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title SpaceCorps 2027 · Patch notes
description Every update of SpaceCorps 2027, newest first: what changed for players in each release.
canonical https://spacecorps.github.io/play/patchnotes.html

SpaceCorps 2027 · Patch notes

Every update of SpaceCorps 2027, newest first: each release's summary and what is new for players. The full text of a release (updating, platforms, first launch, known issues, checksums) is on its GitHub release.


0.4.13 · 2026-10-07

GitHub release

SpaceCorps 2027 0.4.13 lets lasers hurt asteroids, shortens every rocket's recharge to 3 seconds and triples what rocks pay. The Auction gets 100 listing slots, 1-, 3- and 7-day listings and free bidding on the hourly lots, the Clan Wardens become five times stronger and ten times richer with a private box for every pilot who dealt 5 percent of the damage, and a 0.4.12 game installs this update as a patch instead of the whole package.

What's new

Highlights

  • Lasers hurt asteroids, at 5 percent. Select a rock, then double-click it (or press the attack key or an ammo slot when no ship or alien is selected). A volley does 5 percent of what it would do to a ship (amps, boosters, critical hits and ammo all count), then the rock's armour comes off. A rocket is still the quick way.
  • Rocks pay three times as much Credits, Thulium and ore. The daily limits did not change, so you reach them about four times sooner in the design's model.
  • Every rocket recharges in 3 seconds, not 5. The N.U.K.E. and the N.I.K.E. keep their long flight and wait 4.1 and 4.6 seconds.
  • The Auction: listings run 1, 3 or 7 days, you get 20 slots at level 5 and 100 from level 8, the sell sheet charts the similar listings, the Market has category chips, History shows your statistics and line charts, and switching sections no longer flickers. The deposit is still 1% for every day, so a 7-day listing pays 7% and none of it comes back.
  • The hourly lots hold five times as much ammo and rockets, and have no limits: lead as many lots as you like and win as many as you like in a day.
  • Clan Wardens are five times stronger and pay ten times as much (ammo twenty times). Every pilot who dealt 5% of the damage gets his share of the pay and a private box that only he sees.
  • Rocks keep their natural height, and the circle on a selected rock stays on it while you fly round it.
  • Fixes: the asteroids no longer disappear after you sign in again, and the Game Log has a line for each piece of a mined chunk.
  • The first update by patch: a 0.4.12 game downloads only what changed.

If you already play: what changes for you

  • Update the game. A 0.4.12 game installs this update as a patch; if the patch cannot be applied it downloads the whole package, with no error. A 0.4.11 or older game downloads the whole package.
  • Nothing is converted at the first start: no item is renamed and no data step runs. Your items, Credits, Thulium, listings and bids stay as they are. As at every server update, the rocks are placed again and the chunks and boxes lying on a map are not saved: collect yours first.
  • Your open listings keep their end time and the deposit they paid; new ones use 1, 3 or 7 days. Your slots grow at once. The lot that is open at the update keeps its size; the next ones are the big ones.
  • The first Warden you summon after the update is the new one. The old advice of about seven pilots no longer holds: in the design's model the smallest crew that wins is 18 pilots (against a Siege Warden I or II) to 26 on x2 ammo, and nobody has fought the new Wardens in the game yet.
  • A 0.4.12 game keeps working against the 0.4.13 server. What comes from the server shows at once: the 3-second recharge, the rocks' pay, the Auction's times, slots and lots, the Wardens. What needs the 0.4.13 game: lasers at rocks (the old game still says they cannot break one), the Lasers line on a rock's card, the Auction's chart, chips and statistics (its History still shows the daily limits), the taller rocks, the circle that stays on the rock, and the Game Log's lines for ore and items. A private Warden box looks like an ordinary box in the old game, without its teal ring.

