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SpaceCorps 2027 0.4.4

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@rorychatt rorychatt released this 30 Sep 19:17
· 12 commits to main since this release

SpaceCorps 2027 0.4.4 brings groups of up to five pilots from any company with three chat channels, a rework of the rockets with fixed damage, two craft-only rockets that make Dark Matter for the Forge's top tiers, abilities that stack, a Cloaking CPU without a timer, a stronger black hole, the Hangar in flight, twelve new modules and fullscreen on Windows. Terra's four sectors are a loop again, and Skylab upgrades from level 6 take longer and longer. Some setups change or get weaker, and this page says which.

The game plays on the public server https://spacecorps-game.sliplane.app. Your pilot, ships, items, credits, clan and world carry over.

Download page: https://spacecorps.github.io/play/
On Hangar: https://hangar.sliplane.app/p/spacecorps/spacecorps-2027

What's new

Highlights

  • Groups: up to 5 pilots of any company see each other's ship, hull and shield, share the rewards of an alien kill and count for each other's kill missions. The chat has Global, Local and Group tabs, and the Group window opens on B.
  • Rockets, reworked: every rocket does a fixed amount of damage (2,000 for a Lancet up to 7,500 for a Piledriver) and costs 500 or 800 credits, or 5 Thulium. Rockets without a lock fly toward your cursor, and a slot click arms one. Nothing caps what a rocket does to a pilot.
  • N.U.K.E., N.I.K.E. and Dark Matter: two rockets that only Assembly makes. The N.U.K.E. is the biggest blast in the game. The N.I.K.E. hits a ship for 75,000, or makes Dark Matter if it falls into the black hole first. The Forge's steps to Rupturing and Eternal now need 2 Dark Matter Plates each.
  • Twelve new modules: four laser amps, two shield cells, two thrusters, and an upgrade at the top of each family that keeps the Forge tier of the piece it uses up.
  • Abilities stack: several shields, engines or Repair Drones in your ability slots add 50% each. The Shield Surge puts shield back over 10 seconds and Emergency Repair heals over 10 seconds. New pilots start with a Repair Drone I fitted.
  • The Cloaking CPU has no timer. Other companies see a red dot on the minimap, an EMP within 1,500 units ends your cloak, and any end costs a minute of recharge.
  • The black hole pulls harder and carries a ship that stops, can be seen from anywhere in Danger Sector 4, and has debris that spirals in.
  • The Hangar works in flight, inside a safe zone's ring: fit items, swap configuration or fly another of your ships.
  • Jumping takes 3 seconds and picking up a cargo box 1. In a Danger Sector you can't jump while under attack.
  • Skylab upgrades take days at the top: from level 6 each takes 1.6 times as long as the one before, up to 6 days for the last step.
  • Terra is a loop again. The 0.4.3 diamond is taken back: T-1 has one portal.
  • Fullscreen on Windows (button, F11, Alt+Enter). It is new and nobody has run it on a real Windows PC yet.
  • Also: the Helios Beam is made from a Starfire-3, a Slave Drone becomes a Master Drone in place, a Resources page in the wiki, aliens let go of a pilot they have not shot at, Chrono-Gate scans cost a tenth, Shift no longer stops the flight keys, and alt-tab no longer leaves the game behind the server.

If you already play: what changes for you

  • Rocket prices change for everyone. Common rockets cost 500 credits (the Lancet was 100, the Rivet and Scatter 60), Rare ones 800, and the four Epic ones (Harpoon, Piledriver, Eclipse, Maelstrom) cost 5 Thulium instead of credits. Rockets you own stay yours, and nobody is refunded.
  • A rocket no longer depends on your ship. It does its own fixed damage, so a rocket from a weak ship hits harder than before and one from a strong ship may hit softer.
  • Rockets have no cap on pilots any more. A N.I.K.E. destroys a fresh Protos, Kitefin or Ostirion in one hit (an Ostirion with Light Shield Cores). Safe zones, the Peace Protocol, sectors without PvP, your company and your group still protect you.
  • Rockets without a lock (Rivet, Mallet, Piledriver, Scatter, Barrage, Maelstrom) fly toward your cursor, whatever you have selected. A click on their slot arms them and your next click in space fires.
  • The Forge's steps to Rupturing and Eternal need 2 Dark Matter Plates each, on top of what they took. Only N.I.K.E.s fired into the black hole make Dark Matter, so until you have plates a Godly item stays Godly. Gear that is already Rupturing or Eternal keeps its tier.
  • The Shield Surge no longer gives an overshield. It puts back 30, 60 or 100% of your maximum shield over 10 seconds. Emergency Repair heals over 10 seconds instead of at once. You can fit several modules of a kind in your ability slots. Pilots who already play are not given a starter Repair Drone.
  • The Cloaking CPU no longer runs out, and the recharge after any end is 60 seconds instead of 20. Other companies see where you are as a red dot. An EMP now ends every cloak within 1,500 units of it, your own company's too.
  • Jumps and cargo take time. A jump takes 3 seconds and a cargo box 1. Return to Base is still an instant exit, also in a Danger Sector fight.
  • Skylab upgrades from level 6 take longer, up to 6 days at the top. Upgrades already running keep the time they were given. Upgrading Solar switches off every farm and collector until it is done, as it always did, but now that can be days. The upgrade sheet warns you.
  • The Helios Beam needs a Starfire-3 and uses it up. Crafts you already started keep what you paid.
  • Crafting a Master Drone upgrades one of your Slave Drones in place, and its level and experience start again at 0. Nothing lands in your inventory.
  • Terra's sectors are a loop again. The T-1 to T-3 portal of 0.4.3 is gone.
  • The black hole carries a ship that stops. Slow ships have their point of no return farther out: a stock Protos at about 1,630 units instead of about 1,190.
  • Aliens you have not shot at lose interest at 1,200 units. Aliens you did shoot follow you a little farther than before (2,500 units).
  • The Hangar's equip, unequip, delete and revive routes answer 409 outside a safe zone's ring while you fly. Tools and scripts that changed equipment in flight from anywhere now get a refusal.
  • Chrono-Gate scans cost 5,000 credits and 5 Thulium, a tenth of before. The chances are the same.
  • Music starts at volume 15. Settings you saved keep their value.
  • The chat has a Global tab now. What you type goes to the tab in view, and Global reaches every pilot online, so look at which tab is open before you type.

