Changelog
What changed in each version of Orbitarion. Full technical detail lives in the in-app changelog (Settings → Changelog).
4.6.0 — 2026-10-13
Trade Hall
- Buy orders: say what you want, how much, and the most you will pay per unit. Your payment is locked and the order fills by itself, in parts too, against offers at your price or better — you always pay the offer's price and the rest is refunded
- Partial buys: when you post an offer you can let buyers take part of it and choose the smallest part
- Counter-offers: propose your own amounts on an offer. Your payment is locked until the seller answers and is refunded after 12 ticks without an answer. Both sides stay anonymous
- Market rates: the average rate per resource pair over the last 48 ticks (from 3 trades) and the best open price each way
- Filters on both sides (what you get and what you give), sorting by newest, closest or best rate, and the rate on every one-for-one offer
- The market is anonymous: offers show distance and transport loss instead of the seller, and completed market trades don't name the other side (gifts and direct trades still do)
New
- Renown on your profile: current perks, what the next rank gives, and today's Renown per source against the daily caps
- Renown statistics: all ranks, this round by source, the last 14 days, when you reached each rank, and your career across rounds
- Player profiles, the alliance roster and battle reports show Renown rank
- Reaching a new rank sends a notification; your alliance sees it in intel
- Battle reports show what Salvage Operations recovered (Ti/Si) and which ships Field Repair Yards restored
- Dominion fog of war: other alliances' garrisons and attack fleets are hidden; you still see who is attacking a sector and when the battle resolves
- Whether another alliance's sector is below its garrison minimum is no longer shown
- Renown fades after 2 days without earning: −5% per day, never below your rank's threshold — you keep your rank and perks
- A Dominion sector your alliance releases cannot be unlocked again by your alliance for 72 ticks (losing one in battle does not lock you out)
- A sector under attack cannot be released; garrisons can still be withdrawn
- The Void never attacks without capture ships; Stronghold mobilisations now bring Siphons and Engulfers
- Hijacking costs capture hulls by class: Fighter 1, Corvette 1, Frigate 2, Destroyer 2, Cruiser 3, Battleship 4
- Overload Cascade: +15% EMP efficiency, on top of Resonant Emitters
- Fence Network: hijacked hulls scrap for 80% of build cost (was 40%)
- Pirate Code: hijacking costs one less hull per ship (minimum 1)
- Pegasus: 24 guns × 7 damage (was 14 × 11), matching the ship art — slightly stronger in total (168 vs 154)
- Repeated diplomacy changes no longer flood intel — only the latest per alliance is kept
- Void Exchange: a trading post you already used shows when it reopens
Fixed
- Race bonuses had no effect. They now apply: UEC +20% defence build speed and +10% armour, Odonari +15% research speed, Cartel +15% ship production and +10% scan success, Aetherians +20% research speed and +10% EMP efficiency
- Market offers priced in antimatter did not charge the buyer
- Returning players could have their planet run by a caretaker
- Suspended accounts appeared in rankings and could sign up for a round
- Sign out did nothing on the round sign-up screen
- Scheduling a launch did not work for a fleet still away — it now launches once the fleet is home, and the sheet shows the earliest arrival tick
- Queued attacks could get stuck when their Dominion sector was lost to upkeep or the Void
- An active Orbital Shield made attacking ships waste their shots when the defender had no Battleship-class ships — the shield no longer affects who your ships fire at
- Dominion sectors kept earning VP while the alliance was behind on upkeep; like Nebula slots, they now stop until the upkeep is paid
- The Spymaster decoy recharged after 32 ticks instead of the 48 shown
- Free scans from alliance tier and Renown are shown per 24 ticks, which is how often they reset
- Last Stand (Defender T3) described the wrong trigger: it activates when your side drops below 30% of its starting fleet value
- Locked research now says what it requires, including requirements in another branch
- Research time in hours assumed 30-minute ticks, so speed rounds showed six times too long; it now uses the round's tick length
4.5.0 — 2026-10-08
New
- New research screen: branches in a grid
- New branches: Orbital Survey, Intel, Counter-intel, Industry and one race branch per faction
- Resource research scales with your income
- Refineries: convert surplus titanium, silicon or uranium
- New artwork for every branch and every tier
- Alliance tiers must be held; tier points fade without territory
- Dominion sector traits, and Void attacks on held sectors with a 12-tick warning
- Renown: a personal rank for every player, sortable in Rankings
- Void Exchange: the Void posts its own trade offers
- Planetary defences: no 999 cap, more armour
- Commanders level by playing their role; reworked ultimates
- The Void attacks outside the Awakening; Void fleets always carry capture ships
