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Pre-3.0 Preview Update Archive

Pre-3.0 Preview Update Archive

Historical development log: These entries preserve earlier preview announcements. Later entries can supersede earlier behavior, and preview availability did not imply production activation. Use v3.0 for the shipped release and current feature availability.

Version 3.0

One home for your galaxies: sign in at game.mwarfare.com and select G1, G2 or G3 for your existing empires.

Research Constellation bonus progression (local preview)

  • Every tech grants its initial effect at level 1; later percentage bonuses add one percentage point of base per level.
  • Slot, colony, range, and other whole-number bonuses grow by 1% of their initial bonus per level, rounded to nearest (.5 rounds up). Research previews show the rounding.
  • Existing research levels and assets remain intact. These rules apply to constellation universes; timed-research universes keep their existing progression.

Welcome to the MWarfare changelog. Each season has its own page with a player-first recap and links to the minor releases inside that season.


Local preview — October 2026

  • Desktop and tablet Galaxy place the planet number above each planet, with larger station markers stacked 1/2 on the left and 3/4 on the right. The lower planet label is removed; a debris icon appears below only when debris exists and opens recycling preparation. Phone layouts and mission rules are unchanged.

  • Station Defense base credits per kill now scale by ship: Light Fighter 1, Cruiser 3, Battleship/Battlecruiser 4, Bomber 5 and Destroyer 6. Heavy Fighter stays at 2 and Deathstar at 10. Research bonuses still apply; existing runs keep their original rewards.

  • Station Defense loadouts: configure five slots with defenses actually owned on your selected station or planet. Auxiliary turret upgrades activate additional slots; equipped defenses are not consumed. Rocket splash, continuous weak/strong laser targeting, chaining Ion shots, piercing Gauss rounds, heavier Plasma and two different shield domes each change combat.

  • Station Defense rewards and waves: only kill-earned Credits buy in-run upgrades. Cleared-wave bonuses are banked for your galaxy wallet when the run ends, and Salvage Processing boosts base kill rewards without wave-by-wave compounding. Waves grow one second longer, with varied bounded enemy mixes; faster firing, effective research stats and a smaller per-wave hull repair change upgrade choices. Pending older runs keep their previous rules.

  • Astrophysics now describes station capacity throughout research previews, details and bonus summaries in anchored-station universes. Your starting station counts toward the limit. Existing rounded Constellation progression, timed-research progression, expedition capacity and legacy colony rules are unchanged.

  • The Terraformer and Lunar Base remain unavailable, and their former research is removed from the Constellation. Existing completed levels remain historical only; Trade continues with one mission slot and its ordinary market-ratio bonus, while Exchange prices and defensive espionage no longer depend on that research. Unfinished legacy construction and research investments are retired without changing completed levels.

Local preview — September 2026

  • Frontier Exploration is repeatable: level 1 unlocks Frontier with its existing mission lengths, and every later completed level adds one sector node to new missions. The Mission selector shows the sector count. Active and saved runs keep their original length; fuel, cargo, launch prices and cooldowns are unchanged.

  • Phone Exchange now opens Market with item search. Select a material or ship for its chart and Buy/Sell controls; Back / Find item keeps your search, and Deliveries keeps pickup and deployment together. Desktop/tablet layouts and trade rules are unchanged.

  • Desktop and tablet Launch Pad ship selection uses smaller artwork and tighter tile spacing, keeping names, stock counts, quantities and Done visible. Phone layouts and fleet launch rules are unchanged.

  • Registration now asks you to choose your public username instead of assigning a random name. Your chosen name follows new shared-galaxy empires; existing accounts keep their names. External sign-ins without an available valid name still finish username setup before joining a universe.

  • Undiscovered planet icons in phone Galaxy are now 70% transparent; discovered planets remain fully opaque. Station artwork, labels, and mission actions are not faded.

  • Phone Galaxy's four station indicators now match the planet icon's size and show each occupant's equipped station artwork, with slot numbers preserved. Empty/reserved slots remain dashed and image-free; station selection and mission actions are unchanged.

  • Phone Galaxy now uses 15 compact planet rows with four station markers on the right. Swipe left or tap ‹ to choose a station before using its available mission actions; desktop and tablet keep the orbital map.

  • New empires start with one station and 100,000 Credits. Each station generates 5 RP per hour in addition to physical Research Lab income. Returning to an existing empire never replenishes the starting balance; existing stations gain the new RP rate without historical backfill.

