recycling routes last at least 75 seconds both ways, including on your own planet.
  • Universe selection : The lobby is more compact and easier to read on mobile: status near the name, collapsible catch-up details, and opening information grouped with access to the agenda.

Debug

  • Production orders : After a network cut, an already saved order can be confirmed without creating a duplicate or deducting the resources a second time. Care and repair requests remain tracked until confirmation of their result.
  • Action resolution : Successive actions resume more quickly when a previous resolution has just finished. The delivery of Elyria’s advice no longer unnecessarily blocks other actions.
  • Navigation and fluidity : Fixed a source of slowdowns when changing pages from the Galaxy. Animations for fleets that are hidden or stationary are stopped, small planetary globes are lightened, and the resource bar is more stable.
  • Translations : Interface and tutorial labels are better handled across the different languages, without rewriting the names, tags, or text entered by players.
  • Exploration logs : Exploration reports display correctly again for continuous map missions.
  • Fouille hostiles : Fouilles hostiles appear correctly on your map, even at low zoom, and remain private. Espionage or an attack from the map, a report, or Operations keeps the correct target and the correct intervention type.
  • Resonance tower : Preview and firing work correctly with the continuous map positions. Range, costs, and usage limits do not change.
1.1.20

27.10.2026

Devlog 1.1.20 — 27.10.2026

New features

  • Sectors tab: Browse the galaxy as a list, without moving or zooming the map. Choose a sector from A to Z, then one of its 5 sub-zones: 00–19, 20–39, 40–59, 60–79 and 80–99. The arrows move through the sub-zones and then switch to the next sector; on mobile, you can also swipe horizontally through the list. Show more loads 25 additional items. The nickname or avatar opens the profile; the planet name or its coordinates opens its page and re-centers the map. Returning to Sectors preserves the selected sub-zone. The usual actions remain available, without any changes to distances or travel times.

Changes

  • Excavation: Mining planets offer a shortcut Fleet / Excavation in Ensemble, Selected planet and Sectors, to set up your mission directly.
  • Galactic map: Combat debris now uses a silver look, easier to read at small size. On mobile, the Ensemble button is highlighted. Loading zones and pages has been lightened, without changing the information available.
  • Ranking: The player ranking now displays 50 players per page, on both desktop and mobile. Alliance and Errants rankings remain at 25 per page.

Debug

  • Emergency evacuation: Fixed the issue where the defender evacuation could get stuck on the new map. Evacuated ships are correctly recorded and can be recalled, without any change to recovery rules.
  • Migration movement: Fixed an error that could still prevent moving to a free location, even after entering a valid address. Quotas and the usage period remain unchanged.
  • Combat reports: Errants portraits, as well as players’ avatars and custom frames, now display correctly in both space and ground reports, including in the older reports concerned.
  • Errants: Their repositioning now avoids locations that are already reserved or incompatible, so these destinations no longer fail.
  • Game loading: Fixed a case that could prevent the game interface from starting correctly.
1.1.19

27.10.2026

Devlog 1.1.19 — 27.10.2026

What’s new

  • Power filters: The map lets you hide or show weak and strong targets, for both players and Errants. This way, it’s easier to spot the targets that match your power level, without changing the existing protections.

Changes

  • Map readability: Details appear starting at ×13, and nicknames starting at ×20 on desktop or ×25 on phone. The names of the visible area load progressively beyond the first 25 elements. The Breaches are twice as large and easier to select; mining worlds regain their pink halo starting at ×3.
  • Galactic navigation: The map opens on your active planet at ×25 and recenters when you change planets, unless the destination is explicitly requested when opening. A yellow halo marks the active planet; your other colonies remain visible even at the maximum zoom out. Ruins content can be viewed from the recycling button, on hover, or via long-press on mobile.
  • Chat: Non-read messages are indicated by numeric counters, without an extra red dot. Chat rooms where you’ve disabled notifications no longer increase the Chat and Frequencies counters.
  • Recycling Errants: Their management for collecting ruins after combat has been adjusted and made more reliable.

