A new heading arrow shows the direction your ship is facing in both Lit and Classic play. It is on by default.
Press H, or use the Heading Arrow action in your control layout, to hide or show it whenever you like.
Your heading-arrow choice is remembered for the next match and when you switch between Lit and Classic.
3.40.0
A wider arena
The arena is now a widescreen 16:9 shape instead of the slightly taller one it had before, so it fills a modern display properly.
It grew into that shape rather than being cropped to it: the playfield is 320 units wider and 60 taller, giving you about 22% more room to fly.
Arenas still shrink to match a smaller roster, and every roster size holds the same 16:9 shape exactly.
3.39.0
Daredevil bonus
Raise the matching shield in the last split-second before you hit an asteroid and you now earn a flat DAREDEVIL bonus on top of the perfect-match award.
Leaving the shield up early still scores a perfect match — the bonus is only for cutting it fine.
Daredevil breaks get their own badge and callout, and the points show up as their own line in your round debrief and match history.
3.38.1
Game type menus fixed
Picking a game type or Campaign setup with the mouse had no effect — the menu closed and the choice stayed where it was, so START always launched a default Campaign. Every selection now takes.
The line under the console updates when you switch Flight Plans, instead of describing the plan you moved away from.
The Chroma Teams icon is the same orange as the other game types.
3.38.0
New game type icons
Campaign, Co-op, Rival Arena, Treasure Heist and Chroma Teams each have a new icon in the game type menu — a winding route, clasped hands, crossed blades, a gem, and a squad.
Chroma Teams keeps its neutral badge color, so team art still never looks like a shield color.
3.37.0
One-row launch console
Game type and Campaign setup are now dropdown menus sitting side by side, with START right next to them — so starting a match no longer means scrolling past two grids of cards.
A line under the console always spells out exactly what START will launch, including the benefit and tradeoff of the Flight Plan you picked.
Each dropdown still shows every option with its artwork, its one-line summary, and any player-count requirement.
Running matches moved below the console and now take one line each, with JOIN, the match-code box, and JOIN BY CODE sharing a single row.
The Lit 2.5D / Classic 2D switch got a properly rounded indicator that seats into its groove.
3.36.0
A tighter start screen
The Lit 2.5D / Classic 2D switch now sits beside the game title instead of above it, so there is less to scroll past before you reach the arenas.
3.35.0
Power-ups follow you between rounds
Power-ups — and curses — you are carrying when a round ends now stay with you into the next round until their own timers run out.
Their countdowns pause during the ceremony and resume when play does, so you keep every second you had left.
A Phoenix Egg you never needed stays in your pocket for the next round too.
Finishing a run still clears the slate, and Rival Arena, Treasure Heist and Chroma Teams still start everyone level.
3.34.0
Frozen controls, fixed
A pause that said "release controls, then press again" could never actually be released — controls, and the LOBBY button with them, stayed dead for the rest of the match. Releasing your controls now resumes play within a moment, every time.
The freeze could start from a one-second connection wobble, switching away from the tab, or rejoining a match, and refreshing the page pulled you straight back into the frozen match. All of those paths now recover.
3.33.0
Release notes, in the game
The version number at the bottom of the start page is now a link — it opens this page.
Every release worth mentioning since 3.22.2 is listed here, newest first, with the one you are playing marked.
3.32.0
The in-game HUD goes Dark Gloss
The scoreboard, round timer, intent strip, power-up HUD, respawn panels and killfeed now match the menus: warm molded panels, cream text and gold scores.
Round ceremonies, debriefs, podiums and award banners were restyled to match.
Co-op, Rival Arena, Treasure Heist and Chroma Teams keep their own identity colors — only the chrome around them changed.
Shield, asteroid and team colors are untouched: every color that means something in play still means exactly the same thing.
3.31.0
Delivery plumbing
Behind the scenes only: the game moved onto a shared release and deployment flow. No gameplay or interface changes.
3.30.0
Dark Gloss menus
The start page, controls, leaderboards and dialogs were rebuilt as molded dark-plastic panels with recessed readouts and glossy buttons that press in when you click them.
The interface typeface (Outfit) now ships with the game, so it looks the same on every device — including offline on a LAN.
Small labels were lightened for readability.
3.29.0
Bots come after you
Above skill 50, hostile bots increasingly single out human pilots instead of asteroids. Even at skill 100 they keep a quarter of their attention on ordinary work.
A bot that picks you now aims its tractor, mines and shield rams at that choice instead of drifting to a nearer bot.
3.28.0
More rock, and shields in tune
Asteroid breaks and cracks now draw from every authored recording, so repeated hits stop sounding identical.
Raising each shield plays its own note, tuned to a scale.
3.27.0
Authored sound effects
Hand-made recordings replace the synthesized effects for explosions, tractor beams, pickups, mines, shields and the victory stings.
The podium has music.
3.26.1
Mouse steering reads correctly
Controls now shows turning as "Mouse movement" instead of "Unassigned".
3.26.0
Assignable mouse buttons
Every mouse button, plus the wheel, can be bound to any action.
Controls is now four tabbed sections — keyboard, mouse, gamepad and tablet — each with its own icon.
3.25.0
Analog steering and one Campaign board
Turning is analog: how far you move the mouse decides how fast you turn.
All Campaign flight plans share one leaderboard, with a Flight Plan column showing which plan each record was set under.
"Co-op Expedition" is now simply "Co-op".
3.24.0
Smoother play over the internet
Your own ship no longer freezes during brief network hiccups — the most noticeable stutter in remote play.
3.23.1
The tractor keeps its distance
A towed asteroid or rival ship now stops at a safe clearance from your hull instead of being dragged into it. A matching shield still reaches an asteroid, and any shield still reaches an unshielded rival.
3.23.0
Fly with the mouse
Move the mouse to turn, hold the left button to thrust, and use the right button to launch or release the tractor. Shields and mines stay on the keyboard so the two can be combined.
The first click on the arena only captures the pointer — it never becomes an accidental thrust.
3.22.7
Ten respawns by default
New Custom matches default to 10 respawns per pilot per round instead of unlimited. Your opening ship is still separate, so that is the opening plus ten returns.
3.22.3
Start fits on short screens
On short desktop windows the Campaign Start button moves beside the Flight Plan picker so it stays on screen without scrolling.
3.22.2
Tidier pilot identity
The start page's duplicated "You" heading collapsed into a single "Pilot name" heading, giving the panel back about thirty pixels.