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Release Notes for The Fermi Paradox

0.72.E.5 (2025-09-03)

Early Access Build - 0.72.E.5

Terraforming Colony Events

Terraforming is one of the central technologies of our FTL Age. We introduced new events for FTL colonies to trigger a special paradigm shift event with common probability that will change the planet type of the colony.

This is also done for balancing reasons. During the endgame when advanced FTL societies and robots compete over the galaxies, it was possible to push the FTL organics into a deadlock. They often have to flee to other planets from robot invasions or resource collapse and build up new colonies but the rarity of the colony paradigm shift events prevented them from rising towards independence and then it was not possible to participate in final technology projects.

The terraforming events even out this disadvantage and also create a new "Terraformed Planet" status that we can use for future follow up events.

More detailed Ingame Tutorial Panels To guide players through the game mechanics of the midgame and endgame better new tutorial panels are shown during gameplay. These panels can be disabled.

"Fist Signal Send Infos" - explaining that positive interpreted signals have a big effect on future direct contact events

"First Ship Send Info" and "First Contact Info" - explaining how the ethics of a native society are the main driving factor in the "Contact" option and the ethics of the spaceship crew the main driving factor in the "Observation" option

"Cyber Age Reached" explaining the robot uprising status symbols.

"Singularity Age Reached" explaining the final technology event..

Much more event options now remove the "robot uprising" status effects.

"Machine Dependence" , "Unethical AI" and ""Robot Repression" status are often removed by technological enlightenment events, the ascension options of paradigm shift events or when injustice events are averted.

"Rapid Replication" status are removed often by technological reduction events, the ascension option of paradigm shift events or when consumption events are averted.

"Weird Machines" status are removed often by technological knowledge events, the ascension options of paradigm shift events or certain growth events.

All machine uprising statuses (except weird machines) are often removed during catastrophic events that cause massive loss of population or a lost in tech levels. Also some of the resource scarcity and resource exhaustion options remove most "robot uprising" statuses.

New Sol System Event "Radio Metis" New Sol System Event "The Metis Summit"

New FTL Robot Event "The Quantum Ark" New FTL Robot Event "Echoes of Creation" New FTL Robot Event "Robotic Poetry"

New Terraform Event "Easy Terraforming" New Terraform Event "Global Granulation Project" New Terraform Event "Planetary Crust Perforation" New Terraform Event "Atmospheric Cooling Pattern" New Terraform Event "The Eden Protocol" New Terraform Event "Hypervegetation Boost" New Terraform Event "Planetary Oceanification" New Terraform Event "Planetary Restoration" New Terraform Event "Slow Terraforming"

New Extinction Event "Catastrophic Gender Reveal Party"

Bufix - FTL Colonies with extremely low population but maximal technology progress did not trigger the population crisis events. This is now fixed. Bufix - FTL Colonies with very low resources but maximal technology progress did not trigger the resource crisis events. This is now fixed. Bugfix - Stone Age civilizations from ice, ocean and desert planets don't use "directed wildfires" as their WMDs anymore. Bugfix - The history text of the "Deportation Spaceship" from the transformation coexisting events displays now the correct system names. Bugfix - The "Mines of Io" event can only happen in the Sol System now Bugfix - When choosing the top option of the "First Sight" event the civilization is correctly named "The Visionaries" now and the "sightless species" status is correctly removed Bugfix - Ingame Menu is now correctly opened when pressing the Escape key Bugfix - The names of artefacts are now shown in the "Curious Artefacts" alien ruins colony event.


0.71.M.8 (2024-12-19)

Early Access Build - 0.71.M.7

The Flare System was reworked into a mix of the old and new system.

Organic Societies now spawn 5 different flares.