Debug

  • Multiple explorations and transports: Successive exploration sends and batch transports work again with fleets and Pillars. Choosing a new Breach correctly updates the prepared destination. Explorations launched from the new map correctly run through to the report and the return.
  • Recycling: Sending from the map preserves the actually selected ruins field, even when a planet occupies the same location. Launch or resolution blocks related to the new coordinates have been fixed.
  • Reports and Sensors: The coordinates of the new map become clickable in messages and reports, especially for Search, Piracy, and Iris. Quick actions resume the correct location, including during counter-espionage. Fleet returns display the route in the correct direction, with reliable links to departure and arrival; Federation convoys also use their real locations.
  • Map actions: Unavailable commands are properly disabled for players on vacation and for probes or drones targeting protected targets, including inactive ones. Viewing ruins via long-press no longer accidentally triggers recycling.
  • Migration movement: The form accepts the new galactic addresses to move your planets. Quotas and the usage period remain unchanged.
  • Errants and connection: Fixed an incorrect fleet status after certain Errants returns, which could block espionage and prevent connection to the universe.
  • Android Shop: A local purchase attempt no longer only shows “Payment pending”. This message is reserved for a payment confirmed as being pending.
1.1.18

26.10.2026

Devlog 1.1.18 — 26.10.2026

New features

  • Favorites and exploration : You can now select a recorded Brèche from your favorites directly from Exploration, in Fleet as well as in Pillars. Favorites group planets by player with his pseudo, his alliance and his portrait; Brèches and available positions have their own groups. Destination shortcuts and additions have been restored, with a more readable panel on mobile that stays open when you re-center the map.

Changes

  • Map reading : Pseudos take the status colors from the rankings and appear as soon as you zoom to ×25. From ×13, halos highlight your colonies and the Errants within your attack range. The list prioritizes targets by normal status and PvE points before structures and empty spots; Sonde and Drone are grayed out for targets that are too weak or too strong. Federation and relay visuals are harmonized.
  • Rankings : Player, alliance, and Errants lists show 25 entries per page, on both desktop and mobile. Loading has been lightened, and the interface distinguishes better between an empty list, loading in progress, and an error that lets you try again.
  • Rank banners : The 16 banners use visuals adapted to the ranking lines, to keep stars and ships proportional without stretching them. Profile banners remain unchanged.

Debug

  • Map and fleets : When localizing a fleet from Sensors, the map now recenters correctly on its current position. Mining planets regain their Spatial Sonde shortcut and their name remains visible in the phone view.
  • Explorations : The selected Brèche stays correctly identified from launch through to reports, including for waves, returns, debris, and after reloading Sensors. The names of ship models are also restored in the form. Gains and probabilities remain unchanged.
  • Player profiles : Sonde, Drone, Fleet, and Pillars actions recover the player’s main planet and set up the correct destination. On mobile, the shortcuts fit on one line, with MP and Chat shown as icons.
  • Combat simulators : Switching factions no longer removes your compositions or technologies, in space as well as in Pillars. The modified quantities and allied groups are preserved; defenses and resources remain attached to their planet.
  • Alliances : Your rank and the Admin tab, when your permissions allow it, appear correctly right after the game reload, without needing to open the Techs tab.
  • Chat and messaging : Non-read messages are flagged on the Chat tab and the Frequencies button, including for silent rooms. On desktop, messaging centers within the game space without overlapping the side panel.
  • Pre-registrations : Fixed a browser block preventing you from joining Kael during pre-registration. Pre-registered accounts are protected from automatic deletion for inactivity before the opening; inactivity delays start at the earliest at official launch.
1.1.17

