Singularity

Release notes

What's new in Singularity.

Every build that reaches players, newest first. The itch.io app updates the game for you; if you installed from the zip, download the latest and unzip it into an empty folder.

v0.2.15 Latest

Faces, bounties and a sharper first hour

Your pilot has a face now, five named outlaws are loose to hunt, and the whole interface has been tightened — along with the first fifteen minutes of the game.

What's new

  • Pilot portraits. Your pilot's own face appears on the HUD plate, on pilot cards, on group rows and on the character-select screen, rendered from the character you made.
  • Twelve female pilots. Four per faction at character creation, each with their own look, and a clearer Male/Female choice.
  • Bounty hunting. Five named outlaw aces are loose each six-hour rotation, one for every level range, each flying a tougher refit of a ship from its sector. Sightings narrow a search sphere until you find them; everyone who fought the kill is paid, and contract holders get half again. Press B for the Bounty Board.
  • A sleeker interface. Every window is drawn at a calmer size, cards grow to fit their text, hairlines are finer, and the group frame makes room for the contacts list.
  • The galaxy card. Selecting a sector on the galaxy map shows whose space it is, its security, level band, stations, gates, boss, and the intel: who holds the frontier, shortages and gluts, your leads, and any ace at large.
  • Sound and alarm. Windows have their own open and close sounds, and a hull alarm warbles under a third hull, quickening as you near death.
  • A first hour that teaches. The tracker now tells you how, not just what, with the actual keys ("W throttle up · A / D turn"). The warp beat points you at the raider picket, a first-sortie pilot always meets a raider, and customs no longer pull over a brand-new pilot mid-fight.
10 fixesRendering 5Gameplay 3Interface 2
  • RenderingBolts were a dot at 150 m, shield hits were invisible past a hundred metres, and a lock-on tell was a hairline.
  • RenderingWarp-ins and small ship explosions whited out the screen.
  • RenderingLoot beacons burned to white at range instead of keeping their rarity colour.
  • RenderingA derelict leaving looked like an explosion; it folds in on itself now.
  • RenderingSelf-cast ability effects were swallowed by the player's own ship.
  • Gameplay28 named, set and rare items were priced as their rarity twice over, so a tier-3 named engine could cost more than a tier-4 hull.
  • GameplaySome tier-3 hull modules were priced and crafted as tier 2, and several items sat outside their tier.
  • GameplayCrafting recipes that paid less than the parts they consumed.
  • Interface"[E] Dock" was the first thing a new pilot read in space, during the launch cinematic.
  • InterfaceKill-N missions read as bounties, which now means the Bounty Board's aces.
v0.2.14

A crew, a convoy, and a frontier worth fighting for

Hire a crew who learn on the job, escort convoys through raider ambushes, and fight for the frontier sector by sector — plus real group invites and whispers between pilots.

What's new

  • Hire a crew. Up to four hands — gunner, engineer, navigator and quartermaster — hired from a station's crew board. Each has a trait, a fee and perks that grow: damage and cooldowns, shields and hull, warp speed and scan range, cargo and trade margin. They earn half the XP you do in their line, so they level up as you fly.
  • The Crew window (U) and the intercom. Portraits, roles and what each hand brings, and your crew speaking up at the moments that belong to them: guns hot, a buckling hull, a warp, a sale.
  • Convoy escorts. Convoys of haulers run the lanes carrying what a station is short of, and raiders ambush them along the way. Fight off the ambushes and you're paid credits, XP and standing by how much of the convoy got through. Just turning up at the dock pays nothing.
  • Back a convoy. Not a fighter? Stake 500 to 5,000 credits on a convoy early in its run and take 1.6x if it all arrives — even if you log off before it docks.
  • The contested frontier. Kills, escorts, vaults, rescues, missions and trade all count as influence for your faction in a frontier sector. A clear lead takes the sector; the holder's wardens fly its lanes and its pilots are paid better at the outpost.
  • Frontier sieges. When a sector is close to changing hands, both factions' battle groups warp in around a beacon. Hold the ring to drive the meter, and everyone who fought is paid.
  • Flying together. Group invites now arrive instantly with Accept or Decline, targeting another pilot offers Invite, Whisper and Fly to, and /w, /tell and /r whisper across zones.
  • The galaxy chart shows the money. Each star carries its biggest shortage or glut, and marks the sectors your leads point to.
  • Running in stations. Running is now the default indoors, with Shift to walk.
3 fixesGameplay 1Rendering 1Performance 1
  • GameplayAfter losing the sector connection, scanning an anomaly, comet or derelict node looked like it worked when nothing happened.
  • RenderingEngine flames on the Ascendancy warrior sat off its nozzles.
  • PerformanceThe Engine Mounts editor was choppy and rendered the ship twice per frame.
v0.2.13