Incremental Flares ( on the far left position ) Process Flares ( on the left position ) Neutral Flares ( on the central position ) Chaos Flares ( on the right position ) Decremental Flares ( on the far right position )

Incremental / Decremental Flares ( Cost 1 Synthesis - increases or decreases a specific civilization value - research, population, resources, ethics, harm potential - the type of flare is visible and the same for each star system during this turn )

Process Flares ( Same as the former "Positive Flares" - No Synthesis Costs - increases a random value of research, population or ethics or decreases harm or resource consumption )

Neutral Flares ( Stay the same - Gain 1 Synthesis - no values are changed )

Chaos Flares ( Same as the former "Negative Flares" - Gain 2 Synthesis - decreases a random value of research, population or ethics or increases harm or resource consumption )

Synthetic Societies also spawn Incremental / Decremental Flares - so it is possible to change the values of synthetic civilizations more directly.

When Synthetic Societies reach the highest tech level ( FTL Age at the moment ) they create special Evolution, Configuration, Signal and Colony events that give them these options.

Introspection - Gain Utopia and Static Behavior Sentry - Gain Harm and Observation Behavior Incrementation - Gain Population Growth and Expansion Behavior

FTL Organic Societies can react faster to Signals now and can trigger a special "Ship Response" event

This event can send either a large fleet or a normal ship towards the origin of a signal. Dystopian societies might send different kinds of ships then Utopian societies.

Upgraded to the 2024 Unity Version

For now this will only show some minor performance improvement but will help in later updates with better gamepad controls and a faster deployment times for new versions

New Sol System Event "The Mines of Io" New Sol System Event "The Io Conspiracy"

New Contact Event "The Other Species" ( Community Quote by Nathan Boyce )

New FTL Signal Ship Event "Rapid Response Fleet" ( Community Quote by Jim Bruhman ) New FTL Signal Ship Event "Assault Armada" New FTL Signal Ship Event "System to System Connection" New FTL Signal Ship Event "Xeno Exchange Mission"

New Answer Signal Event "Distant Machines"

New FTL Robot Event "Apex Machines" New FTL Robot Event "Universal Analysis" New FTL Robot Event "Synthetic Seed"

UI Improvements - Slider of Society statistics are colored orange or red if value is critical UI Improvements - Mouse Over Popup for Research Showing Research Percentages per Turn and Capabilities of Current Tech Level UI Improvements - Mouse Over Popup for Population Showing Optimal Population Distribution UI Improvements - Mouse Over Popup for Resources Showing Resource Level and Resource Crisis Chance UI Improvements - Mouse Over Popup for Harm Showing War Casualties and Interspecies Conflict / Robot Uprising Defenses UI Improvements - Mouse Over Popup for Ethics Showing Contact Details and Final Technology Ethic Thresholds UI Improvements - For better readability / accessibility and to work better on Steam Deck some UI texts with small fonts were increased

Some Robots Upgrade events give the Robots now Names according to the Planet Type

New Icons for Evolution, Planet, Programming and Robot Development Flares The "Skip Intro Movie" Button at the start of the game was not visible in some resolutions Some "Synthetic Evolution" events will change the name of the new evolved robot species to something related to their home planet or their creator species.

Writing Pass on colony terms for specific planet colony events so not every colony is called a "Settler Colony" later Writing Pass on society terms for earth planet events so that a society can be renamed to Martian / Venusian / Mercurian etc

Balancing - The time span between evolution events is shorter so it takes not so long to spawn all 7 playable species Balancing - Starting Dystopia Values of all Robot Civilizations are reduced

