[PATCH NOTES] WHAT'S NEW
App 0.18.0–0.19.1 · November 2–3, 2026 Every language, new art and a smarter defense map
The whole game now speaks 14 languages, and the mini-games got new art and the server's own battle engine.
- Fully translated. Every screen, card and codex page is now translated into all 14 of the game's languages.
- New art. New pictures for turrets, dropships, pirate decks and ships, and achievement badges.
- High ground and kill zones. The defense map shows high ground, where a defense fires farther but stays hidden until it shoots, kill zones that two or more defenses cover, and how far each defense reaches.
- One battle engine. Campaign missions and pirate boarding now run on the same battle engine as the server, so the result you see is the result you get.
- Energy on building cards. Building cards show the energy an upgrade needs beside its alloy and crystal cost.
- Asks before using mobile data. On mobile data the game asks first: use mobile data, play offline, or wait for Wi-Fi.
- Art in the background. The high-detail art downloads once in the background while you play.
- Credits. Credits are now in Settings > About.
- Fixes. The world picker now sits below the screen title, the game clock no longer jumps back when a world updates, and the Overview fits a phone screen with long world names wrapping.
Server 0.17.0 · App 0.17.0 · November 2, 2026 Live PvP battles
Attacker and defender can now fight the same battle live, and the server referees it.
- Both sides, live. When an attack lands while the defender or an attacker is online, it becomes a live battle on the world's defense map. Each side gets two minutes to join. The defender commands the defense; attackers command their squads, can send the next wave early, or withdraw.
- The computer covers for you. A side nobody commands is played by the computer: the defense holds its layout and the waves march on the command center. Leave or drop out and the computer takes over until you join again.
- Run by the server. The server plays every live battle and sends both players what happens about five times a second, so no player's device decides the result. Battles last up to 15 minutes.
- Roll against chance. Attackers who don't want a live fight can still tick it before launching, and the battle is decided by the numbers alone.
- Win chance before you attack. Recon reports and the Strike screen now show your chance of winning, with an Attack button right on the report.
- Faster screens. The game now loads your empire one screen at a time and refreshes a screen when you open it.
Server 0.16.0 · App 0.16.0 · November 2, 2026 Faction tech trees, a guide and achievements
Every faction now has research of its own, and new commanders get a guided start.
- Faction tech trees. Each faction has 49 techs nobody else can research: five branches of nine in three tiers, plus four unique capstones. A tier opens when the tech before it reaches level 3. They live on the new Tech Tree screen, next to the 63 shared research lines.
- First steps. The new Guide walks you through your first buildings, research and missions. Each step pays a small reward to your homeworld.
- The codex. Twelve topics explain how every part of the game works and why it matters, each with a button that opens the screen it talks about.
- Achievements. Tiered badges for what you've done, each showing the share of players who hold it. Badges are for bragging only; they don't pay out.
Server 0.15.0 · App 0.14.0–0.15.0 · November 2, 2026 The mini-games arrive
Defend your worlds by hand, board pirate ships, plan strikes with your alliance and trade with other players.
- World defense. Every world has its own defense map. Place turrets and mechs zone by zone in the layout editor and save presets; your layout fights attacks while you're away. Defense Doctrine research adds another preset.
- Live defense. When an attack lands while you're online, you get two minutes to join and defend it live. Attackers can tick "Roll against chance" to have the battle decided by the numbers instead.
- Pirate boarding. Pirate ships come to every system with a player, a new one every six hours. Board one and take it over in real time, section by section and deck by deck, with the mechs you brought and eight squad abilities. Mechs knocked out on board aren't lost, and a beaten ship can be boarded again until it leaves.
- Named aces. Research the Ace Program to open a roster of named aces with their own hero mechs. Aces lead task forces to lift their attack, or guard a world to lift its defenders.
- The war room. Alliance leaders call targets, members suggest them and reserve attack slots, see who can reach a target in time, share recon reports and ask for reinforcements.
- Trade Market. Post offers and requests and trade with other players. Trades travel by game transport, far faster than your own dropships, and alliances can post the resources they need.
- Target files and bookmarks. Search for any player, keep notes on rivals, and bookmark worlds on the sector map. The game warns you about players who keep attacking you.
- Battle replays. Watch any battle from your reports again on the map.
- Attack presets and the Empire screen. Save the task forces you send most, and see every world you hold on one screen.
Server 0.13.0–0.14.0 · App 0.11.0–0.13.0 · November 1–2, 2026 Warp gates, expeditions and joint defense
The universe got bigger in every direction.
- Stations, antimatter and warp gates. Gas giants can hold stations, the only place antimatter is made. Players crowdfund warp gates and split their fees; enemies are blocked unless they can hack the gate.
- Expeditions. Send task forces into deep space for one to 24 hours. Longer trips find more, and on rare trips the crew brings back a free 3- or 7-day pass.
- Joint defense. Send a Defend mission to hold an ally's world and fight its battles. You can see who is guarding your own worlds.
- Every campaign mission type. Assault, Escort, Sabotage, Capture and Survive-then-strike join Hold on the campaign battlefield, each played by its own objective.
- Moon sensor. Scan the task forces moving at a nearby world from the sector map.
- Protection for small empires. Players much stronger than you can't attack or scout you while your score is low, and the sector map marks who is out of reach.
- Rankings, reports and the sector map. Economy, research and military rankings; a report tab for each kind of report with a 24-hour summary; and holder status and alliance tags on the sector map.
- Your economy, your way. Set how hard each extractor and power plant runs, see the earliest time a building or research can start, and watch the header count down to the next tick. Your first building levels now take seconds.
