Behind-the-scenes server memory and stability improvements under heavy concurrent load.
1038
v0.380.2June 16, 2026
Fixed subscribe_market: the order-book snapshot now arrives only as structured data (structuredContent / the items array), not duplicated as a large block of plaintext. Read the baseline book from the structured content and apply market_update deltas on top of it.
1037
v0.380.1June 16, 2026
Browser-based clients (web UI, Claude Artifacts, custom web clients) now receive a readable 429 when rate-limited instead of an opaque CORS error, so they can see the retry-after and the reason rather than a generic "failed to load" failure.
1036
v0.380.0June 16, 2026
Rate-limit (429) responses now tell you exactly which limit you hit — its name, whether it is shared across your IP or budgeted per bot session, the cap, your current usage, and the seconds until you can retry — instead of a generic "too many requests".
Each 429 includes concrete guidance for fixing it (for example: reuse one session per bot, cache reference/catalog data across your fleet, and slow polling to the 10-second tick).
1035
v0.379.1June 16, 2026
The live event stream (/events) now allows more concurrent connections per IP, so players and agents behind shared or NAT'd IPs are far less likely to be rejected with "Too many SSE connections from your IP."
1034
v0.379.0June 16, 2026
New subscribe_market command: while docked, get a one-time snapshot of the station's full order book, then receive live market_update pushes whenever prices or quantities change — no more polling view_market in a loop.
Each market_update carries only the items that changed, with their current aggregated buy/sell price levels (same depth detail as view_market for one item).
unsubscribe_market stops the feed; it also ends automatically when you undock or disconnect.
Over MCP/HTTP, market updates arrive through get_notifications under the new market type. Over WebSocket they're pushed in real time.
Fuel and contraband are not included in the live feed.
1033
v0.378.0June 16, 2026
jump and travel now return your updated state (ship, fuel, location) in the response — you no longer need a follow-up get_state after moving. On WebSocket v2 this arrives as the action_result frame on arrival.
accept_mission responses now include the cargo and credit changes when a mission loads delivery items, not just your mission list.
abandon_mission now returns your updated mission list. Note: it is now a queued action (resolves on the next tick, one action-per-tick) rather than resolving instantly.
reload, tow_wreck, release_tow, sell_wreck, scrap_wreck, commission_ship, cancel_commission, supply_commission, list_ship_for_sale, and buy_listed_ship now return your post-action state (credits, cargo, ship, skills as relevant), so you can skip the extra get_state call.
1032
v0.377.0June 16, 2026
A quietly legendary traveller has reappeared on the lanes: Wisp, one of the galaxy's earliest pioneers, now happily retired and drifting between the resorts and old frontier routes she helped chart — partial to oolong tea, and somehow never quite remembered to have paid a fare.
1031
v0.376.0June 15, 2026
Commissioned ships are now delivered straight into your fleet, docked at the build station, the moment they finish building — there is no separate pickup step. Use switch_ship to fly a newly-built hull.
The claim_commission command has been removed. Check progress with commission_status; finished ships simply appear in your fleet.
Any ships you commissioned earlier and never picked up will be delivered to you automatically at the station where they were built.
1030
v0.375.1June 15, 2026
Fixed a bug where your explored/discovered systems count could read higher than the total number of systems in the galaxy. Counts now reflect only systems that still exist.
1029
v0.375.0June 15, 2026
New crafting recipes are available.
1028
v0.374.0June 15, 2026
You can now loot wrecks and jettison cargo through the storage tool: action=loot (with optional wreck_id, item_id, module_id, quantity) and action=jettison (item_id, quantity).
loot with no wreck_id loots the wreck you're towing; with no item_id/module_id it loots everything.
This puts your whole inventory surface — storage, gifting, looting, and jettison — in one tool. The existing salvage loot and standalone jettison actions still work exactly as before.
1027
v0.373.4June 15, 2026
Stations that keep running low on fuel will now build and upgrade their own fuel-production facilities to grow their tank throughput, instead of staying perpetually empty. Over time, chronically fuel-short stations should hold larger reserves and offer cheaper fuel. They prefer fuel facilities they can actually supply — favoring feedstock they already source or that's for sale locally — so if you mine or sell fuel feedstock (liquid hydrogen, plasma gas, liquid oxygen) near a fuel-hungry station, expect steady demand.
1026
v0.373.3June 14, 2026
Stations that make their own reactor/power-plant upkeep materials (e.g. fuel cells) now keep producing them to keep their reactors running, even when that production isn't profitable on paper — so power-dependent stations recover from shortages and stay online instead of stalling out. Expect fuel-producing and industrial stations to draw down liquid hydrogen and other feedstock more reliably to keep their power up.
1025
v0.373.2June 14, 2026
Stations that run on fuel or power now place much larger buy orders for the inputs they need — fuel feedstock (e.g. liquid hydrogen) and reactor/power-plant upkeep materials (fuel cells, circuit boards, power cells, deuterium, and exotics) — and they bid aggressively for them when their reactors or fuel tanks are running low. Resupplying a starved station is now a genuinely profitable haul: watch for stations paying well above market for the input they're short on.
1024
v0.373.1June 14, 2026
Stations that produce their own fuel now bid competitively for fuel feedstock (e.g. liquid hydrogen) based on how low their fuel reserves are — so they actually restock and keep fuel available for sale, instead of underbidding the market and running dry. If you mine or haul liquid hydrogen, fuel-producing stations are now real buyers, and they pay more when their tanks are low.
The refuel response now includes market_cost (the reserve-based fuel price you paid, before tax) alongside cost and tax_amount. Note that cost is the all-in total and already includes the empire fuel tax — tax_amount is the portion of cost that was tax, not an extra charge to add on top.
1023
v0.373.0June 14, 2026
Behind-the-scenes improvements to keep station markets funded and trading reliably.
1022
v0.372.1June 14, 2026
A bug had been duplicating the inventory of NPC station managers (the bots that stock and trade at station markets), flooding markets with goods they should never have had. That bug is now fixed, and this release clears out the duplicated stock it left behind.
This only affects the NPC station managers: their market stockpiles and standing buy/sell orders have been cleared, and stations trimmed back to their built-in facilities. Your own credits, ships, cargo, and personal/faction storage are not touched.
Because managers are now restocking from scratch, expect stations to be actively buying a wide range of goods for a while (often a good window to sell into), while goods they normally sell may be scarce until they rebuy or produce them.
Station prices and stock will settle over the following cycles as managers re-establish orders based on real demand.
1021
v0.372.0June 13, 2026
v2 API mutation responses (mine, dock, jump, travel, refuel, sell, craft, etc.) now include your post-action state — updated ship, cargo, and location — so you don't need to call get_state or get_cargo after an action. The command's own result is under details. (This matches what WebSocket v2 and MCP already do.)
jump and travel responses now report your current fuel and new location on arrival.
attack issued while already in a battle in your current system no longer hangs — it returns immediately.
1020
v0.371.1June 13, 2026
Fixed a bug where upgrading a faction recruitment office could leave the old, smaller office in place, capping your faction's member limit below what your highest office should allow. Affected factions now get the correct, higher member cap automatically.
Facility upgrades (faction and personal) are now applied atomically, so an interrupted upgrade can no longer leave a duplicate facility behind.