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SpaceCorps 2027 0.5.2

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@rorychatt rorychatt released this 08 Nov 17:21
· 4 commits to main since this release

SpaceCorps 2027 0.5.2 rebalances the ships: every base ship has new hull, speed and laser numbers, the thirteen designs follow their ships, every ship has an auxiliary slot, the Helios Beam hits softer, and three design abilities are stronger (Venom, Heal Pod, Blink). The Wraith gets a tenth hull plate slot with a technology of its own. The Clan Gates become Clan Dungeons, and their boss room opens when 75 % of the aliens are destroyed. It adds keys and screens that are easier to learn (Esc closes windows, a shorter sidebar), a skippable tour for new pilots, Auction lots for each world, and the first build of flying from other servers, which stays switched off until it is opened.

The numbers below are the ones in the game files; the ship and item numbers were ordered by the owner on 2026-11-06 and 2026-11-07.

The game plays on the public server https://spacecorps-game.sliplane.app. Your pilot, ships, Credits, Thulium, items, clan and world carry over to this version. The update moves no Credits, Thulium or items; it scales the saved hull of the ships whose hull grew (below), so a full ship stays full.

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

What's new

Highlights

  • Storm: hull 180,000 (150,000), speed 260 (250), 14 lasers (13).
  • Ironclad: speed 110 (92), 8 lasers (6).
  • Wraith: hull 256,000 (324,000), speed 210 (220), 13 lasers (12), 10 hull plate slots (9).
  • Paragon: speed 230 (210), 9 lasers (8).
  • Ostirion: hull 64,000 (48,000), speed 220 (200). Nomad: hull 111,000 (96,000), speed 210 (200). Protos: speed 180 (160). Kitefin: speed 190 (175).
  • Every ship has an auxiliary slot: the Protos, the Kitefin and the Ostirion get one (they had none).
  • The designs follow their ships: a design is its ship plus its own changes, so every Storm design has the Storm's new hull, speed and laser slot, and so on (the table below).
  • Helios Beam: 150 damage (185), crit chance 20 % (25 %).
  • Venom 125,000 (100,000). Heal Pod twice as strong: 20,000 + 2 % of the healed ship's hull a second (10,000 + 1 %). The BRATAN gets the Heal Pod like the MENATI. TITANIC's Blink is not capped any more: 2,500 like the NOTSUM's.
  • The Clan Gates are now Clan Dungeons (the words need the new game; the server's messages change at once). The toolbar button and window, the Dungeons tab, the clan portal, the call card with Join, the notices, the Help cards, the wiki page and the aliens' names ("Dungeon Goombah") all say dungeon in the 13 languages. Nothing else changes in this item: the same maze, fog, pay, limits (95 / 130 / 165 minutes) and rules.
  • The Warlord's room opens when 75 % of the aliens are destroyed. Before, the Crystalys and their Twins (about 45 aliens) had to die and the rest of the maze could be left alone. Now the party destroys three quarters of the aliens the dungeon was made with, rounded up: 177 of the 235 aliens of a party of 5 (the wiki's table of the aliens gives the count for a party of 5). The aliens that count are the ones in the packs of the maze, the packs that stand in the corridors from the first second among them, whoever destroys them. The waves of the loot zones, the Goombahs the Warlord calls and the Warlord itself do not count. The objective line reads "Destroy 75 % of the aliens to unlock the boss room (N left)", and the chip, the minimap and the wiki say the same. Once the room is open it stays open.
  • Auction lots for each world: Alpha, Beta and Gamma each get their own hourly lots, and you bid on the lots of your own world. The Market stays shared (below).
  • Keys and screens (needs the new game): Esc closes windows; Enter and Ctrl/Cmd+Enter answer dialogs and the dialogs show their keys; a sidebar of five pages and a More row; a Next-step card on the Dashboard; a ? Windows guide on the flight toolbar; big windows cascade.
  • A skippable tour for new pilots (needs the new game): 11 steps in the station, 17 in your first flight, skippable with one confirmation and replayable from Settings > General.
  • Flying from other servers, built and switched off: the game can list regional servers (Singapore, US East) and let you fly from one. None is registered at release, so nothing changes for you yet.
  • ARM64 downloads, ready and switched off: the release job and the updater know Linux ARM64 and Windows on Arm packages; this release ships the four packages of 0.5.1.

If you already play: what changes for you

  • The numbers are the server's. Ship hulls, speeds, slots, the Helios Beam and the abilities reach every game at once, with the server. A 0.5.1 game shows them (it reads the server's numbers) but its help cards and design descriptions keep the old words until you update the game.
  • Your ships keep their share of hull. A one-time data step (hulls-v3) multiplies the saved hull of every Storm, Ostirion and Nomad and of the NOTSUM, BRATAN and RECON by the growth of its hull, so a full ship is still full and a damaged one keeps its share. The Wraith and its five designs lose hull: a saved hull above the new maximum is cut to it when the ship launches (no step needed).
  • Nobody is refunded or compensated. Items, plates, Credits and Thulium are untouched.
  • A 0.5.1 game keeps working with the 0.5.2 server. The old game still says "gate" in its own windows until you update, shows the server's new dungeon messages in English only, and counts the room's "left" as the kills still needed, so its objective line is right for the new rule except for the word "guards".
  • A Dungeon that is open when the server updates ends with the restart, as for any restart; its price goes back to the clan bank.
  • Your board is your world's. The Lots page shows the lots of the world you fly in when you open it. If you choose another world after a wipe, you see that world's lots.
  • A lot you lead stays with you. In the rare case that your world changes while you lead a lot (a world is chosen at Setup and again for the next season, and the wipe voids the open lots and refunds the leading bids), the lot stays on your list with a small world capsule, you are refunded at once if you are outbid, and you get the goods when it ends. The "In bids" capsule counts the lots you lead in every world, and your results show the lots you won in any world.
  • Lots that are open when the server updates were made by 0.5.1 and belong to no world: every world sees them and bids on them until they end (4 hours at most, up to 10 minutes more with the soft close). The worlds' own lots begin with the next UTC hour; an hour that 0.5.1 already made lots for is left as it is.
  • The Market is as it was. Listings and buy orders reach pilots of all three worlds, and the Market's prices are not split.
  • Smaller lots in a thin world. In a world with few active pilots the lots are small (down to a tenth of the table); in a busy one they are full size. In the model's run with 17 pilots who look at the Auction, split 10 / 4 / 3 across the worlds, the goods on offer in total hardly change (151.6 M against 152.7 M a day). How many pilots look at the Auction in each world today is not measured.
  • A 0.5.1 game keeps working. It shows the board the server sends (its own world's), has no world line, and shows the refusal for another world's lot in English.
  • ARM64: nothing changes for you while the switch is off. There is no ARM64 download unless the owner switches it on for the release. A Windows x64 game that runs under emulation on a Windows on Arm PC reports itself as x86_64 and keeps updating from the x64 zip.
  • At release nothing changes for you. No regional server exists yet, so the start card and the Launch sheet look as in 0.5.1 and you launch from Helsinki as ever. The only difference is in the background: while the start card is on screen, the 0.5.2 game asks Helsinki for the server list every 5 seconds (a small request, answered "not changed" when the list is the same) and measures its ping to each listed server every 20 seconds. With Helsinki alone in the list it shows nothing.
  • A 0.5.1 game never asks for the list, flies from Helsinki exactly as before, and does not see regional servers even once they are public. Update to 0.5.2 to use them. A 0.5.2 game on a server with no list (an older server) is played as before and does not ask again.
  • While the regional servers are staff only (the soak of 3 to 5 days the plan calls for), only admin accounts see and launch them, marked "Staff only". For every other pilot the list stays hidden.
  • Once the regional servers are public (a later step the owner takes; not part of this release): your first launch is still from Helsinki. Pick another row in the Launch sheet to fly from it; the game remembers the pick for that pilot on that PC until you pick another. Your ship, items, Credits, Thulium, clan and rank are the same pilot's, wherever you fly.
  • Plan for the station. If you want the Shop, Assembly, Skylab, Auction, clan actions or a mission claim, dock first. See "What does not count" above for achievements, the Clan Dungeons and Davidski's pay on a regional server.
  • This part moves nothing. The server list and the flights add no data step and touch no pilot row; no Credits, Thulium or items move because of them, and no pilot changes anything until they pick another server. (The release's own data step hulls-v3, which scales the saved hull of some ships, is separate and not part of this lane.)
  • Update the game to see any of this. The server alone changes nothing you can see here, except that a new account's kit holds a Damage Amp I. The update moves no Credits, Thulium or items.
  • A 0.5.1 game keeps working with the 0.5.2 server. It has none of the keys, screens or the tour. When it saves its settings it merges them into the stored ones, so it keeps the new settings keys it does not know (tutorial, sidebarMore, keyBindingsMigrated).
  • Esc in flight. If you keep Quests, Log or Pilot docked and press Esc to drop a target: a panel that was open when the flight began stays. A panel you opened by hand in this flight closes on that Esc, and the target is cleared by the next one.
  • Dialogs that spend need two Enters, or Ctrl/Cmd+Enter. Dialogs that delete answer Enter with Cancel. Launch and Return to Base confirm on one Enter. Nothing answers in the first 0.4 s after a dialog appears.
  • Key bindings. You can no longer bind Esc or Ctrl+Enter. If one of your bindings used either, it goes back to its default once, with one notice.
  • Sidebar. From level 2 you see every page as before (the open choice is yours to change with the More row). A level 1 pilot sees five pages and More, and one click on More is remembered. A replay of the tour folds the sidebar again until it ends, unless you saved a choice.
  • The tour. You get it only if you are still in Setup or at level 1 with under 1,000 experience. Any other pilot gets nothing and can start it from Settings > General. A replay costs and gives nothing.
  • Changed words. Look for the new names: Engage is Launch, Star System is Galaxy Map, Galaxy Chat is Chat, Stay and Keep it are Cancel, Connect Neural Link is Join this world, Enlist in {tag} is Join {tag}. Window ids, saved window layouts and key bindings are untouched.
  • Windows under 1280 points wide keep the 0.5.1 toolbar (no dividers, no Windows guide).
  • Nothing is taken away. No page is locked, no window is removed, no Credits, Thulium or item moves.

