Release Log

Sector 84 Changelog

Player-facing updates from the game release notes. This page focuses on what changed in the Command Deck, navigation, Stardocks, markets, universes, planets, invasions, corporations, diplomacy, minefields, ship contacts, combat, rankings, recovery, and the live play experience.

2026.07

Browser Recovery, NavCom Reliability, Safer Sectors, And Complete Leaderboards

  • Fixed Nav Computer route continuation so interface click events are no longer mistaken for route execution records.
  • Added one automatic retry for rate-limited dashboard and bootstrap reads, helping the browser recover when the API limit resets without requiring a refresh.
  • Kept gameplay commands non-retrying so a network recovery cannot accidentally repeat a trade, movement, or combat action.
  • Removed High Risk classification from Core Authority and Stardock sectors, including controlled sectors with otherwise hazardous traits.
  • Added matching Player Guide, Discord, and Privacy links to the login screen.
  • Fixed Communications leaderboards so the good and evil standings are calculated from the complete active-season roster.
  • Hardened registration cleanup so a failed final session write cannot leave behind an incomplete account, captain, or ship.
2026.07

Trade Autopilot, Planetary Logistics, Corporation Ports, And Port Operations

  • Added persistent port-to-port Trade Autopilot routes managed from Nav Computer, including route slots, freight quantity, priority, cadence, endpoint refueling, pause/resume, and explicit known-danger approval.
  • Automation now reuses authoritative trading, route planning, movement, mine, hazard, and NPC encounter rules, so automated routes consume normal credits, cargo, stock, demand, fuel cells, and command cycles.
  • Added a worker-authenticated route runner that advances one action per tick and pauses routes on incidents, captain deviation, depleted markets, or insufficient resources.
  • Added Planetary Logistics Core routes for planet-to-port exports, port-to-planet supply, and planet-to-planet transfers.
  • Added the missing idempotent ship-to-planet resource deposit command and enabled To Planet in the planet modal.
  • Added corporation-owned ports constructed from eligible Citadel II/Warehouse II planets in sectors with dominant corporation influence.
  • Added seven corporation-port specializations, public/NAP-allied/corporation-only access, bounded public tax, and member discount controls.
  • Added finite planet-backed inventory transfers, a 25,000-credit operating treasury, server-enforced treasury solvency, and no trade XP for owner-corporation sales.
  • Added explicit corporation allow/deny rules for corporation-owned ports with deny-first enforcement on market reads and trades.
  • Added bounded corporation-port target pricing per commodity from 50%-200% of baseline.
  • Added opt-in same-sector corporation-port logistics so selling markets restock from source planets and buying markets return excess stock.
2026.07

NavCom Priorities, Assisted Routes, Goal-Driven NPCs, Safe Harbor, Wrecks, Stardocks, And Influence

  • Added Fastest, Efficient, and Safest NavCom route priorities using only explored sector memory.
  • Added explainable known-risk weighting for hazards, outlaw sectors, frontier exposure, wormholes, visible mines, and war pressure while preserving live checks on entry.
  • Added persistent assisted-route executions with frozen paths, refresh recovery, cancellation, outside-course interruption, and automatic completion.
  • Moved blockade mines, environmental checks, and NPC interception into one ordered travel-incident pipeline shared by manual and assisted movement.
  • Added structured travel reports while retaining existing mine and NPC encounter compatibility fields.
  • Added persistent goal-driven NPC assignments for rescue, hunting, protected-space patrol, legal hauling, smuggling, roaming, and returning home.
  • Added explicit Stardock safe-harbor berths with active-combat checks, 15-minute hostile-action lockout, movement cancellation, and PvP protection.
  • Added persistent sector wrecks for player ship losses, with 50% surviving assets, 10-minute victor rights, capacity-aware salvage, and 24-hour decay.
  • Added typed Stardock profiles for Federation Citadel, ShadowDock, Industrial Yard, Frontier Exchange, Research Nexus, Rescue Anchorage, and Mercenary Station facilities.
  • Added derived corporation influence, two-lane spread, dominant/contested classification, Corporation-tab standings, and Sector Console influence identity.
2026.07

Wanted Lists, Living Universe Expansion, Documentation, Release Verification, And Maintainability