- Members away for three days are marked in the alliance roster
- The alliance card lists what your tier gives and what the next tier adds
- Expeditions on the Overview
- Settings rebuilt, notification presets, haptics toggle
- Account deletion moved to Profile
Fixed
- Confirmations froze the screen on iOS, including releasing a Dominion sector
- Cloaked fleets were visible in the alliance defence panel
- Antimatter was lost when a market offer was cancelled or expired
- Rate the app opened the wrong App Store page
- Shipyard prices did not include your alliance tier discount
- The daily mission countdown showed more than a day
4.4.0 — 2026-09-16
New
- The streak countdown leads with the tick count — it used to show "today's mission done" in large type with the deadline as small grey text underneath, so the figure you need before closing the app was the least visible thing on the panel
- Every mission category has its own mark — military, economy, intel, research and territorial
- Full-day expeditions pay for their own risk — one full-day run was worth almost the same as two half-day runs while carrying a 10% chance of losing everything against 0.25%, and for antimatter it was worse on average. Orbital 5–16 per run (was 4–14), antimatter 5–14 (was 3–9); loss chances and half-day runs unchanged
- The shield percentage is coloured by charge, not status — a shield hit in the last few ticks showed 99% in red, which reads as failing when it means the opposite. Red now means below 60%, where a shield stops blocking orbital theft
- Accepting and delivering a trade are one message — you were told someone took your offer, then told a tick later that it completed, without being told who. One line now carries both the name and the transport loss
Fixed
- A stack wiped out and then replaced by hijacked hulls showed its final count as zero. One battle reported 1 ship sent, 1 destroyed, 756 captured — and then "0" as the total, when the fleet flew home with 756
- One daily mission was impossible in practice: "complete a defence research" went to players who had never opened that branch, and its entry node is a fourteen-hour research. Assigned 32 times this season, completed zero times
- Quantity buttons dim when the amount cannot be picked. Building, scrapping and transferring either ignored the limit or silently gave you less than the button said — one marked 500 would set 200 if that was all you had. PDS amounts are 100, 250 and 500, not 1, 5 and 10
- Build and defence sheets could not be scrolled, so on a phone the Cancel button sat under the navigation bar with no way to reach it
- Alliance member scores broke across two lines mid-number, turning 537 906 024 into something that read as a different figure. Long scores are shortened in the roster only
4.3.1 — 2026-09-11
New
- Warships are drawn to scale — all 44 hulls used to fill their frame identically, so a fighter and a battleship reached you the same size. A fighter now takes 45% of its slot and a battleship 100%
- One camera for the whole game — the Aetherian fleet had been drawn almost side-on while the other four races were at three-quarters
- Ship detail sheet — 96 to 140 points, every hull shown at full size. The list carries the scale, the sheet carries the detail
- Founders can claim a galaxy at sign-up — seven seats held for the alliance while everyone registers, released when the season starts so late arrivals can still fill what is left. Nobody can see which galaxy is claimed, or by whom
- Queue the next tier of the branch you are researching — the queue was built to allow it, but the screen locked the node until the one before it had finished, so it only ever worked across different branches
- Scans say whether a shield is actually running — nearly half the shields in the game are switched off and flat, and the tier alone told you nothing about it. Military scans also show the strength it is set to
- Trade offers that expire say so — expiry and cancellation had shared a status. Resources were always refunded in full either way
- Accepting and delivering are one message — you used to be told someone took your offer, then told a tick later that it completed, without being told who
- A new introduction — five illustrated cards including one for the Void, and it can be replayed from Settings
Fixed
- Battle report strength was ship count times 500, so a Stinger costing 60 counted the same as a Titan costing 3,100. It is fleet value now, the measure the game uses to decide who won, and every past report is recalculated
- Counter-Intelligence counted only the ships parked on the scanner's planet, so nearly a quarter of alerts read zero. Fleets are counted now
- Capability tags in battle reports were all printed in EMP green, so steal, raid and capture were indistinguishable
- Ship counts went stale after a battle, after filling a nebula slot, and when a build order completed on the tick, until the page was reloaded
- Void planets spent their income the moment it arrived and could not be a trade counterparty above roughly two million. They now keep a reserve, which takes a few days to build up
- The Sytherian Plasma Turret image was cropped on both sides