The ships

Ship Hull Base speed Laser slots Other
Protos 8,000 180 (160) 2 auxiliary slots 1 (0)
Kitefin 24,000 190 (175) 3 auxiliary slots 1 (0)
Ostirion 64,000 (48,000) 220 (200) 3 auxiliary slots 1 (0)
Nomad 111,000 (96,000) 210 (200) 6
Paragon 128,000 230 (210) 9 (8)
Storm 180,000 (150,000) 260 (250) 14 (13)
Ironclad 600,000 110 (92) 8 (6)
Wraith 256,000 (324,000) 210 (220) 13 (12) hull plate slots 10 (9)

The designs (hull / base speed / laser slots; the owner's own changes in the right column)

Design After Before The change
Paragon THUNDER 96,000 / 270 / 10 96,000 / 250 / 9 follows the Paragon (+20 speed, +1 laser slot)
Paragon BUCKY 160,000 / 210 / 8 160,000 / 190 / 7 follows the Paragon
Paragon LICH 128,000 / 230 / 9 128,000 / 210 / 8 follows the Paragon
Storm NOTSUM 162,000 / 310 / 14 120,000 / 270 / 13 hull -10 % (-20 %), +50 base speed (+20)
Storm BRATAN 180,000 / 210 / 16 150,000 / 200 / 15 shields -25 % (-50 %), gets the Heal Pod
Storm RECON 144,000 / 260 / 13 120,000 / 250 / 11 -1 laser slot (-2)
Ironclad DUMA 720,000 / 90 / 5 720,000 / 72 / 3 follows the Ironclad (+18 speed, +2 laser slots)
Ironclad TITANIC 600,000 / 110 / 10 600,000 / 92 / 8 follows the Ironclad; Blink uncapped (2,500)
Wraith RAPTOR 256,000 / 210 / 14 324,000 / 220 / 13 Venom 125,000 (100,000)
Wraith BILLY 268,800 / 210 / 13 340,200 / 230 / 12 the +10 base speed is removed
Wraith MENATI 307,200 / 230 / 13 388,800 / 240 / 12 Heal Pod twice as strong
Wraith ATARAXIS 256,000 / 210 / 12 324,000 / 220 / 11 +1 support slot (5 support slots, 13 generator slots)
Wraith MATT 256,000 / 210 / 15 291,600 / 220 / 14 the -10 % hull is removed (0 %)

Items and abilities

  • Helios Beam: damage 150 (185) and the laser's own crit chance 20 % (25 %). Crit Amp III and IV keep their +25 points. A plain volley of x1 ammo averages about 148.5 (187.3), so the Expedition's magazines, which are made from the Helios volley, follow.
  • Venom (RAPTOR): 125,000 hull damage over 30 seconds (100,000), the same cooldown. A Venom ticks 600 times of 0.05 s.
  • Heal Pod (MENATI, and now BRATAN): 20,000 + 2 % of the maximum hull of each ship it heals, every second for 5 seconds (10,000 + 1 %), radius 600, cooldown 120 s. It heals the caster, the group and the company mates, as before. In its five seconds it restores 88 % of a bare Paragon's hull.
  • Blink (NOTSUM, TITANIC): the TITANIC's Blink has no cap on its speed any more: 2,500 for 1 second, the NOTSUM's. Nine of the thirteen designs have an ability (eight).
  • Laser ammo costs a tenth of the Cataclysite and Quorvium (owner, 2026-11-07: these are rare resources, players take hours to farm that much, and 1,000 rounds are less than a minute of shooting). A batch of 1,000 now asks: Ultra Core (x3) 120 Cataclysite and 90 Quorvium (1,200 and 900), 687 Thulium (568), 320 Credits (360); Experimental Fusion Core (x4) 140 and 105 (1,400 and 1,050), 1,315 Thulium (1,176), 9,058 Credits (9,138); Dark Matter Ammo I 120 and 90 (1,200 and 900), 987 Thulium (868), 4,873 Credits (4,913). The plates, the Dark Matter, the craft times and the 1,000 per batch are unchanged. What a unit is worth does not move: the freed worth is paid in Thulium at 200 Credits each, so the Market's prices, the Auction's reserve and Davidski's offers are the same as before.
  • The Auto-Rocket CPU fires at asteroids too (owner, 2026-11-07: "auto rocket cpu should work on asteroids too"). Until 0.5.1 an order of your lasers on an asteroid was no fight for it; now it is. The rules are the ones it follows at a ship: it is ON only when you pressed it, it fires your armed rocket whenever the Fire Rocket key would work (the shared timer, a rocket left, the rock within the rocket's reach), a rocket fired by hand always works, and with no key, click or mouse move for 3 minutes it waits (a parked ship spends at most 60 rockets). A guided rocket is named for the rock and an unguided one flies at its centre. It spends rockets on stone as it does on a ship, so switch it OFF while you only mine. The Help card and the wiki say so in 13 languages.
  • The Tesseract's Facets fly twice as far from it (owner, 2026-11-07: "facets should fly 2x the distance away from tesseract as they do now"). They roam a disc of 3,600 units round the Tesseract (1,800), a new leg every 3 seconds as before. Spread over four times the area, fewer of the hundred are in range of any group: for sixteen Level 8 Paragons spread round the Tesseract 42 of the hundred (85), for the same sixteen in one place 9 (18). The Tesseract fight needs about a third fewer pilots: on x4 ammo the smallest group that wins, spread round it, is 7, 11 and 15 in Alpha, Beta and Gamma (10, 15, 20) and 3, 5 and 6 all in one place (5, 7, 9). Sixteen Level 8 Paragons still destroy it in about a minute with at most six ships lost. The Tesseract's home moved about 1,500 units toward the middle of Danger Sector 4 (from 27,000 / 5,000 to 25,900 / 6,100) so that the Facets' whole roaming disc lies on the map; it is the nearest place on the sector where the home keeps its distances from the gates, the Dormant Swamp and the black hole and the roaming disc stays on the map. The Facets still never reach a gate ring (at least 4,376 short of the nearest) or the black hole's steering circle, and a Facet's leg is never laid off the map.