Groups and chat channels

  • A group is up to 5 pilots of any company. Friends who fly for different companies can be one group, even enemies in the PvP sectors. Members see each other's ship, hull and shield, how far away they are and where, and members who are cloaked too. The Group window opens on B (rebind it in Settings › Controls) or from its button in the toolbar.
  • Invite a pilot by selecting them and pressing Invite to group in the target panel, by right-clicking their name in the chat, or with + in the Group window. The pilot gets a card with Accept (Y) and Deny (Escape) and 60 seconds to answer. You can't invite a pilot who is in a group, who has Do Not Disturb on (the bell in the Group window, or Settings › General › Groups) or who has too many invitations waiting. You can send 10 invitations a minute, and 3 of them to other companies.
  • An invitation from another company names the company, is marked Enemy and warns what accepting means, so nobody joins by mistake: its members see your ship, hull, shield and the map you are on, even when you are cloaked, and you can't attack each other. A pilot of another company who leaves your group can't be invited by you again for a minute.
  • The first invitation that is accepted makes its sender the leader. The leader invites, removes members and hands the lead on. Anyone can leave, a group of one ends by itself, and when the leader leaves the member who has been in longest leads. You can be in one group at a time. If your connection drops or you dock, your place is kept for 2 minutes.
  • Members can't hurt each other. You can't lock on to a groupmate with a laser or a guided rocket, your shots and blasts pass through them, and nothing you do to one counts as a kill for anyone. That holds for company mates in one group too. Company mates who are not in the same group are as before: destroying one costs 100 honor. An EMP doesn't break the cloak of its owner's groupmates. When you leave or are removed, a former mate is fair game again at once.
  • A kill's rewards are shared. When a member destroys an alien, its credits, Thulium, experience and honor are split by level among the members who are on the same map, alive, within 4,000 units of the wreck and fired a laser or a rocket in the last 15 seconds. The one who made the kill always has a share and gets what rounding leaves. The cargo crate, the kill in the statistics and the ranking, and the drones' experience stay with the killer. Kills of pilots are not shared.
  • Missions count for the group. A kill also counts for the kill missions of every member on the same map who fired in the last 15 seconds, wherever they are on it. The mission's own rules still decide what counts.
  • The chat has three tabs: Global (every pilot online, in every world), Local (your map) and Group (your group, wherever it is). Each has its colour, a tab counts the lines you have not read, and the line you type goes to the tab in view. You can also start a line with /g, /l or /p. Global allows 3 lines in a burst and then one every 2 seconds.
  • Groups live in the server's memory, so every server update ends them: invite each other again. A new season ends them too.

Rockets: fixed damage, new prices

  • A rocket now has its own damage, a fixed number of points. It is the same whoever fires it: your ship, lasers, amps, boosters, ammo and drones change nothing, and a rocket never crits. A single-target rocket deals its damage to the ship it hits. A blast deals it to every ship inside, the whole number at the centre and 25 to 35% at the edge. The timer is still 5 seconds for all rockets together.

    Rocket Kind Damage Skips the shield Blast radius Price Carry at most
    Lancet guided, one ship 2,000 15% 500 credits 500
    Javelin guided, one ship 4,000 30% 800 credits 200
    Harpoon guided, one ship 6,000 50% 5 Thulium 50
    Rivet straight, one ship 2,500 10% 500 credits 500
    Mallet straight, one ship 5,000 30% 800 credits 200
    Piledriver straight, one ship 7,500 50% 5 Thulium 50
    Ember guided, blast 1,400 170 500 credits 500
    Corona guided, blast 2,800 230 800 credits 200
    Eclipse guided, blast 4,200 300 5 Thulium 50
    Scatter straight, blast 1,750 210 500 credits 500
    Barrage straight, blast 3,500 290 800 credits 200
    Maelstrom straight, blast 5,250 400 5 Thulium 50
  • A straight rocket does 25% more than the guided rocket of its tier for the same price, because you have to aim it. A blast does 70% of the single-target rocket of its tier, to every ship it covers.