Asteroids

  • How lasers work on a rock. Order the attack the way you do at an alien: a double click on the rock always fires at it, and the attack key and the ammo slots do when no ship or alien is selected (a selected ship or alien comes first). Your lasers fire one volley a second while the rock's centre is within their range, one round of ammo for each laser. A volley takes 5% of what the same volley would do to a ship with no shield and no armour: your lasers, amps, boosters, critical hits, the ammo and the formation you wear all count. Then the rock's armour comes off, with the floor rockets have (a volley still takes at least a fifth of its damage). Siphon Battery ammo drains shields and nothing else, so the game refuses the order with a message. Drones fire nothing at a rock of their own; a laser in a drone slot is part of your volley.

  • Rockets and lasers share one count. The damage of both goes in the same list, so everybody who dealt 5% of the damage is paid, whatever he used, and a rock the lasers broke pays the same chunks. The rock's card and the Target window say Lasers: about N volleys under the rocket estimate, and the "Rockets only" badge is gone.

  • Rocks pay three times as much. Every amount of Credits, Thulium and ore a rock pays is three times what 0.4.12 paid. The chance of Thulium and of the rare finds (Reinforced Hull Plates, Power Cores) did not change, and Beta and Gamma still pay twice and three times Alpha's amounts. Alpha:

    Rock Credits in 0.4.12 Credits now Thulium in 0.4.12 Thulium now
    Pebble 2,200 to 3,700 6,600 to 11,100 1, sometimes 3, sometimes
    Plateback 10,550 to 17,600 31,650 to 52,800 3 to 6, half the time 9 to 18, half the time
    Thulium Geode 14,150 to 23,600 42,450 to 70,800 6 to 14, every time 18 to 42, every time
    Motherlode 116,300 to 193,800 348,900 to 581,400 55 to 127, every time 165 to 381, every time
  • The daily limits did not change: Thulium 3,000, 4,500 and 6,000 and Credits 13, 18 and 21 million in any 24 hours in Alpha, Beta and Gamma. In the design's model, on the best map, a pilot now reaches Alpha's Thulium limit in about 1.8 hours of mining (it took 7.7) and its Credits limit in about 2.7 hours (it took 11.9). What a chunk would pay past the limit is not paid, as before.

  • Rocks keep their natural height. 0.4.12 capped how tall a rock is drawn, so the big ones, the Motherlode and the Prism Cluster, looked squashed. A rock is drawn in its own proportions now, and ships, rockets and chunks still pass over it.

  • The circle stays on the rock. A click on empty space used to let the rock go, so its circle vanished when you tried to fly round it. Now that click only flies. Escape, the cross of the Target window, a jump or the rock's break let it go, and a click on a ship, an alien or another rock selects that one. A click next to the selected rock flies there too.

Rockets

  • One recharge of 3 seconds for every rocket (5 before), twenty launches a minute. The N.U.K.E. and the N.I.K.E. fly for 4 and 4.5 seconds, so a launch waits for the flight: 4.1 seconds for the N.U.K.E. and 4.6 for the N.I.K.E. The rockets that aliens fire (the swarms' and the Siege Wardens') keep their own pace. A drone formation that shortens or lengthens the recharge still does so on the 3 seconds, and no launch waits less than its rocket's flight.
  • A formation's rocket bonus counts against ships and rocks the same. The Ballista's +55% multiplies a rocket's damage on a pilot, an alien and a rock alike (with other formation bonuses it is cut at 1.59 times), and a rock's armour comes off the total after it. The game already did this; this release adds the tests that hold it.

The Auction

  • Listing times: 1 day, 3 days or 7 days (24, 72 or 168 hours) at every level; the sell sheet starts at 1 day. They were 12, 24, 48 and, from level 10, 72 hours.

  • The deposit did not change, and it grows with the days. It is 1% of the price for every day the listing runs (1.5% from level 10; at least 50 Credits or 1 Thulium), paid when you list and never returned, even if you cancel. A 1-day listing pays 1%, a 3-day listing 3% and a 7-day listing 7% (10.5% from level 10), and the 5% tax comes on top when it sells. The sell sheet says the percent on the deposit line. A price cannot be changed: cancel and list again, and the deposit is paid again. A listing made late in the season still ends with the season, and pays the deposit of the time you chose. Example, a price of 1,000,000 Credits at level 5 to 9: the deposit is 10,000 for 1 day, 30,000 for 3 days and 70,000 for 7 days, and a sale pays 50,000 of tax.