  • Station Defense has a dedicated shield-regeneration upgrade. Every system's price increases after each purchase, with research discounts preserved; current prices appear to the right of the [+] buttons.

  • Twelve new capped researches expand Logistics, Command and Raiding: reduce fuel for individual civilian ships, improve your next Tactical Squad's player ships, or enlarge individual warship holds. Existing unlocks, enemy stats and raid loot fractions stay unchanged. See Operational Upgrades for costs and limits.

  • Industry Engineering upgrades: Ten new researches raise per-type node limits or improve extraction, refining, fabrication and assembly speed. Each planet starts with two nodes of each type, with expansion research adding one per level; the 24-node overall ceiling stays in place. Existing factories and stock are preserved, and active production runs keep their original timing.

  • Station Defense gains ten repeatable research upgrades for rewards, weapons, hull, shields, armor, repairs and cheaper refits. Existing defense and relevant combat technologies also strengthen the station. Each run keeps the research bonuses it started with.

  • Station Defense research now reaches level 100. Level 1 unlocks the game; each later level adds 1% to verified credit payouts, fixed when the run starts. Existing runs retain their original rewards.

  • Unlock Industry Technology level 1 in Research → Engineering to access Industry. Each level also adds 1% output and storage to Industry and resource mines, without compounding. Industry bonuses include all recipe yields, buffers and Transport cargo throughput; fractional output carries into later runs. Existing factories, stock and paid runs are preserved.

  • Industry Transport can automatically buy selected materials or sell its cargo at current Exchange prices. Auto-buy has quantity and per-trip Credit limits; all Industry materials and components now have Exchange markets.

  • Station Defense now floats over the page's space background, with Threat Recognition beside Defense Systems, an inline personal best, and the player station's artwork with five fixed firing mounts.

  • Upgrade defenses during combat or while paused. Waves continue automatically after a three-second break; Pause freezes both combat and the countdown.

  • Station Defense enemies now stop and shoot from ship-specific ranges: fighters close in, while larger ships fire from farther away. Incoming bolts remain dangerous after their shooter is destroyed.

  • Desktop and tablet Launch Pad now show Origin → Target → Mission. The Select button stays visible beneath timing and fuel so you can prepare ships before completing the route; Done keeps your quantities. Phone launch controls and fleet eligibility rules are unchanged.

  • Extractor output panels now show only their selected materials, with combined hourly rates for active slots and separate capacity for inactive slots.

  • Station Defense scores now appear under Rankings → Station Defense, not below the arena. Refit cards are replaced by paid [+] buttons beside Defense Systems, wave speed uses − / + controls, and enemy ships use detailed cutouts from the game's ship artwork.

  • Industry connection nodes can be edited from their active arrow buttons: reverse direction, include or exclude up to two materials, or delete the connection while keeping both modules and their stock.

  • Frontier squads continue after individual ship losses. A destroyed ship takes its proportional share of carried salvage Credits, not wallet Credits; only surviving ships and the remaining salvage return. All-ships-lost and fuel exhaustion still end the expedition.

  • Station Defense opens inside the normal game display. Its galaxy rankings list each player's best verified run by kills, cleared wave, then unspent credits. Practice and abandoned runs do not qualify.

  • Removed the daily maintenance warning and upkeep-risk badge from Credits on desktop and mobile. Settlement history, upkeep charges, and stasis rules are unchanged.

  • Monthly G is previewed at $7.99 USD/month and Annual G at $84.99 USD/year on web and apps. Allocations stay at 625 G each paid month or 8,250 G upfront each paid year. Pack prices are unchanged; real-money purchases and subscriptions remain unavailable.

  • Industry now uses a draggable, zoomable tile canvas and a building-style details pane. Start with one Extractor, add directional Input/Output nodes, and expand with Warehouses, Refiners, Factories, Assembly and Transport. Cargo-backed Transport moves materials on fixed intervals without fleet missions; Assembly can deliver ships locally, to another owned planet, or sell them at the current Exchange quote. Operating budgets are retired; existing balances, cargo and materials are preserved. See Industry.

