Space Clouds

Universe Reset: Muridae Agricultural Ventures

uni_reset_dec5_2026

Universe Reset Announcement

Muridae Agricultural Ventures is proud to present its latest product: high quality Rations created from pedigree-certified free-range Space Rats! This breakthrough in genetic modification has created Space Rats with vastly increased yield and quality, with tame temperaments and large void pastures to roam throughout to their heart’s content. A happy GMO rat is an extra tasty Space Rat!

Muridae Agricultural Ventures is less proud to admit that some of its more exotic genetic research subjects have slipped through containment. These rats should be considered extremely dangerous and are to be avoided with the utmost caution. Any nests they build should be reported in for immediate termination by Muridae’s containment teams.

Among the lost research stock is a full pasture of one of Muridae’s experimental warfare genotypes. These rats were designed to avoid detection by even the most sensitive radars and to multiply rapidly once released into a target area. Lyceum’s independant investigation has revealed two possibilities: either the universe will be overwhelmed with infinite invisible Space Rats and collapse on December 5 or there are absolutely no invisible Space Rats in the first place.

Dev Notes

  • Extractors other than space oats shut off, colonies will no longer make purchases to/from user stations, AI stations will no longer decay goods 7 days before end of the universe. Will be a reminder post.
  • Player stations, permanent drones, and the credits on active bots will be lost.
    • Player ships will not be affected.
  • If you’re docked during the reset, you will spawn into the new universe using your docked active ship.
    • Careful not to spawn into the new universe in an immobile ship!
  • Wild Space will be scrambled and receive a new map shape.
  • All other layers will have the systems scrambled but contain the same shape.
  • After a universe reset, all of your docked ships will be in a state of limbo allowing you to dock them all at any non-player station.  You can use the /limbo chat command only once to bring all of your docked ships back into limbo to dock them elsewhere. There is no longer a time limit.
    • You can purchase additional limbos via Limboing Tow Service at Friedman station in Free Market for 5 billion credits each.

PDT: 10:00
MDT: 11:00
CDT: 12:00
EDT: 13:00
UTC: 17:00
BST: 18:00

Server/Client Patch – 10/17/2026 – AeonLabs 1.6

AeonLabs 1.6 Patch Notes

[Content Changes]

  • Boss rewards and progression:
    • Serengeti and Olympus miniboss loot and credits now drop from their respective bosses instead. The miniboss lockouts have been removed.
    • Moved Super Shield Soother and Shard Dust drops from Zeus Henchmen and Ares Warriors onto Olympus bosses. Each boss now guarantees two Soothers and one Shard Dust. Added 50 million credits to Ares.
  • Removed asteroid drops from Ruined Sanctuary and the Dark Diablo arena; Hephaestus arena asteroids now drop only Copper.
  • Lieutenant Barbarossa and Red Rogue:
    • Increased Plekton Sequencer sourcing from both tracker and roaming Barbarossa encounters.
    • Set trackable-target experience qualities: Red Rogue Raider/Interceptor common (4x), Destroyer uncommon (12x), Pillager rare (20x), Reaver and Captain Redbeard exotic (30x), and Lieutenant Barbarossa exalted (40x).
    • Phase 4 reinforcements now use Red Rogue Prototype Mk2s with Red Bullets and Red Rogue Lasers. They have slightly weaker blended reinforcement modifiers and no low-health burst super items; attacking them should no longer make them destroy the containment buoys faster.
    • Corrected Barbarossa blueprint tech levels from 10 to 23. Enabled Celestial Core ingredient discounts in Barbarossa's Blocker blueprint.
  • Missions:
    • Trader missions now award 3,000 base experience instead of 1,000, scaled by difficulty. Signet, insignia and badge missions use difficulty 250, 500 and 1,000 respectively, reducing over-level experience falloff. Trader plus item missions no longer have minimum-level requirements.
    • Celestial Encampment missions now use difficulty 3,500.
    • Shortened Strontium-90 Priority Bounty text to make boss lore easier to read, corrected ship names, and clarified that either Lord Mulligan version counts.
    • Updated the Crests of the Damned mission summary.
  • The Tractoring 22 boss Janayitriadhara now clears its allies when becoming vulnerable, preventing rogue drones from killing it and denying the player kill credit.
  • Path of adum in Temple Grounds no longer unintentionally destroys temporary drones.

[Boss and Experience Balance]

  • Updated boss levels, qualities and experience rewards. Skill-training bosses generally give 2x the normal experience.
  • Other bosses:
    • Cardinal Bellarmine, Black Emperor, Blue Emperor, Green Emperor, Purple/Orange Emperor: level 250; quality rare (20x experience).
    • Anaconda, Copper Blob, Mother, Qokujiii Qa'ik (Weaponry T20 boss), Mad Scientist, The Arsonist (Rumble Mumble): level 1,000; quality exotic (30x experience); 2x the normal experience.
    • Lady Aurora, Lord Borean: level 125; normal experience.
    • Barbe Rouge: level 250; quality exotic (30x experience); normal experience.
    • Barbe Bleu, Topaz Eye Jimmy: level 125; quality rare (20x experience).
    • Drake: quality exotic (30x experience).
    • Captain Kidd: level 1,750; quality rare (20x experience).
    • Demented Delquadrakimdan, UrQa'qa Vazuk Vo'kii (Bana King): level 3,500.
    • Black Nightfury: level 1,750.
    • Matriarch Aurora: level 3,500; quality legendary (50x experience).
    • Brute Force, Speedy Gonzales: level 1,000.
    • Red Photon Warship Prototype: level 1,750; quality exotic (30x experience); 2x the normal experience.
    • The High Prophet / adumite Treasure Hoard: level 2,500.
  • Tech 22 bosses:
    • Cloaking T22 boss, Radar T22 boss, Piloting T22 boss, Tractor T22 boss: level 2,500; quality exotic (30x experience).
    • Engine T22 boss: level 2,500.
    • Equipment T22 boss, Weaponry T22 boss, Drone Deployment T22 boss, Electrical Engineering T22 boss, Shielding T22 boss: level 2,500; quality exotic (30x experience); 2x the normal experience.
  • Ruined Sanctuary:
    • Fallen Kuhani, Fallen Haraka, Haraka Station: level 3,500.
  • Infernal Darkness:
    • Dark Diablo, Dark Kobaldstein, Dark Maelstrom, Dark Scorch: level 1,750; quality exotic (30x experience).
  • Red Outpost:
    • Dark Matriarch Aurora: level 3,500; quality legendary (50x experience).
    • Carmine Cutter, Scarra the Crimson: level 3,500; quality exotic (30x experience).
  • Infernal Tempest:
    • Diablo, Kobaldstein, Scorch: level 500; quality rare (20x experience).
  • Jungle:
    • King Shere Kahn, Subemperor Baloo, Lord Bagheera, Princess Hathi, Prince Bandar-log: level 500; quality exotic (30x experience); 2x the normal experience.
  • Hallway of Lumination:
    • Enhanced Battleship, Enhanced Cruiser: level 3,500; 0.5x the normal experience.
  • Antechamber of Lumination:
    • Matriarch Aurora Prototype: level 3,500.
  • Celestial Encampment:
    • Grand Empyreal Eclipse: level 3,500; quality exalted (40x experience); 2x the normal experience.
    • Brawler Fleet Leader, Rear Brawler Fleet Leader, Artillery Fleet Leader: level 3,500; quality rare (20x experience); 2x the normal experience.
  • Firmament of the Sky:
    • Apex Fleet Leader: level 3,500.
    • Saros: level 3,500; quality exotic (30x experience).
  • Columns of Mountain:
    • Protection Fleet Leader: level 3,500.
    • Apex: level 3,500; quality exotic (30x experience).
  • Pillars of Heaven:
    • Zenith Fleet Leader: level 3,500.
    • Aelia: level 3,500; quality exotic (30x experience).
  • The Mausoleum:
    • Undead Calypso, Undead Code Herder, Undead Helro, Undead Jey123456: level 1,750.
    • Undead Voom: level 1,750; quality rare (20x experience).
  • Blanco:
    • Slumberchrome boss: quality rare (20x experience).
    • Monochrome Hue boss: level 250; quality rare (20x experience).
    • Monochrome Tint boss: level 125; quality rare (20x experience).
  • Olympus:
    • Ares, Hephaestus, Hermes, Poseidon, Zeus: level 1,750; 2x the normal experience.
  • Mira:
    • Qokujii Vazuk, Qu'ishiii Qo, Suqq' Bana: level 250; quality exotic (30x experience); 2x the normal experience.
  • Twisted:
    • Twisted Fate of Death, Twisted Nikola, Twisted Dragon Eye: level 2,500.
    • The Mechanical Hound, Twisted Minion Leader: level 2,500; quality rare (20x experience).
    • Twisted Eyeball of Fortune/Deliverance/Prosperity: level 2,500; quality rare (20x experience); 0.33x the normal experience.
  • Vulcan:
    • Infernus, Magmarar, Vulcanox, Lavrite: level 125; quality exotic (30x experience); 2x the normal experience.
  • Serengeti:
    • Emperor Sharahn Rhak'kai IV: level 1,000; 2x the normal experience.
    • High Vizir Rakhnis Grahad'rhi, Prince Ar'hath Rhak'kai, Princess Takhagha Rhak'kai: level 1,000; quality exotic (30x experience); 2x the normal experience.
    • King Rathos Rhak'kai: level 1,000; quality exotic (30x experience); 2x the normal experience. Copycats use the updated level and quality but still give no experience.
  • Subspace spawners:
    • LACS S1018 live Guardian: level 500; quality uncommon (12x experience). The dead husk is level 500, junk quality and gives no experience.
    • Avidhi Sas outpost, LACS S2525 Leader, Kottara Ekam Outpost: level 500; quality uncommon (12x experience).
    • LACS S409 Hatcher: level 500; quality uncommon (12x experience); normal experience.

