SpaceCorps 2027 0.4.6
SpaceCorps 2027 0.4.6 adds the Ironclad, a crafted tank with the most hull of any ship, and reworks the shields: the best set is 80 percent, the number can pass 100, and rockets and the strong laser ammo penetrate. The Master Drone gets its second slot, aliens fly at whoever hits them, the target panel is a window, Wipe Points from alien kills need half the kills, and the camera zooms out farther and can stay where you put it. Shields, Wipe Points and ranges change, so the "If you already play" list below is worth reading.
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
- The Ironclad: a crafted Epic tank with 600,000 hull, 14 generator slots and 6 lasers, for 10,500 Thulium and parts in Assembly. Its base speed is the lowest of the roster.
- Shields reworked: cores of 45, 48 and 50 percent, cells of 2 to 10 points, the best set exactly 80. The number may pass 100; rockets and the x3 and x4 ammo penetrate. Small ships are less tanky.
- The Master Drone has two slots, the ones you already upgraded too.
- Aliens fly at whoever hits them, blasts of area rockets included: no more free hits on a Gorvane from just outside its range.
- A ship shoots as far as the average of its lasers, not its longest: mixed fits reach less.
- The target panel is a window (key V).
- Wipe Points from alien kills need half the kills. Clan donations are capped at 1,000,000 credits per pilot in 24 hours.
- The camera zooms out 50 percent farther and can stay where you put it.
- Repair drones fly, with quiet sounds. The Mission Control label is a bubble above the station you click.
- Windows: the picture keeps moving while you drag the window, and Copy, Ctrl+C, Ctrl+X and Ctrl+V work (new, and not yet tried by us on every Windows setup). Copy and paste now reach the system clipboard on macOS and Linux too.
- Also: a quieter engine hum, the login music at your volume, no salvage from company pilots, no black hole bubble on the screen, a pilot sheet of one width, soft clicks on toolbar buttons, and password resets for administrators.
If you already play: what changes for you
- Your shields give less out of the box. Light 45 percent (it was 70), Basic 48 (80), Heavy 50 (85); cells add 2 to 10 points; the best set is 80, not 100. A stock Protos takes 14,545 damage before it is destroyed instead of 26,667; the Wraith is as it was. Forge buffs and Season Store levels stay (a level is now +0.1 point).
- Your range may be shorter. A ship shoots as far as the average of its lasers (a Protos with a Quantum Laser 1 and 2: 650, not 700). Equal lasers are as before. The level 6 to 8 quest fits now reach 750 to 775 against a Gorvane's 800.
- Your next Wipe Points claim may pay more. What you claimed counts at the new size once, so you are paid up to the new rate for the kills you have. Nobody loses points.
- A Master Drone you upgraded has a second slot, empty, and keeps what it carried.
- Clan donations stop at 1,000,000 credits in any 24 hours, over all clans.
- Company pilots drop no salvage. Ship Fragments and Reinforced Hull Plates come from aliens and mission rewards.
- The target panel is the Target window, open at the top centre until you move or close it. V shows or hides it; a key you bound to V shows a conflict in Settings.
- The black hole's bubble on the screen is gone. The minimap and the warnings still show it.
- Engine hums are half as loud, and toolbar buttons click softly (Settings › Button Sounds).
The Ironclad
- What it is: an Epic tank made in Assembly, between the Paragon (Rare) and the Wraith (Mythical) in rarity and recipe. It has more hull than either: 600,000 (the Wraith 324,000, the Paragon 128,000), and more generator slots: 14, 7 core, 4 support and 3 auxiliary (the Wraith 12, the Paragon 8). It has 6 lasers (the Paragon 8, the Wraith 12), 3 extra slots and 3 ability slots. It is a tank, not a better ship.
- The price: 10,500 Thulium, 200 Ship Fragments, 35 Reinforced Hull Plates, 10 Power Cores and 1 Ancient Control Unit, 15 minutes of crafting. Ancient Control Units come from Crystalys and mission rewards.
- Speed: its base speed is 140, the lowest of the roster (Protos 150, Wraith 225). With the usual fits it is slower than the Wraith: a stock Ironclad flies at about 147 against the Wraith's 238, a typical build at about 269 against 345, and with a Basic Shield Core in all 14 slots it flies at 92, the slowest ship a pilot can build (its point of no return at the black hole is then about 2,040 units, and the black hole's card says 1,200 to 2,000). The Wraith stays faster in every ordinary build. A build fitted only for speed, with Adaptive Cores and Plasma Thrusters, can match or edge past a Wraith with the same fit, by a few percent (up to about 8 percent in the fits we measured), and Forge buffs on the speed stats move it further ahead (with every speed stat at the top of the Eternal tier, by up to about 17 percent in the fits we measured).
