v2.3.0 22 September 2026

You Asked, We Built It

Planet auto-collect and planet XP, 500 mines, a smuggling rebalance, jettison workers, symmetric combat loot and bounties, and a big bug sweep from your reports.

Most of this release came straight from the Discord. Thank you to everyone who reported, tested and argued about it.

Planets

  • Auto-collect. Each production cycle’s output now goes straight into your planet’s storage, up to its cap. No more flying around every cycle to press Collect. If a planet’s storage fills up, the planet screen and your “while you were away” summary tell you so.
  • Planet XP. Building structures now earns experience. The amount scales with the structure and the level you reach: a level-1 warehouse pays 60 XP, and a level-5 citadel pays 900. Colonizing pays 1 XP per worker.
  • Fixed: missions that asked you to upgrade a planet could never complete.
  • Fixed: leaving a season now releases your planets for others to claim.
  • Fixed: collecting right after a cycle boundary could skip a cycle’s production.

Mines

  • Each captain can now deploy up to 500 mines across the galaxy, up from 50.
  • Sectors where you own a planet allow 50 extra.

Smuggling rebalance

  • Market-priced contraband. Black Market prices now follow the local market instead of a flat rate. Selling back to the same fence earns a modest, safe profit. The big money is still in lawful space, at real risk.
  • 100 per purchase. You can buy up to 100 units of any contraband type in one purchase.
  • Hidden compartments stay hidden. When a patrol catches you over your hidden allowance, it now takes only the overflow. The fine is based on what that cargo cost you.
  • NPC traders now charge more than a Black Market for contraband, never less.

Alignment

  • Jettison workers is live. Dump mining workers from your hold for −10 alignment each. It’s the fast road toward the pirate side.

Combat

  • Defenders loot. Beat someone who attacked you and you take a cut of their wallet. Banked credits stay safe.
  • Bounties pay both ways. If a wanted captain attacks you and loses, you collect their bounty.
  • No self-sieges. Corps can’t siege their own ports.
  • No sieges under immunity. Captains under immunity can’t siege ports or plant limpets.
  • Cloaks break when you act. Sieges, raids, Black Market deals, banking and ship purchases now drop your cloak.
  • Fixed: equipped hull plating was increasing hull damage instead of reducing it.
  • Fixed: mines could hit your replacement ship right after a fatal ambush.
  • Warps charge their full cost up front. If you’re stopped partway, the turns for the hops you didn’t fly come back.
  • Fixed: warp interrupts with no contact.
  • Fixed: arriving hidden after a wormhole jump while landed on a planet.
  • Warp exploration now counts toward missions and goals.

Fixes you reported

  • Corp bank. Deposits and withdrawals now show up instantly for the whole crew.
  • Tavern intel. Results no longer run off the screen.
  • Buying a ship. Hulls with bonus cargo space no longer destroy cargo that would have fit.
  • Prices you’re shown now match what you’re charged, including StarNav and drive faction discounts, trade fees, and the port price board.
  • Screens now show real numbers. Wormhole destinations are real, ambush recaps no longer invent “50% even odds”, and planet production rates are correct.
  • Corps. Rosters update live, and you no longer appear offline while connected.

Under the hood

  • Security hardening around docking and port services.
  • Console improvements: bulk bans, and version updates from the Broadcast desk.
  • Cleanup: idle, never-played seats now free themselves.
  • Many smaller consistency and race-condition fixes.