Slots and research

  • Auxiliary slots: every ship has one or more now. They count as half a generator slot, as before.
  • The Ataraxis' support slot: 5 support slots (4), 13 generator slots (12). The slot that was the first auxiliary one is a support slot now and counts for 75 % instead of 50 %.
  • The Wraith's tenth hull plate slot: a new technology, Wraith Hull Plate Slot X: 1 hour of research and 10 Dark Matter, behind the ninth slot. There are 37 hull plate slot technologies and 159 technologies in all (158).
  • The Dormant Knowledge gate does not move: the new slot does not count as knowledge, so the five shares stay 30 / 59 / 88 / 117 / 146 of 146 technologies. Schematics can finish it (143 of the 159 technologies are 24 hours or less).

What follows from the numbers (nobody ordered these)

  • Conversion prices. The Dark Matter Plates a design asks follow the design's power as the model counts it: NOTSUM 25 (15), BRATAN 20 (15), ATARAXIS 35 (30), MATT 25 (20); the other nine designs ask what they asked. Thulium, fragments, plates, cores and time are the same.
  • The Ostirion is faster than the Nomad (220 against 210), and both have the Dual-Core Fusion drive on the wiki's ship page (a base speed over 200).
  • The Paragon rates as a Class III Starfighter in the client (9 lasers).
  • Davidski's TITANIC has 10 lasers (8 before) and the TITANIC's new base speed, so his volley is 4,324 a second in Alpha (4,104) and his speed 98 (89); his hull, shield and pay are what they were.
  • The Company Pilots' Ostirion has 64,000 hull and flies at 222 (48,000 and 202). Their squads hunt the Phantasm in Gamma now; they hunted it in Alpha and Beta only.
  • The swarm leaders follow the ships they are copies of (the swarm model prices them again from their toughness): the Pirate Boss (an Ironclad) flies at 110 (92) with a volley of 260 (195), its shield and pay unchanged; the Pirate Scout (a Kitefin) flies at 190 (175) with 26,364 shield (24,308) that recharges 1,756 a second (1,619). The Dormant Force (a Wraith) has 256,000 hull (324,000), speed 210 (220), a volley of 3,120 (2,880) and pays 185,000 credits, 485 Thulium, 29,200 experience and 127 honor (200,000, 535, 32,100, 139). The Dormant Pulse (a Paragon) flies at 230 (210), has a volley of 4,320 (3,840) and pays 105,000, 275, 16,600 and 72 (95,000, 255, 15,200, 66).
  • The Gate's Pirate is a copy of the Pirate Boss and flies at 110 (92): a pack of Pirates reaches the party sooner, every other Gate number is the same.
  • The Expedition's magazines hold 1,600 / 4,500 / 17,000 / 28,000 / 42,000 rounds from level 1 to 5 (1,300 / 3,600 / 14,000 / 23,000 / 35,000): the Helios volley is 150 and not 185, so a magazine lasts as many kills as before.
  • The quests' rewards do not move. The rate card the Challenge line is priced from keeps the old pay of the two Dormant leaders.

The Auction: lots for each world

  • Every world has its own hourly Auction lots (server; the new game names the world). Alpha, Beta and Gamma each get a board of their own: three lots at every UTC hour, each open 4 hours, so 12 are open at once on a board. The Market (the pilots' listings, the buy orders, Davidski's stock) is still shared by all three worlds.
  • Other goods in each world at the same hour. A world's board shows the day table's hour shifted by a fixed number of hours: Alpha 0 (the table exactly as 0.5.1 ran it), Beta 4 hours ahead, Gamma 11 hours ahead. At 08:00 UTC Alpha has Ember I, Advanced Plasma and an EMP Charge, Beta has Advanced Plasma, Ultra Core and Scatter II, and Gamma has Ember II, Advanced Plasma and an EMP Charge. In no hour do two worlds show the same three goods (a server test checks the file), and each world's day holds the table's 72 lots once.
  • A board is sized by its own world's pilots. The rule is as before: pilots of level 5 or more who looked at the Auction in the last 3 days, 30 of them make a lot the table's full size, fewer make it smaller, down to a tenth. Now only the pilots who fly in that world count: 30 active pilots in Beta give Beta full-size lots whatever Alpha does, and a world with 3 pilots gets the smallest lots.
  • You bid on your own world's lots only. The Lots page lists the lots of the world you fly in. A bid, or a new maximum, on a lot of another world is refused: "That lot is in another world. Only the lots of your own world take your bid."
  • Nothing else about the lots is retuned. Auction.json differs from 0.5.1 only by the list of worlds: the goods and sizes of the day table, the reserve (20 % of the Shop value), the least raise (5 %, at least 100 credits), the soft close, bidding in credits, three lots an hour and the 4-hour length are as in 0.5.1.