[Items and Balance Changes]

  • Blueprint construction:
    • Standardized blueprint manhours and maximum workforce by tech level and product type. Augmenter condensers and station-related blueprints are unchanged.
    • 10 minutes: consumables, ship upgrades, skilling commodities and non-module ingredients.
    • 4 hours: fighters and drones, neuroforgable and non-neuroforgable gear, generic items, mobile factories and expendable modules.
    • 12 hours: augmenters, excluding augmenter condensers.
    • 36 hours: ships and reusable modules, including Olympus research modules and Subspace Alien Xenobiology Research.
    • Blueprints without a maximum workforce retain that property; only their manhours are standardized.
    • Corrected blueprint tech levels:
      • Dhatri Yantradeva to 22; Massif IV to 21; Empyreal ship upgrades to 23; Paxian Negotiator Fighter to 16; Kalthi skill commodities to 23.
      • Ares, Hermes, Poseidon and Zeus Research Module Blueprints to 21, matching Hephaestus; corrected T21 module and lower-tech Darkened Capacitor blueprints to match their products.
      • Perilium, Lunarium, Selenium, Rudimentary/Middling/Advanced/Expert Admixium, Tektite Firing, Nanite Fabrication, Thalaron Processing, Thalaron Stabilization Process and Biogenic Plasma Conduit blueprints to 22.
    • Removed the unintended Metals requirement from AeonLabs Overloader blueprints.
    • Fixed construction-space checks counting the main product twice.
  • Equipment balance:
    • Removed Artifact quality from UrQa Kasa Akuk'oj Ukoq and its container.
    • Corrected mobile-drone qualities and updated visibility, electricity and weight:
      • Urqa'Qii Drone: uncommon; visibility 46, electricity 862, weight 23,700.
      • Pumpkin Drone: rare; visibility 57, electricity 4,375, weight 82,800.
      • Santa's Green Trick (+ santa's special and christmasicus superitem variants): uncommon; visibility 49, electricity 1,625, weight 27,800.
      • Santa's Blue Trick (+ santa's special and christmasicus superitem variants): uncommon; visibility 51, electricity 2,787, weight 27,800.
      • Urqa'ka Drone: uncommon; visibility 55, electricity 3,487, weight 38,000.
      • Pickpocket Drone: uncommon; visibility 45, electricity 925, weight 36,800.
      • Vulcanite Drone: rare; visibility 45, electricity 875, weight 17,800.
      • Black Pearl Mobile Drone: uncommon; visibility 54, electricity 2,412, weight 54,600.
      • Agent Drone: uncommon; visibility 50, electricity 3,362, weight 25,600.
      • Mobile Gatling Drone Beta: rare; visibility 42, electricity 1,025, weight 19,600.
      • Mobile Gatling Drone Gamma: rare; visibility 46, electricity 2,412, weight 34,700.
      • Mobile Gatling Drone Delta: rare; visibility 49, electricity 2,737, weight 42,400.
      • Mobile Gatling Drone Epsilon: rare; visibility 51, electricity 5,187, weight 49,300.
      • Mobile Gatling Drone Zeta: rare; visibility 54, electricity 5,950, weight 60,400.
    • Infernal Supercollider now consumes one Infernal Cell every 20 minutes instead of every 2 minutes.
    • Dark Infernal Battery: size 134, weight 536,000 and regeneration 1,109.
    • Fixed the Buccaneer's Cruiser's Boarding Hook applying -10% Surgical Vulnerability instead of +10%.
    • Diffuser damage reduction now stacks multiplicatively.
    • Wallaby Bite and Primordial Wallaby Bite are now higher tech.
  • Item handling:
    • Added equipment destruction, including AeonLabs extractors, with quantity selection for partial stacks. Augmenter dissolving also supports quantity selection, and Epiphany items can be used several at a time.
    • Goop Extractor is now sticky. Added a searchable Decay on Universe Reset tag to applicable items and extended the decay period of Crate of Zaphragi Musk.
    • Crates can now produce modded items; crates that choose from randomized item lists are unaffected.
    • Speed Demon Target Tracker is now a trophy item and has been removed from the Speed Demon skill.
  • Capital ships and stations:
    • Renamed Earthforce Dreadnought's Dreadnaught Engine to Dreadnought Engine. Red Photon Carrier, Warship, Logistics Cruiser and Support Cruiser now have hull-specific engine names and newer Earthforce capital-ship particles; stats are unchanged.
    • AeonLabs Dynamic Command & Control Station Kit no longer decays on universe reset. Increased Command & Control Station speed from 1 to 25 for repositioning by tractor or thruster.

[Client and Interface Changes]

  • Galaxy reveals now use a single global announcement listing custom galaxies and counts by galaxy quality, including Midas influence galaxies.
  • Experience-gain numbers now use commas, and Artifact text and icon colours are brighter.

[Server and System Changes]

  • Drone spawners can now appear in treasure drops. Their spawned drones use the correct tech level, and drones properly inherit selected weapon mods.
  • Combat bots now use the same collision targeting rules as trade bots.
  • Improved full-universe loading speed and reworked saving to reduce potential lag spikes.