26.10.2026

Devlog 1.1.17 — 26.10.2026

New features

  • New galactic map : The galaxy becomes a continuous map, to explore by moving the view and zooming, without moving from one solar system to another. New addresses, like N56 45 26, replace the old coordinates for your actions; the distance depends on the actual position of the destinations, not on their letter. Searching by pseudo or address, mini-map, filters, favorites, movements and target sheets help you prepare your missions. Select a free planetary location to colonize or search, a Rift to explore, and a debris field to recycle. Fleets, Pillars, relays, reports and profiles follow this new navigation. To support the migration, players concerned have 5 planetary moves in total, from the Overview view, during the 7 days following the common reopening. They do not consume a Teleporter and do not create the usual delays; missions in progress and already existing blockages must still be respected.
  • Faction experience : Space and Pillars explorations now grant XP as soon as they are resolved, whatever their outcome : 30 / 32 / 34 / 36 / 39 / 41 XP for the chosen durations of 1 / 2 / 3 / 4 / 5 / 6 hours. A recalled space exploration grants nothing upon resolution. Offensive wins against a player also grant 10 to 90 XP, depending on the global points report before combat : 30 XP at equal points, more against a stronger empire. You need real military opposition and enemy military losses; the defender’s victories, defeats, draws, and attacks without opposition or without enemy losses do not grant XP. The gains appear in the reports.
  • Enriched tutorial : A new training plan brings together the chapters, missions, their objectives and rewards. On mobile, chapters expand directly to keep the reading clearer. Four additional missions accompany your first Digging, your first hacking, a collection via recycling, and a resource donation to the alliance depot. The Follow button leads you to the right tab and differentiates Fleet/Pillars actions. Your progress and rewards already claimed are preserved.
  • Navigation panel : Planets, Sensors, Chat and Favorites are gathered into a single panel, on the right when there is room or as an overlay on smaller screens. Find your planets’ stock levels and storage gauges, switch lobbies, and consult shared reports without compressing the game pages. Chat and Sensor notifications remain separate.
  • Pseudo per universe : You can choose a different identity in each universe. The pseudo is chosen at registration and can then be changed for free in Settings > Profile, with 7 days between two changes. The change applies only to this universe: it does not modify your account identity, your other universes, or your progress.
  • Planet appearances : 8 appearances, at 1 500 Astrium each, let you customize your worlds. An appearance you buy is permanently yours in the universe and can be used on all your planets in that universe. Equip it from the Overview, independently on each planet; changing appearance or returning to the standard visual is free. No effect on biome, resources or characteristics.
  • New portraits : The selection includes 12 free portraits and 20 premium avatars at 2 500 Astrium each. Premium avatars are acquired and equipped per universe; the free and personalized portraits remain shared between your universes. After purchase, select your portrait and save it in Settings > Cosmetics.
  • Simulate your defense : The Reverse action in the space and Pillars simulators loads the forces of your active planet on the defender side and empties the attacking camp. This lets you compose an enemy attack to test your defense. Your personal bonuses follow your camp, with distinctions between vessels, orbital defenses and ground units. Imports and report replays correctly preserve the forces and identities of the camps.

Changes

  • Faction and artifacts : The Faction page now shows a command plan with collapsible branches and illustrated skill sheets. Artifacts have a gallery, detailed cards, and a clearer bonus comparison. These redesigns change the presentation, not the costs, prerequisites, or progression rules.
  • Shop and cosmetics : Catalogs, prices and previews are more readable, with manipulable 3D planets and inventory cards adapted for both computer and phone. Avatars now use a circular render; frames and banners are renewed and offered at 2 500 Astrium each. Cartridges, Charges and Matrices benefit from better-differentiated visuals.
  • Profiles, settings and rankings : Profiles are more compact, show the name of the main planet with access to the map, and let you collapse the rankings detail. The Categories in Settings and the pagination of rankings are lightened to make navigation easier, especially on mobile.
  • Messaging : Selection can cover an entire category or sub-category while keeping your search. Favorite messages are protected, including during bulk deletion: remove their star first in order to delete them.
  • Space probes : Probes are no longer subject to the minimum travel duration. Short trips can therefore fully benefit from their speed, without changing their consumption.
  • Space shipyard : End of temporary reconfiguration measurements: recycling at the shipyard returns 85 % of the effective construction cost and Asterion’s exceptional speed returns from ×100 to ×7. The refund takes applicable reductions into account; it does not match the catalog price. This concerns dismantling in the shipyard, not collecting the ruins. Refunds from already recorded recycles are preserved.
  • Errants : The reference floor of ship ruins yield goes from 5 % to 2 %, without modifying existing bonuses. This is a reference minimum, not a fixed yield for each combat. The three Errant factions also get 9 new robotic portraits, visible in their sheets, rankings, map and reports.
  • Ground combat reports : As in space combat, an attacker’s defeat from the first turn masks the defender details in the Pillars report copy. The defender keeps their full report; a share in Chat respects the information visible in the shared copy.
  • Universes to come : A universe can be presented as Soon and accept pre-registrations before its opening date announcement. The premium trial starts at the first real access to the game, not during pre-registration. For the new universes concerned, the Errant population grows progressively with the actual arrival of players.