  • Frontier has a compact Mission selector, ship-icon quantity badges, keyboard signals (1–3), confirmed recall (Esc, then Enter/Esc), and a newest-first local-time flight recorder. Mission summaries show returned/lost ships, banked loot and discoveries. Redundant banners and discovery/market panes are removed; active ships have borderless tiles and narrower damage bars above their icons. Failed inventory returns now prevent completion instead of silently marking ships returned.

  • Research Gravity now follows the eight visible research categories, not the old four chains: 2 − that category's share of completed RP spending times base cost. Missile Technology and Advanced Hyperdrive both use Raiding and always show the same Gravity percentage. Equal investment in all eight costs 1.875×, a 50% share costs 1.5×, and untouched categories cost 2× after your first paid research. Before any paid investment, all categories cost 1×. Past payments include Gravity; unfinished automatic funding counts only when the level completes. Base-cost growth is unchanged, and the surcharge still rounds to 0.01% before the final whole-RP ceiling. These preview rules were later superseded; see current Research Constellation prices.

  • Station Defense now transfers your unspent earned run credits to your starting galaxy's Credit Wallet when the station is destroyed. Upgrade purchases stay spent; failed transfers can be retried without duplicate rewards.

  • Upkeep now settles at noon US Eastern for 24 hours of fleet maintenance. Daily fleet costs and stasis deficits use the same amount; paid coverage lasts until the next noon. The prepared local preview enables upkeep with an automatic one-time, zero-grace charge when its scheduler starts, then follows noon billing.

  • Frontier now launches squads of 1–5 owned ships instead of preset loadouts. Ships are unavailable while exploring; survivors return and destroyed ships are permanently lost. The picker uses only your selected planet's fleet.

  • Each Frontier ship type has a unique specialty and one stacking reward bonus. Missions show blue shield and green hull bars instead of combat-stat numbers.

  • Scout expeditions discover one-use contracts with special effects. Salvagers discover mining coordinates with debris and raw resources. Armored squads enter higher-risk space with doubled encounter rewards.

  • Nanite Technology now adds 1% building and ship construction speed per level, up to level 100. Level 1 still unlocks physical Nanite Factories; factory bonuses, defense timers and research timers remain unchanged.

  • Tactical Squad now accepts one to five owned ships. Launching consumes only your selected quantities, once; smaller squads face the same waves and earn the same rewards. Ships are not refunded after a run. How to play.

  • Industry now groups tiles into Extractors, Refiners, Manufacturing, Assembly, and Logistics columns, with one starting build slot in each. Existing modules remain intact; extra slot purchases are not available yet.

  • Cargo warehouses provide dedicated material storage. Configure a tile's four sides as input/output ports and connect them to build your factory network. Existing cargo commitments and paid deliveries are preserved.

  • Your bottom-right G balance now opens Skins directly. Desktop and tablet layouts no longer repeat the G-Store button; the phone footer link remains. The store keeps one gold Get G tab, and active Skins is light blue.

  • In the tablet desktop layout, the left and right navigation groups stay vertically centered when you scroll the page or resize the window. Phone and app navigation are unchanged.

  • Research details on desktop and mobile show Level 1 Bonus before your first level or Current Bonus: Lv 1 (using your owned level) afterward. Current effects sit on the left, per-level changes in green on the right, and cap or rounding notes below. Redundant current/next-level rows are removed. Gravity, the purchase button's RP cost, and saved funding progress remain; research prices and bonus progression are unchanged.

  • Automatically invest RP now starts continuous funding without a checkbox. Previously saved one-level targets remain unchanged until you explicitly upgrade them with the same button. Canceling or switching preserves completed levels and unfinished funding without refunding invested RP.

  • While automatic research is active, the top shortcut now reads cancel: tech-name. Click or tap it to stop future investment directly on desktop, tablet, or mobile, rather than open the technology's controls. It replaces the separate desktop and tablet Stop button.

  • Mobile Research starts with collapsed domains and compact title, level and RP rows. Tap a technology for its bottom detail pane and investment controls. The archetype and bar chart remain on desktop only.

  • Industry modules now use compact Extractor, Refiner, Factory, and Assembler icons. Open a pop-out to manage jobs and minimize it when finished. Rotating cyan borders show fully active modules; gold indicates idle or partial supply, and red highlights blocked output, missing supply, or an exhausted budget.

  • The mobile footer no longer shows Tactical Squad, Infiltration or Station Defense shortcuts; G Store, the changelog and your G balance remain.

  • The mobile footer's G Store button is 20% shorter, without changing its label or the G balance.