- The battle calculator modelled every imported shield at full strength, and its RAID tag shared a colour with STEAL
4.3.0 — 2026-09-08
New
- Every piece of art in the game has been redrawn — new research illustrations, planetary defence systems, ships and commander portraits for all four races, so a faction's buildings, weapons and fleet finally look like they were made by the same civilization
- Race-specific art for Orbital Shields and the trade branch — those eight research nodes had shared one neutral icon between all four factions
- New faction logos and emblems, plus new artwork for every report. Battle reports use the attacking race's own set
- The overview shows where your ships are — at home, deployed, in a nebula, in a Dominion sector, or in the alliance pool. Each number opens the screen that holds them. Ships limping home from a lost battle are marked separately, because they cannot be recalled
- Ship capabilities are shown on the ship itself — capture, steal, raid, EMP and cloak. The information was in the game from the start but only appeared in the build menu, so a hijacked or donated hull arrived with nothing to say it carries no guns
- Stronghold galaxies are marked as such — galaxy 10 in every cluster is a Void stronghold, which the game had never said anywhere
Fixed
- The stronghold panel had never rendered at all
- Sixteen strings across the stronghold screens had no translation in any of the nine languages and showed as raw labels
- The English headline was painted into the scan report artwork, so nine languages sat under one hardcoded English word
- The Void's Siphon and Engulfer had no art and rendered blank
- The nebula screen loaded forever when opened without a galaxy
- Void-held slots in Nebula and Dominion showed an empty box where the faction mark belongs
- An unexpected error now offers to reload instead of leaving a blank screen
4.2.0 — 2026-08-25
New
- Antimatter is a choice — every launch lets you decide whether to spend antimatter on the Warp tick (2 within your cluster, 3 across clusters). Decline and you travel one tick slower, spend nothing
- Research queue (Premium) — queue one research behind the one running; cost taken on queue, refunded in full on cancel
- Stronghold damage tracking — every Void stronghold shows how close it is to breaking, who did the damage, and what remains. Visible to everyone
- Garrison floor warnings — your alliance is told the moment a holding drops below the minimum, with the shortfall and the deadline
Fixed
- Stronghold defenders were effectively immortal — only the attacked planet ever took losses; breach rewards recalculated to scale with what the stronghold actually holds (10–25% by tier), plus the promised commander XP
- The Void could not target Destroyers, Cruisers or Battleships while any light ship screened (its frigate now runs a standard Fr → De → Co chain)
- Battle reports hid both losses and captures when you hijacked a ship type you already fly; battle news no longer calls a lost attack "Defence held!"
- A newly installed Orbital Shield now starts at 0% and switched off — upkeep scales with strength and orbitals, so it no longer bills you while protecting nothing. Shield confirmations on iOS actually work now
- Alliance defence fleets hold position 1–5 ticks like every other defending fleet; Diamond −1 tick applies to them; reinforcing a Dominion sector during its cooldown works
4.1.0 — 2026-08-24
Alliances are now permanent. Your alliance carries over to every new round, and you stay a member until you leave or an officer removes you — missing a round never costs you your seat.
New
- Give up a Nebula slot or Dominion sector deliberately — garrison comes home, territory reverts to the Void
- Recall a deployed alliance defence fleet to the pool; arrival previews show whether a deployment beats the incoming attack; multi-ship donations in one go
- Battle reports are open to everyone — knowing what happened in your own fight is neither cosmetic nor convenience
- Donors of alliance defence ships get their own battle report
Territory
- The garrison floor is 50% of a holding's full capacity (all ten garrison positions combined), with 48 ticks to meet it before the Void takes the holding back. Slots and sectors show committed value, required value, and the countdown
- Fixed capacity reading ten times too high, countdowns carrying over to a new owner, understaffed holdings never reverting, and one-sided nebula adjacency
Fixed
- Captured ships no longer fight in the battle they were taken in
- A winning attacker no longer scatters; winning attacks take orbitals again
- Alliance defence fleets travel with real ETAs, are visible to military scans, and no longer freeze when two return on the same tick
- Alliance tier now updates when VP comes from treasury donations
- The ad orbital reward gives 5 initiated orbitals (2 Ti / 2 Si / 1 Ur) instead of 1 uninitiated
- The Void no longer appears in player or galaxy rankings
- Battle report rows show all four outcomes at once: sent, destroyed, hijacked, frozen
4.0.0
The biggest update the game has had. Full notes in the app under Settings → Changelog.