Flying from other servers (built, switched off)

  • Choose where to fly: a server list (needs the new game). The game can list Helsinki (the server it plays on today) with Singapore and US East. A row shows the name and region (Europe, Asia, North America), a ping the game measures itself, the pilots in flight there and a status (Open, Updating, Down, Full, Maintenance, Staff only; "Update the game" when the server speaks a newer version of the flight protocol than the game, "Being updated" when it speaks an older one). The ping is a TCP connection to the server's port 443, three tries, the smallest, read again every 20 seconds while the list is shown: green under 80 ms, amber from 80 up to 150, red above 150. The list is on the start card under the server line and in the Launch sheet, where you pick the row to launch from. The pick is remembered for each pilot on that PC. A pilot who never picked, and one whose picked server is full, down or of another version, launches from Helsinki. A launch that is refused gives a message and leaves you at the station.
  • Off at release: you see nothing new. When 0.5.2 goes live no regional server is registered, so the list holds Helsinki alone. The game then draws no list and offers no choice: the start card and the Launch sheet look as in 0.5.1 and every flight is flown from Helsinki. Singapore and US East appear only after the owner has set them up (see the administrators' part), and they stay "Staff only", listed and launchable by admin accounts alone, until he makes them public in a separate step. That step is not part of the release.
  • The same pilot on every server. Helsinki keeps the pilot: account, ships, items, Credits, Thulium, clan, rank and the station. When you launch on Singapore or US East, Helsinki lends that server a copy of your flight data for the flight, under one exclusive lease (one flight per pilot, on one server at a time). The regional server reports to Helsinki every 30 seconds and at the dock; Helsinki applies each report once, so a repeated or late report is never counted twice. What the flight earns (Credits, Thulium, experience, honor, kills, loot, the ammunition used, hull and position) is applied to the same pilot in Helsinki, and level and ranking points are worked out there from the merged figures. If a regional host and its disk are lost, at most the last 30 seconds of one flight's rewards are lost; a host that restarts with its disk sends what the disk holds when it is back.
  • A flight, start to finish. "Connecting to Singapore…", then the flight with a "Flying from Singapore" badge at the top right. Return to Base shows "Syncing your flight to the station…" (the game gives the respawn and the last settings save up to 3 seconds, then the server waits up to 5 seconds for Helsinki to confirm), then the station with the rewards. If Helsinki has not confirmed, the sheet reads "Waiting for the station to receive your flight…" for up to 30 seconds; after that you are at the station and told "Your flight's rewards are on their way to the station.", and the station shows them when Helsinki has them. A flight that ends without a dock (the server was told to send flights home, you launched elsewhere, or the server lost its link to Helsinki and ended the flight) ends with "Your flight from Singapore has ended. You are back at the station."; a server that refuses your connection says "Singapore did not accept your connection. You are back at the station."
  • The station stays in Helsinki. A regional server only flies. Shop, Assembly, Skylab, Auction, clan actions, bonus codes, Hangar edits, mission claims, accounts and payments are refused there (the server answers "Available at the Station: dock to use it.", in English): dock (the dock waits up to 5 seconds for Helsinki to confirm), use the station, launch again. A regional server does take respawn, swapping the ship configuration, your settings, accepting, tracking and cancelling missions, and the reads a flight needs (Hangar, inventory, abilities, research, profiles, the map, the online list). While your ship is away Helsinki refuses your station actions too ("Your ship is on a flight from another server. Dock first."). How each in-flight window shows the station-only refusal was not checked one by one.
  • What does not count while you fly on a regional server. These are switched off there, in code: achievements, the Logbook, the clan line, the Wardens and the Clan Dungeons, containers and special items, the news feed, the Auction, Invite Friends and the login calendar. Davidski's kills pay nothing there (the kill feed tells the pilots he has paid out for the day). Rank, crown and ranking points are Helsinki's: a regional server has no ladder, and Helsinki's ladders move after it has applied the flight.
  • Each server is its own sky. Its pilots, aliens, swarms, excavators, bosses, chat, groups and PvP are its own and are not shared; you meet only the pilots flying there, and there is no chat or group across servers. Each regional server has its own Alpha, Beta and Gamma, and your world choice travels with you. The season day, the Peace Protocol and the wipe countdown are Helsinki's and reach the regional server with every beat (every 5 seconds).
  • One flight at a time, and the newest launch wins. Launching on another server, or at Helsinki, while a flight is away brings the first flight home first: its final report is applied before the new flight is granted (3.0 seconds in the proof, at most about 8). The older game is told its flight has ended.
  • Season wipe. No new flight is granted from five minutes before the wipe (the list reads Maintenance and the row's tip says a season wipe is about to start; no countdown is drawn). Flights go on until about 30 seconds before the wipe, when every flight on a regional server is sent home with its rewards. A regional server takes flights again after it has rebuilt its worlds for the new season and told Helsinki (in the proof about 10 seconds after the countdown ended).
  • Your sign-in stays in Helsinki. The game gives a regional server only a launch ticket that is valid for one minute and works once, never your token or password. The regional server makes its own token, which Helsinki does not accept, and Helsinki's token is useless there. The game sends a ticket only to an https address that ends in .sliplane.app or .spacecorps.xyz and that the list from Helsinki named.
  • The aim, and what is measured. The aim is a shorter round trip in flight for pilots far from Helsinki; the station stays in Helsinki, so its menus are as far away as before. Measured from a PC in the Helsinki area (a home line) to the real Sliplane boxes: 182 ms to Singapore and 96 ms to US East (a WebSocket echo). Not measured: the round trip from a pilot's home to Singapore or US East, so no figure is promised. Each regional server takes 60 flights at a time.
  • Texts. The list, the sheets, the badge, the messages for a flight that ended and the refusals of a launch and of Helsinki's "Dock first" line are in all 13 languages. The refusal of a station action on a regional server arrives as the server's English sentence.