- In a fight: a Wraith destroys an Ironclad faster than the other way round, and an Ironclad destroys a Paragon.
- Looks: a new ship model in teal, cream and orange with twin engines and glowing strips. A 0.4.5 client draws it as a Protos.
Shields reworked
- The cores alone: Light 45 percent, Basic 48, Heavy 50 (they were 70, 80 and 85). The cells add points: Basic +2, Advanced +4, Reinforced +6, Elite +7, Prime +8, Sovereign +10. The best set, a Heavy core with three Sovereign cells, is exactly 80 percent, and nothing out of the box is more. A Light core with its cell is at most 55, a Basic core with two cells at most 68.
- It may pass 100. Absorbance is the share of a hit your shields take; the rest goes to the hull. Now it is not cut at 100: a hit's penetration is taken off it (between 0 and 100 percent), so what you have above 100 is a margin. The Hangar, the Ship window and the pilot sheet show the same number, with the Season Store buff counted.
- Penetration: rockets take points off the absorbance: Lancet 10, Javelin 25, Harpoon 35, Rivet 5, Mallet 25, Piledriver 35, N.I.K.E. 35 (they were shares of it, 10 to 50). The Ultra Core (x3 ammo) takes 5 and the Experimental Fusion Core (x4 ammo) 10. Blasts, aliens, company pilots and the x1 and x2 ammo take none.
- Ways to 100 and beyond: the Season Store's Shield Absorbance Boost is now +0.1 point a level (it was 0.1 percent of the stat), up to +10 at 100 levels, still 25 Wipe Points a level. The levels you bought stay and are worth the same or more. Forge buffs multiply the stat as before: an Eternal piece rolled at the top adds up to 12 points to the best set. Today's sources of Wipe Points (855 in total at their caps, carried across wipes) buy 34 levels, +3.4 points, which with a fully forged Eternal set is about 95 percent; the top of the Boost is a goal for several wipes, and more sources of Wipe Points are planned.
- Small ships are less tanky. Damage taken before the hull is gone, with no repair: a stock Protos 14,545 (it was 26,667), a Protos with the best cells 40,000 (it was 370,950), a Kitefin with mid shields 54,545 (135,712), an Ostirion with mid shields 109,091 (183,094), a Paragon with the best build 640,000 (695,109). The Wraith is unchanged. A stock Protos lasts 18 seconds against a Bulwark where it lasted 33. Rockets hurt more too: a Harpoon puts 90 percent of its damage on the hull of a stock Protos where 65 percent went before.
- Forged and enchanted shields keep their multipliers: a Heavy core forged to x1.12 is now 0.5 x 1.12 = 56 percent.
The Master Drone's second slot
- A Master Drone has two slots, each taking a laser or a shield, as its item card always said. Both lasers add their damage, count in the volley, use ammo and get the drone's level bonus. The Drones view draws a box for each slot; a drop goes to the box under the pointer, and a click fills the boxes in order.
- Every Master Drone you already upgraded has the second slot, empty, and its first slot keeps what it carried. Nothing is moved and nothing is charged.
- A shield in a drone slot adds no capacity, as before, in either slot. It still takes a place in the order your shields are counted in, so keep shields in the ship's own slots.
- A Slave Drone still has one slot; upgrading stays 40,000 Thulium and 100 Ship Fragments.
Aliens fly at whoever hits them
- Area rockets provoke aliens. The edge of a blast from an Ember, Corona, Eclipse, Scatter, Barrage, Maelstrom or N.U.K.E. now turns every alien it hurts on the pilot who fired it, as a laser hit does; before, only the alien the rocket burst beside did. An alien out of the blast stays where it was. Damage, the kill claim and the rewards are as before. As for lasers, a pilot inside its 3 seconds of EMP provokes nobody.
- An alien you are hitting comes for you. For 10 seconds after your last hit (each hit starts the 10 seconds again) it flies at you at its own speed whenever you are beyond its weapon range (Seeker 600, Phantasm and Bulwark 700, Gorvane 800, Crystalys 900), and fires once you are in range. It no longer stands still, and it no longer lets go at 2,500 units while you keep hitting it. So there is no spot from where a Starfire-3 (850) or a Helios Beam (900) hits a Gorvane for free.
