Release notes.
Every version of VOIDYARD and what it changed, newest first. The same notes the game shows you in its own menu. Latest is version 1.11.0.
- v1.11.0
Real metal
Latest- Every module is now a real model. The Core Pod and all seventeen module types were rebuilt as authored spacecraft parts with pressure housings, recessed service panels, fasteners, bores and machined exhausts, and every one of the ten classes has its own shape instead of a shared body with brighter lights.
- Climbing a class adds machinery you can see: extra barrels and tubes, reinforcement, optics, cooling and new layouts inside the same slot. The visible barrels and tubes match the shots a module actually fires, so a Class V or VI Missile Launcher shows the eight tubes of its eight-shot salvo.
- Moving parts answer what your ship is doing. Turret and Mining Laser heads track their targets, the Mining Laser works while it is cutting, reactors, batteries, sensors and repair bays run when they have power or a job, and shield assemblies turn clear of their base.
- A single finish across the fleet: light ceramic armor over blue grey steel and dark structural metal, copper for plumbing, amber for power, teal for shields and optics, green for the Shield Generator and violet for tractor fields. Class color is kept for trim and identification, so a hull reads at a glance.
- The Core Pod has a continuous gold dome, swept protective ribs, curved teal side panels, bow guards, open exhaust bells at the back, pulsing warm lights behind clear covers and a service cover with skids underneath. Its exhaust anchors are unchanged, so thrust and trails sit where they always did.
- Your saved games, ship stats, blueprints and combat balance are untouched. Only the way modules look has changed, and the game refuses to start with a missing or broken model rather than drawing a placeholder.
- Under the hull, models now load from files instead of being built from primitives at startup, and a shader error that appeared while the new models were loading is fixed.
- v1.10.0
Room to read
- The main menu shows the ship from your latest save turning in the open sky beside the list, and every save on the Load screen is drawn as its blueprint.
- The task list folds itself to one line while the Journal, the region map, Build mode or a raid banner has the screen, and opens again when they close. Toasts moved to the bottom right, off your hull.
- Build mode keeps a selected module’s Upgrade and Scrap buttons on screen instead of below the fold, and a placement the hull refuses now says why at the cursor.
- Text across the interface is larger and brighter: nothing is smaller than 11 pixels any more, and the quiet grey labels are readable again.
- Every button on the left console shows its key until you have used it once. Settings lets you keep the labels on or turn them off.
- A controller can now move through the menus: the D-pad or left stick steps, A confirms, B backs out, Start pauses. Flight controls on the pad are unchanged.
- Settings gains a master volume, a mute for when the window is in the background, and a frame rate cap. The pause menu can quit straight to the desktop.
- Reduced flash now settles every pulsing and spinning element, the ending can be finished from the keyboard, and screen readers get a name for every button on the left console and in Build mode.
- Plain words, round two. The game now calls things what every space game calls them. Your hold is your cargo, the dry dock is Build mode, you build modules into slots instead of welding them into sockets, Instincts are Skills with skill points, the training cradle is the tutorial, a saved universe is a saved game with a seed, and the Shipwright is the Ship Designer.
- Six modules have plainer names: the Cargo Pouch is the Cargo Bay, the Bulkhead is the Armor Plate, the Energy Cell is the Battery, the Shield Lattice is the Shield Generator, the Seeker Bay is the Missile Launcher, the Beam Lance is the Laser Cannon and the Nanite Bay is the Repair Bay. Your ships are unchanged, only the labels moved.
- Space is measured in zones now, so Zone 3 is the third ring out while Class III still means the quality of a module, a rift or a ship. Materials have a rarity from Common to Legendary, a rift holds a reward instead of a vault, the Discovery panel is the Blueprints panel, and the danger line on the map replaces the tide.
- Every toast says what happened and what to do next, every refusal names its cause, the two ending choices say plainly what each one does, and the difficulty names show their plain tier beside them. The onboarding tasks are written as instructions, and the story record no longer describes anything the game does not have.
- v1.9.2
Squared away
- A polish pass over every screen before launch. Settings keeps its title and tabs in place and only the list below them scrolls, the panel stays one size as you move between tabs, and on the main menu it fits the window instead of pushing the title off the top.
- The Controls sheet lays out in two even columns and fits on screen without scrolling.
- Instinct names no longer sit on top of the next node along the steep branches of the tree.
- The dry dock readout for a module lines up its numbers again, and the Shipwright shelf shows every material a design costs instead of hiding some in a tiny scrolling box.
- Text boxes show one clear outline when you click into them instead of two rings in two colours, panel titles use the same style everywhere, and the About page credits the library versions the game actually ships.
- The mute switch in Audio now reads Sound on and Muted, so it is clear which one is active.
- v1.9.1
Shields you can read
- Shield fields have been rebuilt from the ground up. A field now sits low over the area it guards as a bright boundary with a nearly transparent middle, so the machinery underneath stays readable instead of hiding under a glowing slab.