Debug

  • Points and assembly : The value of your components remains accounted for while assembling ships, in active batches as well as in pending ones. Splitting components between multiple batches no longer causes point loss linked to rounding.
  • Errants : Fixes to blocking generation of Errant empires. Their surviving units on the return journey are still correctly counted in the points, instead of causing an artificial drop in their displayed power.
  • Grouped attacks and models : Fixes unjustified refusals when creating or joining a grouped attack. The evolution of certain ship models, in particular between civilian and military use, is no longer incorrectly blocked.
  • Exploration departures : Fixes false destination refusals when sending via space or through the Pillars. When a departure is refused, the forces and resources committed are correctly restored.
  • Sensors : Enemy incoming attacks no longer expose a detailed composition that should not have been visible: the display remains limited to the total number of units.
  • Elyria and windows : Elyria answers more accurately to questions about exploration quotas and detailed requests. The close (cross) buttons for councils and relays are clickable again, including on small screens.
  • Steam connection : Fix for an infinite loading that can occur after a connection redirection or a relaunch.
  • Wiki : Links and article changes open the requested content more reliably. The initial loading of styles prevents text shifting when opening a page.
1.1.16

16.10.2026

Devlog 1.1.16 — 16.10.2026

New Features

  • Territories and alliance deposit : A new Territories tab lets you finance collective buildings. Each member can instantly donate Iron, Crystal, and Ether from their planets. The deposit keeps these resources and doubles its capacity at each level. Donations are final, with no redistribution to players; only one collective construction can be active at a time, with a history of contributions and expenses.
  • Navigation relays : Your alliance can build a relay network from its Territories. Starting at two completed relays, members can traverse a corridor at ×2 speed if it shortens the full route; the approach and exit remain at normal speed. The passage consumes twice the Ether of a normal trip for that portion, after your reductions. Usage is automatic but can be disabled at launch, with only one corridor per flight. Espionage, exploration, and mining remain on direct travel. The first relay costs 5 M Iron, 3 M Crystal, and 2 M Ether, then the price is multiplied by 5 for each additional relay. A construction takes 48 real hours; its system must accommodate a planet belonging to a member at launch.
  • Civil and military ship models : You can now create one active civil ship model and one active military ship model on the same chassis, within the overall limit of your active models. Civilians are disarmed, with no hangar, and their equipment can occupy only 20 % of the chassis gross volume. In return, their evasion is doubled, capped at 70 %. They can be targeted but do not shoot. Your old models remain military; the type is chosen at creation.
  • Resonance Tower : This new infrastructure can temporarily neutralize part of an enemy’s orbital defenses before an attack. Each level of progress over the target Tower disables 10 % of its defenses for 5 minutes, up to 100 %, without destroying them; the Iris remains operational. Its range increases with its level. The Tower imposes 3 hours of recharge after a shot. Usual protections apply and the shot counts toward your PvP attack quota. Construction requires Infrastructures, Robot Factory, Energy, and Weapon Systems at level 10. The same planet cannot receive a new shot during the five-minute neutralization period.
  • Production cartridges : Three new families increase the production of Iron, Crystal, or Ether on the chosen planet: +10 %, +25 %, or +50 % for 24 hours, 3 days, or 7 days. The bonus applies to the effective base production and stacks with other bonuses. Only one Cartridge per resource can be active on a planet, with no replacement or extension by a second one.
  • Acceleration charges : These new items immediately remove 10 %, 25 %, or 50 % of the remaining time of an active element or batch: building, research, ships, specialized devices, population, or defenses, including compatible repair, healing, and recycling operations. Pending batches are not accelerated. Multiple Charges can be used successively: for example, two 50 % Charges bring 10 hours down to 5 hours, then to 2 h 30.
  • Cost-reduction matrices : Matrices reduce the costs of Iron, Crystal, and Ether by 5 %, 10 %, or 15 % for new orders paid on the chosen planet for 24 hours, 3 days, or 7 days. They exist for buildings, research, space yard, specialized devices, population, and defenses. Already-paid orders are not reimbursed retroactively. Only one Matrix per category can be active; different categories and Cartridges can coexist.