Bugfix - The resource slider bar was flickering sometimes Bugfix - The "Wormhole Invader" option was not correctly triggered with the "Wormhole Grid" Final Technology Event Bugfix - The "Justice" song by Monar Mur and En Ensch was not played during the "Battle of the Bands" event Bugfix - The "Fanatical Crew" event can not happen anymore to spaceships that already made alien contact Bugfix - The "Quantum Age" of the robot civilization is now also called Quantum Age everywhere Bugfix - Sometimes robot types set from specific events could not be changed anymore so that societies build the same kind of robot forever. This is fixed now. Bugfix - Newly evolved synthetic lifeforms sometimes where not marked that they "contacted" their creators Bugfix - Underwater Species and Planet Species are not able to smoke "Memory Pipes" anymore Bugfix - Genderless Species don't do "Rainbow Protests" anymore Bugfix - Aquatic Species will not experience the longest night anymore Bugfix - Final text of the "Simulated Paradise" ending was cut off Bugfix - "Native Society contacted X different species in the past" text during contact is now correctly displaying the native societies name and not the spaceship name. Bugfix - The names of plants and animals from the homeplanet are now correctly transferred to the spaceship Bugfix - The title of an event was sometimes hidden when clicking on the back button from the multiple choice screen Bugfix - Rare crashes during the robot uprising event are fixed Bugfix - Rare crashes when robots build robot ships are fixed Bugfix - Some variables for robot spaceships were not correctly set Bugfix - In the history text of some spaceships the system name was not displayed

Credits added Nelly and Robin to the new Production Babies collum ( one reason this update took much longer than usual )


0.70.Y.7 (2023-12-21)

Early Access Build - 0.70.Y.7

Spaceships that get destroyed by a population crisis event did display a broken dummy Statistic screen that could not be removed. This issue is fixed now. Colonies that turn into full civilizations do not copy the government name from the original society that sended the spaceship anymore. The Mouseover Popup for the Flares is placed on a more convenient position.


0.70.X.1 (2023-09-25)


0.70.V.2 (2023-09-19)

Early Access Build - 0.70.V.2 ( Ganymede Update )

7 new Synthetic Species These new synthetic species can be build by any organic species if their technology is high enough. One model is always the primary type of a synthetic species. Specific events can change the robot model of the current civilization.

Synthetic Species "Humanoid Model" - the default synthetic species of humanoid lifeforms or from generic events

Synthetic Species "Toy Robot Model" - the default synthetic species of quadruped lifeforms or from Cyber Age events

Synthetic Species "Multipurpose Drone Model" - the default synthetic species of jellyfish-like lifeforms or from Solar Age events

Synthetic Species "Replicant Model" - the default synthetic species of anthropomorphic lifeforms of from Lightspeed Age events

Synthetic Species "Spider Swarm Model" - the default synthetic species of insect lifeforms of from Singularity Age events

Synthetic Species "Sphere Model" - the default synthetic species of aquatic lifeforms and from FTL Age events

Synthetic Species "Battlemech Model" - the default synthetic species of large lifeforms and from negative events

New Music Track "Robotic Society" New Music Track "The End"

New Background Art “Synthetic Civilization” New Background Art “Broken Parts” New Background Art “Machine Revolution” New Background Art “Maximized Galaxy” New Background Art “Wormhole Jungle” New Background Art “Uncertainty Principle” New Background Art “The Road to Paradise”

New Sol System Event "The Ganymede Incident" New Sol System Event "Prisoners of Ganymede"

New Ending "Galactic Syntheticity"

New Machine Uprising Event "AI Takeover" New Machine Uprising Event "Rapid Replication" New Machine Uprising Event "Ethics Malfunction" New Machine Uprising Event "Unknowable AI" New Machine Uprising Event "Rise of the Robots" New Machine Uprising Event "AI Dependence" New Machine Uprising Event "Robot Replication" New Machine Uprising Event "The Hate Protocol" New Machine Uprising Event "Glitch in the Colony" New Machine Uprising Event "Rage of the Machines"

New Machine Tech Level "Autonomous Age" New Machine Tech Level "Biosynthetic Age" New Machine Tech Level "Acceleration Age" New Machine Tech Level "Quantum Age" New Machine Tech Level "Convergent Age"

New Machine Dependence Event "Luddite Rebellion" New Machine Dependence Event "Defense Systems: Offline" New Rapid Replication Event "Robot Trespassing" New Rapid Replication Event "Robot Overpopulation" New Unethical Machines Event "Robot Pacification" New Unethical Machines Event "Psychotic Feedback Loop" New Weird Machines Event "Computer Replacement" New Weird Machines Event "Legacy Military Computers" New Repressed Machines Event "Robot Militias" New Repressed Machines Event "Robot Distress Call"