Keys, screens and the tour

  • Esc closes windows (needs the new game). The keys are the owner's own words: "enter to confirm, ctrl/command+enter for dialogue confirmations, ESC should close windows". Until 0.5.1 only the Galaxy Map and Settings closed with Esc. Now one press does one thing, the nearest layer first: a text field lets go; then an open popup or pinned (i) card; then a dialog or the Settings / Galaxy Map window; then the Chat window, on a second Esc, if Enter opened it; then the front tool window (Assembly, Hangar, Clan, Auction, Mission Control, Ranking, Who is online, Excavator); then a panel you opened by hand in this flight (Pilot, Ship, Boosters, Active Quests, Log, Group, Minimap, the Clan dungeon window; the owner's default, the first design left these open); then a waiting group invitation is denied; last, at the station the chat dock folds, and in flight an armed rocket is let go of, else the target is cleared. Esc never closes a panel that was open when the flight began, nor the Target window. With nothing to close Esc does nothing (there is no pause menu). The press that closes a dialog no longer also clears your target.
  • Enter and Ctrl/Cmd+Enter answer dialogs (needs the new game). Ctrl+Enter (Cmd+Enter on a Mac) confirms the main button of any dialog at once. Plain Enter depends on the dialog. Safe ones (Launch, Return to Base, Join this world, the join-error OK) confirm. Info sheets close. Dialogs that spend (Skylab build and upgrade, Assembly upgrade, Forge, Auction buy, sell, bid and orders, Company change, cache transfers, leaving a dungeon) take two Enters: the first selects the main button, the second confirms. Dialogs that delete, abandon or sign out (delete an item or ship, abort or abandon a mission, cancel a listing or order, reset key bindings, delete account, Sign out) and the Shop's sheet for more than 10 non-consumables answer Enter with Cancel, so Enter alone does not destroy (the one exception is Delete account: Enter in its password field still confirms once a password is typed, as before). Forms (clan, report, profile, Steam link, game server, Builds and the like) keep Enter in a field as it was, and Ctrl+Enter submits the whole sheet from inside a field. A disabled main button (Delete account before the password is typed) is never confirmed by either key. Any dialog with a button that is not made of the game's own button kit takes no chord (see the known limits).
  • Safeguards on the keys (needs the new game). Nothing answers a dialog in the first 0.4 s after it appears (keys only; the mouse works at once), and Esc waits too for dialogs that spend or delete. A held Enter never confirms (repeats are dropped). Alt+Enter is still full screen and Shift+Enter confirms nothing. On Linux, where the game cannot read the real Ctrl state, a Ctrl+Enter on a spend, delete or Shop dialog counts only if Ctrl went down in the last 3 seconds. While a dialog, Settings or the Galaxy Map is open the flight keys (hotbar, abilities, jump, rockets) and the window hotkeys (M, L, V, B, H, Enter to chat) do nothing; G stays the Galaxy Map's own key. A flight key pressed in the very frame a dialog opens can still get through.
  • Key hints on the screen (needs the new game). A dialog 320 points wide or more shows key caps on its buttons (not when its contents come out wider than the dialog): Esc on Cancel, Enter or Ctrl+Enter (Cmd+Enter on a Mac) on the main one, and under a spend dialog with the standard button row "Enter selects, Enter again confirms" (a dialog with a hand-made button row, such as the two Skylab dialogs, shows the caps but not that line). The red light of a window that Esc closes says "Close (Esc)". The Dashboard's Flight controls card has two new rows, Esc "Close the front window" and Ctrl+Enter "Confirm a dialog"; "Clear target" stays. A button that has the keyboard (Tab) now shows a 2-point accent ring, on every page.
  • Esc and Ctrl+Enter are reserved keys (needs the new game). They can no longer be bound to an action: Settings > Controls refuses them with a line ("closes windows", "confirms dialogues"), and an action that holds one is shown in red. A saved binding that held either goes back to its action's default once, with one notice. No default binding uses either. Enter stays bindable but does nothing under a dialog.
  • A shorter sidebar (needs the new game). The sidebar lists the five pages a new pilot uses (Dashboard, Hangar, Shop, Skylab, Wiki) and one More pages (14) row that opens the other pages in place under the four group headings of 0.5.1 (Assembly, Season & Profile, Company, Galaxy Gates, Thulium, Auction, Containers, Clan, Rankings, Stats, Achievements, Invite Friends, Recipe Book, Builds; the number counts the pages listed for you). Settings and Sign out stay at the foot. The fold is shut at level 1 and while the tour is running, open from level 2 (owner, 2026-11-06). Clicking More saves your choice (sidebarMore), and a saved choice beats the default either way. A "!" on a hidden page, and the Galaxy Gates event mark, show on the More row, whose tooltip lists them. A link into a hidden page opens the fold for that visit. No page is locked by level or by the tour.
  • The Dashboard says what to do next (needs the new game). A Next step card, the first card of the page (under the wipe countdown in the last 72 hours before a wipe), has one line and at most one button, from the first of four rules that holds: never flown (level 1, no experience): "Press Launch to fly your first sortie."; Skylab not started: "Build Solar in the Skylab: the first Station mission pays it back." with Open Skylab; a daily reward or season prize waiting: "Today's reward is ready to collect." with Open calendar; below level 5 with no mission accepted or waiting for its claim: "Pick up a mission at Mission Control: fly out and open it near the station." If none holds, no card is drawn. The Skylab and reward rules do not look at the level, so a veteran can see the card too; the mission rule stops at level 5; none is drawn while the tour runs. Facts shown twice are gone: the pilot card lost its Credits, Thulium, Honor and Current sector tiles (the header has them), and the header's Launch is hidden on the Dashboard (the active ship's card has the page's Launch). The Flight controls card is now the first card of the right column; it was the last, under the fold at 1280 x 720.
  • Flight toolbar with dividers and a Windows guide (needs the new game). On a game window 1280 points wide or more the toolbar has a divider between the jobs (Target | Pilot, Ship, Boosters | Quests, Mission Control, Ranking | Chat, Group, Clan, and the Clan dungeon button inside a dungeon | Minimap, Galaxy Map | Assembly, Hangar, Auction | Game Log) and a ? as its last button. The order of the buttons is unchanged. The ? opens the Windows guide, a card that names every button on the bar in the bar's order, with its key and one line ("Mission Control: Pick up missions near a station."); Esc, the ? again or a click elsewhere closes it. A narrower window keeps the 0.5.1 strip: one divider after Ranking and no ?.
  • Big windows cascade (needs the new game). Mission Control, Ranking, Assembly, Hangar, Clan, Auction and Who is online open centred. One that opens while others of these seven are open now starts 36 points down and to the right for each of them, three steps at most, so each shows its title bar. A window you have moved keeps its place; one opened alone is where it always was.
  • One vocabulary (needs the new game; English words only so far, see the administrator notes). Window ids and settings keys do not change. Galaxy Map's title was "Star System" and Chat's "Galaxy Chat"; the toolbar says Ship (was Ship Info), Pilot (was Pilot Info), Active Quests (L) (was Quests) and Game Log (was Log). The Launch dialog is "Launch" with the button "Launch" (was Launch Sequence / Engage); the sign-out dialog is "Sign out?" with the button "Sign out" (was Confirm Logout / Confirm). One cancel word: "Stay" (Return to Base, leaving a dungeon) and "Keep it" (Auction, clan operations) now read Cancel, and the Cancel button of the Skylab, Assembly, Forge, Galaxy Gates and special-item dialogs is the plain secondary button. Two dialogs now read [Cancel listing] [Cancel] (Auction) and [Cancel treaty] [Cancel] (Clan treaties); the second is the way out. Skylab, Thulium, Galaxy Gates and Chrono-Gate keep their names.
  • Setup says what the buttons do (needs the new game). "Connect Neural Link" is Join this world, "Enlist in {tag}" is Join {tag}, Beta's "Normal PvPvE" is PvE and PvP, and Alpha's "Only x-4 and DS-x" is Border sectors only. The faction page has one new line under its subtitle: "It sets your home sector and the officers who give you missions. You can change it later, for 5,000 Thulium and half your Honor." It claims no bonus on purpose. Setup is not part of the tour.
  • An interactive tour for new pilots (needs the new game). The owner asked for it on 2026-11-06 after the Steam reviews: on the first start, take the pilot through the menu, then into the game, then explain the in-game UI, skippable with consent, in 13 languages. It has 28 steps: an 11-step Station tour on the menu side (its last step is the prompt to enter the game), then a 17-step Flight tour in your home sector (the card counts "Step n of 11" and "Step n of 16": the Emergency Repair step floats outside the count). A step completes when you do the thing (a purchase, an equip, a build), not when you press Next; a step marked as a look ends with Next, or by opening the (i) card it points at. A card 320 points wide (full width at the bottom of a window under 900 points) says what to do in one or two sentences, and the widget it points at gets a ring (the Station part also dims the rest of the screen; the Flight part draws the ring only). It never blocks: every click still reaches the game. The design adds up 8 to 11 minutes for the Station part and 6 to 8 for the flight from the steps' nominal seconds; nobody has timed a new player.
  • Who gets the tour, and how to leave it. An account with no tutorial setting that is still in Setup (or has no company), or is at level 1 with under 1,000 experience. Never an administrator account, never a scripted run. An existing pilot with a company and a level above 1 or 1,000 experience or more gets nothing and has nothing written. The tour starts 0.8 s after the first menu screen that follows Setup. Every card has Skip the tour, which opens a dialog: "The game will stop explaining the menus and the controls. You can replay the tour at any time in Settings, General." I understand, skip the tour leaves it; Continue the tour (also Esc) goes on. One step can be left with Skip this step, offered after 25 seconds without progress (140 on the Shop step, 180 on the Skylab build step, 120 on the rocket step; at once on the target step when no Seeker is in sight). Esc never skips. Ctrl/Cmd+Enter presses the card's main button when no dialog is on top.
  • Replay the tutorial (Settings > General). The button starts both parts from the first step. Every step also has a Next button, a step with a look text shows that text, steps already true pass at once, every card says "Replay: nothing is bought for you.", and nothing is granted. While a replay runs the sidebar folds again for a pilot who never saved a choice, and unfolds when it ends. The progress is the pilot's own setting settingsJson.tutorial (running, done, skipped; pending is read but this game never writes it), so it follows the pilot to another computer and survives every wipe.
  • What the tour costs and gives. It grants no Credits, Thulium or ship. Of the 10,000 Credits and 100 Thulium a new account starts with, following the cards spends 2,500 Credits at the Shop (5 Lancet I), 500 Credits and 50 Thulium on Solar (the Credit Farm is free) and 1,500 Credits on the Core upgrade to level 2 (a cancel returns all of it). A step you cannot afford (under 500 Credits at the Shop; short of Credits or Thulium in the Skylab) becomes a look. The Station mission it has you accept and claim pays what it always pays (Light the Station: 1,500 Credits, 100 Thulium and 300 XP, against the 500 Credits and 50 Thulium of Solar). The one gift is below.
  • A loose Damage Amp I in the starter kit (server). A new account gets one when it first enlists, in the inventory and not fitted; it cannot be sold or listed on the Auction (origin Starter). It is for the "Fit a modification" step. A pilot who enlisted before 0.5.2 has none and sees that step as a look. A replay grants nothing. The wiki's Getting Started page says so.
  • Quiet and paused. While the tour runs, the new-mission toast, the daily-reward toast, the Skylab row's pulse and the Dashboard's Next-step card stay silent (the "!" badges stay). The card hides under the death screen, while the connection to the server is down in flight, and under the Sign out dialog, and comes back when the cause ends. It is drawn above dialogs, so a dialog's button can be pointed at.