Smugglers, the law, and a living market

The trader gets a game of their own: contraband to run, customs cutters to dodge, shortages that move prices, and a record with the law you can pay off. Explorers get charts worth selling and derelicts that fight back.

What's new

  • Contraband and fences. Four illicit goods a fence sells cheap out in the deep and the core pays well for. They're bulky, so a run worth making needs a trader's hold, and honest stations refuse them outright.
  • Customs cutters. The law pulls ships over as they drop out of warp in policed space, judged by how loud your ship looks rather than what's actually aboard. Hold still and they take the illegal cargo and fine you; burn away and it's a crime that gets worse the longer you run.
  • A record with the law. One wanted ladder per faction — Clean, Suspicious, Flagged, Wanted, Hunted, Kill on sight — with a badge showing where you stand. Each rung brings someone new after you, and it follows you through gates and across sessions.
  • Doors that close, and a way back. A bad record gets you refused docking and paid less at the counter. Wait it out, or pay a fine at a station to clear it.
  • Shortages and market news. Destroy a hauler and its destination goes short of what it carried, which moves prices for hours. Sixteen stories — fires, outbreaks, booms, gluts — rotate through the galaxy, and the exchange shows the shock, the headline and how long it lasts.
  • A news board at the counter. The Buy screen opens with this station's stories and the biggest elsewhere, each saying what to do about it: sell now, carry it somewhere, or buy cheap here.
  • Survey charts. Find a hidden site and you're given a chart of that sector, signed by you. Sell it, trade it or hand it over — and when a vault it led to opens, you take a cut, online or not.
  • Leads. An opened vault can point you at a wreck a jump or two away, one that always carries something extra.
  • Derelicts that fight back. Most sites now carry a twist: a sealed vault needing an explorer or a cipher, a reactor that goes critical if you fight near it, an orbit decaying in five minutes, or a rival salvage crew racing you to the nodes.
  • Hauls worth defending. A full hold makes you loud and slow, and outside high security a loud ship can be snared out of warp by a picket waiting on the lane.
  • Engine Mounts tool. Engine flames are now placed by hand on each hull's real nozzles.
6 fixesGameplay 3Interface 2Rendering 1
  • GameplayA long mining laser kept cutting past the range where it could be switched on, so the beam looked stuck.
  • GameplayJumping a gate or logging off wiped a Kill-on-sight record clean.
  • GameplayThe Hostile and Hated standing discount never actually applied.
  • RenderingEngine flames on several hulls burned on bare plating instead of the nozzles, and burned twice as large as they should.
  • InterfaceA tooltip's icon could sit over the line below it at some UI scales.
  • InterfaceChart bookkeeping showed as a raw effect line on the item card.
v0.2.12

Faster explorers

Tier 5 explorer hulls get more firepower and speed, and the fitting screen is easier to use on the bigger hulls.

What's new

  • Tier 5 explorers. Every faction's top explorer hull now carries five weapons and four devices and flies about 8% faster.
3 fixesInterface 2Gameplay 1
  • InterfaceOn the bigger explorer and trader hulls, some weapon sockets sat on top of devices and the shield in the fitting screen.
  • InterfaceA piece being dragged in the fitting screen was hidden behind the window or lagged behind the pointer.
  • GameplayA piece left on a hardpoint the hull no longer has now returns to your hold.
v0.2.11

Chapter Two and a deadlier Rift

The guided story continues past the first sortie, the Rift's enemies finally hit like endgame enemies, and bosses, warps and derelicts all get the moments they deserve.