[Bug Fixes]

  • Restored environmental effects:
    • Vulcan: Magma Pockets in Chamber of Heat and The Deeper Sill, and the Steam Vent Cloud in The Sill.
    • Jungle: sun damage in Arid Peak and Water Pocket healing in Lake. Temple Grounds: the Path of adum hazard.
    • Subspace: out-of-arena hazards in Bila Zarkara, Devalaya Sahistha and Devalaya Deva Dve, and the Irradiated Subspace Anomaly in Devalaya Sahistha Dve.
  • Corrected thrust modifiers:
    • Drake's allied Earthforce Battlecruiser and frigates: 0.5x. Demented Delquad fragments and Kuhani/Haraka Station Delquadrakimdan minions: 2x.
    • Vultures: 1.25x; Condors: 1.5x; Hawks: 2x; Rocs, Phoenixes and Glaucopennias: 4x.
    • Delquadrakimdans: 2x from the current-release correction, with the remaining bonus applied after reset for 3x total.
    • Green Battleships: 1.5x; multifiring Rosemaries: 1.25x.
  • Fixed Space Blue Gamma Scout missiles failing to explode near targets. Removed their Ethereal Laser II to prevent firing-cooldown interference and increased warhead base damage from 200 to 10,800.
  • Fixed incorrect asteroid-belt ambush spawner levels.
  • The Piloting 22 miniboss Janayitrivar no longer tilts while turning.
  • Vulcan boss shouts now use floating text. Boss shouts substitute 'jerk' instead of a blank name when the killing player's name cannot be retrieved.
  • Fixed Merchant Navy station environment maps in Strontium-90 and limited their multi-axis rotation.
  • Corrected 'acquire' typos in missions and missile salvo tooltips, missing spacing in Paxian Bubblenator's description and the apostrophe in Phased Solar Harvester's description.
  • Added a potential fix for player ships becoming lost or ending up in invalid station or galaxy states during stasis or tow-bot recovery.
  • Fixed Carmine Cutter and Scarra the Crimson not awarding experience when killed.

[Next Universe]

  • Encounters and loot:
    • Added Rattie Moe as an Earthforce Protectorate daily-lockout dungeon boss with a guaranteed Rattie Moe Augmenter, and added cheese-themed spawn effects to dungeon Space Rats.
    • Restored the Jujo'qii Warrior from Ur'Ziq Bana in the old Nexus as a unique dungeon boss.
    • Increased Captain Albatross's Assault Behemoth Blueprint and Albatross Augmenter drop rates; his equipped augmenter can still provide an additional drop.
    • Restored infrequent basic gear drops to Wolf 359's Space Blue Alpha Interceptors.
    • Fixed the Suqq' Bana entrance from UrQ'kur in Mira failing to lock when too many enemies are alive.
    • Restored Barbarossa's name to his roamer death shout.
  • Kalthi Depths wild AI:
    • Reduced Kalthi Depths Delquad and Cybernetic Interceptor populations, increased their levels and split them into roaming and sedentary groups. Sedentary groups can despawn after inactivity; roaming groups use wormholes more often. Delquads now occupy a lower danger-factor range.
    • Both types now engage lower-level players, use automatic aggression ranges and cannot dock. Delquads no longer flee at low shields and are no longer teamed. Cybernetic Interceptors flee at a higher shield threshold and use Fragmented Kalthi Wareyes instead of unlimited radar.
  • Other wild AI:
    • Added alternate skins to wild normal, miner, trader, pirate and convoy Zebucarts.
    • Added alternate Zebucart hull configurations:
      • Earthforce Protectorate: Star Runner, pirate and convoy Zebucarts, plus Lord Mulligan's Zebucart martyr.
      • Wild Space: trader, Star Runner and pirate Zebucarts.
      • Perilous Space: pirate Zebucarts and Lord Mulligan's Zebucart martyr.
      • Kalthi Depths: pirate Zebucarts in Paxian Stronghold; they cannot roam out of the galaxy.
    • Randomized spawn locations for several Earthforce Protectorate AI and added spawn effects to all wild Earthforce Protectorate AI.
    • Vigilante targets bounty-bearing ships regardless of level difference.
    • Flyswatter Larva are now vermin and can be attacked in protected areas without police judgement.
    • Set ambushers to attack their intended player:
      • Absolution Seraph and Tortuga Stalker wormhole guards; Astral Essence in Hyper, Astral Quintessence in Bipolar and Leslie Price in The End of the Universe; Prism Empires targets; Hyperion UrQa remnants; Shadow's Space Rat Broodmother; and Graveyard Undead Rats, including Fluffums.
    • Hyperion UrQa remnants use UrQa names.
    • Prof. Logan becomes an ally while helping defend the Haunted Outpost during the Graveyard mission Rats!!! Undead Rats!, preventing accidental hostility.
    • Non-aggressive Ampage and Voltage give more experience.
    • Industrial freighter convoys regain missing credits, all but one Leviathan convoy ship regain their missing energy-charge buff, and more Reconditioned Behemoth traders can spawn.
  • Ancient outposts and universe generation:
    • Added neuroforgable artifact gear drops to ancient outposts. Higher-level outposts drop higher-tech items, with individual probabilities matching colony-ruin chances. Excludes advanced ruins, hulls, consumables and particularly rare ruin items.
    • Updated ancient-outpost station visuals and teams, and hid their flags.
    • Expanded ancient-outpost spawning from early W1 through W3 in Earthforce Protectorate, with W3 versions throughout Wild Space, increasing the total population.
    • Fixed the distribution of Wattage spawners in Perilous Space between north, south and both regions.
    • Prevented Icepick Outposts from spawning on top of one another.
    • Earthforce dungeons are more likely at lower danger factors. Removed generic DG boss scripts and Radioactive Suns from dungeon generation, added dungeon-style special nebulae to normal universe generation, and corrected erroneous Brown Dwarf tagging.
  • Exchanges and ship availability:
    • Added an alternative currency exchange for Celestial Encampment Reconstructive Citadel shields, unlocked after completing the original source mission.
    • Academy Freighter and Academy Thatch are sold at Building Academy Entrance stations.
    • The new Fortified Battle Station skin for Battle Thatch is available through a Beta Antares exchange.
  • Environmental and spawner fixes:
    • Restored Irradiated Subspace Anomaly damage.
    • Restored Vulcan Plume damage in Bedrock Depths, Magma Pocket damage in Burning Basin and Steam Vent Cloud damage in Magma Vent; Water Pocket healing in Jungle River; and the mission anomaly near Thalaron Particle Samples in Avidhi Katur.
    • Corrected reset-dependent thrust modifiers for Delquadrakimdans, Anomalous Passageway Delquadrakimdans and Ruined Sanctuary Delquadrakimdans.

[Spawner and AI Balance]

