- v0.3.0 - Almost There - 27 July 2026
Hello, just wanted to drop a quick update on where the game is at. Aside from the factions update, I wanted to improve a lot of the groundwork for the game and fix some bugs. I know it can be frustrating for development to stretch out longer than expected, but I want to make sure the game is solid when it reaches you. Thank you so much for sticking around, and for being patient with the development.(Scroll all the way to the bottom to see some of the new stuff!)The following features will be available once the upcoming v0.3.0 update releases:=== TL;DR / Main updates ===STRATEGIC- Better factions - Bounties now affect relations with other factions - Factions have different demographics and ideologies, which factor into their government representatives, which vote for decisions during events - Events: Random (like station workers striking), Cause (voted for by government, like tariffs or…
- v0.3.0 - In Progress - 6 May 2026
Hello. Thanks for being patient with me. I wanted to make sure I get a lot of things done and concrete before I talk about the progress I've been making on v0.3.0. There have already been a lot of fixes on things like UI scroll affecting the camera and decal visibility range being too short. I also managed to add in nameplates and flags for ships in the Tactical Scene, to make the ships feel like they actually belong to a faction.Just a bit of info about what the factions update will look like:- Factions have a system of government with representatives and demographics- The three government types are: dictatorship, oligarchy, and republic- A faction's representatives will vote on spending, policies, diplomacy, and how the faction would react in certain events- The player will be a representative at the start and can pay for an election campaign at the end of their term to become a repre…
- v0.2.4.1 - 5 April 2026
Whoops! I forgot to add a fix to the below bug. I knew there was something missing in the v0.2.4 changelog! FIX - Tutorials 1 and 3 + Tactical: Repairing a module (that has no mounts) keeps using up resource materials even when it's already at full health. This affects repairing the crew module first in tutorial 1 and prevents progression. The technical details if anyone's interested: In the DC cycle, the ship checks if the mounts in a module need to be repaired but I overlooked that if a module has no mounts, it always returns "0" (for the module's 'mount health ratio'), which tells the DC cycle that the module needs repairs. This was fixed by adding a simple check to see if the module being repaired has any mounts. *Insert Willem Dafoe facepalm* Just to be safe, I also made the tutorial proceed to the next step if Predawn Blue has no materials left
- v0.2.4 - 5 April 2026
Work on the next major update is in full swing! I'm very excited for what I got cooking up. In the plans, I have: events (both random and faction-based), diplomacy, faction demographics, weekly councils to decide on policies and spending, government types, and more. It's a lot, and implementation and testing will take some time, so expect fewer updates as I focus on the Factions update. This system should be a good stepping stone for what I have planned for Spacefleet: Sol and yes, you will be able to set your faction's government type, vote on policies, and all the rest. But yeah, that's all from me for now. I'm going straight back to work after I post this. I hope you're as excited for this as I am. And as always, happy hunting! NEW - Store Page: Removed screenshot with "Activate Windows" text - Main Menu: Skirmish and new game setup UI buttons sfx - Skirmish Setup: Added map icons -…
- v0.2.3.2 - The Patch That Grew in the Coding - 25 March 2026
NEW - Tactical: Ikazuchi railgun model muzzle hole - Tactical: Target Panel (top-right) shows ship class and missile health - Tactical: Target/Scope camera now rotates towards target instead of instantly facing it CHANGES - Tactical: Selected Squadron Panel (bottom) close button not deselecting squadron, enabled squadron deselect - Tactical: Allow repairs for mounts even when module is still healthy - Tactical: Laser damage multiplier for balance purposes increased from 50% to 75% - Tactical: Kagayaki RGT x4 module default mode changed from NEAREST to OFFENSE FIXES - Tutorial 1: Prevent Predawn Blue laser mount from being repaired and soft-locking the tutorial - Tutorial 2: Ship info button not working - Strategic: Improved notifications spam prevention for station refuel, repair, or resupply - Tactical: Fixed Ellington railguns still dealing damage to itself when firing. Projectiles cu…