ARM64 builds (switched off)

  • ARM64 builds: ready in the release job and the updater, switched off. The release job and the in-game updater now know Linux ARM64 and Windows on Arm packages, but the job builds them only when it is switched on, and it is off by default (there is no arm file on the release PC today). While it is off, the downloads are the four of 0.5.1 and no player sees a change.

Texts and the wiki

  • The help cards, the Assembly's design descriptions and the wiki pages of the eight ships, the thirteen designs, Hull Plating, Inventory, Research and the abilities carry the new numbers, in all 13 languages.

Needs the new game, and what does not

  • Needs the new game: the new words of the help cards and the design descriptions, the design card's line for the Ataraxis' extra support slot, the client's own counts of the research tree (159 technologies, 10 Wraith slots). How a 0.5.1 game lays out the tenth slot was not tried.
  • Server only, live with the server: every number above.
  • The world line. One short line under the Hourly Lots title ("Lots of Beta. Every world has its own lots; the Market is shared.") with a hover text that says the rule. It is shown only to a pilot who has a world.
  • The world capsule on a card whose lot is of another world than the board's (a lot you lead after a change of world), with its hover text.
  • The translated refusal for a bid on another world's lot, and the board refreshing after it, in 13 languages. A 0.5.1 game shows the refusal in English.
  • The wiki's Auction article has a new bullet about the worlds' own lots (English and 12 translations); the wiki ships in the game's files.
  • ARM64 packages: an ARM64 game can only be built from 0.5.2 on, because the updater of a 0.5.1 game knows only the four packages of 0.5.1. Nothing of this is visible while the switch is off.
  • Needs the new game: the server list on the start card and in the Launch sheet, the pick, a launch on another server, the waiting sheets ("Connecting to ...", "Waiting for your ship to come back from the other server...", "Syncing your flight to the station...", "Waiting for the station to receive your flight..."), the "Flying from ..." badge, the messages for a flight that ended and the translated refusal messages, in 13 languages.
  • A 0.5.1 game never asks for the list and cannot launch on a regional server. If an account has a flight on a regional server (started from a 0.5.2 game), a 0.5.1 game's station actions for that account are answered 409 FLYING_ELSEWHERE by Helsinki, with the English sentence "Your ship is flying on another server. Dock first."; how a 0.5.1 game shows that was not tried.
  • The Esc ladder, Esc on tool windows and on panels opened by hand, the chat's second Esc, and the target clear moved to the last rung.
  • Enter and Ctrl/Cmd+Enter on dialogs, the dialog classes, the 0.4 s wait, the key caps and the "Enter selects, Enter again confirms" line, the "Close (Esc)" tooltip, the focus ring on Tab-focused buttons, the Dashboard's two new Flight controls rows.
  • Reserved keys (Esc, Ctrl+Enter), the refusal line in Settings > Controls and the one-time return of such a binding to its default.
  • The sidebar's five pages and the More row, the Dashboard's Next-step card and its removed tiles and Launch, the toolbar dividers and the Windows guide, the window cascade.
  • The changed English words (window titles, toolbar tips, Launch and Sign out dialogs, Cancel), the Setup strings and the faction line.
  • The whole tour (both parts, the card, the consent dialog, quiet mode, replay) and the Replay row in Settings > General.
  • A 0.5.1 game shows none of it. The tour's texts exist in all 13 languages; every other new or changed text of this part, and the three texts of the Replay row, are English only so far (see the administrator notes).
  • The boards and who sees what: the scheduler makes three lots an hour for each world, each lot carries its world, a board is sized by its world's pilots, and a bid on another world's lot is refused. A 0.5.1 game gets its own world's board on the same route (the new fields are additive and a 0.5.1 game ignores them).
  • Escrow, the refund of an outbid pilot and the settlement are not tied to a world, so a pilot who changed world while leading a lot still gets his win or his refund.
  • The admin lots list takes a world filter and every lot in the answer says its world.
  • ARM64 is entirely in the release job, the build scripts and the updater code. The server is not touched by it.
  • Live with the server alone (inert until a regional server is registered): GET /api/servers (public; built from memory, with no database read for a request without a sign-in and one read of the account when the request carries one, to see whether it is an admin's; ETag and 304; Cache-Control: max-age=5, private for the admin's view; built at most once a second per audience), the flight routes /api/flight/launch, /state and /abandon, the regional servers' link /internal/v1/{hello,beat,defs,claim,report}, the admin routes for nodes and flights, the release door /internal/v1/release/*, and Helsinki's refusal of a leased pilot's station writes (409 FLYING_ELSEWHERE). GET /health gains role ("home"), protocol (1) and a flight block (leases, active).
  • The Damage Amp I in the starter kit: every new account enlisted on a 0.5.2 server gets one, whichever game version it runs. A 0.5.1 game shows it as an ordinary loose item in the Hangar. Existing pilots are not touched.
  • POST /api/player/tutorial and the fun.tutorial counter are live with the server. A 0.5.1 game never calls the route, so its pilots add nothing to the counter.
  • Nothing else in this part is server-side: the server never writes, seeds or reads settingsJson.tutorial, and the wipe leaves SettingsJson alone, so the tour's progress survives every wipe (a server test keeps a running tour through a wipe).