  • Updated the following regular-galaxy, wild, dungeon and convoy spawners. These changes require a universe reset.
  • Subspace Ekam:
    • LACS S6230 Leader: level increased, quality to uncommon, normal experience.
  • Regular-galaxy spawners:
    • Blue Gamma Prototype, East Vindia Ismail, Handel's Cove Ragnarock, Hyperion UrQa ambushers, Red Photon Oversized Turret: level reduced, quality to uncommon.
    • Wolf 359 Cadet Crusher, Wolf 359 Mister the Prefect, Wolf 359 unnamed Alpha Advanced, Brigand's Stronghold unnamed Alpha Advanced, Graveyard Fluffums, Handel's Cove Roswell, Handel's Cove Ghostship, Hyper Astral Essence (Seer mission target), The End of the Universe "Mysterious Assailant" Leslie Price (Seer mission target), Guardian of the Lyceum: level increased, quality to uncommon.
    • Pirate Maboule: level reduced, quality to rare.
    • Handel's Cove Cruiser: level increased, quality to uncommon, normal experience. Matched Cruiser respawn timing to the other Handel's Cove ships.
    • Nihilite Forge: level reduced, quality to uncommon. Nihilite Forge remains effectively unkillable without shield stealing.
    • Bipolar Astral Quintessence trio (Seer mission targets): level increased, quality to uncommon, less than normal experience.
    • Prism Paxian Prismatica: quality to uncommon.
    • King Midas: level increased, quality to legendary, normal experience. King Midas remains unkillable.
    • Shadow Space Rat Broodmother, Shadow Trader Lazrack, Shadow Jorgan Friedman: level increased, quality to uncommon, normal experience.
    • S.R. Tycoon 7479: level reduced, quality to uncommon, normal experience.
  • Prism Empires:
    • All Black Emperor assassination targets, Giant Malachite: level increased, quality to uncommon.
    • Ancient Asteroid Being: level increased, quality exotic to rare.
  • Wild / Earthforce Protectorate:
    • Earthforce Frigates, Earthforce Destroyers, Earthforce Cruisers, Earthforce Battlecruisers, Earthforce Battleships, Earthforce Dreadnoughts: level increased, quality to uncommon, normal experience.
    • Earthforce Interdiction Frigates, Bulk convoy transport, Bulk II convoy transport, Massif II convoy transport: level increased, quality to uncommon.
    • Titan Green, Uber Forgone, Uber Icepickler, Drops, Reavers: level reduced, quality to rare.
    • Vultures, Leviathan convoy transport, Behemoth convoy transport: level reduced, quality to uncommon.
    • S.R. Express 4493, The Scarlet Pimpernel, Vigilante: level reduced, quality to exotic.
    • Mister the Prefect, Mr. Green, Jolt the Volt, Black Swan, Ur'kii Jujuso'Qa (UrQa Fighter Ace): level increased, quality to exotic.
    • Mr. Wyrm, Grouchey Reaper, Mr. Burns, Grease Lightning, Rock Hudson: level increased, quality to exotic, normal experience.
    • Helga convoy transport, Massif convoy transport: level unchanged, quality to uncommon.
    • Helga escorts, Bulk escorts, Bulk II escorts, Massif escorts, Massif II escorts, Leviathan escorts: level increased.
    • Behemoth escorts: level changed.
    • Queen Hive: level reduced, quality to exotic, normal experience.
  • Wild / Earthforce Protectorate; Wild / Perilous Space:
    • Lord Mulligan: level reduced, quality to exotic.
  • Wild / Perilous Space:
    • Titan Greens, UnForgone, Vultures: level increased, quality to common.
    • Green Battleships, Icepick Hunters, Hawks: level reduced, quality to uncommon.
    • Icepickler, Phoenixes, Glaucopennias, Cronos, Electric Eel: level reduced, quality to rare.
    • Drops, Reavers: level increased, quality to uncommon.
    • Hives, Delquadrakimdans, Nightfuries: level reduced, quality to uncommon, normal experience.
    • Grim Reaver, Captain Bartholomew Roberts, Sputty Nutty, Marco Columbus, Zailaguru Ksatracara, Seumas Watt: level reduced, quality to exotic.
    • Big Green Mothership (Ur-Quan), Closeness, Sivar Hvar'kann, Antu Sahistha Explorer, Rajanicara Sahistha Scout: level reduced, quality to exotic, normal experience.
    • Loneliness: level increased, quality to exotic, normal experience.
    • Red Nightfury: level reduced, quality to exalted.
    • Stellations: level increased, quality to exotic.
  • Wild / Perilous Space; Dungeon / Earthforce Protectorate:
    • Nathaniel Courthope: level increased, quality to exotic.
  • Wild / Kalthi Depths:
    • Kalthi Commanders: level increased, quality to exotic.
    • Kalthi Armored Commanders, Kalthi Wrathful Commanders, Kalthi Destroyers, Kalthi Terminators, High DF Selenite Avengers, High DF Lunarian Avengers, Caracaras, Corrupted Cyborg Battleships, Corrupted Cyborg Cruisers, Electrified Georg Ohm, Merchant Navy Seal Commanders, Cybernetic Bartholomew: level reduced, quality to exotic.
    • Low DF Kalthi Coordinators / Coordinator Exploiters, Harriers, Rocs: level reduced, quality to uncommon.
    • High DF Kalthi Coordinators / Coordinator Exploiters: level reduced, quality to rare.
    • Low DF Selenite Avengers: level increased, quality to rare.
    • Low DF Lunarian Avengers: quality to rare.
    • UrQa'qa Vazuk Vo'kii (Bana King): level reduced, quality to exalted.
    • Hawks: level increased, quality to common.
  • Subspace Sas:
    • Invasion Outposts: quality to rare.
  • Dungeon / Earthforce Protectorate:
    • Cardinal Bellarmine from Hell, Marco Columbus, Sputty Nutty, Black Bart, Captain Albatross, Barbe Noire, Iggy Bang: level increased, quality to exotic.
    • Dark Curse: level increased, quality to exotic. Increased its experience reward for Cloaking skill training.
  • Dungeon / Perilous Space:
    • James Watt, Georg Ohm: level reduced, quality to exotic.

Server/Client Patch – 08/28/2026 – AeonLabs 1.5.1

server_patch_AL151

[Content Changes]

  • Monkey Mantle and Improved Monkey Mantle no longer increase the hitbox of the Shield Monkey, you should be able to sell any of them back to the AI base in Lyceum.
  • Reduced the following blueprints Salvaged Equipment, Temporal Quirk, Causal Anomaly, Chroniton Trace requirements: Juvenile Tiger Prawn Blueprint, Angre’s Chai Fighter Blueprint, Wallaby Fighter Blueprint, Mantis Shrimp Fighter Blueprint, Angre’s Modifications Blueprint, Cybernetic Zebucart Blueprint, Tiger Prawn Blueprint, Wallaby Blueprint, Kangaroo Blueprint, Primordial Tiger Prawn Blueprint, Primordial Wallaby Blueprint, and Primordial Kangaroo Blueprint.

[Paxian Foothold]

  • Reduced Peacekeeper blueprint AC costs from 2,000 to 1,250 Temporal Quirks.
  • Reduced the Paxian Requisition Voucher trade in cost from 20 to 8 Salvaged Equipment.
  • Rebalanced the Barbarossa unlock mission to require: 100 Damaged Peacekeeper Technology, 1,000 Paxian Requisition Vouchers, 500 Paxian Peacekeeper’s Recommendations, 15 Paxian Peacekeeper’s Signacula, 1 Quantumly Attuned Keycard. and give 8 trackers instead of 5.
  • Rebalanced the repeat Barbarossa tracker purchase to provide 3 trackers for: 500 Paxian Peacekeeper’s Recommendations, 5 Paxian Peacekeeper’s Signacula, 75 Causal Anomalies, 25 billion credits.

[Captain Redbeard]

  • Captain Redbeard will no longer drop complete Redbeard items, instead dropping blueprints. The chance of Redbeard dropping those blueprints has been increased significantly.
  • Reduced the likelihood of getting Redbeard’s Tricks and Redbeard’s Modifications, increased the likelihood of getting Korbolko the Barbarous.

Server/Client Patch – 08/20/2026 – AeonLabs 1.5

image_2026-08-17_140634113

[Content Changes]

 

[Lieutenant Barbarossa Bane]

  • Separated Barbarossa into Roamer and Tracker spawners:
    • Allowed the boss and its minions to have augs and mods.
    • Reduced the damage and tankiness of the tracker.
    • Made its minions less dangerous, but required them to be killed before Barbarossa can die.
    • Gave Barbarossa a projectile weapon.
  • Barbarossa no longer spawns automatically and will only spawn if enough tracker versions are killed after it is ready.
  • Updated Barbarossa’s Temporal Keycard mission to start after players have completed the initial Undercover Red Rogue mission.
  • Added a notification mission for the Barbarossa roamer so players can be informed about when he is going to spawn.
  • Added mission-filtered Barbarossa hunt notifications that update on cooldown, tracker, spawn, engage, death, and despawn milestones.
  • All Barbarossa hunt states now update the same notification title and display the remaining respawn timer when applicable.
  • Reduced the range and tracking of Barbarossa’s Laser and increased the range of Barbarossa’s Blasters.
  • Added the Barbarossa world boss to Kalthi Depths’ wild spawns.
  • Repeated Barbarossa hunt-ended notifications during the respawn cooldown so players who have the monitoring mission know it was killed recently even if they weren’t online for it.
  • Changed Barbarossa’s tracker to Exalted from Legendary.
  • Updated the superitem on the Red Rogue Interceptor spawned by Barbarossa so that it micro-warps to attack the target before using its side beams. This is a buff to the Red Rogue Interceptors.
  • The A Disturbance mission is no longer weekly.

 

[Paxian Foothold]

  • Changed Paxian Foothold trackers to require Obscure Pirate Crests, Kalthi Depths Wreckage, and Paxian Peacekeeper’s Signaculum to acquire trackers. Adjusted the other costs of trackers as a result.
  • The Temporal Shenanigans mission requires fewer Redbeard kills and less Damaged Peacekeeper Technology.