  • More slots:

    Level Open listings Daily limit, Credits Daily limit, Thulium
    5 20 4,500,000 22,500
    6 40 6,000,000 30,000
    7 70 7,500,000 37,500
    8 100 8,500,000 42,500
    10 100 15,000,000 75,000
    13 and up 100 20,000,000 100,000

    (They were 6 at level 5, growing to 30 at level 20.) The daily limits on what you sell and buy, and what may pass between two pilots (8,000,000 Credits or 40,000 Thulium), did not change.

  • Similar listings, a chart in the sell sheet. Once you pick an item, the sheet draws the open listings of other pilots for that item and enchant tier (the 50 cheapest) by price, in the currency you chose: bars for how many ask what, a band under the item's least price, and lines for your own price (it moves as you type), the last sale and the Shop's price. It says where your price would stand ("Your price would be the lowest of 6 listings") and lists the three cheapest ("Cheapest now"). With no listing it says so and shows the least price.

  • Category chips. The Market can be filtered by Everything, Lasers, Laser Amps, Shields, Shield Cells, Engines, Thrusters, Adaptive Cores, Laser Ammo, Rockets, Resources or Extras. Each chip counts what is for sale under your other filters. The sell sheet's list of your items has the same categories in a drop-down, with how many of your items each holds.

  • History shows you, not limits. The daily-limit bars are gone from it (the limits themselves still apply, and the sell sheet warns when a sale may have to wait). In their place, for your last 30 days: sales and purchases (with the units and how many were Lot wins), what you earned after tax, what you spent, the fees and taxes you paid (the tax and the deposits), your net result, your best sale, your average sale and purchase and the item you traded most, and two line charts, Earned per day and Result so far. Everything is for one currency at a time, Credits or Thulium, with a switch when you traded in both: the two are never added.

  • No flicker between views. A switch between Market, Lots, My listings and History finds its data already asked for, and a filter or a category keeps the last list on screen, dimmed and marked "Updating…", until the new one arrives; the page no longer shows an empty frame in between.

  • The hourly lots are five times bigger: ammo and rockets, all of them. The 24 lots a day hold 5 times the amount of 0.4.12: the ammo lots run from 10,000 to 50,000 rounds (Advanced Plasma and Ultra Core), the rocket lots from 1,250 to 12,500 (Lancet I, Rivet I and Ember I 12,500; Rivet II, Scatter II and Ember II 5,000; Lancet III and Scatter III 1,250); the three lots of EMP Charges stay at 5. The reserve is still 40% of the Shop's price for each unit, so a lot's opening bid is five times higher too. Lots are full size only when 30 pilots of level 5 or more have looked at the Auction in the last 3 days; with nobody looking they are 10% of that.

  • No limits on bidding on the lots. You may lead as many lots as you like, win as many as you like in a day, and a rocket lot may be bigger than the stack of that rocket you can carry: it joins your stack. (The Shop and the Market still stop at the stack.) What stays: you must be level 5 or more, each bid must beat the high bid by 5%, a bid in the last 2 minutes extends the end (up to 5 times), a lot has its reserve, a bid needs the Credits or Thulium in your wallet (it is held and comes back when you are outbid), and two bids of yours must be a couple of seconds apart. Lot wins count toward none of the daily limits.

Clan Wardens

  • Five times the strength. All nine Wardens (Brood, Siege and Wrath, each in strengths I, II and III) and their crews (Brood Drones, Siege Escorts, Wrath Guards) have five times the hull, shield and laser damage they had in 0.4.12, and five times the self-repair of the Siege and Wrath Wardens and the healing of the Brood Drones. Speed, range, the number in the crew, the Siege Warden's rocket and the Wrath Warden's rage below half its hull are as they were.

