- build 0.14.3 - 21 September 2026
Simplified cultural bonus information in the Politics panel, with detailed trait effects now available through hover tooltips. Government changes influenced by the Creator now reset the civilization autonomous political review timer, preventing immediate regime reversals after a successful intervention. Added pagination to the Politics law list for clearer navigation as more laws are introduced. Added Trade Laws, allowing civilizations to permit external trade or prohibit all imports and exports.
- build 0.14.2 - 20 September 2026
Vanity civilizations can now construct Beacons of Vanity in deep space, reducing Creator Point generation until the Beacons are destroyed. Beacons can be targeted by hostile fleets, Heavy Particle Collision, and Doomsday Shower. Beacons of Vanity are now displayed on the sector minimap in red. Vanity civilizations cannot begin construction of new Beacons of Vanity while at war. Destroying a civilized world now increases Creator Antagonism by 7.5% in every other civilization.
- build 0.14.1 - 19 September 2026
Just a small weekend update. Have a great Saturday! :) Added Planetary Defense Systems: fortified planets can now engage hostile fleets directly and must have their defenses destroyed before they can be captured. Slightly expanded planet Surface maps from 20x10 to 21x10 tiles, providing more room for terrain, infrastructure and civilization development. Aggression menus now list all known civilizations, display blockers for unavailable actions, prioritize civilizations ready for Inspiration, and support pagination with up to five civilizations per page. Creator-driven aggression can now start wars regardless of Friendly or Neutral relations. Fixed Escape key behavior: ESC now closes all open gameplay panels before opening the pause menu, and no longer opens the pause menu from the main menu. Creator Halls now retain Creator contact for Inspire and Demand while inactive due to resource s…
- Politics and Vanity - 17 September 2026
With this update, the second part of the Civilizations Cultures system is being introduced: Politics.A civilization's internal politics now determine how it interacts with its different cultures, how its society is structured and how it approaches other civilizations.The Vanity system also introduces the game first true antagonist: civilizations that completely reject the Creator and actively work against your influence. You may be able to bring them back by imposing some humility, or simply let other, more reasonable civilizations do the work for you by conquering the stubborn ones.However, if you prefer a peaceful Universe where no one questions your dominance, the Vanity system can be disabled in the Sandbox Settings when starting a new game. PoliticsAdded a new Politics tab to civilization information.Civilizations can now have one of two government types:DemocraticAutocraticDemocra…
- Civilization Cultures - 11 September 2026
Civilization Cultures!Civilizations will now create and develop their own cultures based on their early background or colonial origins.Cultures develop additional traits over time, providing unique modifiers to civilizations. A culture can spread beyond the borders of a single civilization, and sometimes even outlive the civilization that gave birth to it.CulturesAdded a new Culture system. Civilizations can now consist of multiple distinct cultures instead of behaving as culturally uniform populations.Every civilization begins with a founding culture connected to its origin world and founding civilization.Cultures can spread between worlds through migration and colonization, preserving the cultural composition of moving populations.The same culture can now exist across multiple planets and even multiple civilizations.Each planet tracks its own cultural composition and dominant culture.…
- build 0.12.1 - 8 September 2026
Heavy Particle Collision can now target individual surface tiles, destroying local infrastructure, creating temporary lava fields and causing a short-lived planetary happiness penalty. Surface building tooltips now always show their same-type adjacency bonus when applicable, including when the current bonus is 0%. Added a Large Number Scale (naming) gameplay setting with Short Scale as the default and optional Long Scale naming. Early civilizations can now construct Sea Ports only on water tiles they control.
- Ice Caps, Sea Levels and Hydrology - 4 September 2026
Ice caps and water evaporation. With this update, planet land surfaces will no longer have a fixed water-to-land ratio. Instead, it is now actively affected by the level of ice caps on the planet, which will grow and melt depending on the planet’s temperature. If the planet's temperature rises too far beyond livable conditions, the Moist Greenhouse effect can occur, gradually evaporating water into space. Also, as usual, a couple of bug fixes. Enjoy!Added dynamic polar ice caps that gradually grow and melt with planetary temperature, changing sea levels and exposing new land over time.Melting polar ice caps can now reclaim previously exposed land, destroying infrastructure caught by the rising sea.Existing saves are now smoothly transitioned to the new planetary water and polar ice cap system, preserving existing land before climate-driven changes gradually take effect.Extremely hot wat…
- build 0.11.2 - 3 September 2026
Added a dedicated Remove Building action to the Surface panel. Planet list rows can now be clicked anywhere to quickly focus the selected planet. Added Creator metric tooltips to civilization General panels, making recent Influence and Antagonism changes easier to trace.