 

[Protoplasmica (in next universe)]

  • Fixed and updated the Protoplasmica zone:
    • Consolidated Doc Goblin and Nurse Orc into a single fight in Biopsy in Protoplasmica, cutting out all of the rooms afterward. They now use a wave spawner.
    • Biopsy in Protoplasmica has received a visual overhaul with a more prominent colored backdrop, large numbers of asteroids and wreckages, a collection of butchered shipwrecks, and what remains of Marie’s mother.
    • The Protoplasmica mission chain has been fixed and is available once more. The third of four missions has been removed, with the objectives updated to conform to the new wave spawner in Biopsy.
    • Any of the missions in the Protoplasmica mission chain can now be started upon entering the Protoplasmica entrance gal. They can also be found in Glass Matrix at one of the two center stations.

 

[Miscellaneous Content]

  • The Subspace “Squadron 492″ ship wreckages found in LACS S1864 now have Homing Beacons equipped to help find them.

 

[Bug Fixes]

  • Fixed an issue with Sterwyn Aervin not counting its subspawns properly.
  • The Shield Projection stat on aura generators now only physically works if the item has idled recently. This should have no actual impact on gameplay except for expired drones using one, like Bubble Drone types.

Anatolia: Wild Space and the Emperor Contest

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The Emperor Contest has long been one of the most prestigious and contentious parts of Star Sonata. Over the past few cycles, we have continued to iterate on Anatolia, Influence, Imperial Strands, and the overall structure of the contest.

With the next universe, we are preparing for another significant change: The Emperor Contest will begin at the start of the universe, and the contest itself will move into Wild Space!

A Wild Contest

The Anatolian Expanse was originally created as a dedicated contest space where teams could compete over Influence generation. We had good intentions when designing that system, and theoretically it was supposed to encourage people to fight each other over access to the AI they needed to kill in order to gain influence. In practice it separated the contest from the rest of the universe and concentrated too much of the experience into a PvE farming loop.

The Emperor Contest should primarily be about competing against other teams. Players should be fighting over meaningful territory, contesting valuable objectives, and making progress through ownership, coordination, and conflict.

To support that, Influence generating galaxies will now appear throughout Wild Space. These are normal Wild Space galaxies with a special Midas designation. They can be claimed normally using Command & Control stations, and while owned, they will generate Influence for the owning team. The current galaxy ownership system has consistently produced meaningful territorial conflict throughout the past few years. When valuable territory exists, teams show up to fight over it. We want to bring that same structure into the Emperor Contest.

This means teams will make progress by doing the following:

  • Identify Influence generating galaxies.

  • Stake a claim with a Command & Control station.

  • Defend the claim and deny the galaxy to opponents.

  • Generate Influence by maintaining ownership of the galaxy.

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Influence Galaxies

Influence generating galaxies are normal Wild Space galaxies designated by Midas. They are not a separate galaxy type with special rules, special resources, or unusual ownership requirements. They are Wild Space galaxies that also generate Influence while controlled, and the quality of the galaxy does not determine the amount of Influence generated. Owning the galaxy is what matters.

During each reveal cycle of the contest a number of these galaxies will appear, creating new opportunities for teams to expand, contest, and deny territory. 90 of these galaxies are expected to appear over the course of the contest, and these galaxies will be visible on the map with a special indicator.

Imperial Strands

In the current structure, some of the most valuable rewards associated with the Emperor Contest are earned through activities that are not always connected to actually winning the contest. We want those rewards to come from doing the main objective well.

Going forward, a significant portion of Imperial Strands available per universe will be generated through ownership of Influence generating galaxies. When a team claims one of these galaxies, Imperial Strands will be generated on the Command & Control station in that galaxy. This can only happen the first time the galaxy is owned.

To keep the timing of the contest important, Strand generation will stop once the Emperor Contest enters overtime. Influence generation can continue, but no Strands will be created when a galaxy is owned for the first time once the contest enters overtime.

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Winning The Contest

The Emperor Contest will last for at least 21 days, no team can claim victory before this period ends. During the contest, teams can continue gaining Influence with no restrictions of caps. When the contest period ends, the leading team must meet two requirements to claim the Throne:

  • They must have at least 9,000,000 Influence.

  • If another team is in second place, they must also lead that team by the required margin.

That required lead starts at 2,000,000 Influence.

If no team qualifies when the 21-day contest period ends, the contest enters overtime. During overtime, standings still matter, but the required lead begins to shrink. Over the course of 7 days, the lead requirement will decay until even a 1-point lead is enough to decide the winner.

Once a team wins, they become the reigning Emperor team.

Emperor Rewards

When a team wins the Emperor Contest, they gain control of the Imperial Palace.

The Imperial Palace will be assigned to the winning team and its leader, and the victory will be announced globally. The Palace will also receive its configured Emperor rewards, including 3 Imperial Ship Dry-docks, 3 Imperial Augmenter Retrievals, 150 Imperial Chests, and 8 Imperial Signets.

Members of the winning team will also receive Emperor win points, with higher-ranking team members receiving a larger share.

Imperial Signet

What About Anatolia

The Anatolian Expanse as a layer is being removed, but Anatolia itself is not going away. Anatolian themed content and rewards will continue to exist, and we will continue to add more rewards that can be earned by turning in Anatolian themed commodities. Starting at the beginning of the next universe, Anatolian themed roaming bosses and AI will begin appearing throughout Kalthi Depths and Perilous Space.

These encounters will provide access to Anatolian Crests and Imperial Strands.

Anatolian Surges

Regular Anatolian rewards are not disappearing with the removal of the Anatolian Expanse. Imperial Strands will be earned through Anatolian Surges. During these events, Anatolian-themed AI and roaming bosses will appear throughout Kalthi Depths and Perilous Space.

Anatolian Crests will come from Anatolian Surges rather than from the old Anatolian Expanse. These surges will happen every few days, and will last until all Anatolian AI are defeated or despawned. You can turn in Anatolian Crests and Imperial Strands in Anatolia.

anatoliagal2

Why This Is Changing

The goal is to make the Emperor Contest a true struggle for territory and control. The previous structure gave players reasons to be in Anatolia, but too much of the contest came down to optimizing a PvE farming loop. By moving Influence generation into Wild Space and tying it to galaxy ownership, the contest becomes part of the broader universe. Teams will fight over territory, defend their holdings, and make progress by maintaining control over contested space.

We’re excited to see how this changes the shape of the next universe, and we’ll continue watching how the system performs once teams begin fighting for the Imperial Throne.

Note

The Anatolian Expanse and associated Emperor Contest is a labor of love by us to support an active PvP event that breaks up the day to day activities in Star Sonata. We appreciate the many rounds of feedback the community has given about this experience. We are committed to continuing to support this activity and monitoring its success and failures. This blog post includes all information on the current system used to ascend to the throne to become Emperor, but like with many things in Star Sonata, it changes often. This system will likely be iterated into the future to bring an experience that promotes competition. You can stay up to date on what is involved in the contest to become Emperor by visiting our wiki page on the topic. https://www.starsonata.com/wiki/index.php/Emperor

Universe Reset: Red Tide

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Universe Reset Announcement

Sympathetic individuals among the Kalthi have warned Earthforce and the Pax of a new yet familiar threat to the universe. They’ve reported previously untold numbers of Cybernetic Interceptors amassing at the edges of the Kalthi Depths region. Despite their sheer numbers, the Kalthi were unable to find the origin of the Corrupted Cyborg’s newfound production.

The Paxian Operatives have redirected one of their exouniversal expeditions to investigate the source of all of these new ships. Their field work led them to discover it as the latest scheme – intentional or not – of their enemy the Red Rogues. They have been leading increasing numbers of Cybernetic Interceptors into our universe, either to overwhelm the Paxian Operatives or merely to act as a dumping ground for things they don’t want to deal with.