Changes

  • Ground battles and shields : In ground combat, each unit now keeps its own health points and its own shield instead of having a shared reserve for its group. A shot hits a specific unit: any damage beyond that unit is not carried over to another. On ground and in space, a shield that is fully depleted stays broken until the end of the battle and does not recharge on the next turn. Battles already prepared under the old rules keep functioning as before.
  • Crews in defense and simulator : A defensive fleet committed must have the necessary crews on its planet. If at least one required profession is missing, all its ships suffer −30 % to attack, hull, and shield for the combat; orbital defenses, evasion, and rate of fire do not change. The simulator lets you enter available crews or assume a full crew, and it also repeats the numbers revealed by espionage that is sufficiently detailed. Reports account for the actual crew losses and the applied penalty.
  • Wanderers : The target park becomes 1,200 Wanderers, i.e. 400 per faction. During creations and repositionings, each empire takes back the source planet as its main planet and 5 to 8 additional colonies, or all available ones if there are fewer. Wanderer fleets have their full crews. All hostile actions against them follow a power limit of ×2 inclusive, controlled for each member of a group attack; card statuses and checks before sending are aligned. Their cycle also continues even when a ground departure cannot be performed.
  • Exploration and new items : Cartridges, Charges, and Matrices join the rare loot pool without being automatically activated when discovered. Their probability remains 4.5 %, now distributed among 21 equally likely choices: the six historical items and the fifteen new consumable cards. Each card has multiple variants; the details of rewards and their probabilities can be checked from the exploration interface. These consumables can also be obtained as event rewards and will be offered in future PvE and PvP content.
  • Inventory : Items are displayed in compact cards grouped by category, with search, stackable filters, and sorting by name or quantity. A details page shows their information and actions, and the presentation adapts better to mobile. Iron, Crystal, and Ether chests have dedicated visuals; new consumables show their translated names in rewards, and their active effects are visible in Empire.
  • Public profiles : The player card more clearly distinguishes identity, alliance, faction, rank, and faction level. Actions are grouped into intelligence, offensive, and contact. The power index shows the share of each category and highlights the ranks of the top 10; on mobile, location appears before this index.
  • Plasmic Overcharger : Its base attack increases from 5,000 to 7,500, i.e. +50 %, notably to increase its pressure on Ramparts. This increase applies against all its targets; its costs, prerequisites, and rate of fire remain unchanged.
  • Space espionage : The base speed of the Space Probe is doubled, from 52,500 to 105,000 km/min, with no change to its consumption rate. Minimum navigation durations still apply: not all trips become necessarily twice as short.
  • Colonization on Asterion : Following the last update that reduced the number of accessible colonies, Asterion now benefits from three additional possible colonies, in addition to slots unlocked by your level and applicable bonuses. You must always colonize these spots yourself. The maximum remains thirteen planets total, including the home planet, i.e. twelve colonies.
  • Space yard on Asterion : Construction acceleration goes from ×50 to ×100 for construction, assembly, and recycling. Operations already started keep their duration; the following ones use the new speed when they begin.