    Warden Hull in 0.4.12 Hull now Shield in 0.4.12 Shield now Volley in 0.4.12 Volley now
    Brood Warden I 166,000 830,000 136,000 680,000 129 645
    Brood Warden II 288,000 1,440,000 236,000 1,180,000 777 3,885
    Brood Warden III 1,060,000 5,300,000 870,000 4,350,000 3,090 15,450
    Siege Warden I 143,000 715,000 117,000 585,000 48 240
    Siege Warden II 248,000 1,240,000 203,000 1,015,000 291 1,455
    Siege Warden III 915,000 4,575,000 745,000 3,725,000 1,845 9,225
    Wrath Warden I 163,000 815,000 133,000 665,000 96 480
    Wrath Warden II 282,000 1,410,000 231,000 1,155,000 582 2,910
    Wrath Warden III 1,040,000 5,200,000 850,000 4,250,000 2,460 12,300
  • Ten times the pay. A kill pays ten times the Credits, Thulium, experience and honor, and every quantity in the loot box is ten times, the rare lines too: a Wrath Warden III can drop 10 Power Cores (35% of the time) and 10 Ancient Control Units (8%). The laser ammo lines are twenty times: Advanced Plasma, Ultra Core and Siphon Battery; a Siege Warden III drops 16,000 to 24,000 Siphon Batteries, for example. The pay of a whole kill, before it is shared by damage:

    Strength Credits Thulium Experience Honor
    I 900,000 3,600 90,000 1,800
    II 1,200,000 6,000 192,000 2,400
    III 2,400,000 12,000 480,000 3,840
  • Everybody with 5% gets his share, and a box of his own. Before, the clan got one box and the fastest pilot to claim it kept it. Now every pilot who dealt at least 5% of the damage gets his part of the pay (as before) and a private box that only he sees and only he can collect, holding his part of every amount: with 20% of the damage you get about a fifth of each line. It lies where the Warden fell for 10 minutes; nobody else, not even your clan or group, can take it, and it has no 30-second wait. A group counts as one pilot for the 5%, and its part is shared among the mates who are close and shooting, as the pay is, each with his own box. When nobody reaches 5%, the pilot who dealt the most is paid all. The Game Log says "Warden loot: your share 20%: a private box lies where it fell, for 10 minutes." and the box has a thin teal ring. The other swarm bosses are as they were: one box for the top dealer, kept for him and his clan for 30 seconds.

  • As they were: the Wardens' ranking points (a Warden kill counts for company ranks as before) and the clan points of the daily line.

Fixes

  • Asteroids no longer disappear after you sign in again. After a new sign-in in the same session the rocks were not drawn until you restarted the game. The same clean-up could take the rocks away when you changed the particle quality in flight. They are drawn at once now.
  • The Game Log has a line for each piece of a mined chunk. The Credits and the Thulium were one line ("Mining: +3500 credits and +4 Thulium."); each is its own line now, and every item of an ore chunk ("Mining: +3 Cataclysite.") is one more. Items you take from an alien's crate are as before.

Updates by patch

  • What the game does. The updater looks for a signed patch built from the copy you have installed; if it cannot use it, for any reason, it downloads the whole package as before, without an error. The patch is one more line of the signed SHA256SUMS, and the game installs the result only after the same checks as a whole package.
  • What it saves. The patches made for 0.4.12 (from 0.4.11, as a rehearsal: no game could use them) were 5.7 MB for Windows, 6.1 MB for Linux, 11.4 MB for macOS and 23.3 MB for the AppImage, against 126 to 136 MB for the packages. The design had promised 2 to 4 MB for the first three; they came out larger. The sizes of this release's patches are on the release page.
  • When. Only a 0.4.12 game applies a patch, and only from 0.4.12 to 0.4.13. A 0.4.11 or older game downloads the whole package once and updates by patch from then on. Hangar copies are updated by Hangar.
  • A switch for one machine: SPACECORPS_UPDATE_DELTA=0 makes the game download the whole package.