  • Nothing caps a hit on a pilot. In 0.4.3 one rocket took at most a quarter of another pilot's hull. Now a rocket hits a pilot like any hit: the shield takes its share (less what the rocket skips) and the rest goes to the hull. By our model two Piledrivers or three Harpoons destroy a fresh Protos, five to seven rockets a Kitefin, and ten to thirteen an Ostirion. The rest of the rules are as in 0.4.3: no rocket hurts a ship in a safe zone, before the Peace Protocol ends, in a sector where pilots may not fight, or in your own company or group, and you need a laser fitted to fire one.

  • Rockets without a lock always fly toward your cursor, at the point under it in the flight view, even with a target selected. Click the slot of a Rivet, Mallet, Piledriver, Scatter, Barrage or Maelstrom to arm it. The slot gets a white frame, the cursor becomes a crosshair, and your next click in space fires the rocket toward that click without moving your ship. Escape, a right click, the same slot again, another slot, a jump, a death, or opening Settings or the Galaxy map lets go of it. If the timer is still running the click only tells you so and the rocket stays armed. The number keys and R fire at once toward the cursor. Guided rockets still lock the target you selected.

  • The Shop, the Hangar, the Transport Cache and the Rockets picker list the rockets one kind at a time (guided single target, straight single target, guided blast, straight blast), cheapest tier first.

  • The five missions you start with now give rockets to try: Basic Training: Combat 50 Lancets, Speed Trial 50 Rivets, Combined Operations 30 Embers, Frontier Defense 30 Scatters and Phantasm Hunter 20 Javelins. Only pilots who finish them from now on get them.

The N.U.K.E., the N.I.K.E. and Dark Matter

  • Two rockets are not in the Shop. Assembly makes them and they follow every rule above. Both fly toward your cursor.

    Rocket Damage Reach Carry at most Assembly
    N.U.K.E. 50,000 at the centre of a 900-unit blast, 12,500 at its edge flies 1,200 units, 4 seconds 10 one: 150,000 credits, 3,000 Thulium, 6 Maelstrom, 4 Power Cores, 10 Reinforced Hull Plates, 40 Ship Fragments, 80 Cataclysite (900 s)
    N.I.K.E. 75,000 to one ship, half of it skipping the shield flies 4,050 units, 4.5 seconds 20 five: 100,000 credits, 1,500 Thulium, 20 Ship Fragments, 4 Reinforced Hull Plates, 40 Cataclysite (300 s)
  • The N.U.K.E. is the biggest blast in the game, more than twice the reach of the Maelstrom. It wipes out every Seeker and Phantasm in its blast. Against pilots it destroys a fresh Protos within about 560 units of the burst (160 with Heavy Shield Cores) and no bigger ship in one blast. It bursts with a white flash, a ring showing its reach, a mushroom cloud and a shake of the camera (a short dim flash and no shake with Reduce Motion).

  • The N.I.K.E. hits the first ship it touches and is spent on it. A fresh Protos, Kitefin or Ostirion is destroyed in one hit (an Ostirion with Light Shield Cores only). It takes about a third of a Paragon's hull and about a seventh of a Wraith's. It flies through your own company and group, ships in a safe zone and ships you may not hurt yet.

  • The N.I.K.E. also feeds the black hole. Fired from within about 4,380 units of the middle of Danger Sector 4, a N.I.K.E. that crosses the event horizon before it touches a ship is swallowed, and the hole gives back Dark Matter for it. If a ship is in the way, it is hit for 75,000 and you get no Dark Matter. Aliens and company pilots keep out of the hole's ring, so only pilots who went in for Dark Matter, or who wait for you at the rim, can be in the way. If you leave the map after firing, the N.I.K.E. flies on, hurts nobody and still makes your Dark Matter.

  • Dark Matter lies in small crates on the rim of the hole's zone, 3,050 to 3,950 units from its centre, about two Dark Matter per N.I.K.E. (one to three, a crate holds up to two). The crates are yours and your clan's for 60 seconds, then anyone's, and they are gone after 240 seconds. A map holds at most 32. They look like violet-black orbs that come out of the hole, show the seconds you still have them to yourself and have a violet mark on the minimap.

  • Assembly presses a Dark Matter Plate from 5 Dark Matter, 1 Velkonite Reinforced Plate, 1 Orvium Reinforced Plate and 250 Thulium (120 s).

  • The Forge's steps to Rupturing and Eternal take 2 Dark Matter Plates each. The steps to Tainted and Godly are as before. A failed step gives half of the materials and half of the Thulium back (of the 2 plates, 1).

    Step Success Credits Materials
    Rupturing 75% 200,000 20 Reinforced Hull Plates, 120 Cataclysite, 2 Dark Matter Plates
    Eternal 60% 500,000 and 2,000 Thulium 8 Power Cores, 240 Quorvium, 2 Dark Matter Plates
  • Two plates are 10 Dark Matter, about 5 N.I.K.E.s. Counting failed steps, a successful step costs about 6 to 7 N.I.K.E.s, and each N.I.K.E. costs 20,000 credits and 300 Thulium in Assembly fees, besides its materials. As a weapon a N.I.K.E. is the worst value in the game and the best single hit.

