Spacefleet: Heat Death
Spacefleet: Heat Death 0.2.3
Version Date
March 23, 2026
Patch Notes
v0.2.3 - Combat Fixes and QoL
Hey, gamers! I've been wanting to improve combat for a while now and I finally got some time to work on it this past week. Thanks a bunch for the bug reports with instructions on how to replicate the issue, you know who you guys are. If you don't see your bug report here, don't worry, as I still have a lot more work to do! Happy hunting!
NEW
- Strategic: When autotrader is in station and is looking to buy a resource from it, station stock ratio (how much it wants to keep as a stockpile) is considered, to ensure stations still have resources for production
- Strategic: 1024 total randomized ship names
- Strategic: New random name after buying ship
- Tactical: Targeting overhaul. Threat assignment is now more efficient
- Tactical: Kagayaki railgun model: added muzzle holes
- Tactical: SFX for when camera stops facing/following ship
- Tactical: Show weapon status (Idle, Loading, Engaging, Bearing, Obstructed, Too Far)
- Tactical: Show movement direction for enemy ships
- Tactical: Kinetic projectiles now ignore collisions with parent ship
- Tactical: Red target line lights up when hovering over viable target
CHANGES
- Tactical: "RG-K Amaterasu" to just "RGK Amaterasu" (Railgun Keel)
- Tactical: Missile tracks now don't have track names and distances, in order to reduce clutter
- Tactical: Laser weapons only fire if target is within recommended/effective range
- Tactical: Shortened ship class text in Fleet panel (top-left)
FIXES
- Tutorial 2: Updated [+] and [-] modification amount in tips
- Strategic: Creating a custom faction with a background that gives the player a starter ship (Trader, Bounty Hunter) causes a bug that spawns the starter ship after every combat encounter
- Tactical: Improved railgun hole decal visibility
- Tactical: Missiles exploding after launch (Shizu class). Fixed by rotating one of the missile modules to avoid missiles colliding with each other
- Tactical: Improved PDL firing solution calculation against missiles/fast movers
- Tactical: Fleet panel (top-left) ship names overlapping with class text
- Tactical: Selected ship name panel (bottom) overflowing if name is too long
- Tactical: Weapon systems set to "NEAREST" mode now forces weapons to change target if there is a closer target. This bug previously made point defense weapons unable to switch to closer targets when they're already locked onto another target
- Tactical: "NEAREST" mode allows weapons to target multiple different tracks
- Tactical: Navigation Panel change wording from "Velocity" to "Speed"
- Tactical: Red and white target lines conflicting with mouse cursor raycast, leading to inconsistent target selection
- Skirmish: Earth-Luna Map, Earth spinning too fast