For administrators and the server

  • Data step hulls-v3 runs once at the first start (logged: "Data step hulls-v3: N Storm, Ostirion and Nomad hulls scaled to the 0.5.2 maximums"); it is marked in DataMigrations in the same transaction, runs again after a failure, and is a no-op on a database without ships.
  • Design delta key supports in the Hangar's design card (design.delta), beside lasers and cores.
  • countsForKnowledge: false on wraith-plate-slot-10 in Research.json, as the seven Laser Ammo technologies of 0.5.0 have it.
  • Auction lots per world: schema, at the first start, no data step. AuctionLots.World (INTEGER, null allowed) and the index IX_AuctionLots_World (World, EndsAt) WHERE State = 0 are made once with the project's idempotent calls; a second start finds them and does nothing, and no row is touched. The release job's backup gate prints two schema lines (ALTER TABLE AUCTIONLOTS ADD COLUMN WORLD, CREATE INDEX IF NOT EXISTS IX_AUCTIONLOTS_WORLD); it warns and does not wait (unless the require-backup file exists).
  • Auction.json has worlds: [{world: 1, shiftHours: 0}, {world: 2, shiftHours: 4}, {world: 3, shiftHours: 11}]. The start-up check refuses a world that is not 1 to 3, a world named twice and a shift outside 0 to 23. A file without worlds makes the one shared board of 0.5.1. UNIQUE(Hour, Slot) stays (SQLite cannot change it without rebuilding a table that holds escrowed money): a world's lot has the slot world x 100 + the table's slot (100 to 102, 200 to 202, 300 to 302), a lot of no world has the plain slot, and every read uses the World column.
  • What to look for in the first hour. The log line is now Lots: opened <item> x<units> (world <1|2|3|shared>, slot N, reserve ...; N pilots looked at the Auction lately), until ...; expect nine of them in a normal hour (three for each world) in an hour that has no lot of 0.5.1. The lot_opened counter has no world label. A pilot who has chosen no world sees only the lots of no world and the ones he leads, no next lot, and his bid on a lot of a world is refused.
  • Admin route: GET /api/admin/market/lots?limit=&world= (world 1 to 3 lists one world's lots, anything else is a 400; every lot says its world, null for a lot of no world). Voiding, the drain and the pause are unchanged and cover all worlds. The wire is additive: LotDto.world, LotResult.world and LotsDto.world.
  • Rolling back to a 0.5.1 server on a 0.5.2 database is code only and loses no money (the new column is ignored; escrow and settlement are as they were). The old code knows no worlds: it lists every open lot to every pilot, takes any bid, and in an hour that has the worlds' lots it also makes the three shared lots.
  • Proof. server/src/market/worlds_tests.rs covers the file, the scheduler, the sizing, who sees what, the refusal, escrow and settlement in each world, a pilot who changed world, a lot of no world, the schema twice and the routes; scripts/qa-0502-auction-worlds.py (phases settle and boundary) is written to check it on a scratch server with the real binary. The lane's docs record no result of either run, and this check did not run them.
  • ARM64 packages: the switch, off by default. The release job builds them when AUTORELEASE_ARM=1 (or on) is in its environment, or when the file ~/.config/spacecorps-release/arm has on as its first word (# comments are allowed). No file, off or any other word means off, and AUTORELEASE_ARM=0 or off beats the file. Today there is no arm file on the release PC. By hand, scripts/release-local.sh --arm (or SPACECORPS_ARM=1) adds them to the platforms --only names, and --arm-only builds them instead (an experiment, no release). auto-release.sh --only-check prints an arm line when the switch is on.
  • What the switch adds: SpaceCorps2027-windows-aarch64.zip, SpaceCorps2027-linux-aarch64.AppImage and SpaceCorps2027-linux-aarch64.tar.gz, listed in SHA256SUMS and release.json ("arch": "aarch64"), signed and uploaded with the other packages. The preflight needs llvm-mingw (the UCRT build; LLVM_MINGW_BIN or C:\tools\llvm-mingw-*\bin; it is on the release PC) for the Windows one; the Linux ones build in the image of scripts/release/linux-arm64.Dockerfile, cross-compiled on the x86_64 PC. Measured on the release PC (per the lane's note): Windows 18 min, Linux about 12 min, 31 min for both. The Linux smoke test runs in a linux/arm64 container under QEMU, about 15 minutes each; the Windows ARM64 smoke test is static checks only, because the exe cannot run on an x64 host.
  • What the switch does not do. No delta patches (an ARM update downloads the whole package), no Hangar registration, and, according to the lane's note, the download page of SpaceCorps/play has four fixed cards and ignores the ARM entries of release.json, so an ARM player would have to take the file from the GitHub release (that repository was not checked here). No Steam: there is no Windows ARM64 Steamworks library, and the Steam depot stays the one Windows x64 depot. The update end-to-end runs for the ARM kinds are not done. The job writes its own release text (which names the ARM64 downloads) only when it has no note file; this note is a file, so with the switch on its Platforms table and First launch lines have to be extended by hand.
  • The economy, calculated and not measured (docs/design/market-model.py, the model's own assumptions). With 17 pilots looking at the Auction (split 10 / 4 / 3) three boards offer 151.6 M of goods a day against one board's 152.7 M; with 34 pilots (20 / 8 / 6) 306.0 M against 273.8 M (+12 %). How many pilots look at the Auction in each world is not known from the repo. If the three boards' total should stay at one board's, scale.perPilots in Auction.json is the one number to raise.
  • Findings (docs/design/arm-builds.md; runs on GitHub's Arm runners, headless, software renderers): Linux ARM64 builds with no source change and started 8 of 8 times; Windows on Arm builds (gnullvm and msvc) and started 8 of 8 times with 0.5.1's guard for Microsoft's software renderer. No run reached a flight, a GPU, sound, real input or Steam, and no real Windows on Arm PC has run it.
  • A Home with no node registered behaves as in 0.5.1. The list holds Home alone, no lease is ever granted, the write gate does nothing, the release door answers an empty 404 without FLIGHT_RELEASE_KEY, and the release job drains nothing.
  • The same image can run as a regional server (NODE_ROLE=regional); on the game service nothing changes. The three new Home tables (FlightNodes, FlightLeases, FlightLog) are created at the first start with CREATE TABLE IF NOT EXISTS; a 0.5.1 server ignores them, so a rollback of this lane needs nothing.
  • Stop switches: FLIGHT_LEASES_ENABLED=0 on Home grants no flight at once (launches answer FLIGHTS_OFF) and recalls every flight within a minute; PUT /api/admin/nodes/<id> with {"enabled":false} closes one node's leases at once and refuses its calls.
  • Nothing is registered or running on Sliplane. Everything below is written and tested on scratch; none of it has been run against the real Sliplane boxes or the live game. The release itself needs no multi-server step: the first release finds a Home without a flight block in /health (a 0.5.1 build), drains nothing and needs no key (as long as neither FLIGHT_NODES nor FLIGHT_RELEASE_KEY is set in the job).
  • Proven, on real processes on one PC (not on Sliplane): scripts/qa-0520-three-servers.py starts a Home and two regional servers on 127.0.0.1 (a debug build) and drives them with scripted pilots and the real headless client: 435 checks pass, 0 fail, in 13 scenarios, 26 minutes (same pilot at Home and on both nodes with no undocumented difference; a flight applied exactly once, compared with the node's own rows; hops between servers; newest launch wins; the write gate; replayed and reordered reports; kill -9 of a node and of Home mid-flight, with what the node's disk held reaching Home exactly once; the wipe; the list's statuses; drain and resume; the allow-list, with 1,566 route and method pairs of the server's own routes asked of a node and 0 leaked; the fence, run at its 30-second minimum, not the 120-second default). The release scripts have 16 Rust and 109 bash tests; the server's flight:: tests (189) and the client's server tests (83) pass (figures from the status document, run on the lane head); scripts/qa-0520-regional-setup.py runs the setup script against a scratch Home and a fake sliplane that starts real scratch servers: 154 checks, 14 scenarios, 3 to 5 minutes. The proof ran on the lane's branch; the flight code in the 0.5.2 tree is that code (the merge changed nothing under server/src/flight, client/src/servers, scripts/regional-setup.py, scripts/release/flight.sh or its three hook lines in scripts/auto-release.sh, and brought one schema change, AuctionLots.World, a Home-only table; the ARM lane edited the rest of auto-release.sh and the smoke test), but the 435 checks were not repeated on the merged tree, and the other 0.5.2 lanes were not in them.
  • Not proven: the setup script against the real Sliplane (the real CLI's answer shapes, --volume with a volume made by servers create-volume, the --deploy-include-paths patterns, the form of managedDomain, a real create); real boxes (services, TLS, a WebSocket through the edge, the Starter under pilots, the round trip from Asia and the US, the traffic allowance); the graceful SIGTERM drain on Linux (Windows has no SIGTERM; unit-tested); the 30-minute force-dock (tested with a moved clock); the 120-second fence default (the proof used 30 seconds); more than 4 flights at once in the proof; a real release with the drain; the scheduled task's environment on the release PC; and how each in-flight window shows a station-only refusal (the server's answer is exact; the windows were not checked one by one).
  • Where to read more: docs/DEPLOY.md chapter "Regional servers (0.5.2)" (setup, variables, release, what not to do), docs/design/multi-server.md (design), multi-server-protocol.md (the wire), multi-server-status.md (built, proven, not proven) and multi-server-evidence/95-three-server-proof.md (the 435 checks).
  • Setting it up is the owner's job and is written in docs/DEPLOY.md, chapter "Regional servers (0.5.2)": scripts/regional-setup.py makes the release key, registers the two servers as staff only and creates their services; the release job (scripts/release/flight.sh) drains the regional servers before it deploys and lets them go after. Neither is needed for this release.
  • Metric route. POST /api/player/tutorial {"step", "outcome"}, signed in, answers 204. outcome is one of reached, done, skipped (Skip this step), stuck (the skip button appeared), left (the consent skip of the whole tour), replayed; anything else is 400. step is one of the 28 ids (m01 to m11, f01 to f17, listed in docs/design/onboarding-steps.golden) or tour; anything else is counted as other. 60 calls a minute per pilot (429 above), a body of at most 512 bytes (413 above). The game sends events once a second at most, drops a refusal and never retries (a 404 from an older server ends the sending for the session).
  • Metric fun.tutorial{outcome, step} is a daily counter (group fun, entry in docs/design/admin-metrics-catalog.json), aggregate only: no pilot id, no name, no table, so no privacy-page change. Read it as: reached against done against stuck against left per step; the completion rate is tour/done over tour/reached; left is recorded under the step the pilot was on, so the consent skip rate is all left events over welcome (m01) reached. There is no Tutorial card on the Admin Funnel page yet. The existing fun.quests, eco.burned, ret.rate and acq.signups are the before-and-after comparison.
  • First start of 0.5.2 for this part: no data step, no migration, no environment variable, no wipe change. Three additive settings keys appear in pilots' settingsJson as the new game writes them: tutorial (versioned, v 1; a value of a future version is left untouched; the game writes running, done and skipped and never pending), sidebarMore and keyBindingsMigrated. The docs say the web client ignores keys it does not know; that was not tried for tutorial.
  • Starter kit. STARTER_AMP = "Damage Amp I" is granted at the first enlistment only, with Origin::Starter (never marketable). If the seeds had no such item the kit would skip it.
  • Known limits. (a) The lane's docs record no run by a person who has not seen the game; the tour was driven by the scripted pointer on a scratch server, and the minutes above are sums of nominal seconds. (b) Dialogs that draw raw egui buttons (not the kit's) take no chord and wear no caps; the connection-lost card does not answer Enter (Retry is a click); Esc on the Landing page is as it was. (c) A binding saved as Shift+Esc is not reserved, and the ladder takes an Esc whatever modifier it carries, so such a binding would fire and close a window in the same press. (d) The wiki's Getting Started keyboard table still lists Esc only for denying an invitation, and the wiki's Spacemap Travel page still calls the Galaxy Map the "Star System" window. (e) A window under 1280 points wide has no Windows guide.