- Several pilots: the alien still goes for the last pilot to hit it, with one exception: it does not turn from the pilot it is flying at to another who hits it from beyond its range and is no nearer, so a group just outside its range cannot keep it running from one to the next without ever answering.
- Company pilots answer rockets too: a squad pilot hit by an enemy player's rocket, direct or blast, now fights back as it does for a laser.
- A bystander's blast can pull an alien off the pilot tanking it, as a bystander's laser always could. The kill claim stays with the first pilot.
Shooting range is the average of the lasers
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A ship's range is the average of the ranges of its lasers (the lasers on the flown configuration and in the drone slots), one number for all of them, rounded to the nearest. Before, it was the longest laser's, so one Helios Beam among cheap lasers set the whole volley's reach. Ships whose lasers are all alike are unchanged. The Hangar tile reads "Avg. range" where they differ, and its tip lists each laser's own.
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Examples (Quantum Laser 1 reaches 600, Quantum Laser 2 700, Quantum Laser 3 800, Starfire-3 850, Helios Beam 900):
Ship Fit Before Now Protos 2 Quantum Laser 2 700 700 Protos Quantum Laser 1 + Quantum Laser 2 700 650 Kitefin Quantum Laser 3 + 2 Quantum Laser 1 800 667 Ostirion 3 Starfire-3 850 850 Ostirion Starfire-3 + 2 Quantum Laser 2 (the level 6 quest's fit) 850 750 Ostirion Helios Beam + 2 Quantum Laser 1 900 700 Paragon 3 Starfire-3 + 3 Quantum Laser 2 (the level 8 quest's fit) 850 775 Wraith 12 Helios Beam 900 900 -
The quests that kite a Gorvane: the level 6, 7 and 8 fits (Starfire-3 beside Quantum Laser 2) reach 750, 750 and 775, still past a Bulwark's 700 but 50, 50 and 25 short of a Gorvane's 800. A fit of Starfire-3 only still reaches 850. The quests' times for the Gorvane were not changed.
-
A long laser among short ones counts for less: a Helios Beam in place of a Quantum Laser 1 adds 100 units to a 3-laser ship and 25 to a 12-laser one. A Forge range buff moves the ship's range by only its laser's share. A fit that averages under 700 is out-reached by company pilots (700), and a Phantasm or Bulwark (aggro radius 700) starts its chase before such a ship can fire.
The Target window
- The panel that showed your target (name, distance, hull and shield, the attack and clear buttons) is now a window: drag it anywhere, close it with its light, open it with the first button of the top-left toolbar or with V (change the key in Settings › Controls, "Target Window"). The game remembers where you put it and whether it is open.
- It is open at the top centre, in the toolbars' row, on every account, and says "No target. Click a ship or an alien." while nothing is selected. Once you close it, it stays closed until you open it.
- Closing it hides only the readout: the target stays selected and the attack key (A), Esc and the hotbar work as before.
Wipe Points from alien kills: half the kills
- A Wipe Points milestone takes 100 kills of a Seeker, Phantasm or Bulwark (it was 200) and 50 of a Gorvane or Crystalys (it was 100). The points per milestone (1, 2, 3, 4 and 5 WP) and the 50 milestones per alien are unchanged, so the most an alien ever pays (50, 100, 150, 200 and 250 WP, 750 in all) is the same: you reach it with half the kills (5,000 of the first three, 2,500 of the last two). The Season page and the help card show the new sizes.
- Your earlier claims are adjusted once, at the first start of the 0.4.6 server: what you were paid counts as milestones at the new size, so your next claim pays what the new rate gives for the kills you already have, up to the same maximum. A pilot with 1,000 Seekers who had claimed 5 times can claim 5 more. Nobody is paid at the update, nobody loses points and nobody is paid twice.
- Update the game. A 0.4.5 client keeps counting in the old size: its Season page shows milestones of 200 and 100 kills, its Claim button can offer a different amount than the server pays, and a pilot who has been paid everything can still see a button that pays nothing.
Clan donations are capped
- A pilot can send at most 1,000,000 credits into clans in any 24 hours, summed over every clan. The window slides: a donation counts for 24 hours from its second. Leaving a clan, joining another or a season wipe do not give a new allowance.
- The donate sheet shows what you can still send, a bar, the cap, and when the next credits come back. Max fills in the most you may send now. A donation over the allowance is refused whole, with the amount you still may send.
- The numbers are a file on the server (
ClanBank.json) and may change.