New systems
- Void Strongholds — a tenth, Void-only galaxy per cluster at four difficulty tiers. Attack one planet and fight the whole galaxy; wear its strength down and share the breach reward by damage done. While the Void is awake, a full-strength stronghold can mobilise against the top of the rankings. Guide: Void Strongholds
- Territory upkeep — holding Nebula slots and Dominion sectors now costs the alliance treasury every tick, superlinearly with total holdings. Under-garrisoned or unpaid territory reverts to the Void; you can also release a holding deliberately for a partial refund
- R&D research branch — expedition vessels that hunt orbitals or antimatter, the new resource that fuels Warp Drive and can be donated to the alliance treasury. Guide: Research
- Ion Thrusters — a fourth Engines tier; the fuel discount moved here, and Warp Drive now burns antimatter on launches outside your own galaxy
- Alliance ship pool — donate ships, and the Defence Minister (renamed from Communications Officer) deploys pooled fleets to members under attack. Score-neutral for donors
- Alliance treasury now takes antimatter; manual donations award VP. Auto-donate (Premium) streams 5–50% of your income to the treasury — automatic donations award no VP
- Galaxy invite codes — bring a friend straight into your galaxy
Combat
- Orbital Shield rebuilt — drains by a fixed percentage per attack based on the attacker's fleet value against your orbital network; breaks at 60% charge (was 25%); never participates in combat. Guide: Orbital Shield
- Targeting ladder — T1 100% / T2 85% / T3 70%, and a ship with no valid target class now fires at 40% instead of sitting out the battle
- Ship-steal everywhere — Cartel steal-ships now fight (and hijack) in the Nebula and Dominion; each hijack consumes one steal-ship, and hijacked ships count toward the 50% panic-retreat floor
- Military scans reveal fleets inbound to your target (Quantum Scanners)
- Spymaster cloak is a 96-tick cooldown instead of once per season
- Commander rank nodes — points past a fully unlocked tree buy repeatable tier-5 bonuses at escalating cost. Engineer commanders now earn XP from orbitals initiated, build batches and research — not just combat
Quality of life
- Net income in the top bar (shield upkeep already deducted)
- Inactive planets are taken over by a caretaker bot after 7 days — you get the planet back the moment you log in
- Rebuilt spy reports, grouped Intel events, fleet value in every fleet tab, alliance fleet overview with collision warnings, online status for alliance members
3.1.0
- Orbital Shield — a new four-tier PDS research chain (Shield I–IV). Charge it with your orbital network: while the shield holds 25%+ charge, no orbitals can be stolen from you. Control strength, upkeep and charge from the Overview screen. Full guide: Orbital Shield
- Saved Loadouts — build fleet templates once, fill a fleet with one tap from the Galaxy sheet or Shipyard. 1 slot for everyone, 5 with Premium
- Orbital theft rebalanced — losing attackers now steal nothing, draws steal less (0.40×)
- Planetary Shield Generator is now pure armor (max 1) — theft protection moved to the Orbital Shield
- Battle reports show shield results: damage absorbed, SHIELD HELD or SHIELD BREACHED
- Planet Scans show the target's shield tier; Military Scans also show the combat-effective charge %
- Battle Calculator on tools.orbitarion.com simulates shields and prefills from Military Scans
3.0.3
- Daily Missions overhaul — catalog expanded to 60 mission types, smarter assignment (impossible missions are never handed out), better daily variety, and skipping never leaves you without a mission
- Daily mission tracker on the Overview screen with streak & progress
- Mission titles and Commander briefings now in all 9 languages
- Mission sheet: close button, clearer claim state, streak meter fix
- Push notifications fully localized (trade, streak rewards, and more)
- Nebula error messages now shown in your language
- Fixed the planned-attack screen showing the wrong language
- Ghost fleet: max size now correctly scales with your fleet
- Research XP now matches round settings
- Market offers you can't afford are clearly marked
- Ranking points visible on all platforms
- In-app review prompts at key moments
- Lots of UI fixes — sheets and layouts work on all platforms
3.0.2
- Planned attacks: fleets that are away can now be scheduled — they launch automatically on return
- Scheduled-launch failure reasons localized in all 9 languages
- Daily mission catalog expanded, with localized Commander flavor
- Commander balance pass: Tactician and Defender trait values re-tuned
- Speed-round banner on the Overview screen
- The Void's name corrected across all languages
3.0.0 — Trade & Raid
- Trading: player-to-player market with offers, escrow, and delivery — gated by a new four-tier Trading research branch (galaxy → cluster → The Void → all clusters)
- Raid corvettes: one per race (Harrier, Broodleach, Specter, Raider) that steal resource stockpiles; the old STC steal-corvette Raider was renamed Marauder
- Daily Missions: Commander-driven objectives with rewards and a 7-day streak
- Ship scrapping: break ships down for 40% of their build cost
- EMP rebalance: Aetherian Pulse, Arc, and Volt now fire earlier — the freeze lands before the enemy shoots
2.x highlights
- 2.0: Commander system (four archetypes, trait trees), Orbital Dominion (the alliance hex star map), the Sytherian Cartel ship-steal redesign, and the public Battle Calculator
- 2.1–2.4: Nebula War expansion, Void Awakens, player trading (the system the v3 market is built on), alliance war plans and diplomacy, scheduled fleet launches, and the panic-retreat / scatter combat safety net
Documentation reflects Orbitarion v4.6.0. Last updated: 2026-10-13.