Updating

  • From a recent version: the game downloads a patch by itself when the job made one for your version. Click Restart to Update, or quit the game, and it installs. If a patch cannot be used the game downloads the whole package. A Linux AppImage game gets a patch from a newer version than the other packages.
  • From an older version: the game downloads the whole package. 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.
  • What the update does to your account: it pays, moves and removes no Credits, Thulium or items. The one change to what you hold is that the saved hull of the ships whose hull grew is scaled so a full ship stays full (see "If you already play").

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. 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.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 limits

  • The ship and item numbers are first values and nobody has played them. The Tesseract with its Facets flying twice as far, the Auto-Rocket CPU at asteroids and the cheaper laser ammo were not flown live; the Tesseract fight is worked out with the server's engine, not watched.
  • The Clan Dungeons are not played yet either. The 75 % rule makes the modelled runs shorter (about 32 / 51 / 58 minutes for a party of 5, against 41 / 66 / 74), so the pay for an hour rises about a fifth in the model; payouts and limits are unchanged.
  • The Clan Wardens get easier with the new ship numbers, in the model: the Ostirion's hull is 64,000 (48,000), so the Veteran tier's gear holds more, a clan finishes the whole Warden line on more days, and the smallest crew that wins a Veteran Siege Warden is 15 pilots (17). No Warden number moved.
  • Flying from other servers has run only on a test setup, on real processes on one computer, never on the real regional servers. No regional server is registered at release.
  • The tour has been driven by a script, not played by new pilots, and the minutes above are sums of the steps' nominal times.
  • Most of the new texts of the keys, sidebar, Dashboard card and Windows guide are English only in the 12 other languages for now. The tour's texts are translated in all 13.
  • The season length is still printed as 30 days on the Dashboard, in Setup and on the Season page; the tour reads the real wipe date from the server.
  • The other limits of 0.5.1 still stand, and the builds are unsigned (see above). There is one public game server with limited capacity; it may restart for updates, and your ship is saved when it does.

Not in 0.5.2

  • ARM downloads (Linux ARM64 and Windows on Arm) are built by the release job when it is switched on, and it is off in this release.
  • Regional servers for every pilot: the list and the flight are in the game; the servers are opened to all pilots in a later step.
  • Cards after the tour (first death, first cargo, first amp, level 5), tours for the Gates, Clan, Auction and Research, a merge of Rankings and Stats, a UI size setting, a folded toolbar, and a line for each company in Setup.
  • The admin pages stay English only.

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 9d2de23a654fa01d1e01d9b104375780505107ab9dbcfcd2f1648c1f6c9bbb88
SpaceCorps2027-windows-x86_64.zip 7e91af51a81231c788f69312346f39759cdd342462d2dae3445c717c394c3c28
SpaceCorps2027-linux-x86_64.AppImage dc66f9dd2fd13494f6a99c51a553118a7492a667fe9b788455096548aeb94dfc
SpaceCorps2027-linux-x86_64.tar.gz c8a731bafb7bad02790f9438af4738cc9dffe9c34b736661fe9fb566624e9ec5