What's new

  • Onboarding Chapter 2. Your handler picks up where the first sortie left off: fit shield cells, mine, use a consumable, track down and hack a derelict, and train your first ability. Pilots already past the first sortie are offered it once.
  • Handler hints. A one-time word from your faction's handler the first time something new happens: a full hold, your first death, going wanted, meeting a boss, entering the Rift.
  • A Rift that threatens. From level 30 up, enemies hit hard enough to destroy an unprepared pilot of their level and fly fast enough that kiting takes a good engine.
  • Boss moments. Raid bosses hold a shield while their wave lives and shatter it when it falls, enraged bosses burn red, and world bosses warp in and out.
  • Warps you can see. The warp tunnel opens where your ship stands and wraps around it for the whole jump.
  • Warp stops short of open space. Warping to nav points, planets, fields and derelicts drops you about 3 km out; gates, stations and wrecks still bring you alongside.
  • One damage number per target. A running total with the newest hit beside it, and hits on your own ship show what your defences blocked.
  • Effects for everything. Consumables, set-item procs, site guardians bursting from hacked nodes, derelicts appearing and breaking up, and a search area that shrinks with each ping.
  • Better crafting drops. Ingredients far below an enemy's tier now drop as a material of its own tier.
  • No refitting down. The hull yard no longer lets you drop to a lower hull tier.
  • New account emails. Signup and password-reset emails are clear, branded messages from no-reply@calibrated.info, and a reset email now says it's a reset.
5 fixesRendering 3Flight 1Account 1
  • FlightOrdering an approach or orbit while a warp was braking left the ship at warp speed.
  • RenderingThe warp jump effect stuck to the ship's nose and vanished early, with the arrival flash left behind the ship.
  • RenderingShield, pulse and blastwave effects didn't grow or fade, and beams and lightning didn't animate.
  • RenderingThe mining laser had an orange tint and hits on your own ship were drawn on the far side.
  • AccountPassword reset emails said "Welcome, pilot."
v0.2.10

Derelicts and ship cosmetics

Hunt hidden derelicts in the nebulae for vaults of loot, dress your ship the way you want, and watch every warp, dock and hit land with new effects.

What's new

  • Exploration sites. Derelict warships, arks and crystal spires hide in each sector's nebula clouds. Follow the signal, ping to narrow the search, hack the nodes while creatures wake around you, and open the vault for gear, Explore XP and a chance at a cosmetic.
  • Ship cosmetics. 36 to start: paint schemes, engine trails, hull finishes like chrome, carbon weave and void lacquer, and emblems and stripes. Buy them at stations, earn them from bosses and raid bosses, or find them in derelict vaults. Everyone else sees what you wear.
  • The Cosmetics window. Open it from the fitting screen to preview each look on your ship, turning in its own light, before you wear or buy it.
  • Warps and docking with presence. Warp jumps flash in and out (red when an ambush drops on you), and docking and launching play at the bay.
  • Weapons that look like what they are. Rail guns fire an instant streak, arc weapons throw forked lightning, the mining laser is a green plasma beam, torpedoes hit with a big blast and seekers with their own.
  • Ships that burn. Hull hits throw flames by damage type, and a ship under a quarter hull keeps burning until it dies or is repaired.
  • Ability effects. Shields, repair, boost, overcharge and cloak each play their own effect on the hull.
  • Endgame mobs drop endgame gear. Drops now come from the enemy's own tech tier or the one below, instead of evenly from every tier.
7 fixesRendering 7
  • RenderingBig ship and boss explosions showed a grey square.
  • RenderingGrey squares and hull plates appeared around a kill.
  • RenderingArea abilities drew a frozen wall of lightning across the screen.
  • RenderingMissiles trailed the old white arc and were hard to see at range.
  • RenderingSome effects shrank to nothing on fitted ships.
  • RenderingEmblems floated off the middle of the hull instead of sitting on its plating.
  • RenderingArc and chain lightning were hard to see against dark space.
v0.2.9

New creatures, new arsenal

Space creatures replace the dragons, sixty new items arrive, combat looks and sounds far better, and every skill point finally has somewhere to go.

