Build a rocket. Explore an alien world.
Build a rocket, fly to a brand-new mining planet, and cash out on a live, breathing market. This is the big one.
The Veil awaits
A whole new world hangs in the dark beyond your launch pad. Fuel up, fit your heat shield, and punch through the atmosphere to mine the Shattered Veil for yourself.
Rockets & spaceflight
Spaceflight- Build and fly your own rocket: unlock and buy three ships as you progress: a nimble solo rocket, a two-seat Duo, and a full Liner you can walk around inside, complete with a bridge, an observation deck and crew bunks.
- Fuel up and gear up: load fuel, fit a heat shield and a thruster, then roll out to your own launch pad. Parts and fuel actually wear down and get refitted, so every trip starts with a real preflight.
- Liftoff: step onto the pad and the hangar doors crack open above you, a countdown runs, and your rocket punches up through the atmosphere.
- Bring the crew: passengers ride along in the multi-seat ships. Board the big Liner on foot through its airlock and grab a seat before launch.
- A living cockpit: the Liner has a real working dashboard, a 3D cutaway of your ship with a live fuel gauge, engine and heat-shield readouts, your crew manifest, and a map of the planet below.
- Your ship remembers: fuel level and part wear travel with the rocket, so a ship you park is exactly how you left it when you come back.
The Shattered Veil
Spaceflight- A whole new world: fly to the Shattered Veil, a group of floating crystal islands over a glowing sea, dotted with caves, glowing geodes and tall crystal spires.
- Mine a real alien world: dig luminite from the surface, voidsteel out of the cave walls, and rare aurorium from deep inside the biggest islands. Break a node and it slowly grows back.
- Haul it home: your ore rides home in your own inventory, though your rocket can only carry so much weight per trip, so pack smart. Refine the haul back at the loft for a serious payday.
- Watch your step: there is no ground beneath the islands. Fall off the edge and it is fatal, and dying on the planet drops your haul, so fly prepared.
Economy & the long game
Economy- A live market: every item you sell now rides a market that rises and falls through the day, with a daily high around 6pm. Sell at the right moment and you earn more.
- Read the charts: market screens are proper exchange viewers now: hover for a crosshair, switch between 1H, 6H and 24H views, and spot the HOT movers before you cash out.
- One place to sell: selling and your KEEP reserve live together on a single Storage screen. One screen to watch prices, one to sell.
- A real endgame: the whole game is retuned around the space program, so your first rocket is a genuine multi-week goal, and every crop, recipe and research step pays more than the last.
- Workers earn their keep: wages are cut sharply, so your first hired farmer pays for itself in a couple of hours instead of never, and deep processing chains finally beat dumping raw goods.
Machines, farmers & workers
Farming- New Press machine: a dedicated Press refines your ore and crafts rocket parts, while the Refinery goes back to focusing on honey.
- Rock-solid machines: machines keep their identity through chunk reloads, craft exactly the recipe you picked, and never mysteriously turn into note blocks.
- Farmers that finish the job: farmers clear even packed fields without getting boxed in, and you can now toggle replanting on or off for each farmer.
- Beekeepers & refiners grow up: they get their own protected beds and a clear "no bed" warning if one goes missing, just like your farmers.
Your guided first hour
New- Learn as you play: new players are walked through the opening steps. The game dims everything but the button you need, drops in coach cards, and even lays a glowing trail to your next stop.
- Everyone starts ready: you begin with a loft and a free farm room, and your first purchases are cheap so you can find your feet without going broke.
- A full rockets guide: a twelve-page ROCKETS guide on the guide wall walks you through the whole journey, from your first research to touchdown.
Quality of life
Quality of life- A cleaner dock: one tidy seven-button bar along the bottom: Home, Missions, Loft, Storage, Market, Jobs and Tech.
- Missions, reimagined: the old roadmap is now a guided journey with chapters, clear goals and a "what to do next" card front and centre.
- Storage redesign: a paged grid with Sell 1, 10 or ALL, live prices, and your active contracts pinned right above the sell bar.
- Your own phone: the phone is now a Loft Phone you buy, with its own look, instead of something you start with.
- Smoother screens: the in-world wall displays refresh faster and repair themselves after a reload instead of going blank.
Anti-grief & protection
Protection- Tighter loft bounds: containment now follows your loft’s exact shape, so unusual room layouts, rocket trips and visits to friends no longer bounce you home.
- Locked-down gardens: tilling and planting are limited to your own plots, closing the old trick of bringing in dirt to farm the halls. Existing farms are left alone.
- Watertight money: no more overdrafts, and room purchases can no longer quietly charge you nothing while quoting a price.
More fixes
Fixes- Fixed a bug where selling could jam behind a “Please wait” message until the server restarted.
- Rockets only come up with sneak plus left-click now, so you can’t accidentally break one you’re standing in.
- Leftover rocket effects no longer linger on the launch pad after take-off.
- Changing your scenery theme clears the weather for everyone looking at it.