New Synthetic Species Event "Synthetic Dawn" New Synthetic Species Event "Interstellar Machines" New Synthetic Species Event "Pattern Shift" New Synthetic Species Event "They Are Us" New Synthetic Species Event "Distant Machines" New Synthetic Species Event "System: Assimilated" New Synthetic Species Event "Interstellar Data" New Synthetic Species Event "Resources Depleted" New Synthetic Species Event "Manufacturing Crisis" New Synthetic Species Event "Signs of Life" New Synthetic Species Event "Expansion Vector" New Synthetic Species Event "Processing Noise" New Synthetic Species Event "Galactic Electromagnetic Pulse" New Synthetic Species Event "Corrupted Data" New Synthetic Species Event "Myths of the Machines" New Synthetic Species Event "The Torture Paradigm" New Synthetic Species Event "Complete Reboot" New Synthetic Species Event "The Emergent Network" New Synthetic Species Event "Combat Specialization" New Synthetic Species Event "Irreplaceable Components"

New Stone Age Event "Ritual Dance Battles" New Stone Age Event "Thieving Monkeys!" New Bronze Age Event "The Rider's Plague" New Bronze Age Event "Bacchanalia" New Iron Age Event "Itinerant Monks" New Iron Age Event "The Free Cities" New Nautical Age Event "Desertion Into Exile" New Nautical Age Event "Timber Worms" New Industrial Age Event "Strike for Peace" New Industrial Age Event "The Winter Truce" event by WREN_PL New Industrial Age Event "Occult Warfare" New Nuclear Age Event "Killer Satellites" New Nuclear Age Event "The United Nations" event by Fivealive007 New Nuclear Age Event "The Military Industrial Complex" New Nuclear Age Event "Anti-Establishment Culture" New Cyber Age Event "The Battlehound Program" New Cyber Age Event "RoboPuppy; Inc." New Cyber Age Event "HypnoPets" New Solar Age Event "Autonomous Constructors" New Solar Age Event "Automated Freelance Peacekeepers" New Solar Age Event "Machine Learning Drift" New Solar Age Event "Robotic Parenting" New Lightspeed Age Event "Runaway Replicants" New Lightspeed Age Event "Humanoid Organ Banks" New Lightspeed Age Event "Xenogenetic Modeling" New Lightspeed Age Event "Portable Plasma Blasters" New Singularity Age Event "The War Swarm" New Singularity Age Event "Techno-Pests" New Singularity Age Event "A.I. Building Plans" New FTL Age Event "Collectors of the Depths" New FTL Age Event "Eyes of the Beholders"

New Population Crisis Event "The Lost Engineers" New Resource Crisis Event "Automated Resource Distribution" New Resource Crisis Event "Technological Collapse" New Resource Crisis Event "Better a good AI than a bad Leader!" New Resource Crisis Event "The Ones Left Behind" New Resource Crisis Event "The Machine Lords" New Resource Crisis Event "Energy Triage" New Resource Crisis Event "Robot Rivalry" New Contact Event "Robotic Assault" New Contact Event "The Day the Robots Came …" New Contact Event "Xeno Ambush" New Contact Event "CONTACT_0000" New Contact Event "Planet of the Machines" New Contact Event "Synthetic Siblings" New Contact Event "Digital Diplomacy" New Contact Event "Xeno Termination Initiated" New Contact Event "Synthetic Visitors" New Fallen Society Event "The Robot Hunts" New Fallen Society Event "Ancient Technology" New Fallen Society Event "Blame the Robots" New Alien Ruins Event "The Machines of the Xenos" New Final Technology Event "Coordinating the Project" New Final Technology Event "Project Construction"

New Colony Event "Burying the Hatchet" New Colony Event "No Time to Fight" New Colony Event "WMD Mining" New Colony Event "The Spider Colony" New Colony Event "Colonial Orbs"

New Starship Event "Retraining the Crew" New Starship Event "Swords to Plowshares" New Starship Event "WMD Target Practice"

New Default Event "Government Unification" New Default Event "Anti-War Artwork" New Default Event "The Philosopher Army"

New Status Effects for Robot Uprising Requirements.