  • Credit Wallet now labels and filters Upkeep transactions and shows an Upkeep total for your selected dates on desktop and mobile. It is included in Spent, without counting unpaid maintenance or stasis deficits.

  • Infiltration adds player-targeted operations for idle resources, Credits, ships, temporary production sabotage, and Exchange goods and Credit proceeds. Operations remain unavailable until enabled for the galaxy; the new screen explains caps, probe losses and target protection.

  • Research profiles now show only the archetype and color-coded category bars, ranked by completed base RP with the leading category filling its bar. Group totals are right-aligned as # RP; redundant descriptions and numeric profile breakdowns have been removed. Research costs and bonuses are unchanged. Research titles now recognize two- and three-domain blends and broad investment patterns instead of simply following the leading domain. Specialist titles require at least 65% of completed investment; all titles remain cosmetic and update as completed research changes.

  • Mobile Build details now open in a bottom panel with internally scrolling costs, requirements, and actions. Close stays visible at the top; tap it or the shaded backdrop, or press Escape, to return to the building grid. The panel now fills the space up to the tabs, even for short details. Building costs and construction rules are unchanged.

  • Research now shows your current RP as a whole number, without rounding up. Fractional RP remains saved; income is labeled RP / hour without the extra lab suffix. Production and research costs are unchanged.

  • Active research now has a pulsing blue highlight and a light-blue funding fill. Stopping automatic investment removes the pulse but keeps saved progress visible.

  • Desktop Shipyard and Defense quantity controls now include MIN on the left to reset the order to one and refresh its displayed costs.

  • Fleet upkeep now supports proportional stasis instead of immediate ship losses: affordable ships recover automatically, and ships continuously in stasis for more than ten days are destroyed. Stasis inventory and the upkeep Credit deficit appear in Shipyard and mobile Units; stasis ships can be sold directly on the Credits market. Existing missions finish normally. This remains disabled until maintenance is enabled for a prepared galaxy.

  • Frontier now fills the available desktop and tablet pane instead of being clipped. Its navigation button is last in the right-side menu.

  • Frontier adds resumable roguelike expeditions with randomized signals, temporary upgrades and extraction decisions. Bank salvage as Credits and use or sell one-use discoveries to other commanders in your galaxy. Real fleet ships are never at risk.

  • Exchange unit prices below one Credit now show up to three decimal places. Price Trend uses the available chart width with a simpler heading and no redundant label above the current price.

  • Exchange now shows larger item artwork and one price beside the chart, with order totals and submission grouped beside the order controls. Market data refreshes automatically every 30 seconds while visible and on reopening; redundant links and the Player listings toggle are removed.

  • New Industry lets you build slot-limited extractors, refineries, component factories, and assembly docks. Commit existing cargo ships to automate supply connections with credit and fuel costs; retire them to return the ships. Production continues offline. Assembly produces real Light Fighters, Small Cargo, and Large Cargo for your planet's fleet, using their normal Shipyard unlocks. Existing scout stock and paid batches convert to Light Fighters without duplicating ships. Industry now sits at the bottom of the left-hand menu and fills the PC/tablet game pane, with scrolling that keeps the lower controls reachable.

  • Desktop Galaxy no longer shows star-type labels. Uncolonized planets stay grey and are dimmer, including on hover. The outer frame is invisible and the Galaxy background is 90% transparent; controls and planet actions remain readable.

  • Launch Pad's outer panels now float over the game background on desktop and mobile. Selection cards, quantity inputs and popup menus keep their readable surfaces; fleet selection and launch rules are unchanged.

  • Desktop Galaxy planets sit a little higher for better visibility. Admin names display normally instead of showing HTML markup, with admin styling preserved on desktop and mobile.

  • The desktop Overview planet and details grow with available screen space, including iPad desktop mode, and sit lower in the available workspace. Phone and app navigation keep their existing layout.

  • Rankings rows have lighter backgrounds, and player names align with their column heading and row contents. Scores and sorting are unchanged.

  • Research can be browsed in eight effect-based categories, with a Research Profile showing completed base RP investment and a descriptive archetype. Unspent and unfinished investments do not count; the profile does not change bonuses, prices, or research availability.

  • Building tile artwork fills the image area without the baked-in black padding. Names, levels and controls are unchanged.

  • Desktop building queues use larger icons and level labels, with timers above the grid and queued buildings wrapping onto additional rows as needed.