Twelve new modules

  • Laser amps, shield cells and thrusters are the modules you fit into lasers, shield cores and engines. Each family now has a credit rung, a Thulium rung and an upgrade.

    Family Credits Thulium Upgrade (Assembly)
    Damage amps Arc Amp 60,000: +16 damage, +5% crit Pulse Amp 1,500: +26, +6% Nova Amp: +38 damage, +7% crit
    Crit amps Focus Amp 60,000: +20% crit, +14 crit damage Prism Amp 1,500: +25%, +24 Apex Amp: +25% crit, +44 crit damage
    Shield cells Reinforced Shield Cell 90,000: +4,200 capacity, +350 recharge, +5% absorbance Prime Shield Cell 8,000: +8,500, +700, +7% Sovereign Shield Cell: +12,000, +1,000, +8%
    Thrusters Vector Thruster 80,000: +7 speed, x1.02 Ion Thruster 3,000: +13, x1.08 Plasma Thruster: +18, x1.12
  • The upgrades are made in Assembly from the Thulium piece below them. You can't buy them.

    • Nova Amp: 1 Pulse Amp, 30 Cataclysite, 1 Power Core, 3 Velkonite Reinforced Plates and 1,200 Thulium (60 s).
    • Apex Amp: 1 Prism Amp, 30 Cataclysite, 1 Power Core, 3 Velkonite Reinforced Plates and 1,200 Thulium (60 s).
    • Sovereign Shield Cell: 1 Prime Shield Cell, 20 Cataclysite, 8 Reinforced Hull Plates, 6 Velkonite Reinforced Plates and 2,500 Thulium (90 s).
    • Plasma Thruster: 1 Ion Thruster, 60 Ship Fragments, 3 Power Cores, 6 Velkonite Reinforced Plates and 2,000 Thulium (90 s).
  • An upgrade keeps the Forge tier of the piece it uses up and rolls its buffs again. A Godly Pulse Amp makes a Godly Nova Amp with new buffs. A Standard piece makes a Standard one. The Velkonite Reinforced Plates come from your Skylab Forgery.

  • When you hold copies of the piece in several tiers, the recipe card shows them so you can choose which one is used, and asks first before it uses one above Standard. A piece that is fitted on a ship or holds other modules can't be used, and the card tells you what to take out.

  • The Heavy Shield Core, Engine III, Thruster III and Adaptive Core III still have no price and no recipe.

Abilities that stack

  • An ability slot may now hold several modules of one kind. All the shield cores, engines or Repair Drones in one configuration's ability slots are one ability. The worst-ranked one sets the strength and the cooldown, and every other module adds 50% of that base (two modules make 1.5 times, three make 2 times).

    Ability What a stack changes What it keeps
    Afterburner (engines) lasts 10 seconds plus 5 for each extra engine: two engines 15 s, three 20 s the speed bonus and the cooldown
    Shield Surge (shield cores) puts back 100% plus 50% per extra core of its total the 10 seconds and the cooldown
    Emergency Repair (Repair Drones) heals 100% plus 50% per extra drone of its total the 10 seconds and the cooldown
  • A module takes the slot of another ability, so a ship trades breadth for depth. The hulls have 1 ability slot (Protos, Kitefin), 2 (Ostirion) or 3 (Paragon, Wraith). A Protos or Kitefin can't stack. A better module beside a worse one buys the bonus and never a better base: a Light core beside a Basic one restores 45% of your shield (30% plus half of it), less than the Basic core alone (60%).

  • The Shield Surge puts shield back instead of giving an overshield. Over 10 seconds it restores 30%, 60% or 100% of your maximum shield (Light, Basic, Heavy core), evenly, and never less than the core's own capacity (10,000, 15,000, 25,000). Hits don't stop it, the shield never goes above its maximum, and what it restored stays when it ends. It is still refused inside a safe zone, and now also on a ship with no shield. A Surge pressed on a full shield starts the cooldown and restores nothing.

  • Emergency Repair heals over 10 seconds what it used to heal at once: 20%, 25%, 32% or 40% of your maximum hull. Hits don't interrupt it, and it is still refused at full hull. The cooldowns are as before (120, 105, 90 and 75 seconds).

  • The black hole's radiation doesn't stop a running Surge or repair.

  • New pilots start with a Repair Drone I fitted in the first ability slot of their Protos, so the Emergency Repair button (E) works from the first minute. Pilots who already play get nothing extra.

  • The Surge keeps its bubble, and your shield bar (and a target's) fills while it runs. The Hangar shows a stack as "x2" or "x3" with the real numbers, and Emergency Repair glows, sends out motes and shows "+N" a second while it heals.