  • Opened Stardock Police Stations for good/neutral warrants against evil captains and the Lost Trader's Tavern backroom for evil-player contracts.
  • Added permanent escrow-funded personal bounties with a 1,000-credit minimum, poster-only withdrawal, grouped wanted-list totals, and PvP payout.
  • Blocked self-targeting, corporation allies, and protected new captains from personal bounty targeting.
  • Added atomic active-season growth when a captain first joins a universe, generating 0-5 connected outer sectors.
  • Added runtime port classes, markets, planet generation, hazards, route targets, and rare one-way or bidirectional wormholes.
  • Added a rare route-less sector chance reserved for future jump-drive discovery and public Interplanetary Expeditions notices for connected discoveries.
  • Reconciled gameplay, administration, multi-universe, operations, testing, and native-client documentation with the implemented code.
  • Modernized the playtest runbook for the current command tabs, modals, Captain Registry, and route-progress flows.
  • Marked the original repo blueprint and external game research as historical reference material rather than current implementation specs.
  • Replaced placeholder lint scripts with ESLint, TypeScript, and React Hooks checks across the monorepo.
  • Added linting to the release verification gate and resolved initial dead-code, Hook dependency, and combat assignment findings.
  • Split large API integration coverage into focused security, multi-universe, auth, profile, and password-recovery test areas.
  • Added a reusable serialized API integration harness and extracted command-tab and route-risk UI components for future maintainability work.
  • Restored the recruiting-corporation list and application action that were loaded and wired but not rendered.
2026.07

Multi-Universe Play, Production Operations, Planet Invasions, And Corporation Completion

  • Added one-account, many-universe play with a unique captain identity and isolated progress in each universe.
  • Added a header universe selector and Captain Registry modal for browsing, joining, and switching universes.
  • Kept ships, credits, XP, alignment, intel, planets, mines, and corporation membership isolated per universe.
  • Migrated the existing playtest state into Sector 84 Prime without resetting progress.
  • Added audited maintenance pause/resume controls that keep read-only game state visible while gameplay commands return a maintenance response.
  • Resume now shifts cycle, bank, market, planet, NPC, combat-expiry, and finite-season clocks by the exact outage duration.
  • Added immediate or scheduled information, warning, and critical banners to the player command deck.
  • Added open, invite-only, and locked registration controls with optional access-code rotation.
  • Added finite and infinite season creation, owner-confirmed season ending, immutable final player/corporation snapshots, read-only history, and universe archival.
  • Added scanner-based planet invasion briefings and one-cycle round-based orbital assaults.
  • Required an attack-rated ship carrying at least 10 drones before an invasion can begin.
  • Added persistent planet damage, personal or corporation conquest choice, defensive-mine activation, diplomacy enforcement, and protected-space restrictions.
  • Conquest destroys the citadel and add-ons, captures all planet credits, and randomly preserves 40-70% of colonists and each stored commodity.
  • Added complete conquest, defeat, mine-loss, retreat, XP, and alignment reports to the invasion modal and Communications feed.
  • Added personal/corporation mine ownership, shared recovery by trusted members, and probation restrictions on corporation mine recovery.
  • Prevented corporation mines from striking members, active non-aggression partners, or peace-cooldown partners.
  • Added treasury-funded exit bounties with PvP payout, escrow refund on removal, and public Communications events.
  • Added safe corporation disbanding with exact-name confirmation and blockers for treasury credits, planets, mines, and active bounties.
  • Added admin/owner founder replacement for appointing an existing member with required reason, alerts, corporation audit, and admin audit.
  • Hardened production architecture around atomic lifecycle changes, frozen maintenance reads, and cross-universe market access controls.
2026.07

Corporation Governance, Logistics, Operations, And Diplomacy

  • Added 72-hour corporation leave requests with roster visibility and an explicit confirm-departure flow.
  • Added leader-managed exit policy controls for clean exits, exit fees, and future bounty behavior.
  • Added founder/officer expulsion controls for immediately removing non-founder members.
  • Added corporation diplomacy for non-aggression pact proposals, pact acceptance, war declarations, peace requests, and peace acceptance.
  • Active non-aggression pacts and peace cooldowns now block player-vs-player attacks between the affected corporations.
  • War declarations now create public Communications activity so galaxy politics are visible outside the corporation.
  • Added same-sector corporation member transfers for credits, fuel cells, drones, cargo commodities, colonists, and future artifact cargo.
  • Added a Corporation Assets panel listing corporation-owned planets with sector, class, population, workers, stores, and a Manage action into the planet modal.
  • Added corporation standings for affiliated and unaffiliated captains.
  • Expanded corporation rosters with member sector location and active ship summaries for easier coordination.
  • Added persistent corporation memos for route, defense, supply, and diplomacy notes.
  • Tightened the Corporation tab with compact roster cards, paginated corporation rankings, and a smaller recruiting view.
  • Added clearer corporation empty states and more readable Communications copy for diplomacy, departures, expulsions, and charters.
2026.07