  • Launch Pad uses compact Origin, Mission and Target cards with roomy selection popups. Owned planets and moons show their artwork and coordinates; targets can also be entered manually. Cargo controls are behind Load Cargo, and the embedded Active Missions pane is removed. The separate Missions screen remains.

  • New fleet launches and previews use 100% flight speed, including fuel costs; the percentage selector has been removed. Plan fleetsaving around the displayed travel time rather than slowing a launch. Ship and drive-research speeds, reward-only Fuel Cell boosts and ACS synchronization still apply. Fuel Cell travel boosts are removed: old requests spend no cells and do not waive fuel. Existing flights keep their scheduled times.

  • Launch Pad now follows Origin → Mission → Target → Ships on desktop and PWA. Choose your planet or moon, pick a mission and destination, then select faded ship icons to reveal quantity inputs. Selection starts at one ship; launching remains a separate action with the existing fuel, cargo and mission checks.

  • Mobile and installed PWA navigation no longer shows the Empire tab. The other tabs automatically share the full available width evenly, with captions that wrap on small screens. Desktop navigation is unchanged.

  • On PC, Exchange is now in the left sidebar directly below Rankings. Mobile and installed PWA navigation is unchanged.

  • Buildings, ships and defenses show readable names below their images on desktop and mobile/PWA, with compact level or quantity badges inside the image. Desktop construction screens share searchable tiles and a build queue above the details. Mobile construction indicators stay within the artwork.

  • Desktop Galaxy suns sit closer to the left edge with slowly rotating surfaces, pulsing coronas, and seven consistent spectral appearances, from red dwarfs to blue stars. Reduced-motion settings disable animation; star types are cosmetic and do not change planet stats.

  • Hovering over the bottom-right G/Store shortcut no longer displays a tooltip over the game.

  • Hall of Fame and Achievements are temporarily removed from the Rankings board. Player and Alliance rankings remain available; existing records and achievements are unchanged. The redundant Rankings tab above the board is also removed.

  • The desktop planet selector now sits below G-Store and opens the same planet-and-moon dropdown as mobile.

  • The selected planet or moon's coordinates appear directly below its icon on desktop. Mobile keeps its existing appearance.

  • Removed planet-menu layout and custom-order settings. Existing planet order and equipped skins are unchanged.

  • On desktop, Galaxy and G-Store now sit side by side at the top right with matching button sizes and styling. Mobile navigation stays in its existing positions.

  • Statistics is temporarily unavailable. Ratings and Rankings remain available, and activity continues to be recorded.

  • Ratings now includes a Credits category based on balances within the selected galaxy, with radar and trend charts. Overall rating weights are unchanged.

  • The Credit Wallet hides passive-income entries from its history and totals. Your balance still includes every payout.

  • Desktop Galaxy now shows an orbital map with planet, moon, and debris actions. Phones and installed PWAs retain the compact Galaxy view. Equipped planet skins fit mobile rows and keep their textures visible in Safari while rotating. The mobile overview's Galaxy tab and its planet action panel also show equipped skins. Skins remain cosmetic and do not change planet stats. On iPad, skins stay round beside scan controls in both portrait and landscape.

  • Automatically invest RP in a reachable technology even before you can afford the full level. Finish one level or check Continue investing after each level to keep going offline. Stopping or switching preserves partial RP on its technology, with progress and remaining cost shown in research details.

  • Research Gravity changes RP prices with investment across origin chains. Two equally funded chains pay +25% and untouched chains +50%; three pay +50%/+75%; all four equally funded chains pay double. Uneven distributions scale smoothly and can lower prices. Research details show base price, gravity and final cost, with stale-price protection and reliable retries.

  • Glacial, Ember Dunes and Oceanic cost 250 G each. Purchased copies appear in My collection, where a planet dropdown lets you apply, move or remove them. Each copy decorates one planet at a time in selectors, galaxy views, and the large desktop overview image. Switching planets updates the overview skin.

  • Glacial, Ember Dunes, and Oceanic now have distinct animated planet previews: white ice, wind-swept sand, and blue oceans. Slow rotation and subtle glow can be paused; reduced-motion preferences are respected. Small-size samples show how the skins will look in planet selection and galaxy views.

  • New empires start with 1,000 Credits. All players earn 5 Credits every five minutes, including offline and vacation time; existing balances are preserved.