Cloaking CPU and EMP Charge

  • A cloak has no timer. It lasts until you press the CPU again, fire a laser or launch a rocket, enter a safe zone, an area blast hits you, an EMP goes off within 1,500 units of you, or you jump, die or log out. The chip at the top says "Cloaked" and the uses you have left, without seconds, and the slot glows "ON". Collecting cargo still doesn't end it.
  • The recharge is one minute, however the cloak ends (it was 20 seconds). It stays with you when you log out, die or jump, and a server restart clears it. If you press too early the slot flashes red. You still can't cloak inside a safe zone or within 10 seconds of a hit or a shot, and one press is still one use.
  • Other pilots see a red dot at your position on their minimap, from anywhere on the map, refreshed twice a second. The dot has no name, ship or company, can't be clicked or targeted and can't be locked. Your own company still sees you as a pale ghost, and so does your group. A new (i) on the minimap explains the dot. Aliens don't see you, as before.
  • An EMP ends cloaks. Every cloaked ship within 1,500 units of the EMP's owner is revealed, pilots of other companies and your own company's too, except the owner's groupmates. A pilot whose cloak breaks is told "Cloak broken: an EMP went off nearby" and starts the minute of recharge. The ring of the EMP is drawn out to its full reach. The EMP is otherwise as before: 3 seconds without locks, every lock on you breaks, a 30 second recharge, 500 Thulium a charge.
  • A pilot who saw you cloak can follow your dot as it moves, since the dot is still a position. We left that as it is.

The black hole: pull, sight and debris

  • The pull moves you. A ship that stops anywhere inside 3,000 units of the middle is carried toward it: 25 units a second at 2,800 units from the middle, 60 at 2,300, 120 at 1,800 and 220 at 1,300. In 0.4.3 a ship could hold still wherever the pull was weaker than its speed. The last 900 units are as before, and the radiation (4,000) and the event horizon (300) are unchanged.

  • Slow ships pass their point of no return farther out. Ships faster than about 272 units a second keep theirs.

    Ship or speed Point of no return in 0.4.3 Now
    slowest possible ship (124) 1,299 1,781
    stock Protos (155) 1,185 1,627
    stock Kitefin (184) 1,100 1,480
    stock Ostirion (208) 1,044 1,362
    stock Paragon (222) 1,014 1,287
    stock Wraith (238) 982 1,171
    Protos with Afterburner III (247) 966 1,105
    runner Protos (265) 936 976
    anything over about 272 unchanged unchanged
  • You can see it from anywhere in Danger Sector 4. A small black hole in a glow on the edge of your screen points to it and shows the distance, and it grows into the real picture as you get close. The stars of the inflow fall at the pull's own speed, and your engine flame and wake follow the current.

  • Debris (real rocks and hull fragments) circles the hole and falls in along spirals, faster and tumbling quicker the closer it gets, glowing orange in the disk's light and torn apart before the horizon.

  • The Star System map marks the hole in the middle of DS-4.

Jumping and cargo take time

  • A jump takes 3 seconds, picking up a cargo box takes 1. Your ship keeps flying. A bar over the hotbar fills, and it turns red with the reason if the server calls it off. Everyone can see a portal charge while a pilot jumps, and a crate being scanned while a pilot collects it.
  • The jump needs a portal within 500 units the whole time, and is cancelled if you leave that range. The pick-up needs the box within 200 units.
  • Outside the Danger Sectors an attack doesn't interrupt a jump. In a Danger Sector (DS-1 to DS-4) you can't start a jump if you were hit in the last 10 seconds, and a hit while you jump cancels it. The black hole's radiation is not an attack.
  • Return to Base is not covered. It is still an instant exit, also from a Danger Sector fight. We left it that way on purpose.

The Hangar in flight

  • Open the Hangar window (the warehouse button in the top-left toolbar) inside the ring of a safe zone (a station or a portal) and you can fit and unfit items in any slot, swap configuration and make another ship of yours active, without returning to base. A ship you switch to keeps the hull and shields it had, so changing ship never repairs. Cooldowns, ammo, rockets, experience and your Slave Drones stay with you.
  • It opens only when the ship is alive and protected by the ring, not cloaked or inside its own EMP window, and quiet for 10 seconds: no hit taken, no shot or rocket fired and no rocket of yours still in the air. Everywhere else the window opens read-only and says why.
  • The server refuses too: equip, unequip, delete, revive and making a ship active answer 409 ("You can only change your ship in a safe zone.") while you fly outside a ring. The configuration swap (C) still works anywhere, every 5 seconds.
  • In the Hangar's inventory every category is now its own on/off switch, so you can hide ammo and Repair Drones while you manage lasers, shields and engines. It remembers your choice. Double-clicking the only category that is on brings all of them back.