Debug

  • Commercial deliveries : Fix for a blocking issue that could affect multiple deliveries from the same market, in fleets as well as with Piliers. Distinct deliveries are now recognized correctly, with no double credit when resuming.
  • Grouped operations and saved compositions : Fix for the leader cancelling and removing a participant. Saved compositions are confirmed and then synchronized across tabs, including after a reconnection. Unjustified rejections when launching a fleet were also fixed.
  • Activity bonus : The announced gain now matches the resources actually credited, in the available slot up to 125 % of the planet’s storage. Resources no longer disappear after a temporary overflow shown on screen; the portion that cannot be credited is not carried over.
  • Galactic map : On mobile, planets visible in the system preview can be selected without forcing a recentering or additional zoom. The map also handles graphical context-loss better and offers its fallback display in case of an error.
  • Heroes and hacking : A hero-loading failure no longer leaves a permanent fake loading state. Incompatible responses are flagged, and the latest valid data can be kept; the launch rules remain unchanged.
  • Game updates : Recovery after a failure to load game files is improved, especially for styles. Resume mechanisms avoid causing two concurrent reloads.
  • Devlogs and announcements : Fix for a synchronization blocking issue that could prevent a new devlog from appearing on the game side despite being published.
  • Steam connection : The flow lets you connect to an existing email or Google account before linking it to Steam, without unnecessarily going through profile creation again. Fix for entry rejections into a universe for certain verified Steam accounts.
1.1.15

13.10.2026

Devlog 1.1.15 — 13.10.2026

New features

  • Embedded hangars : You can now equip your ships with hangars to carry smaller craft. In Operations, select which ones to board: they travel at the carriers’ speed, without slowing the fleet, then exit the hangars to fight using their own stats. Three sizes are available: 10, 100 and 300 UL, with a maximum of four hangars of the same type per ship. These sizes require, respectively, Infrastructure and Spatial Shipyard levels 10, 13 and 16. The carriers’ capacities add up across the fleet. After a battle, craft that can perform a normal return re-board; if hangars were destroyed and there aren’t enough berths, craft without berths return separately, at their own speed. An Ether reserve is taken at departure to allow this return, and the unused share from survivors is returned.
  • Frigate and Dreadnought : Two new hulls expand your design options: the Frigate, 600 000 m³, and the Dreadnought, 2 200 000 m³. They require, respectively, Infrastructure and Spatial Shipyard levels 9 and 15. Their volume is used to install equipment; the remaining space becomes the cargo hold. They can carry hangars, but are too large to be carried themselves.
  • Accelerated Spatial Shipyard : For 48 hours, Spatial Shipyard speed is increased to ×50 for construction, assembly and recycling. This temporary acceleration lets you reconfigure your ship models more quickly after this update.
  • Evasion in space combat : A ship can now evade a shot during combat: that shot then deals neither damage nor a critical effect. Evasion capacity depends on the hull and decreases with the mass of installed equipment. With the same hull, a lighter model evades more than one heavily equipped. Orbital defenses do not evade. This is a new combat mechanic, distinct from fleet-avoidance of a battle while docked.
  • Force field and Pillar Virus : Two new research options let you protect a planet from ground attacks or pass through this protection. Starting from level 1 of the Force field, you can activate it for free in Operations, on a planet where the Pillars are active. It lasts 24 h, then imposes 48 h of recovery before it can be activated again. To pass, the attacker must have a Pillar Virus of strictly higher level: a level 5 Force field blocks a level 5 Virus, but not a level 6 Virus. A crossing or an attack launched from your planet does not disable the Force field. It does not block space attacks; the Iris remains an independent protection.
  • Alliance pacts : You can now make a pact between two alliances, from Diplomacy: it applies to the members of both groups, not just two players. The trade pact allows transportation and deployment between members of the signatory alliances, but does not prevent hostilities. The full pact also blocks new hostile attack, espionage and piracy departures. Missions already sent continue. Authorized leaders and negotiators manage the requests. A break is impossible as long as commerce remains open between the alliances; once the pact is broken, a mutual 6 h truce prevents new hostile departures and new pact requests.
  • Wiki and tutorial : The FAQ becomes a wiki of 64 articles, split into nine categories and available in twenty languages. You can search for a rule, view an article’s table of contents, and follow links to related topics. The old links remain usable. The tutorial’s tips and objectives have also been adapted to the Operations and Journal screens to guide you toward the right action.
  • General truce : A truce can now be activated or scheduled for an entire universe. When active, no new attack, espionage mission, or piracy can depart against another human player. Missions already launched continue their journey, while PvE activities and peaceful missions remain possible. Its activation is signaled in messaging and in Events.