Director Rorrim of the Paxian Operatives concluded their report with grave news: this unstoppable tide of Cybernetic Interceptors will overwhelm the Kalthi remnants and reach Sol and Paxius on August 1 when the universe is destroyed by the combined all-seeing firepower of the Cybernetic Interceptors from every universe brought together.

Dev Notes

  • Extractors other than space oats shut off, colonies will no longer make purchases to/from user stations, AI stations will no longer decay goods 7 days before end of the universe. Will be a reminder post.
  • Player stations, permanent drones, and the credits on active bots will be lost.
    • Player ships will not be affected.
  • If you’re docked during the reset, you will spawn into the new universe using your docked active ship.
    • Careful not to spawn into the new universe in an immobile ship!
  • Wild Space will be scrambled and receive a new map shape.
  • All other layers will have the systems scrambled but contain the same shape.
  • After a universe reset, all of your docked ships will be in a state of limbo allowing you to dock them all at any non-player station.  You can use the /limbo chat command only once to bring all of your docked ships back into limbo to dock them elsewhere. There is no longer a time limit.
    • You can purchase additional limbos via Limboing Tow Service at Friedman station in Free Market for 5 billion credits each.

PDT: 10:00
MDT: 11:00
CDT: 12:00
EDT: 13:00
UTC: 17:00
BST: 18:00

Server/Client Patch – 05/12/2026 – AeonLabs 1.2

server_client_AL12

[Next Universe Changes]

  • The wormholes to and between the hubs around Kumari have been increased to standard wormhole size.
  • Aveksaka Debris Fields have been renamed from Paksapata Ekam/Dve/Tra to Paksapata Katur/Pajca/Sas to match the leaf they appear in. The duplicate Paksapata Sas has been removed.
  • Aveksaka Debris Fields have been moved from max leaf Danger Factor to about halfway into each leaf (15 Danger Factor above the initial amount).
  • Marie in Protoplasmica and Engineer Kaylee Grand in Underworld, for one of the Engineer class missions, are now allied AI.
  • Guardian of the Lyceum and Lyceum Engineering teams now use the Lyceum flag.
  • Capella’s planet Thirty-Eight has had its ring fixed, which was previously hidden due to a bug in its setup.
  • Fixed Dungeon Forgones and Icepicks often not assisting the Dungeon Boss in combat until the boss is killed.
  • Fixed Allied Front to be protected like the other Subspace hubs.

[Content Changes]

[Earthforce Space]

  • The two Nexus missions teaching about the Zebucart built-in superitems have been given a five minute auto-abandon timer, as their mission indicators on the UI can otherwise stick around if you don’t know which missions are placing them on your screen.
  • Restored Dark Maelstrom’s visual effect where it would fade away every few seconds. Doubled the length of the effect to a total loop length of seven seconds.

[Wild Space]

  • Fixed Wild Space sun interference settings

[Subspace Dimension]

  • The Doomsday Device in Kumari has had its hitbox halved in size to be more appropriate for its visual size, which is unchanged.
  • Lyceum Exploration Cruiser will now display the user’s name properly.
  • Lyceum Exploration Cruiser now has visible engine mounts.
  • Added exit wormholes to the Subspace boss rifts.
  • Added the Subspace bosses to the rift leaderboard.
  • Janayitriadhara (Tractoring 22) will now despawn all bombs when vulnerable at the end of the fight, and cannot be killed until they’ve been despawned. This should prevent any remaining cases of bombs killing the boss and denying players the kill credit (meaning no loot dropped).
  • Fixed Janayitriadhara’s (Tractoring 22) damage and rate of fire being low, increased the shields on the Paxian Bombs to compensate.
  • Reduced Janayitriadhara’s (Tractoring 22) shielding by 2/3rds, making the fight significantly faster.
  • Removed startup from the music in Janayitriadhara (Tractoring 22) arena, as there’s no miniboss rooms to go through prior.

[Red Outpost]

  • Arena of Darkness entrance will no longer place the first player to enter the rift on the wrong side of the arena.

[Misc. Content Changes]

  • Fixed certain missions showing the wrong missiongiver portrait when completing them.
  • Mad Expander Blueprint is now tech 18 to match its product.
  • Causal Domain Device now imparts its debuffs for 20 seconds instead of 10 seconds.
  • All Anatolian mobs that dropped Gilded Sigils or Imperial Tetradrachms now drop Gleaming Diadems instead at a lower drop chance. The actual total influence from these AI are unchanged.

[Drone / Engineer Changes]

  • Mechanical Engineer can now swap a deployed drone in place by using a drone on their own tractored drone in the same galaxy. It no longer has the ability to repair in combat. The ability to repair drones in combat on engineer class 1 remains as is.
  • Fixed a bug on the Resilient Advanced Class Subskill that was preventing it from applying to temporary drones.
  • Insatiable neurobound drones now give +2.17% critical strength and -1.30% Electric Tempering per level.
  • Watchful neurobound drones now give +1.39% damage, +1.00% indirect-hit resilience, and +10.87% radar per level.
  • Mechanical Engineer description now specifies +3 temporary drone equip slots.
  • Temporary drones will now continue to fire when an envelopment is in the way.
  • Removed the Resistance to Damage on temporary drone bonus from Zen of Engineer.

[Item / Balance Changes]

  • Added new visual effect for the Golagoay Vazaha Archetype X’s built-in superitem Singularity Shield Device.
  • All non-squad transwarps now have the same radius of 750 for transwarping bots.
  • Equipped energy stack should now give the same bank and regen result whether 1 stack of 2 or 2 stack of 1.
  • Renamed all T9+ station XYZ ‘lasers’ to ‘beams’ to match the rest.
  • Celestial Reaching Empowerment Platform now applies an aura with +50% Range, and -33% Damage to temporary drones. This replaces the -15% Shield Regeneration aura effect.
  • Olympian Travel System now gives % thrust instead of flat thrust.
  • Fixed Striped Emphasis engine missing their particle definition and defaulting to the fallback visual, recreated it based on its C1 look.

[Server / Systems Changes]

  • target energy info now works for any selected husk instead of only owned/squad objects.
  • Weapon fire will now stop properly a state changed to make it not allowed anymore (galaxy becoming owned is one such example)
  • Market check will now only list the first 20 match for blueprint, ac trade and such to avoid overloading the list with hundreds of entries for things commonly used.
  • Moved scoop message from Event channel to “SquadScoop” channel. it Will appear on loot when in a squad. /showsquadscoop can be used to suppress these messages.
  • /scoop has been reduced to the past hour instead of 2 hours.
  • Ship-to-ship trade no longer allows equipped and other untradeable items to be put in.
  • Active player ships will be checked once per restart for invalid slots and put in stasis if needed.
  • Players can no longer reenter a ship from stasis if the ship’s item slots are invalid. The ship must be towed and from there, the slots can be fixed.
  • Tweaked scoop messages to include bot scooping, other than mining bots.
  • Items scooped by bots now show up above the bot as floating messages instead of above the owner.
  • Fixed an issue with some systems not accounting for projectile velocity modification correctly, which affected leading moving targets. This impacted a drone’s ability to properly aim at targets when affected by a Projectile Velocity tweak.
  • Metals will no longer show at 0 quantity on all blueprints even if they have no metals.

[UI / Client Changes]

  • Reduced some ship skin texture sizes.
  • Improved flag resolution and sharpness for Lyceum, cleaned it up a bit to read a lot better.
  • The Pax Heliosoleta model has had its missing rear webbing fixed.
  • Dragging and dropping items into space now asks for confirmation.
  • Fix for a bug causing autopilot link in /mc dialog to not work if temporary tweak “window was visible.
  • Transfer some from storage to ship should now properly set the value in the transfer ui and react as expected to input.
  • Fix for transfer some from storage to ship not properly overwriting value when pressing a number.
  • Fix for transfer type from storage to ship not working.
  • Fix for transfer all from ship to storage not working.
  • Added ui scale option 1x, 2x, 4x (1080p display is limited to 2x, 4k can go up to 4x), this will also scale nametag in the galaxy view. This replaced the ability to scale the text on the client within our settings menu. You can still find the ability to scale text within the file usersettings.xml within the client’s folder.
  • Empty particle definitions now show up as an “error” particle to be used to detect and resolve empty particles.