- v0.2.3 - Combat Fixes and QoL - 23 March 2026
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,…
- v0.2.2.1 - Resolution Bug Patch - 18 March 2026
- Tactical: The bug where the move line breaks when using a non-1080p resolution has been fixed in the tactical scene and tutorials 1 and 3. - Tutorials: The bug where the yellow line pointer under the Sara text box pointing to the wrong positions when using a non-1080p resolution has also been fixed. - Settings: Increased UI scale settings from "50% - 200%" to "50% - 300%" I want to be honest with you all. The launch has been a lot to handle on my own. I felt myself hitting burnout and recently took a break to destress, but this left me unable to see a major resolution bug, which I left unaddressed for too long. Back when Spacezero had two members, I focused entirely on the game development side while my partner handled the marketing and community aspects. But now that I'm doing things alone, I have had this massive blind spot. I was overwhelmed and didn't know how to handle the pressu…
- v0.2.2 - Post EA Launch Fixes, QoL Features, and Trade Improvements - 14 March 2026
Alrighty! Thank you everyone for an awesome launch! Your momentum helped HEAT DEATH reach 12,411 wishlists, and your bug reports have been crucial. Don't forget to check out the deep dive down below regarding the improvements and changes made to the TRADE SYSTEM. NEW- Prometheus: Button to show Atlas Fleet ships- Strategic: sfx when interacting with ship info card- Strategic: "Save and Exit to main menu", "Exit to desktop" buttons- Strategic, Skirmish: Icons for Armstrong, Ellington, Fitzgerald, Parker, Amundsen, Shanwei- Strategic: Ellington class description- Random Name Generator (511 names). Used for new ships (such as in bounty fleets), buying ships in the shipyard, and skirmish setup- Tactical: Weapon Card Overhaul. Lasers: Recommended range and current damage. Kinetics and PD: Muzzle velocity. Show weapon target and weapon type icon- Tactical: After action report shows "victory"…
- v0.2.0 - EA Release and Before You Buy - 10 March 2026
Take a seat because this is a big one! First off, I want to thank you all for getting Spacefleet: HEAT DEATH to 11.7k wishlists as of writing. This past week (and month) has been very nerve-wracking but also exciting for me. I'm glad I can finally share with all of you the full version of HEAT DEATH, which I've poured my entire week into. I hope you like it!FEATUREFREE DEMOEARLY ACCESSPrometheus ScenarioYesYesCore CombatYesYesNew ShipsYesYesCustom Faction and CampaignNoYES!Skirmish Mode NoYES!If you would leave an honest review of the game and its demo, that would be awesome as it helps me out a ton! There's still a lot of work to do and HEAT DEATH will be very different a year from now. Speaking of, I wanted to cram in Strategic Scene AI Factions but decided to move it to after the release so I can give it the time it deserves and for it to not come out as a buggy mess as well. So yes,…
- v0.1.7d - Quick Fixes - 2 March 2026
v0.1.7d - Quick FixesNEW- Strategic: Show faction icon of ship in draggable ship data cardCHANGES- Tutorial 2: Improved wording for step 16 (After transferring Merrymaker to Main Fleet). Changed from "Good. Now select the main fleet" to "Good. Now click on the gray MAIN FLEET button in the station's "HARBOR" panel.". Also improved the yellow pointer's position to more accurately point towards the button to be clicked.- Tutorials: Changed Sara text font size from 14 to 18, with autosize- Strategic: In shipyard panel, show ship count in fleet button text (XXXX - Fleet Name (9/10)) to show a fleet is full and cannot have any more ships added to it.- Tactical: Changed timescale text from showing "1.00x" and "2.00x" to "1x" and "2x"FIXES- Strategic: BUG: Shipyard panel shows unclickable/unexitable "Move ship to fleet" prompt after buying a new ship when the fleet is full (10 ships max). FIX:…
- v0.1.6d - POST-FEST PREP - 1 March 2026