Changes

  • Colonization : Your ability to found colonies now progresses with your player level. You gain one extra slot at levels 4, 8, 12, 16, 20, 24, 32 and 40: at level 4, you can therefore own your home planet and one colony; at level 40, your home planet and eight colonies, excluding bonuses. The Fragment of the Frontier Throne adds a slot when it reaches level 10, provided you have at least player level 20. Your current planets are kept: if you exceed your new limit, you simply need to unlock an additional slot before colonizing again. The total cannot exceed thirteen planets, bonuses included.
  • Active models : You can keep multiple plans of the same hull, but only one model can be active per hull across your entire account. For example, you can save multiple Corvette models, but you can’t enable two simultaneously. To change models, prepare the new plan by leaving it inactive, transform or recycle all ships of the old model, then wait for the end of its missions and productions. You can then disable the old one and activate its replacement. If you already had several active models of the same hull, your ships and accepted orders are kept, but new activations, constructions and assemblies for that hull are blocked until only one active model remains. Other hulls are not affected by this block.
  • Flight time : New travel routes within a system or between systems take longer: they last about twice as long over short distances, with an increase that gradually decreases to ×1,5 on long distances. The minimum duration is 2 min 30 s. Distances and fuel consumption do not change. Fleets already en route, as well as their returns, keep their flight parameters.
  • Explorations : Risks and discoveries have been rebalanced: total loss risk goes from 0,4 % to 2,5 %, rare finds from 7,7 % to 4,5 %, and resource finds from 34,125 % to 32,025 %. A new outcome concerns 5 % of explorations, both space and ground: the expedition finds nothing and suffers no losses, but returns with 20 to 400 minutes of delay. Its units and cargo remain unavailable until it returns. The amounts granted by other discoveries do not change.
  • Rogues : Their colonies’ economic operation evolves, with new resource inflows and stock regrouping between their worlds. Renewal and movement are also revised: sending a fleet no longer means that resources, civilians and the army travel together. Everyone can track the fleet separately. Already credited stocks and ongoing missions are preserved.
  • Drillers and Miners : Their drilling rate now takes into account the universe production speed, in addition to technological bonuses. With identical equipment and technologies, an operation therefore extracts seven times faster in a ×7 universe than in a ×1 universe. The Sensors display this rate from the outbound trip; extraction begins upon arrival. The rate is set at launch, and already launched operations keep their rate.
  • Recycling at the Shipyard : Temporarily, when you recycle a ship, a specialized device, or a component at the Shipyard, you recover 100 % of the effective build cost, against 85 % previously. The calculation includes applicable discounts and rounding: the refund is based on the effective construction cost, not the undiscounted catalogue price. This change applies to dismantling at the Shipyard, not to collecting debris fields.
  • Attacks between players : You can launch up to three attacks not canceled per day UTC against the same player, instead of two, by combining space fleets and Pillars. This is a maximum of nine attacks across the three UTC days of the cycle, against six previously. These are calendar days UTC, not a rolling 72 h window. Existing truces do not change, nor does the limit of one attack per Pillars against the same planet per day.
  • Premium shop : The daily opening limit for generic 24 h resource chests is reduced from ten to five per day UTC, regardless of where they come from. The 1 h, 6 h chests and those dedicated to a specific resource are not affected. The monthly budget for direct purchases of generic resource chests 24 h, Iris and universal fragments goes from 250 000 to 200 000 Astrium. This is a shared envelope across the three categories, per account and universe, renewed at the start of each UTC month, and not a separate cap for each item. Packs do not consume this budget.
  • Universe speeds : Buildings, research, ships, populations, defenses and specialized devices can now have different progression speeds within the same universe. Check Characteristics when choosing the universe to see which ones apply. Production already started keeps its duration; an order still pending uses the speed of its category when it begins.
  • Production and Impulse Center : Production calculation now better accounts for periods where your Ether reserve runs out. If your empire continues to produce enough Ether to temporarily power the Impulse Center, it can automatically operate intermittently, without manual restart. The displayed production reflects this behavior; if no Ether inflow is sufficient to power it, it remains stopped.
  • Journal : You keep your cumulative statistics and daily exploration graphs over time. Detailed reports, loaded on demand, remain available for seven days; those still linked to a message are preserved. This limit on archive details therefore does not reset your cumulative totals or your progress on the Pantheon.
  • Forum : The Forum news counter is now updated every five minutes, to ease tracking. This delay affects the notification badge only, not message publishing in the Forum.
  • Starting allocation : New universe accounts no longer automatically receive the thirty 1 h resource chests. Universe-specific allocations may be configured for a given universe. Chests already present in your inventory are not removed.