Corporation Territory, Settings, And Shared Intel

  • Added corporation settings for beacon color, public description, and recruiting state.
  • Added permanent transfer of personally claimed planets into corporation ownership.
  • Corporation-owned planets remain visible in member planet lists and can be managed by current members of the owning corporation.
  • Added probation-gated corporation Intel signals in Communications.
  • Blocked player-vs-player attacks between active members of the same corporation.
2026.07

Corporation Foundation, Planet Add-Ons, Route Risk, Admin Tools, And Security

  • Added Phase 1 corporations with a 150,000-credit Stardock Government Office charter cost and one-corporation-per-captain membership rule.
  • Added corporation name, tag, color, description, recruiting flag, alignment band, founder, roster, applications, invites, treasury, and audit history.
  • Added open recruiting applications, officer/founder invites, 72-hour probation, and corporate banking at the 2nd Galactic Bank.
  • Added the top-level Corporation command tab with recruiting, roster, treasury, application review, invite review, and audit feed UI.
  • Made Warehouse add-ons expand planet storage capacity by 100 per resource line per level.
  • Made unique planet-class add-ons boost the planet's primary resource production by 10% per level.
  • Added passive planet traits, population profiles, defensive identities, favored build paths, and defense-readiness stats.
  • Updated planet views with fortification, Shield Grid, Defense Drones, Attack Grid, Citadel Hull, and removed outdated one-resource planet copy.
  • Added a compact combat briefing banner with estimated win chance, scanner confidence, and danger tone.
  • Clarified combat controls as Start Round 1, Continue Fight, and Break Contact.
  • Made Nav Computer route danger more prominent as Preflight Risk, including live ship and mine checks on entry.
  • Added preflight risk inside the route progress modal and linked NPC interception reports into the combat briefing flow.
  • Blocked random travel ambushes in protected Core Authority and Stardock sectors.
  • Added a separate admin console with operator views, health checks, player search, economy balance, combat activity, audit logs, and recovery tools.
  • Hardened public deployment detection, session/cookie/CSRF/CORS behavior, corporation idempotency, and treasury balance protection.
2026.07

Minefields, Defense Supplies, Ship Fuel Capacity, And Escape Ratings

  • Added personal minefields as cargo-based territory tools for route control, planet defense, ambush planning, and frontier pressure.
  • Added Blockade Mines, which trigger when non-owner ships enter the mined sector and deal 12 shield-or-hull damage per detonation.
  • Added Defense Mines, which trigger when another player attacks the mine owner in the sector and deal 15 shield-or-hull damage per detonation.
  • Minefields are visible in sector scans, show owner, type, and quantity, and consume one deployed mine each time a mine detonates.
  • Mine damage applies to shields first, then hull; ships destroyed by mines convert into Escape Pods.
  • Core Authority and Stardock sectors now block mine deployment.
  • Escape Pods, Courier Rigs, Pathfinder Skiffs, and Ghost Runners cannot deploy or recover mines.
  • Added Stardock defense supplies for buying Blockade Mines and Defense Mines, with mines carried as freight cargo.
  • Added Sector Console mine deployment for eligible ships carrying mine cargo, plus recovery controls for minefields you own.
  • Added movement route-console reporting for mine detonations so captains can see mine type, owner, sector, damage, and remaining ship durability.
  • Ship fuel capacity is now hull-specific instead of a flat 50 cells for every normal ship.
  • Bulk Haulers, Deep Range Traders, Prospect Barges, Ghost Runners, and Federation Lances now have larger role-appropriate fuel reserves.
  • Pathfinder Skiffs and Sentinel Cutters now have smaller 45-cell reserves, while Escape Pods have a 10-cell capacity but launch empty after destruction.
  • Escape rating is now displayed as a 1-based stat: 1 means baseline escape chance, and higher values improve escape checks.
  • Added starter ship naming during registration and ship naming during Shipyard hull commission.
  • Added chance-based travel risk: opposing-alignment NPCs can ambush ships on sector entry, and blockade mines now roll to hit instead of detonating on every entry.
  • Scanner and escape ratings now reduce both NPC ambush risk and blockade mine trigger risk during travel.
  • Added Nav Computer travel-risk summaries for known routes and linked NPC ambush reports into the normal combat briefing flow.
  • Improved minefield UI with owned/hostile labels, clearer purpose text, sector mine limits, deployment warnings, and freight-capped Recover All.
  • Separated public Galaxy Activity from Private Alerts in Communications and persisted the private-alert visibility toggle.
2026.07

