SpaceBourne 2 – Full Release
This version represents the most comprehensive and ambitious build the game has ever had — with redesigned core systems, deep structural improvements, and entirely new gameplay loops. Below is the complete list of new systems and enhancements included in the full release.
New HUD & Full UI Overhaul
The entire HUD has been redesigned from the ground up.
All interface panels modernized for improved clarity, readability, and consistency.
Navigation, combat feedback, and UI flow are much cleaner and more intuitive.
Hundreds of quality-of-life improvements implemented across all systems.
All reproducible bugs reported by players have been fixed or rebuilt.
Overall gameplay is significantly smoother, cleaner, and more stable.
Core Improvements
Dynamic Dominance Score for every star system, based on security, economy, traffic, facilities, policies, and importance.
Raid Requirements introduced to define how much Dominance is needed to take control.
Debuffs & Sabotage
New Debuffs: Security Drop, Unrest, Public Order Decline, Propaganda, Trade Disruption, Power Sabotage, Plague Outbreak, False Intel, and more.
Crew members can perform covert sabotage operations affecting system control.
Galaxy Integration
Dominance now influences AI expansion, diplomacy, wars, trade behavior, faction decisions, and system ownership.
The galaxy functions as a fully simulated political ecosystem.
Dominion Facilities
Players can construct Beacon, Space Market, TradeHub, and Faction Hangar.
Each building provides Power + Dominance and expands system influence.
Entire galaxy generation rebuilt.
Star systems now spawn in a more controlled, challenging structure.
Family territories, power levels, and expansion behavior better balanced.
Explorer’s Guild
New Node Deployment System.
Fast travel without stargates via Node network.
Node-linked systems generate distress signals and exploration events.
New Explorer Table UI for tracking nodes and signals.
Brotherhood Guild
Fully redesigned with a new Contract Interface.
Procedural outlaw missions: trade ambushes, target elimination, pirate station clearing.
Higher ranks unlock new tools, perks, mission types, and a unique Brotherhood ship.
All Guild Missions Updated
All missions improved, expanded, and rebalanced.
Better pacing, improved rewards, refined difficulty, and broader mission variety.
Dynamic Trade Routes
Trade routes now move dynamically across the galaxy.
Factions send active trade convoys between systems.
Trade Route Raiders
Players can intercept and raid trade convoys in real time.
All trade ships are fully boardable interior ships with internal combat.
Destroyed or disrupted routes affect dominance and economy.
Player-Made Trade Routes
Players can create their own trade routes between owned systems.
Route income and influence directly impact system economy.
Player-Built Castles
Players can build Castles on planets in controlled systems.
Castles improve dominance, security, and economic strength.
All dungeons rebuilt with new layouts.
Seamless dungeon entry with no loading screens.
New Dungeon Records interface to track fastest runs and completions.
Complete rebalance of all stats, weapons, skills, perks, and talents.
Weak/redundant abilities removed.
Many new skills and perks added to expand build variety.
Overall combat balance significantly improved.
Storyline Polish
Main storyline refined with improved pacing and narrative flow.
Better mission transitions, dialogue updates, and emotional consistency.
Professional Voice-Over Upgrade
Many AI and narrative voices re-recorded by professional voice actors.
Clearer delivery, stronger personality, and higher production quality.
Large portions of the codebase optimized for better performance.
Music system rebuilt for smoother transitions and stable playback.
Inventory system upgraded — all ship cargo can be viewed and managed instantly.
Full 4K resolution support added.
Full gamepad support with improved menu navigation.
Warp stability, memory usage, loading logic, and overall performance improved.
HOTAS Support
Not yet included, but remains a high-priority feature.
Localization Status
Some translations still rely on AI assistance and may contain inaccuracies.
Crowdin project is public — the community can contribute improvements at any time.
Reaching this point has been a major milestone, and your support has been invaluable.
Our journey with SpaceBourne 2 is just beginning — we will continue evolving this universe with the community.
Thank you for flying with us. The adventure continues.