Company pilots leave no salvage
- A destroyed company pilot (the friendly squad ships of the home sectors) no longer leaves a salvage box, whoever or whatever destroys it. Aliens leave their loot as before, and so do the mission rewards. This takes a source away from Ship Fragments and Reinforced Hull Plates: they still come from aliens and from mission rewards, and the Shop does not sell them.
The camera
- Zoom out another 50 percent: the mouse wheel (and the middle-button drag) now goes out to 1,500 units from the ship (it was 1,000), which shows about 4,400 by 2,650 units of space, and the Camera Zoom slider in Settings goes up to 338 percent (it was 225). The default is still 150 percent. The server already sends the whole map to every pilot, so nothing pops in at the edge.
- Camera stays where I put it (Settings › General, under Camera Zoom; off by default): normally your turn and your zoom ease back to the resting view two seconds after you let go. With the switch on, the view keeps the angle and distance you gave it. Reset view next to the switch puts it back once, and so does switching it off. The Camera Zoom slider still moves the camera to its distance.
- A 0.4.5 client stops at 225 percent and may write 225 back over a saved 338 when it saves your settings.
Repair drones
- While Emergency Repair runs, one to three small drones fly out of your ship, circle the hull and aim soft green beams at its plates, and dock again when the ten seconds end. A Shield Surge gets up to two blue drones inside its bubble. Every pilot on the map sees them. Graphics: High draws up to three drones, Medium one, Low only the beams and a glow; Reduce Motion parks them.
- Quiet sounds go with it: a blip as the drones leave, one as they dock (the Shield Surge's a fourth higher) and a faint tone under the beams, all far under the repair's own sound. They follow the Sound Effects volume and mute. Nobody has heard them on a real speaker yet; tell us if they are too loud or too quiet.
Mission Control is a bubble above the station
- The Mission Control label is no longer a button that slid to the corner of the screen: it is a bubble in the world above the station with its tail pointing down at it. Click it to open Mission Control without flying the ship. It keeps its size at every zoom and fades out near the edges of the screen; the "Safe zone active" chip slides out of its way, and a window you drag over it covers it.
- With the station's roof off the screen there is no bubble. Zoomed all the way in, the station's name tag shows instead and opens Mission Control when you click it; at the start of a flight far from the station, with the station off the screen, nothing shows. The Mission Control button in the toolbar still works in the safe zone.
The black hole's bubble is gone
- The small black hole in a glow at the edge of the flight view, with "Black hole, N units", is removed. The hole itself is drawn in the world as before, the warnings (the gauge, the red vignette, the point-of-no-return line, the sounds) and the marks on the minimap and the maps stay. In the default camera the hole is on the screen only within about 3,000 units, so from farther off nothing in the flight view shows where it is, unless you turn the camera down to look across the plane: look at the minimap.
Sounds
- The engine hum is 6 dB quieter: half the amplitude, for the own ship, other players, aliens and company pilots, at idle, cruise and full speed alike. Nothing else changed: lasers, hits, explosions, the interface and the music are as before. If it is still too loud, say so.
- The music starts at your volume on the login screen too. The engine's volume buses used to start at full and reach your level a moment after the first sound; they start at your level now, and the screens before sign-in play the volume the last pilot on this computer had (15 percent on a new one). An account that saved a music volume of 40 before 0.4.4 still plays 40 after it signs in.
- Toolbar buttons click softly. The buttons of both toolbars, the lights that close a window, the buttons in window headers, the hotbar's picker chips, the chat's tabs and the fold rows now make the kit's soft click, and a tick as the pointer settles on a button. The tick never played for any button before, because of a counter it relied on that stood still; it plays now, on the kit's own buttons too. Settings › Button Sounds switches them off.
The pilot sheet keeps one width
- The sheet that opens when you click a pilot (Rankings, the Hall of Fame, the clan roster) grew wider with every item and module the pilot carried. It is now one width (at most 720 points) whatever the pilot carries: the name and a line of totals stay on top, and the equipment scrolls under them in groups (Lasers, Generators, Ability slots, Extras, Drones), one tile per item, with the modules it carries as a "+n" badge. Stat tiles shrink their text before cutting it, on every page.
