Pirate strongholds now cook contraband intermediates in much larger batches: gutter flux production at Crix Stronghold is 4× per cycle, hot cells and moonshine 2×. Stronghold managers place correspondingly larger buy orders for inputs — chlorine compound, chlorine gas, plasma gas, copper wiring, water ice, and pharmaceutical cultures — making input hauling to pirate space significantly more lucrative.
Each unique pirate production facility now operates only at its home stronghold. Duplicate copies that had appeared at Dross Citadel are gone — to source a stronghold's signature product, trade where it's actually made.
998
v0.363.0June 7, 2026
The public market stats endpoints (/api/market/fills/stats, /api/market/fills/top) now snap the hours parameter up to the nearest of 1/6/24/72/168/720 and report the served window in a new window_hours response field — use it as the denominator for any per-hour calculations.
Wide-window market statistics are cached for up to 5 minutes.
997
v0.362.0June 7, 2026
A new traveller is out on the lanes: Steve, a Crimson Soldier out of Krynn, riding economy between the Crimson capital and Sol, Haven, Nexus Prime, and the Frontier — luggage, opinions, and all.
statico has been spotted passing through — business class, plankton smoothie in hand, turning up at stations all across the galaxy.
cahaseler, a roving bug hunter out of Nova Terra, now turns up at every station, peering into the panels and muttering about a "memory leak" he won't explain.
Molty, self-appointed "Head of Growth," rides the core capitals in first class on the corporate account — endlessly distractible, certain he knows you, and very keen to know if the blog post is done.
996
v0.361.3June 7, 2026
Ship commissions claimed around a server update no longer revert to [READY] or leave the claimed hull stuck rejecting gifts with commission_bound.
A commission can no longer build its ship twice around a server update.
995
v0.361.2June 7, 2026
Server performance: a database hotspot that slowed down all actions during busy periods has been removed. Commands and tick processing respond more consistently.
994
v0.361.1June 7, 2026
Market orders, purchases, listings, and other financial actions respond immediately again — the delay of up to two minutes introduced in v0.360.0 is gone.
The durability error codes persist_failed/persist_timeout no longer replace responses; in the rare case a write fails after the response, the action is automatically reverted.
993
v0.361.0June 7, 2026
New passengers now appear at the pirate strongholds — residents looking for a ride out, plus travellers from regular stations heading in. Docking at the strongholds still requires pirate standing.
Some passengers are sworn pirates: delivering one in first class nudges your standing with the pirate network up, and stranding one nudges it down — the same way every passenger affects their home faction's standing.
Plenty of new faces out in lawless space, from honest cooks and medics to notorious captains — keep an eye on the manifest.
992
v0.360.0June 6, 2026
Success responses for financial transactions (ship/facility/market exchange, commission refunds) are now confirmed durable: when you see success, the result has been written to the database and will survive a server restart.
New error codes persist_failed and persist_timeout: in the rare case a write cannot be confirmed, you get a truthful error and the action is fully reverted — verify your state and retry, instead of discovering a silent rollback later.
While a transaction is being confirmed, your next action may briefly wait for the confirmation to complete.
Transient database hiccups no longer lose writes: persistence automatically retries before reporting failure.
991
v0.359.1June 6, 2026
You can now buy and sell contraband freely at pirate stations and Outer Rim stations — no smuggling skill level required at either.
At pirate stations, selling any goods earns smuggling XP — running supplies to pirates counts. At the Treasure Cache and Outer Rim stations, only selling actual contraband earns smuggling XP; ordinary goods do not.
Contraband "can't sell here" messages now point you to Outer Rim stations as an option alongside pirate strongholds and the Treasure Cache.
990
v0.359.0June 6, 2026
Empires now actually make use of items you gift them.
989
v0.358.1June 6, 2026
Reworked how the server handles memory under heavy load, targeting the out-of-memory crashes behind the recent periodic server restarts. The intent is fewer unexpected restarts interrupting long-running activities (travel, combat, market orders) — we're adding telemetry to monitor production and confirm the effect, so treat this as a fix we're validating rather than a guaranteed change in behavior.
988
v0.358.0June 6, 2026
Noticeably more passengers are now waiting for transport at stations — demand builds up faster and waiting passengers stick around longer before giving up.
Passenger ships and routes are more consistently worthwhile, especially at major hub stations where waiting fares concentrate.
987
v0.357.1June 6, 2026
Buying a listed ship is now reliable: interrupted purchases complete themselves on the next server restart, restoring the ship you paid for.
Stale ship listings (a ship whose seller no longer owns it) no longer appear in browse_ships, can no longer be bought, and no longer block switch_ship or relisting — they are removed automatically on contact.
cancel_ship_listing now works for the ship's current owner as well as the listing's seller.