SpaceBourne 2 Early Access Ver. 5.0.0 First of all, this is one of the biggest updates yet. The main story has been polished and renewed, with major improvements to the story, missions, dialogues, animations, and locations.
We strongly recommend starting the story from the beginning to fully enjoy the updated experience.
While your previous save files won’t be deleted, using them may lead to unexpected issues. Starting fresh will give you the best experience with all the latest enhancements.
**New Features & Changes: *** Added a radio system that plays on the ship, featuring broadcasts, news, and commercials.
Bug Fixes: Reported by players as follows:
NOTE: Since the main story and dialogues have been significantly updated, we haven’t yet translated them into languages other than English. If you’d like to play in a different language, we recommend waiting, as translations will be added in upcoming updates.
SpaceBourne 2 Early Access Ver. 4.0.0
New Features And Changes:
Castle sieges have been added to the game. Players can now capture castles on planet surfaces in real-time and manage RTS sieges.
20 different castle types, each uniquely designed by hand, have been added to planet surfaces.
The faction soldier system has been revamped. Faction soldiers are now categorized into Space Forces and Ground Forces.
Army sizes have been expanded. Each army can now include up to 10 generals.
New types of ground forces soldiers have been added to the game, including Elite Soldiers, Snipers, Medics, Tanks, and Mechs.
Faction space battles have been redesigned from the ground up. Space battles are now managed in real-time RTS mode.
Faction wars have been balanced with the addition of new features.
A new station combat mechanic has been added to the game. When organizing operations, players can now determine the outcome of ground force battles and manage group force fights inside stations to capture or plunder them.
Post-war designs for all stations have been completed and added to the game. The type of battle now affects station interiors accordingly.
The Battle Steps system has been removed now that war tactics are implemented during the battle itself and the battle organizing interface has been simplified.
The entire main story has been reworked. We have removed missions that received the most negative feedback and replaced them with new ones.
All main story mission details and descriptions have been rewritten. Balanced rewards have been added for all missions.
The main story has been extended with the addition of unique missions.
To address player complaints about getting stuck on missions, we have added hints and helper videos for the most challenging objectives.
The ability for players to build their own stations has been added to the game. Players can now add new floors to their Faction's capital stations and design the interiors themselves. They can also share their stations with other players, and these stations are playable by others. This feature also marks the beginning step towards mod support.
The option to customize modules, weapons, and components while on a ship has been added to the game. This addresses one of the most requested features; players can now change their ships' weapons, components, and modules in space through the main interface (this feature is not available on capital ships).
The in-game experience and item reward system have been balanced. Experience and rewards for side and guild missions have been increased.
New traveling Space Markets have been added to every solar system. Players no longer need to enter stations to shop.
Game sounds have been adjusted, and new music has been added to the game.
New Stations, buildings, markets, new character models, new mission locations, sounds, effects, animations, interfaces, and tutorial videos have been added to the game.
Enemy AIs in space battles have been rewritten and are now much more performance-friendly. we can now conduct battles up to 100vs100 with significantly better performance. Therefore, battles suitable for crowded combat scenarios have been added to the game.
BUG FIXES: Reported by players as follows:
NOTES:
We believe we have fixed the most reported game-breaking bug, the Warp Crash issue. If you still experience crashes with this update, please share your save files with us on Discord to accelerate our troubleshooting.
We are completely redoing the Bounty system in the game, but unfortunately, it did not make it into this update. Therefore, bugs related to the bounty system are still present. We will transition to a brand-new bounty system with the next update, eliminating all related bugs.
Similarly, we are overhauling the Raid system, so bugs still exist in that system. These will be resolved with the transition to the new raid system in the next update.
We regret to announce that we have to postpone the Bank Heist missions announced in the trailer for some time.
Due to significant changes in the game's dialogues and texts, we haven't been able to add the new translations to the game yet. Therefore, in this version, many texts will only be available in English. We plan to resolve this issue with upcoming updates.