5 new Status Effects are introduced. They can be added and removed by events with the focus on robotic or AI technology.

Machine Dependence - Added when a society gives too much control to machines Machine Self Replication - Added when machines can build other machines very fast Unethical Machines - Added when a society builds cruel and immoral machines Weird Machines - Added when the technological foundation of a society is very buggy Machine Repression - Added when sentient artificial beings are actively oppressed.

Machine Uprising Gameplay

Each of the Status Effects above can lead to a machine uprising event. Machine Revolts are available from the Cyber Age but happen not very often. The frequency rises in the Solar Age and is even higher when a society reaches the Singularity age.

During a robot uprising machines fight against their creators. To defeat the machines the biological civilization needs to have either a high Harm Potential or a lot of population numbers; ideally both.

Each robot uprising status brings a different machine opponent

Machine Dependence - High Harm Potential Machine Self Replication - Higher Robot Population Unethical Machines - Higher Casualties and Very High Dystopia Weird Machines - Random Values Machine Repression - Lower Harm but also starts with 0% Utopia

Passive Species Gameplay

Our synthetic civilizations fall into a different category then the biological civilizations. They are what we call a passive species; since machines operate on a very different timescale than organics. They fulfill more the role of NPCs and since many of them start with high dystopia they are often antagonistic.

A passive species does not trigger random development events and they can be in three states.

Idle - They ignore everything until someone actually lands on their planet. Observing - They stay put in their system but will react to signals that reach their planet Expanding - Periodically this civilizations build starships to send to other planets. These starships do not count towards the limit of the biological starships.

Synthetic Species Gameplay

Robots behave a bit differently as a species. They only consume resources when they are building more robots. They are far more flexible and are able to mobilize their entire civilization on starships if they run out of resources or they want to examine the source of a signal. Robots ( if they are not in Idle behavior ) can immediately send starships back to the sender.

The morales of Robots are completely binary. If they have any utopia they are peaceful and help other civilizations out; if they have any dystopia they always attack other biological lifeforms they encounter.

Robots can merge their civilization with other robots even from a different model.

If only Robots are left in the galaxy the Galactic Syntheticity ending is triggered. Here the ethics of the most advanced or most populous robots decide over the fate of the galaxy.

Final Technology Rework

The random chance roll in the final technology event that ends the game was removed.

Instead there is a fixed threshold that a society has to reach: usually high Utopia and low Harm to reach the Positive Ending.

We also added a more neutral and gray outcome called the Ambivalent Ending; this is triggered when the requirements for the Positive Ending are not met but Dystopia or Harm are not very high.

For the Ansible Network the Ambivalent Ending is called "Asynchronous Uncertainty" For the Wormhole Grid the Ambivalent Ending is called "The Wormhole Jungle"

Mouseover Popups and clearer text description explain what will be the result if you choose an option in the final technology event.

Flare System Rework

The categories of flares are now changed. Every civilization spawns now positive, neutral and negative flares.

Positive Flares choose one of these random effects

Increase Research Increase Ethics Increase Population Decrease Harm Potential Decrease Resource Consumption

Neutral Flares generate 1 Synthesis

Negative Flares generate 2 Synthesis and choose one of these random effects

Decrease Research Decrease Ethics Decrease Population Increase Harm Potential Increase Resource Consumption

In the Galaxy Overview Screen the flares are not spawned next to stars anymore but in the lower half of the screen. The flares always correspond to the current active starsystem (the active star system has an underline under its name and is automatically switched when hovering with the mouse over it).

Empty Planet Rework

On empty planets different categories of flares are now displayed. Empty planets now show evolution, neutral and resource flares.