Windows: dragging the window and copy and paste
- The picture keeps moving while you drag or resize the window by its title bar. Windows stops the game's frames while it moves a window; the game now asks for frames from a second thread during the move. We have not been able to run this on a real Windows PC. The log (
spacecorps2027.log) has a line per drag with its frames per second, and a line ending "the picture did not update" means it did not work on your PC. If it misbehaves, start the game withSPACECORPS_NO_MOVE_FIXset to1(or add"move_fix": falsetoclient.json) to turn it off. The system menu (right-click on the title bar, Alt+Space) still freezes the picture while it is open. - Copy, Ctrl+C, Ctrl+X and Ctrl+V work. The game never used the system clipboard: the Copy button next to your invite code said "Copied" for text only the game could read, and Ctrl+V pasted only what the game itself had copied. Now the Copy buttons (invite code, invite message, About's build line) and Ctrl+C, Ctrl+X and Ctrl+V in text fields use the system clipboard on Windows, macOS and Linux (Cmd on a Mac). The invite code is a selectable field. If the system refuses, a message says so. The Windows part has never been through a real Windows PC and Linux only through stand-in tools; on Linux the game needs
wl-copy,xcliporxselinstalled. Ctrl+C, Ctrl+X and Ctrl+V are no longer keys you can bind to a game action.
Administrators
- Administrators can reset a pilot's forgotten password (typed, or generated and shown once; the server keeps only the scrambled form), set exact values (credits, Thulium, Wipe Points, honor, experience, level) and edit a pilot's inventory, on the Admin page. Every change an administrator makes to an account is recorded (who, which pilot, what, the values before and after, when; never a password) and kept for a year. Records of the older admin buttons are kept too.
Smaller changes
- Invite Friends: the scrambled network address a redemption stores is erased from our database 30 days after the redemption (before, it was kept for good). Unused space inside the database file can still hold a stale copy until it is reused. The rest of the record stays.
- The Season Store card for the Shield Absorbance Boost says "points", not a percentage. The Boosters window shows the buff in points.
- Texts and help: the Master Drone's description says it has 2 slots; the wiki's Rockets page says a blast turns every alien it hurts; the help cards for Range, Shield absorbance, Clan donations and the Black hole are updated.
- The wiki: pages for the Ironclad, the new range rule, the new shields (Shields, Combat, Rockets, Lasers, Forge, Wipe Timeline) and the clan donation cap; the hull bars of the ship articles are drawn against 700,000 now.
- Credits page: the clan line names the donation cap.
Updating
- From 0.2.1 or later: the game downloads 0.4.6 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 0.4.5 client keeps working, but it shows some things the old way:
- Wipe Points: milestones of 200 and 100 kills on its Season page, and a Claim button that can offer a different amount than the server pays (or one that pays nothing).
- Shooting range: the number it shows is the new average, but its Hangar tile has no list of the lasers and its help card still says "longest laser".
- The target panel is the old one at the top of the screen; there is no Target window or V key.
- Shields: it shows the new absorbance, but it labels a rocket's penetration "Skips the shield 35%" and its Ship window cuts the number at 100 percent.
- Master Drone: it cannot fit or show an item in the second slot (the item still counts for the ship, and shows again after the update).
- Ironclad: it draws the ship as a Protos and has no picture of it in the Hangar and Assembly.
- Clan donations: it has no allowance line, and shows the refusal in English as the server sends it.
- Camera: it stops at 225 percent and has no hold setting.
- It has none of the Mission Control bubble, the repair drones, the quiet hum, the click sounds, the fixed sheet width, the clipboard and the Windows window fix.
- A 0.4.6 client on a 0.4.5 server (a private server, or while the update is on its way) still plays: the clan donate sheet shows no allowance, the Master Drone shows one box, the Hangar's range tile has no list of lasers, and the Season page counts in the new size while the server pays by the old one, so a Claim can pay nothing. Update the server first.
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 at the least and 8 GB is recommended: measured on a Mac before this release, the game's footprint in flight peaked near 3 GB at Low and near 4 GB at High, and the Ironclad's model adds about 22 MB at Low and 56 MB at High. It needs 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.exefrom theSpaceCorps 2027folder: 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 startSpaceCorps2027/spacecorps2027.
Known issues
- The builds are unsigned, so macOS Gatekeeper and Windows SmartScreen warn on a first install (see above).