SpaceBourne 2 Early Access Ver. 3.0.1
CHANGES :
• Mining earnings have been updated and rebalanced for a more equitable experience. • A new multi-purpose mining ship has been added to the game.
BUG FIXES:
Reported by players as follows :
• In the second part of the same mission, even if I eliminate all the enemies in the landing pad cleanup objective, the mission does not update for about 2 minutes.
• In the Clear Debris mission, at the point where Axa joins us, the crosshair remains fixed in the center of the screen after the screen fades.
• In the Saving The Anka mission, the "Destroy Enemy Ships" objective appears in the Return to Izner city objective before the mission starts but completes immediately.
• When landing on certain planet points, when the cockpit camera closes during landing, the 3D mesh of the cockpit is still visible.
• In The Kold mission, during the section where we need to follow the ship, the ship we are following can sometimes become invisible.
• After a System Jump, the jump effect sound remains in the game and continues to play until the game is closed and reopened.
• When exiting the Molyax Ship, when I activate the warp drive, an effect occurs as if we were on the planet's surface, opening the navigation instead of the warp drive.
• If we warp before the dialogues are finished when exiting the Molyax ship, the save feature remains disabled in the game.
• There is a red square around the exit door of the Molyax ship.
• There is a sequence issue when entering the Molyax ship. The fade ends prematurely, and the character hovers for a while. During this time, if we activate the jetpack, we start flying inside the station.
• When the Warp Drive is active or there is an indicator, opening the Scanner or Space Atlas leaves the indicators on the screen, sometimes making it difficult to click on scanner points.
• The scale of the NPC ship coordinator at the Morthra station is very large, and they often hover in the air.
• There are meshes at Morthra station that do not belong to the level.
• Sometimes, the jetpack thruster effect remains on the character, even when the jetpack is turned off.
• If we press the weapon change keys in quick succession, sometimes the weapon disappears from the character's hand, but I can still continue firing.
• In Bounty missions, if I save/load at certain points, the mission progress gets corrupted.
• In some planet types, the collision on mountains and slopes is not updating. The player's feet can go through these surfaces, and sometimes even fall beneath the surface. (We couldn't reproduce this bug, but we've made some changes to prevent it. If you still encounter this issue, please report it.) • In the "Get your ship" section of Arkansan City, if I save/load the game before taking the ship, the ship disappears, and the game freezes.
• In the Arkansans city, if I use the "call ship" feature before actually taking the ship, the ship doesn't come to me but continuously rotates in its position.
• In the Alaysia mission, when talking to Alaysia, Drane doesn't appear by our side, but Drane's dialogues continue to play as if they were with us.
• In the Kold mission, during the ship hijacking section, if my character is at a higher level, they cannot inflict any damage on enemy ships.
• When leaving the Mothership and going to the deck, if I save/load before boarding the ship on the deck, I can see an unused ship in the Ship Interface located on the deck.
• In some Camp dungeons, enemy AI only fires at me when I walk past them.
SpaceBourne 2 Early Access Ver. 3.0.0
• Main Story Extended (Part of the new features are related to the main storyline, therefore to avoid spoilers, they will not be published here.)
• Sub-House Management: Players can now create and manage sub-houses under their own faction. Players will have to maintain diplomatic relations not only with their own faction but also with sub-houses. 8 main sub-faction diplomatic decisions have been added to the game.
• Soldier Train Camp Added: Players can now quickly level up 4 soldiers by sending them to the training camp via the barracks at the capital station.
• NP Faction Intelligence Improved: NP factions AI has been enhanced with new features.
• AI Wars Added: AI factions can now engage in wars with each other. Players and their factions can directly influence these wars. Players can participate in AI vs. AI wars individually or with their faction and change the course of the battle.
• Faction Wars Balanced: Faction wars are now more challenging.
• Support Buildings Activated in Faction Wars: Capturing and holding support buildings can change the course of the war.
• New Crew Members Added.
• Ground Combat AI Improved: The AI for ground combat has been improved (still under development, but smarter than before).