Evolution Flares increase the chance of an evolution event and slightly increase the initial population number. Evolution flares are not spawned in a star system that can not evolve sapient life.

Neutral Flares generate 1 Synthesis

Resource Flares increase the overall resource pool of a star system. This increases the amount of resources a civilization is rewarded on each tech level or when a colony is built here.

Passive Flares

Passive civilizations, like the robot species, show activity, neutral and development flares.

Activity Flares increase the chance of a Reconfiguration event for this civilization

Neutral Flares generate 1 Synthesis

Development Flares increase the chance of a Development event for this civilization

Flare Text Iteration

Old flare texts are reworked and new variations of the texts are added. Around 120 new text categories are added to the flare system that are triggered by various conditions like low population, low research, final technology available, etc.

After reaching a new Tech Level no free Synthesis flares are generated anymore. Instead the feedback text window opens immediately with an updated text.

Some very drastic events (like a Nuclear Holocaust) change the status of a planet into a Tomb World. Solar age starships (or lower) will find it hard to build a colony there; also the Second Chance Evolution event can not happen on Tomb Worlds.

The "Eden" music track is only played now when you reach a positive ending otherwise the "The End" is played.

New Texts - More variety for terms of scientists, weapons, artists, robots and media through the ages. ( A big thanks to Carey Neal Dunn and LoneGoat for brainstorming a lot of ideas in our Discord )
New Texts - For each Planet unique terms for planet specific variables like oceans, storms, plants and animals were added. New Texts - For each Species unique terms for species specific variables like hands, tentacles or nerve knots are added. New Texts - New Terms for Leaders, Governments, Settlements etc for all Hedonistic Society events were added New Texts - Most "Build Colony" events and "Build Spaceship" events have unique terms that are used as a description for a society when a colony gains independence so you will not see so many "Traveler" and "Settler" civilizations anymore. New Texts - If a society merges via a "Same Species Contact" event their prefix and main name gets mixed. If "Meta-Humans" and "Cyber Travellers" meet they could merge into "Cyber Humans" or "Meta Travellers"

Balancing - We did a "Consistency Pass" on most events to finetune the conditions when they are triggered, considering the state of the society. For example utopian societies can not trigger the "Prison Expedition" starship event anymore while a civilization low on resources can not build the "Great Siege Engines" etc,

Balancing - In the calculation of Contact Events the Talk and Observe Options increase their Score now by +2 instead by +1 if societies/ships have lower harm potential than the society they are interacting with. Also the -1 Score for higher harm is counted only by a difference of 30 harm points.

Balancing - Positive Population flares give a much smaller boost then Negative Population flares but Positive Resource flares give a much bigger boost then Negative Resource flares.

Interface Rework - Flares can now be collected with pressing the keyboard keys ( Y, X , C, V ) or with a game controller. Interface Rework - Flares can now be collected automatically until the next event starts by holding shift with the keyboard or the right controller trigger. Interface Rework - The Mouse Over Text from the planet names now shows the evolution chance and the resource pool multiplier. Interface Rework - Each Flare type has now its unique Mouse Over Text. Interface Rework - To clean up the menus the little history text under the civilization statistics was removed and is shown in the same feedback window as the Flares. Interface Rework - The Statistic Window shows now a more descriptive text than just 50% Utopia or 77% Dystopia Interface Rework - Up to 5 overlapping Flare Texts Windows are now shown if flares are collected in a row. Interface Rework - The Flare Text Windows are now hidden when switching to another system Interface Rework - All flares pop up a little bit faster and their animations are a bit smoother. Interface Rework - Planets are not placed in the lower middle part of the galaxy map anymore to make room for the Flares. Interface Rework - Mouseover Text on the right side of planets is moved to a different spot if the planet is too far on the right side of the screen.

Tutorial - The new Flare system is explained in the tutorial Tutorial - The marker that highlights which button to press is more detailed now Tutorial - New Tutorial Popups added explaining the Robot Species. Tutorial - New Tutorial Popups added explaining the Final Technology, which is triggered when reaching Singularity Age.