PvP Combat, Command Tabs, Stardock Services, And Navigation

  • Expanded Sector Console Other Ships interactions so player ships and NPC ships open a shared ship contact modal.
  • Added player-vs-player tactical combat with pre-briefing, round continuation, retreat controls, protected-sector Federation intervention, escape pod loss handling, and salvage recovery.
  • Extended sector presence with player rank, alignment, XP, ship status, attack rating, shields, drones, hull, and escape rating.
  • Added top-level command tabs for Sector Console, Nav Computer, Known Markets, Known Planets, and Communications.
  • Moved route planning, NavPoints, recent sectors, and explored-sector memory into the Nav Computer tab.
  • Reworked Nav Computer around a Course Plot panel with known-sector selection, saved-sector plotting and removal, route costs, selected-sector details, and one-hop-at-a-time route engagement.
  • Reworked route engagement into a modal route console that advances one hop at a time and reports sector state before continuing.
  • Simplified Sector Memory to show the five most recently visited sectors while the full known-sector list lives in Course Plot.
  • Moved Intel into the Communications tab while preserving the focused Intel modal path.
  • Reworked Communications into a balanced two-column layout with separate Good Players and Evil Players leaderboard panels showing rank, XP, and alignment.
  • Fixed command-tab rail sizing so page content cannot stretch the tabs or leave dead space on the navigation bar.
  • Refreshed local Help and the command deck map to match the current tabs, overlays, Course Plot flow, planet controls, and Communications feed.
  • Reworked Known Markets into a commodity-first view with tradable-item selection and side-by-side known seller and buyer columns.
  • Updated Known Markets port rows to preload that port sector in Nav Computer instead of acting as a separate movement surface.
  • Reworked Known Planets into a master-detail page with owned planets on the left, selected-owned-planet details on the right, and unowned known planet signals below My Planets.
  • Added Stardock trade automation add-ons for logistics-capable ships.
  • Surfaced automation route capability in the Stardock services modal.
  • Reworked Stardock into a navigable concourse with Shipyard, Bank, and Government Office sub-screens.
  • Added future Stardock placeholders for Police Station and Promenade.
  • Moved hull catalog, escape-pod trade-in context, upgrades, and automation hardware into the Shipyard sub-screen.
  • Moved ship renaming out of the ship profile modal and into Stardock Government Offices with a 1,000-credit filing fee.
  • Added core dock service actions beside Stardock art: Repair Shields, Repair Hull, Refit Drones, and Re-fuel.
  • Reworked dock services into port-style rows with item, unit cost, current need, and Full Strength status.
  • Added Stardock bank deposit and withdrawal commands.
  • Banked credits now accrue small APR interest on lazy 10-minute economy ticks.
  • Removed the redundant Sector Console Navigation Computer action now that Nav Computer is a top-level tab.
  • Simplified Nav Exit badges by hiding normal low-risk tags, keeping high-risk warnings, and rendering wormhole tags in purple.
  • Added a Stardock asset pack with Earth-Moon, Sector 84, corporate, frontier, research, outlaw, military, and neutral deep-space station variants.
  • Enforced the seed rule that Stardock sectors do not receive claimable planets; Earth remains the special sector 1 colonist source.
  • Added generated commodity artwork for Alloy Ore, BioMatter, Fabricator Parts, Fuel Cells, and a future Alien Artifact.
  • Updated trade modal commodity rows to use generated commodity icons for port buy and sell actions.
  • Kept procedural fallback sprites for non-art commodity codes such as colonists and generic planetary extracts.
  • Increased trade-modal resource icon size for better readability.
2026.07