v0.1.6 - POST-FEST PREPHey, everyone! Sorry for the lack of updates the past few days. I had some personal stuff to take care of, but it's okay now. My current priority is stabilizing the game and getting the full release version ready for release next week. I'm reading your feedback but I can't reply to everyone yet as I'm focusing on the bug reports. Thank you for being patient with me!PENDING- Tutorial 3: Rare bug where UI breaks during combat while player is selecting/deselecting ships and squadrons- Strategic: Hail station > Harbor > "Move ship to fleet" dialog box shows up with only one option (only one fleet in port). Does not go away when clicking the fleet button. May happen after creating a fleet and buying ships (If you're still experiencing this bug, please send a bug report with what you did before the bug occurred, especially scene transitions, game save/loads, and exits)N…
- Status Update - 1 March 2026
Hey, guys. I'm very sorry for the lack of communication on my part. This is not my intention. The biggest thing right now is that I had some personal stuff to take care of during the past 4-5 days, with very bad timing considering that it's Next Fest week. The game was my very highest priority but it was overtaken by other things. It's okay now and I can focus on Heat Death again.Aside from that, since I'm just working on this game alone, I have to essentially min-max my time. Please know that I do read feedback when I can, I just don't have the time to reply to everyone yet.Right now, my priority with the game is ensuring that it is stable, so the most important feedback for me right now is the bug reports. And next week, I will be busy adding features for the full version before it releases. After the dust settles and the game is in a decent enough state, I want to finally talk to you…
- PROMETHEUS v0.1.4d - So it Begins... - 23 February 2026
V0.1.4dSo it begins. Steam's February NEXT FEST is upon us! I managed to crank out one last update aiming to fix some of the more grating bugs in the game, while adding some improvements to the UI. On top of the previous SFX update, I hope you have a good time with this build! Don't forget to leave a review! It helps the game out a ton. And thanks so much for playing!NEW- Tactical: Added double click to focus on selected/target ship- Tactical: When the current camera target is also the selected ship's target, the target screen's borders turn redCHANGES- Tactical: Updated WEAPONS, NAVIGATION, and HEAT MANAGEMENT panels.- Strategic: change Persian Federation words to "Himmat-e-mardaan madad-e-khuda"- Tactical: Target order: Temporary camera target (whatever the mouse cursor is hovering over) > Current selected ship/squadron target > Current camera target- Tactical: Changed target cam mini…
- PROMETHEUS v0.1.3d - 21 February 2026
v0.1.3dHi! In preparation for the upcoming NEXT FEST, I decided to do a quick little update to add some much needed sound effects and ambience to PROMETHEUS. Please let me know if there are any big bugs. Have fun! And thanks for leaving a review!NEW- More sound effects and ambience: - SFX: Main Menu - SFX: Menu - SFX: Strategic Scene + Additional ambience - SFX: Tactical Scene + Additional ship ambience based on healthCHANGES- Tutorial 1: Improved wording regarding MOVE MODE so players know to press M before left-clicking to their target destination- Tactical: Changed kinetic debris colors from white to red- Tactical: Reduced laser hit/sparks sfx volume from 0.5 to 0.1
- PROMETHEUS v0.1.1d - 18 February 2026
v0.1.1dCHANGES- Strategic: Removed "AUTOSAVE" file from list (it is not meant to be loaded, only used for testing. This was actually done last build but I forgot to add it in the changelog) - Tactical: Fitzgerald class EM10 laser default mode changed from DEFENSE to NEARESTFIXES- Tutorial 2: Not enough money to buy a new ship (since autotrade may force fleet to buy resources again). To fix: automatically give player 1,000,000 before prompting to buy a new ship- Strategic: Trade system gives auto traders the best market for a certain resource, even if the market doesn't actually have any to sell. Fixed to ensure this doesn't happen. Current minimum available resource that's enough for a fleet to buy: 1. May change based on resource rarity/base price- Strategic + Tactical: Ika, Shizu and Fitzgerald classes not loading back into fleet after combat- Tactical: Laser beam visibility setting n…