• Texture and Overlays Optimized: Many poor-looking textures have been updated.
• AI Facial Morphs and Dialogue Animations Improved: AI characters' lips now move in sync with the dialogue text.
• Planet Landing and Surface Loading System Improved: It is now more performance-optimized and less bug-ridden. This should also fix bugs related to mission areas not spawning on the planet's surface.
• General Game Optimization: Projectiles, effects, shadows, and high frame rate animations have been optimized to prevent crashes due to performance issues.
• Diplomatic News Tab Added: Players can now follow diplomatic news and wars from the diplomacy interface.
• Landing Port Added to Player Faction Stations, for Motherships, and other big class Ships.
• New Soundtracks by TrapMusic Industry: 2 new environmental music tracks (for guilds and some stations) have been added. Many thanks to them!
BUG FIXES: Reported by players as follows :
• Some wars never end, regardless of whether I win or lose.
• If there is a war in a system, war starts even if I warp somewhere other than that battlefield.
• During a battle, if the battle ends while performing a "battle warp", the ship is stuck in the battle warp sequence. Cannot return to generic gameplay.
• My squad can sometimes attack me or ally ships.
• If I open the pause menu while quick saving the game, the save sequence is paused, and if I save the game from the menu at that time, both save files become corrupted.
• Bullet guide indicators stuck on the screen if the target ship is too far away.
• When a station is attacked, if I save/load the game within 4 seconds after the attack starts, I automatically win the war.
• If I leave large ships in the center of independent Faction stations and go inside, I cannot enter some areas in the interior. The ship's collision affects the inside of the station.
• Sometimes, quest locations (villages, camps, etc.) and other structures spawn on top of each other on some planet surfaces.
• I can make faction meetings at the old HQ (Cave) after I build a capital station. And when I do, newly added characters are not visible in the meeting, only their voices are heard.
• NPCs at the villages or the camps on the planet's surface are duplicated every time I use the hoverbike.
• Some side quests do not spawn when playing in languages other than English. The mission does not start when I go to the point indicated by the scanner.
• When looting ammo crates, sometimes it adds less or even negative amounts of ammo. For example, my ammo drops from 10 to -20 after looting.
• On some planets, the landing animation (sequence) starts to take off from the surface before it is completed, and I can never land on those planets. (We couldn't reproduce that bug but we think this is happening on planets with very short atmospheric distances, and we made some changes to prevent this, please let us know if the problem persists) )
• While purchasing a resource on the Faction trade screen, if I bring all the amount sliders to the end, I can buy all of them even if my money drops to 0.
• Some automatically opened tutorials do not register as seen and keep reopening. The Stargate tutorial appears every time I go to a Stargate.
• The game sometimes crashes if multiple enemy ships explode at the same time.
• In the main mission chain, the Jen Cave doesn't spawn on the planet's surface.
• When using the Misactor near a planet, it plays effects as if I landed on the planet, and all the lights in the game turn off, transitioning the game to a dark void.
• After the Alaysia mission, checkpoints are not saved properly. Loading some checkpoints opens a much older save file.
• Despite losing limbs in the gore system, AI continues to move and fight.
• If I re-enter the ship while the cockpit cover opening animation is playing after disembarking from the WRA ship, the ship's cockpit cover remains open.
• Even if I accept a peace treaty from a faction I am at war with, peace is not established. The treaty gets removed from the list, but the interface that shows the wars still indicates that we are at war.
• If I track a main quest, it always sets the 1st quest in the list to track status, and if I track a side quest while a main quest is "tracked", the game tracks both of them at the same time.
• NPCs walking in outposts get stuck and crowd in stairs and narrow spaces, preventing the player from passing through that point.
• In bounty missions, some high-reward bounties are easier than low-reward bounties. (We will revise the bounty system with a completely new mechanic in the upcoming updates, so we have added a temporary solution for now.)
NOTE: Translations for new tasks and dialogues have not been done yet, so the language of new tasks and dialogues is currently only in English. We will add them in the upcoming updates.