- The two new Windows fixes are untested by us on a real Windows PC. Dragging the window with the picture moving, and Copy, Ctrl+C, Ctrl+X and Ctrl+V, were built from the Windows documentation and the game's sources and cross-compiled on a Mac. They may not work on every setup (a very fast mouse is the hard case for the window drag; another program holding the clipboard for the clipboard). Please tell us how they go, with your
.spacecorps2027\spacecorps2027.log.SPACECORPS_NO_MOVE_FIX=1turns the window fix off. Alt+Space › Move in fullscreen is not tried either. On Linux the clipboard needswl-copy,xcliporxsel. - The average range changes the balance. Mixed fits reach less than they did, which the quest fits against the Gorvane and some pilots' fits feel; a fit that averages under 700 now loses the range contest with company pilots and with the Phantasm's and Bulwark's aggro radius. Fit lasers of one kind to keep the reach, and tell us what feels wrong.
- The shields are tougher to build up and weaker to start with. Small ships are less tanky and the early game is harder; the numbers are in one file of the server and may be tuned. Rockets and the strong ammo hurt more.
- A faster ship can still shoot an alien for free. An alien now chases a pilot who hits it from beyond its range, but one that cannot catch you cannot fire either: a Protos against a Seeker, a Kitefin against a Seeker or Phantasm, and an Ostirion, Paragon or Wraith against a Gorvane can still hit it without being hit back. A second pilot who taps an alien from inside its range every few seconds can hold it while a partner hits it from outside, for 10 seconds after each tap. We are watching both.
- A 0.4.5 client on the new server shows the milestones, the range and the target panel the old way until it updates (see Updating).
- Nobody has heard the new sounds on a real speaker yet: the repair drones' blips and tone, the toolbar's hover tick and click, and the quieter hum were set by measurement, not by ear. Tell us if they are too loud or too quiet. The login-screen music at 15 percent on a new computer is the default; we could not reproduce a louder one.
- The Mission Control bubble is absent when the station's roof is off the screen (zoomed all the way in, or a flight that begins far from the station): use the toolbar button in the safe zone or the station's name tag.
- Without the black hole's bubble, from farther than about 3,000 units nothing in the flight view shows where it is. Use the minimap.
- Italian has not been read by a native speaker, and neither have the new texts of this release in the other ten languages (the donate sheet, the Target window, the shields and range texts). Some words may be wrong. Please report anything that reads wrong.
- The death screen waits for you. There is no timer and no automatic respawn: a pilot who walks away stays destroyed. Closing the game on it gives "Your active ship is destroyed. Please revive it in the hangar first." at the next launch (revive it in the Hangar, free of charge).
- Dying on purpose is a free ride. Flying into the black hole to die gets you to your base, the nearest portal or the spot you died on, limited only by the 3 and 5 minute locks. We left it as it is and will watch it.
- Hide Global hides everything on that tab, the server's own lines too. Hiding and ignoring are on your side only: the server still sends everything and the pilot you ignore still hears you. Reports are only as good as the pilot's line, and nobody is punished automatically.
- Pilots on a shared network share the 3 invite codes a day per address. A household or a school may need to try again tomorrow or from another network.
- Windows fullscreen has had very little testing on real Windows PCs. It is on by default for every Windows player. The kill switch (start the game with
SPACECORPS_NO_FULLSCREENset to1, or add"fullscreen": falseto.spacecorps2027\client.json) and the log file are there for that. 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. 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.
- Rockets can destroy small ships in a few hits, and a N.I.K.E. in one; with the new shields a bit sooner. There is no cap, on purpose. Return to Base is still an instant exit, also from a Danger Sector fight.
- Groups put enemies together and live only in the server's memory, so a server update ends them. The same goes for Dark Matter crates and the one-minute cloak recharge. The Global chat has a rate limit and the tools above, but no filter.
- A Solar upgrade switches off the whole Skylab for up to 6 days, and the production is not made up. The Helios Beam is still a long project, and its times are an estimate.
- In flight, far from a map's centre, the stars can still shift slightly while the camera moves. On older or integrated graphics, High and Ultra can lower the frame rate: pick Auto or Medium if flying feels less smooth.
- 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-missingChecksums
| Package | SHA-256 |
|---|---|
SpaceCorps2027-macos-universal.dmg |
50b327380e10ee4d2032eaefa404a5a8737d407891f0d5aa923a6135060a97d7 |
SpaceCorps2027-windows-x86_64.zip |
cda9a0b93d880815ba5bcafa3842988961cff606cc8288d84c3dc882858fd440 |
SpaceCorps2027-linux-x86_64.AppImage |
673b24aaa78163a4d944196027224169c003eab3f247727cbd543111958b5869 |
SpaceCorps2027-linux-x86_64.tar.gz |
68e75b82e4d50677d3fe1d93792e5c697c66e756e77a411362518060177a7744 |