- PROMETHEUS v0.1.0d - 17 February 2026
v0.1.0dNEW- Community Discord button- Added Playtesters: Mallory "Pet American" M., Joshua G-KCHANGES- Main menu: Reduced screenshake intensity and moved welcome panel entirely to a canvas that doesn't shake- Main menu: decreased bloom intensity- Tutorial 1: Reduce cracks intensity- Tutorial 1: Made Predawn Blue and Martyr Viper immortal and undamagable- Tutorial 2: Removed Global Market button to reduce risk of ui overlap- Bug report: Don't submit if: description is empty or already sending- To help with stations getting full with fuel over time, "Basic Refuel" production recipe in stations reduced productivity by halfFIXES- Tutorial 1: When Blue is too close, it starts firing at hostiles before its supposed to- Tutorial 1: fixed Predawn Blue firing on Hephaestus when targeted by deactivating pdc module until Blue reaches beacon 3- Tutorial 2: Trade fleets couldn't sell to any station…
- PROMETHEUS v0.0.11.1 - 16 February 2026
v0.0.11It's demo release time, baby! This build's stable enough thanks to the help of all the playtesters during the past week. I hope you have fun! And don't forget to report any bugs you find :)("Prometheus Scene" and "Strategic Scene" are interchangeable in the context of this demo)NEW- Tutorial 2: Removed ISSM- Tutorial 2: Settings are applied on start- Tutorial 2: Added more metals and basic munitions to rubicon- Tactical: Surrender button in menu. Kills all player ships- Strategic: Use arrow keys to pan camera around the map- Strategic: Camera boundaryCHANGES- Tactical: Removed "Exit without saving" button in pause menu- Tactical: Turned off L toggling lasers- Strategic: All stations start with DT and DH Fuel- Strategic: All stations produce a small amount DT and DH FuelFIXES- Strategic: timescale now pauses when opening the menu and unpauses when closing it- Tutorial 2: Fixed fle…
- PROMETHEUS v0.0.10 - 13 February 2026
v0.0.10NEW- add new testers to credits (CasaClan, redacted_traveler)- setting: tactical mouse scroll speed, chromatic aberration, UI scale slider- settings are now saved- Auto Traders: Flight is not valid if Dv ratio is less than 10% of max Dv (If not much fuel left)- Bounty ships now take names from playtester suggestions (they're all awesome!).- Tactical: Sun follows cameraCHANGES- Removed lagrange point tracks/locations and replaced them with the stations themselves, which seems to have improved navigation towards lagrange points. Updated save system to adapt to this.- Bug Report Panel: Button to Steam Hub for changelog and discussions- Setting: linear instead of exponential volume- Strategic: Removed "Low Dv" navigation requirement- Reduced number of AI fleets in orbit to lessen fuel supply problem- Strategic > Navigation panel: Adjusted acceleration plus and minus buttons to be mor…
- PROMETHEUS v0.0.9 - 10 February 2026
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 :)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!I'll do my best to send out a new patch every day so you guys have more to things test.(Also, I just want to make sure, did a certain video play when you opened the Prometheus scene for the first time?)v0.0.9NEW- Bug report and suggestions subforums in the Steam community hub- Bug report panel: Buttons to bug report and suggestions steam subforums- Bug report…
- PROMETHEUS v0.0.7 and v0.0.8.2 Patches - 9 February 2026
v0.0.7CHANGESOverhauled UI positions to fit with different resolutionsShip refuel x10 more efficientShip repairs x2 more efficientFIXESFixed non-1080p resolutions having a messy UI and making the game unplayable. Had to remove the UI bloom and effects to fix this. Hopefully I'll find a way to add it back in the future without breaking anything!Strategic scene: fixed credits text clipping with ui for 2560x1600 resolutionFixed resolutions duping in settingsv0.0.8.2NEWDemo-specific library capsulesBug reports: include scene name, screen resolutionCHANGESChanged hide hud button from F12 to TAB, changed tip in tutorial 3 to reflect thisMain menu: make missiles spawn in front of the screen to reduce chance of bullets hitting screenFIXESTyping when reporting bug, renaming ship/fleet, etc moves cameraAstrocaster cash in > instantly cash out = you get extra money bug (buying astrocoins didn't ta…