Port Trade Profile Art And Clearer Market Direction

  • Added generated retro sci-fi port artwork for the eight ore, organics, and equipment buy-sell profiles.
  • Added a separate fuel-seller visual badge for ports that also sell Fuel Cells.
  • Updated the sector rail, compact sector panel, and trade modal to show matching port images.
  • Updated port displays with grouped Sells and Buys commodity chips.
  • Standardized port trade profiles so the visual treatment matches the actual market role.
2026.06

Planet Production, Art, Population, Citadels, And Ship Holds

  • Changed standard planets to produce all four traded commodities: Alloy Ore, BioMatter, Fabricator Parts, and Fuel Cells.
  • Added planet-type production boosts per 100 assigned colonists.
  • Added worker allocation so planet owners can move colonists between resource lines.
  • Newly delivered colonists now default to the planet's boosted resource line.
  • Updated planet responses and the planet modal with per-resource workers, production rate, stored quantity, storage capacity, and boost status.
  • Added per-resource planet collection so owners collect the specific commodity they need.
  • Added unique planet artwork for Mining Worlds, Bio Gardens, Industrial Forges, Fuel Moons, Artifact Worlds, Barren Claims, and Earth.
  • Added unclaimed, claimed, and citadel artwork variants for each planet type.
  • Updated orbital-body panels, planet cards, and the planet modal to use the generated planet art.
  • Added planet population with per-type population caps.
  • Added persistent citadel state for owned planets.
  • Added planet add-on upgrade tracking, including standard add-ons and one unique add-on per planet class.
  • Updated the planet modal with class, owner, storage capacity, population, citadel status, colonist status, and production details.
  • Claimed-player planets now support live resource-to-ship collection from the planet modal.
  • Unclaimed planets can be claimed from the planet modal.
  • Other-player planets now show the planned invasion entry point.
  • Changed seeded planet output to standard port commodities: Alloy Ore, BioMatter, Fabricator Parts, or Fuel Cells.
  • Added Earth as a protected planet in sector 1.
  • Earth cannot be claimed and now acts as a finite refillable source of colonists.
  • Players can pick up colonists from Earth as normal freight cargo.
  • Added owner-only colonist delivery and loading so players can move population between their own planets.
  • Quieted ordinary private freight and fuel trades in Intel so the feed stays focused on notable signals.
  • Rebalanced Stardock hull freight bays so ship roles feel closer to classic cargo decisions.
  • Reduced scout and combat holds while expanding true hauler capacity.
2026.06

Sector Console, Procedural Visuals, And Recovery

  • Reworked the desktop Sector Console into a wider scan-first layout with a docked right sensor rail.
  • Moved Trade Port status, other ships, orbital bodies, and Nav Exits into the rail to reduce crowding.
  • Updated port market labels to grouped Sells and Buys.
  • Removed inline combat buttons from ship rows so contacts read more like tactical summaries.
  • Combined Sector Console, other ships, and exits into one scan-focused display.
  • Reframed alien captains as other ships with alignment-colored titles.
  • Added procedural port, dock, station, and planet visuals based on sector data.
  • Outer-sector raiders now scale with stronger XP-derived titles.
  • Added an escape pod recovery hull for destroyed ships.
  • Ship destruction now leaves the captain in a minimal no-fuel recovery craft with no freight.
  • Stardock applies a 150-credit escape pod trade-in when buying a replacement ship.
  • Moved the visible build ID from the Command Deck header to the page footer.
  • Added footer copyright text and improved local build ID fallback text.
2026.06

Tactical Combat, Command Deck, Ships, And Ranks

  • Reworked alien captain combat into a pre-briefing plus round-by-round tactical modal.
  • Added estimated win bands, scanner confidence, expected losses, and visible combat stats.
  • Players can now decide to continue or retreat between combat rounds.
  • Cleaned up the left play panel with compact label/value rows.
  • Improved narrow sidebar sizing so important values stay visible.
  • Capped crowded sector presence panels with internal scrolling.
  • Refined the command deck into a sector-first layout with a richer left play panel.
  • Moved Profile, Help, Ship, and Intel into modal workflows.
  • Added eight role-distinct Stardock hulls with alignment-based ship art.
  • Added ship rename support and surfaced ship identity in the Ship modal.
  • Added full Good Guys and Bad Guys rank title ladders based on XP and alignment.
  • Reduced Intel feed noise and added filters, leaderboard context, and a left-panel preview.
  • Improved account safety around password reset links and captain display names.