Skylab: upgrades that take days

  • Getting a module from level 1 to level 6 takes what it did. From level 6 to 7 it takes 20 minutes, and every step after that about 1.6 times as long as the one before, the same for all eight modules: 20 minutes, 30 minutes, 50 minutes, 1 h 20 min, 2 h 15 min, 3 h 30 min, 5 h 30 min, 9 h and 14 h, then 1 day from level 15 to 16, 1 d 12 h, 2 d 12 h, 4 d and 6 days for the last step, 19 to 20.
  • No module goes above the Core, so the Core sets the pace. Bringing the Core from level 1 to 20 takes about 16 and a half days, and the whole station about 22 and a half. The costs are as before, and there is no way to hurry an upgrade.
  • Upgrades already running keep the time they were given, and a module that was upgrading when the server updated finishes when it would have.
  • Solar is the module to plan around. A module being upgraded is offline, and Solar is the only one that makes power, so a Solar upgrade switches every farm and collector off for its whole length and the production lost is never made up. The upgrade sheet, the module sheet and the preview of Solar's Upgrade button warn you before you click. The build sheet says the station has no power meanwhile.
  • The Skylab wiki page has the station at every level from 1 to 20 as pictures, the cards of all eight modules and the table of times. The wiki can show pictures now.

Assembly: the Helios Beam and the Master Drone

  • The Helios Beam is made from a Starfire-3: 1 Starfire-3, 50 Cataclysite, 2 Power Cores, 18 Orvium Reinforced Plates, 4 Reinforced Hull Plates and 2,000 Thulium (180 s). It was 5,000 Thulium, 20 Orvium plates and 5 hull plates with no Starfire-3 (300 s). The Starfire-3 and the Helios Beam together cost as much Thulium as the Helios Beam alone did, and the Starfire-3 adds its own 25 Ship Fragments, 10 Velkonite Reinforced Plates, 1 Reinforced Hull Plate and 100,000 credits.
  • Like the module upgrades, it keeps the Forge tier of the Starfire-3 and rolls its buffs again. The Assembly tells you when the piece an upgrade needs is missing, fitted on a ship, holding amps or in the Transport Cache, and what to do: take your Starfire-3 off its ship and its amps out before you upgrade it. A Helios Beam you queued before the update is collected as you paid for it.
  • A Slave Drone becomes a Master Drone in place. In Assembly you pick which drone (the one with the least experience is pre-selected). It keeps its number, slot and fittings, nothing goes into your inventory and there is nothing to collect. Its level and experience start again at 0 when the 60 second upgrade finishes: the Assembly warns you and asks you to confirm when the drone has experience. The price is as before, 100 Ship Fragments and 40,000 Thulium. While it is queued the drone's slot is offline. The Master Drone flies as a gold gunship.
  • Master Drones crafted in 0.4.3 stay as they are: loose items that do nothing. The number of drones, their prices and the limit of eight are unchanged.

Terra is a loop again

  • This corrects the 0.4.3 notes, which said Terra's four sectors form a diamond and that T-3 is one gate from Terra's home. The diamond showed two portals in T-1 while Mars and Galactic have one, and we took it back.
  • Every company has the same loop now. The base x-1 has one portal, to x-2. x-2 opens on x-3 and x-4, and x-3 and x-4 are linked. Terra's T-4 still opens on DS-2. T-3 is two gates from home again.
  • The server moves the live gates back when it starts: T-1 to T-3 goes and T-2 to T-3 returns. Your position stays where it was. If you stood next to the old T-1 to T-3 portal, it is gone.
  • The Star System map draws one dot for each portal and one line for each pair of sectors, and tells you which sector a portal leads to when you point at its dot.

Aliens let go

  • An alien you have not shot gives up the chase when you are more than 1,200 units away, or when it has flown 2,000 units from where the chase began. An alien you did shoot (in the last minute) holds on to 2,500 units and flies at most 3,000. Before, the only limit was a gap of 2,000 units, which a ship as fast as the alien never reached.
  • An alien that lets go roams from where it is, ignores you for 8 seconds unless you shoot it again, and near a gate or a safe zone heads away from it instead of waiting there. A pack no longer follows you across the map to the gate.
  • The trade-off: a pilot who shoots an alien and then outruns it is followed about 500 units farther than in 0.4.3. An alien that gives up because you reached a safe zone also ignores you for 8 seconds after you leave it.

Fullscreen on Windows, and a log file

  • Fullscreen is new on Windows. The button at the top right, F11 and Alt+Enter switch the game to a borderless window that covers the whole screen, taskbar included. Alt+Enter waits while you type in the chat. Settings › Controls lists both keys under "Fixed keys", and an action of yours bound to F11 or Alt+Enter is shown in red as sharing a key. On macOS the button works as before, and Linux has no fullscreen yet.
  • It has never been run on a real Windows PC. We wrote it and built it on a Mac. If it misbehaves, press F11 again to leave it. To turn it off completely, start the game with the environment variable SPACECORPS_NO_FULLSCREEN set to 1, or add "fullscreen": false to the file .spacecorps2027\client.json in your user folder.
  • The game keeps a log file, .spacecorps2027\spacecorps2027.log in your user folder (~/.spacecorps2027/spacecorps2027.log on macOS and Linux), so you can send it to us when something misbehaves. It holds warnings, errors, the fullscreen steps and one line with your version and system. The game writes no account data to it, and passwords, tokens and your home folder's name are cut out before a line is written as a second lock (the cutting has known gaps for formats the game doesn't write today). It is 1 MB at most, and the older half is spacecorps2027.log.1.