- build 0.11.1 - 31 August 2026
Added Ultrawide resolution support with instant resolution preview and automatic rollback if the new resolution is not confirmed within 15 seconds. Fixed Heavy Water Stations remaining in space after their civilization went extinct. Added pagination to large context action menus, preventing long Inspire and Demand lists from extending beyond the screen.
- Roads and Ports - 27 August 2026
Roads and ports!It's an introduction to the planetary logistics system, and the next step toward making each planet feel like a living, breathing entity instead of just an economic data point. With this foundation in place, more planet surface changes will follow soon.Added planetary road networks for Space Age civilizations. Buildings now require a connection to a City Center to remain operational, civilizations autonomously expand roads to reconnect isolated infrastructure, and the Creator can Inspire or Demand road construction on specific surface tiles.Added Sea Ports: Modern-era civilizations can establish coastal food ports, while Space Age Sea Ports extend City Center road networks across connected bodies of water and support overseas infrastructure.
- build 0.10.3 - 24 August 2026
Added social class breakdown and current social building expansion limit to the Surface civilization panel. Fixed multiline text display Industrial Production in General Panel. Added feedback when attempting to open Sector View while an anomaly power is armed. Improved technology tree highlighting and prerequisite colors to make technology dependencies clearer.
- build 0.10.2 - 23 August 2026
Improved building tooltips with maintenance costs and clearer section headers. Improved Creator's Hall tooltips with clearer current effects, level bonuses and upgrade restrictions. Added new pixelart image for Pine tree flora group. Added optional experimental 8x and 12x game speeds. Requires opt-in in Settings (not recommended).
- build 0.10.1 - 20 August 2026
Added Eject Mass, a new Anomaly Power that expels part of a star mass as hydrogen. Added Bad Luck Protection to repeated Inspire and Demand attempts, preventing extreme failure streaks on the same action.
- (build 0.10) Sandbox Settings system introduction - 18 August 2026
Sandbox Settings are finally here! This is the foundation, with a few basic customization options for now and more to come soon. Customize Creator Points generation, including Infinite CP. Choose the number of sectors in your universe. Choose which resource is used as the trade currency. Adjust star lifetimes. Adjust Inspire and Demand success chances, including guaranteed success. Early civilization building sprites now preserve their original colors on the planet surface.
- build 0.9.5 - 14 August 2026
Fixed Impact Probes sometimes failing to catch fast-moving planets. Close Watch alerts can now be clicked to jump directly to the watched star or planet. Early faction activity no longer fills the Event Log. Fixed some tooltips requiring a second hover before appearing. Empty early-era tiles now show their resource yields and detailed source breakdowns, with aquatic plants and animals providing new Food and Gold income.
- build 0.9.4 - 11 August 2026
Fixed early civilization building pagination. Updated Mines to also produce Gold. Early factions no longer need Gold to be targeted for integration. Only the faction initiating integration needs Gold. Improved Surface UI with clearer faction integration progress, technology access, building action costs, and early civilization factions territory ownership details.
- build 0.9.3 - 10 August 2026
Improved Biosphere population limit clarity. Prevent civilizations from starting Dyson Spheres they cannot maintain. Added Close Watch feature for stars and planets, with critical alerts for dying stars, supernovas, dangerous host stars and predicted planetary collisions.
- build 0.9.2 - 8 August 2026
Early factions can now build up to set limit of each building type. Buildings captured beyond this limit are kept. Early civilization territories are now shown with colored borders, keeping the natural planet surface visible.
- hotfix 0.9.1 - 7 August 2026
Fixed multiple tooltips flickering in Sector View.
- The Big One - Surface update - 7 August 2026
Time for the Big One.This update adds a new Surface system and greatly expands the early history of civilizations.It is something I wanted to release since day 1. Civilizations no longer appear directly in the Space Age. Intelligent life can now form primitive societies, split into competing factions that grow, build, fight and slowly work toward unifying their planet. I kindly ask for your patience and understanding regarding potential bugs and balance changes that may be needed after an update of this scope. :)Also, this is just a foundation for upcoming updates related to both early and Space Age civilization activities on the planet surface, so please let me know what you would like to see next!If you run into any game-breaking issues, you can roll back to the “previous” branch.Planet SurfaceAdded the new Surface view for planets.Planet surfaces are divided into individual tiles.Sur…