What's new

  • Space creatures. Fourteen new creatures replace every dragon and legged model: void eels, tendril horrors, reef polyps, crystal stalkers, swarm mites, and new raid-scale forms for the Worldmother, the Devourer, the Hive Empress and the Void Titan.
  • Sixty new items. Gear filling every tech band in every slot, new consumables like hull patches, warp beacons and ore charges, ten legendaries with abilities no other piece has, and five mid-tier boss sets.
  • Capstones and mastery. Each skill tree gains a capstone row, such as Deadeye, Slipstream or Freighter, and a Mastery that takes every point after the tree is maxed, without end.
  • Combat that looks the part. New weapon, impact and explosion effects, tracers on slug guns, and ship deaths scaled by class with shockwaves for bosses.
  • Abilities with their own look and sound. Shield bubbles, repair nanites, engine boosts, overcharge arcs, and a cloak that fades your ship to a faint outline.
  • Wrecks that break. Destroyed ships split in two and drift apart with fire and sparks along the break; loot shows as a rarity beacon.
  • Hit feedback. The screen edges flash blue when your shield takes a hit and red on the hull, and pulse while your hull is low.
  • Bosses on the move. World bosses now roam their whole sector instead of sitting in one spot.
  • Power matters for engines. Engines draw reactor power; an over-budget ship still flies, but slower.
  • Vaults per station. What you store at a station stays at that station, and the vault window tells you what you've left elsewhere. Anything already in your vault can be collected once from any station.
  • Professions are for life. The hull yard only offers hulls for your own profession.
7 fixesGameplay 3Rendering 2Interface 2
  • GameplayPilots destroyed beside a station in a sector they had visited were sent all the way home.
  • GameplayA top-tech engine could be fitted for free alongside a low-tech reactor.
  • GameplayPilots at high skill levels had points with nothing to spend them on.
  • RenderingOlder effects drew over the new weapon visuals.
  • RenderingGrey squares flashed before a ship's explosion.
  • InterfaceA stale distance label sat behind the target panel.
  • InterfaceEnemy levels now read CL for combat level, so they aren't confused with overall level.
v0.2.8

Compare at a glance

Gear is easier to judge at a glance, and exploring dangerous space pays what it should.

What's new

  • Side-by-side compare with Alt. Hover any item in the hold, fitting screen or exchange to see your equipped piece beside it; Alt steps through every fitted piece of that kind.
  • Rarity and tech on every icon. Item icons wear rarity-coloured corner brackets (doubled for legendary) and their tech level.
  • Clearer effects. Tooltips list effects in their own section, legendary uniques first.
  • Exploring pays with danger. Discoveries, scans, anomalies and mining now grant XP by sector level, up to 45 times more in the Rift than at home, with a bonus for mining while a field's prowler is on watch.
  • Cleaner loot cards. Rarity shows in the card's corners instead of a coloured band.
3 fixesInterface 3
  • InterfaceTooltips were hidden behind windows brought to the front.
  • InterfaceTooltip panels showed the rows underneath through their numbers.
  • InterfacePressing Alt over an item in space orbited the camera and dropped the hover.
v0.2.7

The Rift

Five new sectors past the Singularity for levels 50 to 70, built for groups, with raid bosses and the best gear in the game.

What's new

  • The Rift. Brood Expanse, Armada Graveyard, The Maw, Hive Throne and Sentinel Citadel, reached from the abyss, each with its own sky, outpost and contracts.
  • Raid bosses. Every Rift sector ends in a raid boss that scales to the pilots fighting it, with waves, phases, an enrage timer and a shared wreck.
  • The Null Dreadnought. A second roaming world boss that surfaces only in the Rift.
  • Tech 6 and boss sets. A full tier of gear that drops only in the Rift, and three-piece boss sets with 2- and 3-piece bonuses.
  • A galaxy star chart. The galaxy map is now a spiral of stars with the Singularity at its core.
  • Respawn nearby. When destroyed, you return at the nearest station you've discovered, not your faction's home.
  • Destroy items. Clear junk from your hold, docked or in space.
  • 69 new item icons and a fitting stats box that lists every effect one to a row.
2 fixesServer 1Interface 1
  • ServerThe zone server could briefly report unhealthy right after a restart.
  • InterfaceArtillery lock-on drew as a thick red ring.
v0.2.6

Maintenance warnings and real suns

No more surprise disconnects: pilots now get a countdown before the server restarts, and their progress is saved first.