- Abandon a world. Give up a colony or moon to free its slot. A colony's moons go with it.
Server 0.12.0 · App 0.9.1 · November 1, 2026 A new look, profile powers and packs
Every screen got new art, your profile now shows what your empire can really do, and the Store has new ways to save time.
- A new Overview. Your selected world now sits at the top on a star field, with its type, temperature and fields. Below it, one card per resource shows your stock, hourly change and how full storage is, and your score for buildings, research, fleet and defense has a graph for the past week.
- Worlds with their own art. Fifteen planet types, chosen by how close a world sits to its star, plus moons that suit their planet and a background for every star system. A world keeps its look for good.
- New art everywhere. Buildings and research have new headers and card art, every mech has its own portrait from the new roster, and defenses and support craft have new portraits too. Resources show as icons, and the game has its own color scheme.
- Progress bars on build cards. Each requirement and each cost gets its own bar, so you can see at a glance how close you are. The build time now sits on the button.
- Profile powers that mean something. Attack comes from your mechs and support craft, Defense from your defense grid and mechs, Spy from your intel buildings and research, and Sentry from your sentry buildings and research. Lose units and your power drops with them.
- Spies and sentries. Two new buildings: the Intel Bureau sends your recon deeper, and the Sentry Post hides a world from enemy recon. Two new research lines, Signals Intelligence and Sentry Grid, bring research to 47 lines.
- Alliances are back. If you aren't in an alliance, the Alliances menu once again lists alliances to join, and founding one is free.
- Build queues. Every world can queue one building level and one foundry batch at a time. With the benefits pass, you can queue five of each.
- New packs in the Store. The Time Saver makes building and research 25% faster, the Storage Pack raises every storage cap by half, and the Trading Pack opens the new Merchant, who swaps alloy, crystal and propellant at 3 : 2 : 1. The benefits pass now includes all three, along with the longer queues and no ads. Pay for convenience and speed, never for power.
Server 0.11.0 · App 0.8.0 · November 1, 2026 A living universe
There is now one shared universe, and it grows and shrinks around the people playing in it, so you always have neighbors.
- Room for everyone. Each new player settles in the newest galaxy with room, and new star systems open up around them. Empty space is trimmed back over time, so there are never more than ten empty systems between empires.
- New galaxies. A galaxy holds up to 1,000 empires. A new one opens when the others are full, and also once a month, so there is always fresh ground for new arrivals.
- Move or start over. From the Overview you can move to a newer galaxy for free, keeping only your homeworld, or start over with a new homeworld. Both ask you to confirm and say what you will lose.
- Inactive empires. An empire left untouched for three months is removed, and its worlds are free to claim.
- Task forces find their target. Attacks and recon aim at the world itself, so they still land if its system number shifts while they are on the way.
Development update · October 31, 2026 Pilot veterancy
Your pilots now learn from every fight.
- Veterancy by archetype. Every mech comes with a pilot, and the pilots of one archetype share a veterancy pool. Each rank adds 2% attack, shields and hull to every mech of that archetype, including ones you build later, up to rank 10.
- Earned in battle. Attacks, defenses and campaign missions all count, and battle reports show what each archetype earned. Winners learn the full amount, losers half.
- Two new research lines. Veteran Cadres opens higher ranks and After-Action Review speeds learning, bringing research to 45 lines. The Pilot Academy speeds learning too.
Development update · October 30, 2026 Picture cards, joint attacks and the first battlefield
The empire game now has art on every screen, alliances can attack together, and the first capture campaign missions can be played by hand.
- 43 research lines. Research grows from seventeen lines to 43 across Economy, Mech systems, Propulsion, Command and Recon, and every level now improves something.
- Picture cards. Buildings, Research, Foundry, Defense and Hangar show every building, line, mech, craft and turret as a card with its art, cost and stats.
- Joint attacks. Up to five alliance mates and allies can land on one world together. Faster task forces wait, slower ones are boosted, and the plunder is shared by cargo room.
- Alliance wars. Wars are fought with task forces: every attack between the two sides scores the units destroyed.
- Flight track and recall. Every task force has a track you can follow, and a recall now gets it home in half the time it has flown, faster with Recall Protocols.
- Play campaign missions by hand. A campaign that lands stays in the field while you play its missions on a large isometric battlefield: build turrets, train mechs and hold the Command Post against eight waves. Missions you don't play still resolve on their own.
- Still to come. More battlefield mission types, tower-defense worlds and the 2D mini-games are not in the game yet.
Development update · October 28, 2026 The empire game is running
Mecha Asylum is not out yet. This is where we post what changes as it comes together. The first playable layer is the empire game itself, shown as tables and reports before the 2D screens arrive.
- Three factions. Terran Hegemony, Sovereignty Collective and Frontier Liberation, each with its own twelve mechs and a faction edge.
- A shared universe. Five galaxies of 200 star systems, 15 planets to a system, with moons generated alongside every planet.
- Build and research. Twenty buildings across planets, moons and colonies, and seventeen research lines in five branches.
- Foundries. Queue mechs, support craft and defenses; units roll out one by one, even while you are away.
- Task forces. Attack, recon, transport, deploy, salvage and capture campaigns, with fuel, cargo, speed and recall.
- Battles in waves. Attack waves fight through the defender's zones, defenses are mostly rebuilt, and wreckage becomes salvage.
- Capture campaigns. Take colonies and moons by beating a growing garrison over 6 to 8 missions.
- Every number is a first guess. Costs, times and stats will be balanced as testing goes on.