Server/Client Patch – 03/18/2026 – AeonLabs 1.0

server_client_AL10

[Major Features]

  • Introduced the Ship to Ship Trading system.
  • Introduced the AeonLabs Modular Construction System.
  • Drones & The Engineer class has received a major rework focused on Neurobound drones.

[Ship to Ship Trading]

  • Players can now trade items and credits directly between ships in a dedicated UI.
    • This is performed by using the dock keybind while your ships are overlapping with theirs. This must be done while stopped and cannot be done in combat.
    • Items with half lives cannot be traded

[AeonLabs Modular Construction & Dilutions]

  • Introduced the AeonLabs Modular Construction System.
  • Added new AeonLabs station components, blueprint packs, extractors, Command & Control kits, and construction items.
  • AeonLabs blueprint packs have been added to all tech 12 and above player obtainable station kits.
  • Common augmenters can now be dissolved into Dilutions, displaying their outputs directly on the item. This is done by selecting then opening the context menu on any number of common augmenters while docked, then selecting the new “dissolve” option. This is cannot be reversed.
  • Pre-installed blueprints for drones constructed from industrial commodities have been moved to be held within the technology tree of the AeonLabs system.
  • The blueprints to build X/Y/Z gear on stations using Industrial commodities that came pre-installed on most station kits have been removed.

More information can be found HERE.

[Drone & Engineer Revamp]

  • Added the Neurobound Drone system allowing drones to be modified with selectable mods.
    • This is performed by opening a context while selecting a single drone while docked, then using the neurobind option.
  • Added three new drone skills:
    • Insatiable
    • Watchful
    • Fortified
  • Different drone mods now apply different fractions of these skills.
  • Drone mods increase drone charge cost by 100%.
  • Deployed Modified drones inherit passive modifications from the player’s equipped non-weapon items.
    • Only ship-wide (passive) modifications are inherited (e.g. Evil, Super Intelligent, Resonating), while item-specific modifications (e.g. Amplified, Extended) are not applied to drones.
  • Drone duration and charge times have been reworked.
    • Drone duration is drastically lower, and drone charge time is drastically faster.
  • Drone skills can now be trained up through The Acropolis, Platonic Academy, Olympus Entrance, Lyceum Research Concourse, and Paxian Foothold.
  • Added Honorary Doctorates and a related turn-in mission in Platonic Academy.
    • Some Tech 23 blueprints have been tagged appropriately so that they can be turned in for Honorary Doctorates.
  • Nanobot Repair Drone has been removed.
  • A, temporary, free Augmenter Reset has been added to Lush Incision in Shadow that is available for all players. This will be removed at the end of the universe following this current universe at the time this blog post is released.
  • Engineer class 1 now allows engineer to scoop drones they tractor regardless of distance.
  • Engineer class 1 now allows engineer to repair drones at all time while out of combat.
  • The Advanced class subskill “electrical engineer” no longer increases drone charge rate.
  • Civil engineer now imparts 10% resistance to Temporary Drones

[Client Changes]

  • Fixed buff icons displaying vertically on userbases. (Requires client update.)
  • Improved hotbar responsiveness when items are added or removed from inventory.
  • The hotbar now considers item mods and equipped state when matching items.
  • Fixed issues with right-click transfer when selecting ships further down the list.
  • Fixed an inventory confirmation issue where inventory changes could cause actions to apply to the wrong item.
  • Improved blueprint load error handling.
  • Added galaxy linking to “base under attack” team chat alerts.
  • Galaxy names in mission completion messages now convert into autopilot links correctly.
  • Fixed galaxy linking in mission event messages.
  • Fixed action bar compatibility with the live server.
  • Added three new content guide entries:
    • Anatolia: Exchanging Crests
    • Anatolia: Gathering Influence
    • Anatolia: Call to Arms Surge Event

[Item Changes]

  • Weapons with Splash and AoE On Hit effects do 20% more damage, and the range of their On Hit effects is 20% larger.
  • The Oppa Stoppa‘s stats have been changed.
  • Ancient Pax Medals now automatically become Paxian Medallions and the exchange missions at the first Paxius station that performed this action has been removed.
  • Removed extra skill requirements from the Emperor’s Behemoth, Massif III, and related blueprints.
  • Singularity Sphere and Battle Sphere blueprints now require Steel Girders instead of Metals.
  • Warden’s Lasso is now Shipbound instead of Sticky.
  • Fixed incorrect Electric Tempering values in Rewired capacitor descriptions.
  • Added effect description to the Singularity Shield Device built into the Golagoay Vazaha Archetype X.
  • Pax Gladius, Spatha, Pugio, and Scutum have had their stats adjusted.
  • Build requirements for Neutralizing, Earthshaking, Lacerating, Demolishing, Burning, Lancing, and Smashing weapon blueprints have been reduced.
  • Grand Eclipse Pavise, Total Eclipse Pavise, and Total Eclipse Array blueprints have had their build requirements reduced.
  • Changed the stats and super items of the Empyreal Total Eclipse and the super items Empyreal Grand Eclipse.
  • Empyreal Total Eclipse Upgrade can now apply to both the Empyreal Grand Eclipse and the Empyreal Eclipse.
  • Added several new Exotic items and blueprints as drops from the instances in Celestial Encampment.
  • Wallaby now uses Wallaby’s Ambush and Wallaby’s Bite, replacing the Marsupial Bank.
  • Adjusted Wallaby super item sizes and qualities.
  • Honey Badger Incinerator on Honey Badger Drones no longer causes self-damage, and have had their damage reduced as a result.
  • Splendid Troves rewards have been adjusted.
  • Adjusted stats for Lustrous Focused Ordnance Assemblage.
  • Adjusted stat spreads for several Lustrous and Luminous augmenters.
  • Adjusted build costs for Rare blueprints from Celestial Encampment instances.
  • Lustrous and Luminous blueprints can be exchanged for other Lustrous and Luminous blueprints at a 5:1 and 10:1 ratio in Celestial Encampment, after completing the prerequisite mission chain.
  • Reduced the damage and resistance bonus, and removed the projectile velocity bonus granted to assets by the Scarra’s Oppressor super item “Scarra’s Temporal Doom“.
  • Reduced the damage bonus granted to drones by the Ruined Kuhani’s super item “Forerunner’s Shelling Focus“.
  • The drop rates of unique items from the Kalthi have been increased.
  • Adjusted the descriptions of super items on Empyreal ships.
  • Added Dark Shrimp, Golden Shrimp, and Honey Badger skins to the Tiger Prawn.
  • Reduced the amount of Venusian gear needed to build Mercurian gear.

[Universe Changes]

  • Electrified Georg Ohm’s guards now despawn after five minutes of idling or when the boss is killed or reset, and will no longer count towards the boss’s damage immunity when they fly too far away from the boss.
  • Carmine Cutter and Scarra the Crimson instance limit increased from 4 to 6.
  • The Heist Across Dimensions
    • Made adjustments to the galaxy Sterwyn Aervin resides in.
    • Increased decay timers on several Red Outpost commodities including Volatile Musk Catalyst.
    • Reduced spawn time for the Zaphragi Musk Synthesizer and Zaphragi Musk Packager.
    • Zaphragi Musk Packager requires 2 Zaphragi Musk instead of 10 Zaphragi Musk in order to make a Crate of Zaphragi Musk.
    • Tiger Prawn and Giant Space Alien drop 2 of their commodities instead of 1.
  • The mission A Touch of Dementia will no longer appear and remain locked after completing Team up with Orange. Instead it will remain hidden until Scan EVERYTHING Too is completed, which leads into and unlocks it.
  • The mission target Mob Boss Black in Prism Empires is now teamed with the nearby Black Defender drones in Pitch Black.
  • The wormholes in Pisidia in Anatolia have been swapped around to match the direction of the other galaxies on the map.
  • Made multiple balance adjustments to Kalthi mobs that roam the Kalthi Depths.
  • Significantly increased the drop rates of items from Celestial Encampment and Ruined Sanctuary instance bosses

[Server Changes]

  • Fixed ships becoming stuck while turning and low turning speeds.
  • Improved blueprint loading error handling.
  • Fixed several crashes related to galaxy loading and drone behavior.
  • Userbases can no longer apply Gunner Mark to targets.
  • Crates that give items will now use their Cargo size to determine whether or not they can be opened.
  • Item size 0 can no longer be flagged as cargo.