Bugfix - Advanced Starships from very economic societies are not sent out with too few resources anymore so that they do not experience a Scarcity Crisis immediately after they start their journey. Bugfix - The "Sirens of Planet X" event is not triggered anymore for ocean colonies of species with a desert planet or lava planet origin.
Bugfix - The "Longest Night" event is not triggered anymore in the Sol System Bugfix - The middle and lower option of the "Natural Desertification", "Atmospheric Ignition" and "Three Degrees" events turns the planet now into a desert planet. Bugfix - The middle and lower option of the "The Great Deluge" and "Blitz Heatwave" events turns the planet now into a water planet. Bugfix - The middle and lower option of the "The Geocomputer" event turns the planet now into a lava planet. Bugfix - Ancient technology ships will not trigger the colony events "Magmatic Bases", "Oasis Colony" or "Floating Base" any more. Bugfix - The events "The Xeno Tragedy", "Where are the Xenos?", "The Quest for the Xenos", "The Impurity of Planet X" are disabled for Colonies created via Interstellar Invasion; to stop invading species to wonder who might have destroyed the civilization from the alien ruins. Bugfix - The Colony Paradigm Shift events "The Wild Colony", "The Circles of Hellfire", "Xenobiological Incursion", "Xeno Adaption" and "Xeno Cults" did not change the name of the Society after transforming the colony into a full civilization. This is fixed now. Bugfix - The "Public Shame" event is not triggered anymore for Hedonistic Societies. Bugfix - The "Mysterious Infertility" event is only triggered for mammalian Species and can create a Hedonistic Society status. Bugfix - After a savegame was loaded the counter how often a specific event played was reset; which can lead to duplicate events to be triggered in short succession. This issue is fixed now; but only works with new savegames from this version. Bugfix - A texture of one type of futuristic Dolphin without the VR glasses was not loaded correctly Bugfix - A texture of one type of futuristic Quasis without the helmet was not loaded correctly Bugfix - The variables of a newly built spaceship were also transferred to the system that built it. That resulted in a situation where a "Fanatic Crew" or similar was also inhabiting every spaceship that was built by the same civilization. Bugfix - The events "Photovoltaic Power", "Green Politics", "Freedom to Maintain", "Garbage Eaters", "Moon Concrete", "Photon Sails", "Marine Energy Network", "Robotic Replacement" , "Pararobotic Relationships" and "The Laws of Robotics" were never triggered; now they are regularly available. Bugfix - Sometimes extremely large amounts of resources were displayed with a negative value. They are now displayed as "Unlimited Resources" Bugfix - When loading a save game the "Second Species Evolved" Tutorial popups will not be triggered again when a new species evolves. Bugfix - In rare occasions a colony specific event was triggered on a spaceship; leading to a crash when the spaceship tries to send their own signals or build their own spaceships. This is fixed now. Bugfix - The Wormhole Jump Fleet from the FTL Final Technology endings sometimes, when moving instantly after attacking their target system, moved to the same system. Bugfix - Resources on Spaceships and Colonies were not shown correctly

Save Game Compatibility Issues with older Savegames - When loading a save game from an older version some flare texts and the first displayed event might sometimes show text like "VEHICLE_UNIT" instead of the correct name for a military unit or similar. Also sometimes a flare will not display any text.


0.69.M.2 (2023-01-21)

Early Access Build - 0.69.M.2 ( Eros Hotfix )


0.69.L.1 (2023-01-19)

Early Access Build - 0.69.L.1 ( Eros Hotfix )


0.69.K.6 (2023-01-16)

EA Build - 0.69.K.6 ( Eros Update )

We will add more different statuses in future updates.


0.68.N.2 (2022-11-09)

Jupiter Update - 0.68.N.2 (small patch )


0.68.M.8 (2022-11-08)

EA Build - 0.68.M.8 (Jupiter Update )