What's new

  • Maintenance countdown. A banner warns every pilot before a server restart, counts down, and saves everyone before it happens. The message stays on screen after you're returned to login.
  • Suns with a surface. Stars are now 3D, with boiling granulation, sunspots and a corona.
  • Brighter faction space. Home and frontier sectors are brighter; the abyss stays dark.
  • Fittings in space. Press I in flight to view your fitting and what a hold item would change.
  • Enemies above you hit harder. Fighting above your level is more dangerous, matching the extra reward, while home sectors are gentler for new pilots.
  • Freighter-sized haulers and a larger target portrait.
3 fixesInterface 2Rendering 1
  • InterfaceSmall creatures appeared as a speck in the target portrait.
  • InterfaceLong target names ran over the portrait and status chips.
  • RenderingA flat pale disc was drawn over the sun.
v0.2.5

The arsenal update

New guns, gadgets and consumables, shots you can watch fly, and a loot and pay curve rebuilt around combat level.

What's new

  • Shots that fly. Bolts and missiles travel to their target and hit when they arrive; incoming missiles are called out at launch.
  • New weapon types. Scatterguns, Longlance rails, cryo, corrosive and siphon guns, and the Arc thrower.
  • The miner's kit. Mining lasers are gear with their own speed, yield, reach and noise, plus quiet drives and signal masks for cutting unseen.
  • Consumables. Flares, decoy beacons, chaff, nanite packs, shield cells and stim coils on keys 8 and 9.
  • Five new legendaries. Event Horizon, Broodmother's Choir, Warlord's Ledger, Queen's Carapace and the Prism Lance, plus two toughness uniques.
  • Hits you can read. Critical hits, pierce, leech and reflect each have their own look; every status effect has its own shape on the hull; enemies telegraph charges and artillery locks; big ships die in stages.
  • Gear compare with verdicts. Tooltips show your fitted piece against the one you're looking at, with a verdict based on what matters for that kind of gear.
  • Combat level and punching up. Sectors and enemies are rated against combat level. Fighting above your level pays more XP, credits, loot and named-item chance.
  • A guaranteed named piece. Legendaries are rarer, but every tenth boss kill of a family without a named drop guarantees one.
  • Pay that keeps up. Contract and mission rewards scale with what gear costs where you are; abyss contracts pay many times more.
v0.2.4

Hull modules and new ores

Make your ship look like yours, mine five new ores, and dock at a rebuilt station hall.

What's new

  • Hull modules. Fit turrets, missile racks, fins, sensors and armour plates that visibly change your ship. Other pilots see your fit too. Craft common ones from the new ores, or take rare ones from bosses.
  • Five new ores. Ice, cobalt, voidglass, neutronium and gas ice, each with its own rock model, plus rare cores. Rich rocks glow, and most nav points now have a small field.
  • Planets and rings. Every sector gains a planet with an orbit point; ringed planets carry a belt of rocks.
  • A new station hall. Stations are one clear hall: quartermaster, vault, mission board and engineer in sight of the dock, and a tall ship bay at the end.
  • Area effects on the ships they hit. Shrapnel, arcs, hull fire and light sweeps now play on each ship caught instead of a ring on the ground.
  • Pick up where you left off. Logging back in while in space puts you where you logged out.
  • Vaults take goods. Ore and trade goods can be stored by the unit.
  • Field prowlers. Most asteroid fields have a local predator that comes and goes.
  • Hull Upgrades tab. Standing and hull tiers get their own tab in the Skills window; refits climb one tier at a time.
4 fixesInterface 2Rendering 1Performance 1
  • RenderingStation interiors looked soft and blurry.
  • InterfaceSmall props snapped the station camera in close.
  • InterfaceThe drain bar on status chips stretched across the whole chip.
  • PerformanceEffects from distant fights you are not in are no longer drawn.
v0.2.3

Guardians and staying signed in

Safer home space, a login that remembers you, and a clear message when it's time to update.

What's new

  • Station and gate guardians. Faction guardians patrol home stations and gates and shoot anything hostile that follows you in. Security thins out the further you fly: high security at home, lawless in the abyss.
  • Live sector threat. Under the sector name: its security rating and what is happening right now, like a world boss up, recent losses or a distress call.
  • Remembered login. The login screen remembers your email and password (protected by Windows), and you stay signed in across restarts.
  • Update prompts. When the server needs a newer build, the game says so and takes you to the download instead of showing an error.
  • Surveys you can finish. Surveys count places you scan even if they were already charted.
2 fixesRendering 1Account 1
  • RenderingStation exteriors were invisible in the Windows build.
  • AccountA network blip or server restart during launch signed you out.
v0.2.2

Enemies that fight differently

The dark fights back with real tactics now, space feels alive, and every station has a vault.

