Spacefleet: Heat Death
Spacefleet: Heat Death 0.0.9
Version Date
Feb. 10, 2026
Patch Notes
PROMETHEUS v0.0.9
[p]Hello! I just wanna preface this by thanking all the playtesters for sending out some awesome bug reports so far! You guys found a lot of bugs that would have taken me a long time to find on my own. Just know that I can see all of your submissions and I appreciate every single one of them :)[/p][p]I also want to say that after you send reports, it may seem like it takes me a while to update the game. This is due to me living in a different timezone (GMT +8), so I could still be asleep hours after you submit reports. So please bear with me![/p][p]I'll do my best to send out a new patch every day so you guys have more to things test.[/p][p](Also, I just want to make sure, did a certain video play when you opened the Prometheus scene for the first time?)[/p][p][/p]
v0.0.9
[p]NEW[/p][p]- Bug report and suggestions subforums in the Steam community hub[/p][p]- Bug report panel: Buttons to bug report and suggestions steam subforums[/p][p]- Bug report panel: Bug severity option (So I can quickly sort through major bugs first)[/p][p]- Credits (WIP)[/p][p]- Settings: screen shake option[/p][p]- Factions panel: Faction words and descriptions (No more "Player peepee poopoo" if you were unlucky enough to see that lol)[/p][p]- Welcome panel: Added that friendly fire is on for weapons[/p][p][/p][p]CHANGES[/p][p]- Previously, pressing the "Exit without saving" button in the tactical scene didn't work. I tweaked it so that it does go back to the strategic/Prometheus scene, but it's still a bit finicky. Your fleet does not spawn unless you load the autosave. Will be improving this in the future[/p][p]- BOUNTY REWARD BALANCING: changed bounty reward from (total ships cost * total ships count) to just (total ships cost). Let me know if this is more fair. I'm also planning to try something like total ships cost * total ships amount * 0.5.[/p][p]- Combat scene: Tried to add a 2x timescale option (F8), but upon testing, it caused projectiles to phase through ships. I'm keeping this here for now to speed up combat testing (just remember that only lasers are viable weapons when at 2x timescale)[/p][p][/p][p]FIXES[/p][p]- Tutorial 1: Made Hephaestus ship not take module damage until player takes out the missiles to avoid players prematurely killing it[/p][p]- Fixed: Timescale persisting between scenes after combat[/p][p]- Fixed: Player credits on strategic scene exit persist when opening a new Prometheus game[/p][p][/p]KNOWN ISSUES (I'll be working on these next)
[p]PENDING: Bugs that seem to be fixed on my end but still require more testing and confirmation[/p][p]- Player not receiving bounty reward after combat[/p][p][/p][p]MINOR BUGS[/p][p]- Tactical: Low timescale while moving camera is messy and jittery and affects ui update speed[/p][p]- Fuel scarcity: DT and DH fuel is hard to find and causes fleets to get stuck in stations. This issue is caused by the fact that trading fuel is not very profitable for trade fleets, so they choose to trade other resources, which means fuel is not spread out across the system. Increasing fuel production for fuel stations also causes an issue where it fills up the entire inventory of the station. Will be improving this soon[/p][p]- Tactical: ship burn audio loop has gap of silence[/p][p][/p][p]BALANCE[/p][p]- Laser weapons/ships are currently very strong, I'll be tweaking their values over the next few patches to find a good middle ground. Let me know if you have any suggestions![/p][p][/p][p]OTHERS (To be added/improved)[/p][p]- Settings not saved[/p][p]- Settings: Chromatic aberration option[/p][p]- Keybinds in settings[/p][p]- Scrolling through menus also adjusts camera zoom[/p][p]- Fleet repeatedly tries to fly to a target station, resulting in multiple notifications about failed flight[/p][p] > This is intentional. Fleets try to set a flight to their target every in-game hour and adjust accordingly if it is not possible. This is noted, however, and will be streamlined in the future[/p][p]- No collisions in tactical scene. To avoid jittery ships and projectiles, hard collision had to be turned off. I know this can be quite immersion-breaking, so I'll try to make sure ships avoid each other in the future movement overhaul[/p][p]- Encounter Panel: Options to autoresolve and surrender are still not in the game[/p][p]- Strategic Scene: Nav lines jittering when accel/decel values are very low[/p][p][/p]