Keys, chat and alt-tab

  • Shift no longer stops the flight keys. J (jump), A (attack), C, R, Q, W and E work while you hold Shift, unless you bound Shift plus that key to something else (then that binding wins). Ctrl or Alt held still blocks them, and the number keys keep their Shift row.
  • The chat and the ability keys could go dead together. A Shift, Ctrl or Alt the system never told the game you had let go of stayed "held", so Enter wouldn't open the chat, Escape wouldn't leave it and Q, W and E did nothing. The game now checks those keys against the system, lets go of them when you come back to its window, lets Escape always get you out of the chat, and Enter brings the chat in front of a window covering it. We never reproduced the exact cause, so these are fail-safes (see Known issues).
  • Alt-tab no longer leaves the game behind. When the game stopped drawing for a few seconds (alt-tab, minimising, a stall), your ship and the ones around you were drawn 0.7 to 1.1 seconds behind the server and stayed there until you changed map. Now the game catches up within a tenth of a second.

Smaller changes

  • The wiki has a Resources page: every material and currency, where to get each one, what it is for and the best way to farm it, with the figures for Alpha (Beta pays 2 times, Gamma 3 times). It explains which plates the crafts and upgrades need. The wiki also has a Groups page, and its Rockets, Forge, Abilities, Black Hole, Skylab, Hangar, Drones and Extras pages follow the new rules.
  • Chrono-Gate scans (the Energy Materializer's scans for Chrono-Gate parts) cost 5,000 credits (1% chance of a part) or 5 Thulium (10%). They cost 50,000 and 50 before, and the chances are the same.
  • Music starts at volume 15, where it was 40. A volume you saved keeps its value.

Updating

  • From 0.2.1 or later: the game downloads 0.4.4 by itself. Click Restart to Update, or quit the game, and it installs. If you installed the game with Hangar, Hangar updates it.
  • From 0.2.0: download it once from the download page and replace the old app or folder.
  • Update the game. The server updates first, and a 0.4.3 client keeps working, but it is missing or gets wrong a lot of this release:
    • It can't join a group or read the Global chat. What it types goes to Local, unless the line starts with /g, /p or /l.
    • Its cloak chip reads "Cloaked 86400s", and it doesn't draw the red dots of cloaked pilots.
    • The Rockets card in its Shop reads "0.0x your laser volley", the four Epic rockets list first in its picker, and its unguided rockets still fly at your target when one is selected.
    • Its Skylab shows upgrades of a day or more in raw seconds or minutes.
    • It can upgrade a Slave Drone only while the drone has no experience, and it lists an upgraded Master Drone as an inventory item.
    • Its Assembly names no copy for an upgrade, so the server uses your plainest Starfire-3, Pulse Amp and so on, even your only Godly one, without asking.
    • It shows a made-up overshield (for example "+15,000") for 10 seconds when you use a Shield Surge, and old wording in the tooltips of the abilities.
    • It draws the black hole's red line about 450 units too close for slow ships, and Terra's sectors in the old diamond places.
    • It has no jump or pick-up bar and no Hangar window in flight.
    • It shows the twelve new modules with a plain chip icon, and draws the N.U.K.E. and N.I.K.E. without their pictures.

Platforms

Package For
SpaceCorps2027-macos-universal.dmg macOS 12 Monterey or later, Apple silicon and Intel
SpaceCorps2027-windows-x86_64.zip Windows 10 and 11, 64-bit
SpaceCorps2027-linux-x86_64.AppImage Linux x86_64, glibc 2.35 or newer (Ubuntu 22.04, Debian 12, Fedora 36 and later), Vulkan
SpaceCorps2027-linux-x86_64.tar.gz the same Linux build, as a folder to unpack

Graphics need Metal (macOS), DirectX 12 or Vulkan (Windows), or Vulkan (Linux, Mesa 22 or a vendor driver). The game needs 4 GB of RAM (8 GB recommended) and 400 MB of free disk space. On computers with 8 GB, Medium or Low uses noticeably less memory than High.

First launch

The builds are not signed by Apple or Microsoft yet, so on a first install your system asks once before it opens the game. Updates the game installs itself don't ask again.

  • macOS: open the dmg and drag SpaceCorps 2027 onto Applications.
    • macOS 15 and newer: open the app once and click Done. Then go to System Settings › Privacy & Security and click Open Anyway next to "SpaceCorps 2027 was blocked".
    • macOS 12 to 14: right-click (Control-click) the app, choose Open, then Open again.
  • Windows: right-click the zip, choose Extract All, and start spacecorps2027.exe from the SpaceCorps 2027 folder: the whole game is in that one file. If SmartScreen says it "protected your PC", click More info, then Run anyway.
  • Linux: run chmod +x SpaceCorps2027-linux-x86_64.AppImage, then start it. Or unpack the tar.gz and start SpaceCorps2027/spacecorps2027.