For administrators and the server

  • No data step, no table, no column, no rename and no repair. The backup gate prints nothing for this release. Six data files change: Asteroids.json, Auction.json, Market.json, Rockets.json, ClanLines.json and ClanWardens.json.
  • The Wardens' 18 alien rows are rewritten by name at every start by the seeder (hull, shield, damage and pay of the ids 12 to 29), so the first start of this server makes the new Wardens; the limit of one item in a box is 100,000 now (it was 9,999).
  • Two new reads for the Auction page: GET /api/market/counts (the category chips) and GET /api/market/stats (History). A 0.4.13 game on a 0.4.12 server gets a 404 from them and shows the page without the chips' counts and the statistics.
  • New counters: asteroid_laser_hits{world} and asteroid_laser_damage{world}. The daily mining totals of every pilot start from zero when the server restarts, as at every restart.

All releases

Each line links the full notes of that release as Markdown (patchnotes/v.md); its HTML page is patchnotes-v.html.

  • 0.4.13 · 2026-10-07 · Lets lasers hurt asteroids, shortens every rocket's recharge to 3 seconds and triples what rocks pay.
  • 0.4.12 · 2026-10-07 · Opens the Auction, where pilots of level 5 and up sell what they earned to each other, and asteroid mining…
  • 0.4.11 · 2026-10-06 · Makes ranks per company, draws the drone formations as shapes round your ship, gives the Group window a new layout…
  • 0.4.10 · 2026-10-05 · Rebuilds the Skylab's numbers and adds 16 drone formations in two new research trees, reworked level missions…
  • 0.4.9 · 2026-10-04 · Adds the Research Centre to the Skylab: from Core level 10 you feed it resources and research technologies…
  • 0.4.8 · 2026-10-03 · Puts three swarms of alien bosses on the map.
  • 0.4.7 · 2026-10-02 · Puts ten missions about your Skylab into Mission Control and gives Solar enough power for the whole station.
  • 0.4.6 · 2026-10-01 · Adds the Ironclad, a crafted tank with the most hull of any ship, and reworks the shields: the best set is 80 percent…
  • 0.4.5 · 2026-10-01 · Lets you choose where to come back when your ship is destroyed, adds a kill feed with funny lines to the Global chat…
  • 0.4.4 · 2026-09-30 · Brings groups of up to five pilots from any company with three chat channels, a rework of the rockets with fixed damage…
  • 0.4.3 · 2026-09-30 · Brings rockets, three active abilities, the Cloaking CPU and the EMP, the Forge…
  • 0.4.2 · 2026-09-29 · Rebalances weapons, ships, Repair Drones and aliens (some setups got weaker, and this page says which), draws critical hits differently…
  • 0.4.1 · 2026-09-28 · Stops the flicker on the login screen and in Skylab, and shows each pilot's clan tag next to their company letter.
  • 0.4.0 · 2026-09-27 · A graphics overhaul.
  • 0.3.4 · 2026-09-27 · Gives every item a real 3D model, with its icon rendered from it.
  • 0.3.3 · 2026-09-27 · Gives every mission a face: each company's officers now hand out its quests.
  • 0.3.2 · 2026-09-27 · Makes text easier to read everywhere: every label, number and button now stands out clearly from what is behind it.
  • 0.3.1 · 2026-09-27 · A small maintenance update: the game runs on the latest version of its engine.
  • 0.3.0 · 2026-09-26 · Splits the galaxy into three separate worlds: Alpha, Beta and Gamma.
  • 0.2.3 · 2026-09-26 · Makes shields, shield cells, thrusters and laser amps work the way the item cards say: your absorbance now decides how much of each hit…
  • 0.2.2 · 2026-09-26 · The first version that arrives through the game's own updater.
  • 0.2.1 · 2026-09-26 · Keeps itself up to date, adds an About screen, and fixes the repair drone.
  • 0.2.0 · 2026-09-26 · Brings new graphics, company pilots flying alongside you, cargo to pick up, a new sound system, and the whole game in ten languages.
  • 0.1.0 · 2026-09-25 · The first public build of SpaceCorps 2027: the SpaceCorps space MMO, rebuilt as a native desktop game.