 

Universe Reset and Other Announcements: AeonLab™’s Uni-In-a-Box

uni reset april 18th

Special Announcements

  • With the coming new universe, we are changing our approach to termites to go along with the upcoming AeonLabs system. There will no longer be a siege at the end of a termite invasion. Instead, a single “scout” termite will attack your assets repeatedly over the course of 7 days. This scout will be stronger than before, but still a lot weaker than the full sieges that you’ve been accustomed to. Be aware: the scout termite is more dangerous is higher quality galaxies.
  • Another change coming with the universe reset is that owning a galaxy will now consume Dilutions at a certain rate, as well as a reduced quantity of Fusion Cells. The exact costs are visible on the Nullification Generator that installs itself onto the Command and Control Station after ownership is established. The Dilution cost of ownership is higher in high-quality galaxies. We’ll provide the exact details in a follow-up post before the universe reset occurs.
  • With the new universe, there will also be a new service for sale in our store: the Industrial Plasticity Management Contract. This service temporarily increases the number of stations, permanent drones and trade bots your account can control.
    • Purchase limit of once per account per universe.
    • Grants 50 flex base slots, 50 flex trade bot slots, and 50 flex permanent drone slots to the account until the end of the current universe.
    • Flex slots can be used by any combination of characters on the account. when the player attempts to deploy a relevant asset, if this would exceed the character’s normal slot budget then the missing number of slots is debited from the flex slot pool, if available.

Universe Reset Announcement

AeonLabs is excited to announce the release of their newest Dilution product: a miniature Doomsday Device!

This new blueprint, available on all newly-deployed stations with AeonLabs blueprint packs, will offer the opportunity for anyone to control the fate of the universe using only a few Minor Augmenters! Our research and development division have been hard at work to create the ultimate product for all your pesky vermin needs. Annoying Flyswatters attacking your stations? Destroy their universe! Annoying queue to fight a dungeon boss? Destroy their universe too!

If this technology seems dangerous, then you can feel safe knowing it has been extensively tested by the Paxian Operatives already! They’ve already set up several hundred across our very own universe for testing, and have begun deploying them into every known universe to stop the threat of the Red Rogues!

AeonLabs is pleased to report to its shareholders that the startup’s value has already increased by several orders of magnitude since it debuted its revolutionary Dilution system. With their latest product, they project their value to continue skyrocketing until it hits a sudden and cataclysmic stop on April 18 when the universe is destroyed at the peak of their valuation.

Dev Notes

  • Extractors other than space oats shut off, colonies will no longer make purchases to/from user stations, AI stations will no longer decay goods 7 days before end of the universe. Will be a reminder post.
  • Player stations, permanent drones, and the credits on active bots will be lost.
    • Player ships will not be affected.
  • If you’re docked during the reset, you will spawn into the new universe using your docked active ship.
    • Careful not to spawn into the new universe in an immobile ship!
  • Wild Space will be scrambled and receive a new map shape.
  • All other layers will have the systems scrambled but contain the same shape.
  • After a universe reset, all of your docked ships will be in a state of limbo allowing you to dock them all at any non-player station.  You can use the /limbo chat command only once to bring all of your docked ships back into limbo to dock them elsewhere. There is no longer a time limit.
    • You can purchase additional limbos via Limboing Tow Service at Friedman station in Free Market for 5 billion credits each.

PDT: 10:00
MDT: 11:00
CDT: 12:00
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Dev Diary: New Station Functionality by AeonLabs™

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AeonLabs is excited to announce the release of their newest product: Dilution technology!

AeonLabs is a fresh new start up with a focus on extending and increasing the quality of life for all productive members of society. We are excited to share with you today a new system that we are offering through our research and development division.

Dilutions

The goal of this system is to streamline the station building and gearing experience using a new item called Dilutions. Instead of having to source materials from all over the universe when setting up a station, Dilutions allow you to do almost everything on the spot with very little wait time.

The upcoming patch contains a beta version of the Dilution system, with the full version arriving at the next universe reset. This beta version adds all the new Dilution-based construction projects to the game. At the next universe reset, many station-related items will be exclusively obtained through the streamlined Dilution system, with old acquisition paths phasing out.

Edit (2026/03/24): The older acquisition method for station items will remain in game during the universe that begins on April 18. We will reassess during that universe and eventually plan to phase out the old method.

Dilutions are a new type of commodity in Star Sonata obtained by right clicking on an augmenter in your inventory and selecting the option to “Dissolve.”

 

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Dilutions are split into three categories as follows:

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Higher tech augmenters produce more Dilutions than lower tech augmenters, and higher tech builds cost more Dilutions than lower tech builds.

Augmenter type Dilutions
Minor 10
Basic 20
Std. 40
Good 80
Exc. 160
Sup. 320
Ult. 640

All Dilution-related builds complete nearly instantly (with the exception of Permanent Drones) and cost only Dilutions to complete (with the exception of Station Kit builds and Permanent Drones).

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Blueprints using this system come pre-installed in station kits and are organized into category packs, like a folder system. Upon first deploying a Station Kit you will see a “folder” for industry-related builds and a “folder” for defense-related builds. Each of these “folders” opens into subcategories and builds, as shown below.

The initial “folders” (blueprint packs) available upon deploying an Adamantium Station Kit VIII:

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The AeonLabs-brand builds and “folders” (blueprint packs) that become available after doing the “AeonLabs Exotic Achilles Industry Pack” build shown above:

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The Dilution system can be used to produce both pre-existing items (like Adamantium Station Kit IX) and newly introduced items (such as AeonLabs Station Extension).

Nearly all Dilution-based items are station-bound or decay upon universe reset; most Dilution builds and applications are single-use. Dilutions themselves do not decay upon universe reset. Dilutions can be bought, sold, and traded with other players and in stations.

Extraction

As you upgrade your station to higher tech and quality levels (Fortified, Laconia, Demented, etc.), you unlock more Dilution-based builds. For example, a Demented Station Kit IX has access to all extractor types while a Loaded Station Kit does not include all of the tiered extractor options (such as Adamantium or Quantumum extractors). Station kits have access to their equal level industrial extractors and below.

Here is a table showing the relationships between type of station and extractors available. Station kit types are a general reference. For example, Twisted Station Kits have the same builds available as an Adamantium Station Kit IX. All tiers include the builds from earlier tiers; a Tech 14 Fortified Station Kit VI will have Tech 14 extractor builds along with all the extractor builds available in a Loaded Station Kit IX.

Station kit type Extractors available
Loaded Station Kits “Advanced” extractors and Tech 12 Fusion Extractors
Fortified Station Kits Tech 14 Fusion Extractors on Tech 14 and above stations
Laconia Station Kits Tech 16 Fusion Extractors on Tech 16 and above stations
Demented Station Kits Tech 18 Fusion Extractors on Tech 18 and above stations
Adamantium Station Kits Tech 20 Fusion Extractors on Tech 20 stations

The Dilution system allows industrial extractors (such as Planetary Core Metal Fusion Drill) to be instantly built. This means you can have full extraction implemented on the first day of a new universe — no more waiting! Even better, industrial extractors now automatically come with factories to convert their extraction to industrial commodities.

“Brought to you by AeonLabs — Eternity Is Possible.”