Debug

  • Spatial raiding : The freight bonuses from Infrastructures and the Sigil of the Dormant Pillars are now correctly taken into account in the raided resources again, whether in individual or grouped attacks. Each participant benefits from their own bonuses, up to the capacity of their surviving ships. This is the restoration of existing bonuses, not a new raiding bonus.
  • Favorites : Using a quick action no longer closes the Favorites panel and no longer makes you lose your position in the list. Open groups and scrolling are preserved; preparing a fleet, a Pillars mission, or a drilling opens above the panel.
  • Missions and production queues : Issues caused by multiple actions performed at the same time have been fixed, especially during constructions, productions and claims. A production taken in charge too early is now followed through until its end time instead of risking becoming stuck. These fixes do not shorten the planned durations. Mission tracking and announcements have also been streamlined.
  • Event schedules : The times shown in the date fields for events and universe openings are presented in your time zone. You no longer need to convert these times yourself; the reference UTC deadlines do not change.
1.1.14

07.10.2026

Dev log 1.1.14 — 07.10.2026

What’s new

No visible changes in this window.

Changes

  • Federation Counter: Received quantities and payments now use whole units. The total amount, fees included, is rounded once only, up. Purchases per budget are limited to the available stock: only the quantity actually bought is charged and the rest of the budget is preserved. The last remaining units on the market can now be purchased. Rates, quotas, deadlines, and deliveries already committed remain unchanged.
  • Mission Templates: The limit increases from 3 to 6 Fleet models and 6 Pillar models, with two independent quotas. Pillar models can also be applied and saved from the composition of a Dig site or a special mission with units. The application respects available stock and allowed units. The combat simulator keeps its limit of 3 models.

Debug

  • Navigation in Operations: Opening the setup for a grouped attack no longer blocks the mission and launch method selectors. You can leave this setup to select recycling, transport, or a Pillar mission.
  • Messaging, Sensors, and Chat: The Sensors and Chat buttons and panels remain accessible when messaging is open, including via the keyboard. Opening and closing messaging preserves drafts and the panel scrolling position.
  • Galactic map on phone: Fixed positioning of the action bar at the bottom of the map and accidental page scrolling when touching the map, in both portrait and landscape.
  • Shop and Astrium: For Google Play purchases, preparing then canceling a purchase no longer hides the other packs or their prices. Resuming confirmed Google Play purchases is more reliable, including when their initial reservation has expired, without double credit.
  • Connection and profile: Fixed an issue where a block could persist after the recovery of the central services. A late synchronization no longer replaces an avatar you just modified.
  • Optimizations: Reduced recalculation of the Pantheon and reads of the Errants. The Forum badge checks for updates without loading Forum content. Leaderboards, rules, and update frequencies remain unchanged.
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