  • Planned app-store G prices are $1.99/$7.99/$34.99 for packs, $8/month, and $85/year per contribution. Web/PWA prices and G amounts are unchanged.

  • Removed the Conversion & resource refund section from research details.

  • G-Store previews now work on phones, tablets, installed PWAs, and Apple apps. Preview multiple G packs or recurring contributions; annual contributions add 10% more G, delivered upfront. Purchases and subscriptions are not open yet.

  • Research Constellation paths now stay within their quadrant. Start another branch from the origin; existing technology levels remain yours.

  • G coins now stay visible at the bottom right of the PC game, formatted like 1.00 K G. The store's extra footer and future-items section have been removed.

  • MWarfare Store has a simpler header and a wider catalog that fits more items per row as space allows, with vertical scrolling on narrower desktop windows.

  • Desktop Credits now stay in the bottom-left corner, with two decimal places and spaced K/M/B/T abbreviations (for example, 1.00 M).

  • The desktop G-Store now shows your account's G balance, shared across galaxies and seasons. Balances start at zero and transaction records are retained permanently. Purchases remain disabled.

  • Desktop Exchange now has a searchable item list, recorded price trends and an order summary beside Submit order. Credit sales use your selected planet; resource cargo, fuel and fleet availability are checked before submission.

  • The optional Credit Market offers every ship and stored resource. Purchases raise galaxy prices; arriving sales lower them. Quotes reflect order size, and goods use normal Exchange delivery and pickup.

  • Solar Satellite purchases can now be deployed from My Deliveries alongside the other ship types.

  • Optional Credit construction costs add a Credit charge alongside building, facility and ship materials. Prices and affordable quantities are shown on desktop and mobile; canceled active buildings refund their original charge. Research and defenses are unchanged.

  • Added Galaxy Transfers in the galaxy menu: send ships and cargo to your own lower galaxies in 24 hours, or transport resources with empty ships returning after another 24 hours.

  • Transfers use no fleet slots, require Fuel Cells and a 10-system deuterium charge, and show a final confirmation before launch. They cannot be recalled.

  • The galaxy button now pulses red for incoming attacks in any of your galaxies, including while you are viewing a different galaxy.

  • Removed the small red attack triangle beside the desktop Overview clock.

  • The mobile Empire tab now displays Coming soon; the desktop Empire view is unchanged.

  • Galaxy Transfers ship and resource quantity fields clear when selected and remove leading zeros, making amounts easier to enter.

  • Rejected Galaxy Transfer launches now return to the form with the reason and entered amounts, instead of a "405 Method Not Allowed" page.

  • Active cross-galaxy deployments and transports now appear in Fleet Movements across your galaxies, including countdowns and empty transport return legs.

  • Added Credits: one personal digital balance per galaxy, shared across your planets and moons. Every balance starts at zero, with balance/history views and admin grants available in this first version.

  • Rankings use fewer database reads and keep different page sizes cached separately. Scores and galaxy boundaries are unchanged.

  • Tightened personal chat channel and wiki page access checks.

  • Corrected wiki construction costs, level formulas, field bonuses and rating weights to match the game. These are documentation corrections, not balance changes.

  • These features are available for local testing and have not launched publicly.

  • Station Defense is a new solo mini-game at the bottom of the right-hand in-game menu on desktop and beside Tactical Squad in the mobile footer. Defend a stationary, auto-firing station against endless enemy waves, earn XP and choose upgrades between waves. Upgrades reset on defeat; your highest cleared wave is saved only in this browser. No resources, rewards or damage carry into your empire. How to play.

  • Station Defense refit: the station now holds the bottom of the arena against enemies from the upper 180 degrees. Cleared waves pay run-only credits to spend on priced upgrades between waves, or save for later. Credits reset with each run and never affect your empire.

  • Station Defense layout: removed the Command protocol panel and both simulation disclaimers. The How to play link remains available for instructions.

  • Station Defense ships: enemy markers now show fleet artwork for seven ship types, with Deathstars as bosses. Regular kills pay 2 run credits and bosses pay 10, in addition to wave bonuses. Desktop window switching no longer automatically pauses; Pause and Escape remain available.

  • Station Defense speed: choose 1×–5× battle speed beside Pause. Removed the introductory tagline and solo-simulation label for a cleaner screen.

Seasons


Pre-Season