What's new

  • Fighting styles. Brutes charge and ram, artillery holds back and retreats, swarms circle and hit harder together, and support ships heal, shield, snare and summon. Creatures breathe acid, darkness and shards.
  • Fourteen new enemies and bounty hunters. New creatures and ship crews fill every family, and bounty hunters warp in on pilots who attack haulers or wardens.
  • Area damage. Blast weapons, chain lightning, burning fields and nova abilities that hit everything caught in them.
  • A vault at every station. Store what your hold can't carry and take it out when you need it.
  • Know before you jump. Each sector shows its level band and how dangerous it is for you, with a warning when you arrive somewhere beyond you.
  • Livelier space. Lit asteroids, rubble belts, drifting debris, micrometeors, a new warp tunnel and engine flames on the real nozzles.
  • A sharper radar. Range rings, contacts by shape, scroll to zoom, click to target.
  • Crafting with stakes. Analysing a piece to learn its recipe can now fail, with the odds shown before you try.
10 fixesCombat 4Interface 3Flight 2Rendering 1
  • CombatA burn that finished off an enemy left a husk with no wreck, loot, XP or kill credit.
  • CombatKills from a Matriarch's Tooth bite gave no credit.
  • CombatDamage numbers read "455 resisted" when 455 was dealt and only part resisted.
  • CombatEnemies could keep fighting at zero hull.
  • FlightShips bumped into empty space well outside rocks and planets.
  • FlightThe camera zoomed while scrolling over the HUD.
  • InterfaceStatus effect chips never showed their icons.
  • InterfaceThe course line printed through the target panel.
  • InterfaceOpening a wreck could leave its credits behind.
  • RenderingEngine flames came out of the top of some hulls.
v0.2.1

Hulls all the way up

Ships now keep growing with you across the whole map, and each faction's story finally feels like its own.

What's new

  • Hull tiers 3 to 5. Every faction and profession now has a hull in every level band, each a clear step up in hull, shield, weapon racks and power, with 27 new blueprints.
  • Three stories, three voices. Each faction's opening chain has its own order, its own chapter titles and its own mission giver, from Concord's by-the-book dispatcher to the Veil's archivist.
  • A gravity well that bends space. Anomalies now warp the stars and stations behind them instead of drawing flat on top.
  • A map you can read. The galaxy map dims the game behind it, and its markers are distinct silhouettes tinted by what they mark.
4 fixesRendering 2Combat 1Flight 1
  • RenderingPilots were invisible in the Windows build.
  • RenderingPilot outfit colours were not applied.
  • CombatMining sparks drew as solid white squares.
  • FlightOrbiting a rock parked the ship outside mining laser range; orbits now sit inside the reach of what you are using.
v0.2.0

The first public alpha

The first build of Singularity anyone can download: three factions, a galaxy of sectors to fly, stations to walk, and a shared world to do it in.

What's new

  • Three factions, nine professions. Sol Concord, the Ascendancy and the Veil, each with a fighter, an explorer and a trader, and a guided first sortie that teaches flying, fighting, selling and fitting.
  • Stations you can walk. Dock and step out of the cockpit to the exchange, the mission board, the workshop and the hangar, with thirty-six station characters who each sound like themselves.
  • Fitting on a reactor budget. Weapons, shields, engines and devices all draw from one reactor, with a spec-sheet view that compares a piece against what it would replace.
  • Loot worth hunting. A rarity ladder from common to legendary, named pieces with their own effects, and a salvage window you pick from.
  • Skills and abilities. Combat, exploration and trade skill constellations with real prerequisites, plus active abilities for your faction and profession on the hotbar.
  • Bosses as events. Roaming bosses announced across the sector, a shared wreck for everyone who fought, and the Void Titan as a raid with phases, waves and an enrage clock.
  • Faction standing and a player economy. Ranks earned through deeds and trade unlock better prices, docking rights and hulls; cargo from far away sells for more, and work orders let pilots craft for each other.