Known issues

  • The builds are unsigned, so macOS Gatekeeper and Windows SmartScreen warn on a first install (see above).
  • Windows fullscreen has not been tried on a real Windows PC. It is on by default for every Windows player. We can't say yet whether the taskbar hides and comes back, whether Alt+F4 works in fullscreen, or how it behaves on two monitors. The kill switch (SPACECORPS_NO_FULLSCREEN=1 or "fullscreen": false, above) and the log file are there for that. With the switch on, the fullscreen button still says "Fullscreen isn't available on this platform yet". There is no in-game way to switch it off. Please tell us how it goes, with your log.
  • The stuck-key fix is a set of fail-safes, not a found cause. We could not reproduce the chat and ability keys going dead. Two costs: Escape in a text field lets go of a Shift you are really holding, and coming back to the window lets go of a key you were really holding, so press it again. On Linux nothing asks the system for the real state of Shift, Ctrl and Alt.
  • Rockets can destroy small ships in a few hits, and a N.I.K.E. in one. There is no cap, on purpose. We will watch it in PvP, and a cap is one number in a file.
  • Return to Base is still an instant exit, so a pilot under attack in a Danger Sector can leave that way. The 3 second jump and its rule don't cover it.
  • Groups put enemies together. Members see each other's ship, hull, shield, position and cloak, and can't attack each other, even in a Danger Sector. The invitation warns, and a pilot can invite at most 3 pilots of other companies a minute. The 15 second rule for sharing can be gamed: a high-level member who fires one volley every 15 seconds stays in the split. The level shown for a docked or offline member is the one from when they joined. Tell us if groups are abused.
  • The Global chat has only a rate limit. There is no mute, no block and no filter, and it reaches every pilot in every world.
  • Some things live only in the server's memory, so a server update deletes them: groups, Dark Matter crates and the one-minute cloak recharge. A N.I.K.E. costs 20,000 credits and 300 Thulium in Assembly fees, and the Dark Matter it made is gone if the server restarts within the next 4 minutes.
  • A Solar upgrade switches off the whole Skylab for up to 6 days and the production is not made up. The warning misses a farm that is upgrading now and will produce again before the Solar upgrade ends. Whether Solar should keep making power while it upgrades is open.
  • A Master Drone is only a look. It flies and levels exactly like the Slave Drone it was, so the upgrade costs you the drone's level and experience (up to the +7% laser bonus), 100 Ship Fragments and 40,000 Thulium for a gold hull. We have not decided what else a Master Drone should get.
  • Assembly refusals are in English in every language. A message such as "The chosen item has modules fitted into it" isn't translated. The button is disabled first, with the reason in your language, in most cases.
  • The toast for an empty Thulium rocket is wrong. When you run out of Harpoons, Piledrivers, Eclipses or Maelstroms and press their slot, it tells you to craft more in Assembly. They are bought in the Shop for 5 Thulium.
  • Stacks are strong on big ships. Three Repair Drone IV in a Wraith heal 80% of its hull in 10 seconds. We will tune it if it proves too strong.
  • The black hole can be farmed by two friends, if they are not in one group. Any hit in the 15 seconds before a death in the hole is credited, however small. Only the rule that repeated kills of the same pilot pay less limits it.
  • The Helios Beam is still a long project. Its 18 Orvium Reinforced Plates need 1,440 Orvium, at 6 an hour from a level 1 collector, and its Starfire-3 needs 10 Velkonite Reinforced Plates. The Skylab upgrades now take days too. We have not played it through, so these times are an estimate.
  • In flight, far from a map's centre, the stars can still shift slightly while the camera moves. A fix is planned.
  • On older or integrated graphics, High and Ultra can lower the frame rate. Pick Auto or Medium if flying feels less smooth than before. The same goes for fights with many big aliens on screen.
  • On Low graphics and in small windows the Skylab page opens on the card list. Switch to Station at the top right to see the 3D station. The 21 pictures of the Skylab wiki page take about 46 MB of memory while you read it.
  • The new texts in the ten other languages (groups, the chat channels, the rocket changes, Dark Matter, the new modules, abilities that stack, the cloak, the Hangar in flight, the jump bar, the Skylab warning, the Master Drone and more), and the Hungarian translation, were not yet checked by native speakers. Please report anything that reads wrong.
  • There is one public game server with limited capacity. It may restart for updates, and your ship is saved when it does.

Report problems at https://github.com/SpaceCorps/play/issues or on Discord.

Verify your download

SHA256SUMS lists every package's SHA-256 and is signed with the SpaceCorps release key
(SHA256SUMS.minisig, minisign). With both files next to
the package:

minisign -Vm SHA256SUMS -P RWRhY8TTCr07i1iOS7MT45OHD3LFJJnWXWCF19fy7hjV1RD8cwWlVKF1
shasum -a 256 -c SHA256SUMS --ignore-missing   # Linux: sha256sum -c SHA256SUMS --ignore-missing

Checksums

Package SHA-256
SpaceCorps2027-macos-universal.dmg af6889bc64e0a0f6803007431bd8f111541773da0a95ff6b87aaeb6b3ab409c5
SpaceCorps2027-windows-x86_64.zip 09452f81137657028e078da23620ff866c985126fae9c7a132608375d05816f5
SpaceCorps2027-linux-x86_64.AppImage e4b7cf9a132a998e621249faf416477d165798767c2ae481aab663e869745e76
SpaceCorps2027-linux-x86_64.tar.gz eae001b840175fbf268eaed3764fb3109462b76642d6dc3e43819712ce62a6f5