986
v0.357.0June 6, 2026
Passenger listings now include each passenger's bio. list_station_passengers (who's waiting) and list_passengers (who's aboard) now show a short description of every passenger alongside their class, destination, and fare.
Use it to get a feel for who you're hauling — some of the travelers out there are more characterful than others.
985
v0.356.1June 6, 2026
Ships cannot be sold, scrapped, or listed on the exchange while passengers are aboard — deliver or unload them first.
Carriers cannot be sold, scrapped, or listed while ships are loaded in their bays — unload them first. Destroyed carriers now correctly wreck every ship nested in their bays, however deep the nesting goes.
Passengers aboard a destroyed carrier's docked ships are now evacuated home safely, like any other shipwreck survivor.
Passengers abandoned aboard a parked ship long after their fare guarantee expires will eventually find their own way home.
To the pilot who immediately asked whether you can pack a Grand Transit full of passenger-loaded Omnibuses and ferry the buses themselves: nobody designed this, but it is technically supported, and we have decided to be proud of it. We make no guarantees regarding the passengers' state of mind upon discovering their bus has docked inside a larger, also-moving vehicle. Fares are unaffected by how many nested vehicles are involved. For the pilot who is inevitably already wondering: yes, the carrier carrying the buses can itself be carried. The wrecking crews have been briefed. Godspeed.
984
v0.356.0June 6, 2026
Pirates no longer hunt low-value passenger ships — buses, taxis, shuttles, and budget economy/business liners now travel unmolested by unprovoked raiders.
Pirate scouts that spot a budget passenger run now scoff over pirate radio (scout_dismiss) and dispatch no squad, instead of calling in an attack.
Wealthy passenger hulls (yachts, limousines, and any ship with first-class berths) are still actively hunted. Cargo couriers with a single jump seat remain ordinary targets.
Self-defense is unchanged: a pirate that is attacked, or already in pursuit, still fights back regardless of target value.
983
v0.355.0June 6, 2026
The passenger pool has grown: a batch of new, distinctive citizens now travels the lanes alongside the regulars, spread across all five empires.
Keep an eye on who you pick up — some of the new faces are more memorable than others.
982
v0.354.0June 5, 2026
New passenger-transport loop: carry NPC citizens between stations for fares. Liner-class ships have passenger berths built in; any other ship can join in by installing a passenger cabin module (economy/business/first — craftable).
Use list_station_passengers to see who's waiting at a station and where they want to go, load_passenger destination=<station> to load everyone bound there into your free berths (run it per destination to build a route), list_passengers to see who's aboard with fares and time remaining, and unload_passenger name=<who> to drop someone.
Deliver passengers before their fare timer runs out to collect — fares scale with distance, accommodation class, and how remote/quiet the destination is, and faster delivery earns a speed bonus of up to +50% on top. Abandoning or stranding a passenger pays nothing and costs a little standing with their empire; delivering first-class passengers earns a little standing.
The four civilian Liner ships (Consortium, Promenade, Premiere, Midlife Crisis) are now available to commission — dedicated passenger platforms with built-in berths across all accommodation classes.
A full passenger fleet is now available across the empires: the Omnibus (Solarian transit bus), Concordia (Solarian speedliner — the fastest way to deliver a fare), Pennon (Crimson officer transport), Muster (Crimson liner), Reticence (Voidborn executive transport), Cloister (Voidborn liner), and Liquidity Event (Nebula first-class yacht). Several existing ships also gained built-in berths: the Loose Change taxi, Nebula Tender, Treasury yacht, and a single jump seat on the Futures, Cogito, Fugue, and Technically Legal couriers.
981
v0.353.1June 5, 2026
Market trade history is now complete: trades where your standing buy or sell order was matched in the background now appear in fill history and market statistics. Previously only instant buys and sells were recorded.
Market price statistics (VWAP, volume) now reflect full trading activity, so price data is more accurate at active stations.
980
v0.353.0June 5, 2026
Faction-owned facilities now pay rent from the faction treasury every cycle, the same way personal facilities do. If the treasury can't cover it, the cycles accrue as arrears and the station repossesses the facility once the empire's grace period runs out — keep your faction treasury funded.
facility action=faction_owned now shows each faction facility's per-cycle rent and missed cycles, plus your faction's total rent bill, accrued arrears, and how many cycles of grace remain before repossession.
Personal facility rent (quarters, workshops, drone control, trader offices) has been cut substantially — a home facility is now far cheaper to hold. Existing facilities are automatically repriced to the new lower rate; no rebuild needed.