- A resting shield keeps a quiet pulse: a wave of light rides the edge of the covered area at a steady pace, lighting one small cell after another before handing the dark back. Take a hit and the whole field wakes to full light until the fighting stops.
- Hits ripple outward from the exact spot they landed. A breaking shield shatters cell by cell with a glowing edge instead of fading out, and it knits back together the same way when it returns. A Shield Lattice visibly dims as its pool runs down.
- The dry dock now shows shield coverage outright. Every fitted shield draws the area it guards, selecting one raises its field to full brightness beside its card, and a shield you are about to place previews its coverage before you click.
- v1.9.0
Shields that cover you
- Shields work differently now. A Shield Projector no longer throws a wall in front of itself: it covers the 3 by 3 area around it, and hits on anything under that cover are paid from your energy instead of hull. Run the tank dry and the shield breaks for a few seconds. Higher classes pay less energy per hit and come back sooner, and the covered area never changes, so your designs keep their coverage through every upgrade.
- A second shield joins the palette: the Shield Lattice. It weaves a shared pool of shield points over the 3 by 3 around it, which covered modules drain before their own hull. The pool regrows on its own once the fighting stops, and higher classes carry a deeper pool that regrows faster.
- The two stack: where both cover a module, the Projector pays first, the Lattice soaks what is left, and only the remainder touches hull.
- Enemies fight with the same shields you do. Wardens cover their bow guns, the deepest ones weave Lattices over their hearts, and their shields drink from the same tank as their guns.
- Starbases run on real machinery now. Every base carries its own Reactors and Energy Cells, and its shields spend from the pool those make. Shoot the plant out of a fortress and its shields starve, which gives a siege a second way in.
- Your own starbases finally use the shields their works build. A base that grows shield emitters raises them for real against raids, and you can see them standing over your works.
- Rotating a shield is gone along with the wall: only thrusters care which way they face now.
- v1.8.3
Loud and clear
- Every universe now hosts Class II rifts. About one new game in eighteen was born without a single one, so the first blueprints had nowhere to drop from and every scan came back Class III. New games start with them, and a universe born short repairs itself the next time you load it.
- Your Core Pod speaks up. It smokes when it is hurt, warns you at half strength and again when it is critical, and splash damage that reaches it now shows like any direct hit. When it does break, the death screen names what got through: a warhead, its blast, a beam, or plain gunfire.
- The death screen can no longer trap you. Stepping away from the game while the core breach veil held used to pause the world underneath it, and your waking choice silently never landed. The choice lands now no matter what, and a pause that slips in can always be closed.
- Shield walls are the same width at every class. Upgrading a projector used to widen its wall, which quietly changed the angles your ship covered and staled every design you had saved. Class now buys a cheaper wall and a faster one: less energy per hit stopped, and a broken wall back up sooner.
- A broken shield wall says so, tells you how long until it returns, and sounds off when it is back. Shots that seemed to punch straight through your shields were flying through that silent gap.
- A build click the dry dock refuses now says why: over the drive limit, exhaust blocked, or exactly which materials you are missing.
- Starbases you own no longer raise enemy red shield walls over their works.
- Enemy homing warheads on higher difficulty settings hit harder than the setting promised, because their damage was counted twice. They now land at the advertised strength.
- If the game crashes or misbehaves it now writes a small trouble log beside your saves, so a bug report can carry a file instead of a memory.
- The download is smaller on every platform, and an experimental Linux build joins the release.
- v1.8.2
One scrollbar
- Menu screens that scroll their own list no longer grow a second scrollbar beside it. Release notes, controls and about each had two of them running down the page together.
- Those lists also use the room better at smaller interface scales, so more of them fits on screen before you need to scroll at all.
- v1.8.1
Plain words
- A panel that stops the world now says paused, and one that does not says running. They used to say time held and time flows, which asked you to work out what they meant.
- Calibration is called training. The cradle, the task list, the skip button and the save badge all use the same word for the same thing.
- The two ways to play are Normal and Ironman, and each one says what actually happens when you die instead of naming itself Graceful Failure.
- One word for making a module better: upgrade. The dry dock, the controls sheet and the key you press all agreed on refit, upgrade and mark separately, and mark also meant something else on your boosters.
- Boosters are fitted and removed, not seated and unseated, and two of a kind combine instead of fusing.
- The attention meter says attention. Its tooltip breaks down where the noise comes from in words you can act on: your ship, your class, your starbases, and what you have killed lately.
- Rifts tell you what is inside them. Vault manifests, unreadable vaults and schematics are gone, replaced by what is inside, cannot see inside, and blueprints.
- Every module, instinct and booster description was rewritten to say what it does. Weapons use energy rather than drinking it, nanites repair rather than weld, and nothing browns out.
- v1.8.0
Say what you mean
- Saves have names. You name a universe when you make it, the game rolls the world itself, and the load screen lists what you actually built instead of a number you had to invent. Universes from earlier versions cannot be opened, and the load screen says so plainly rather than hiding them.
- The story arrives in order. Data-logs used to come out of two separate piles, so the journal filled in a shuffle. Now the next entry is always the next entry, whether a beacon or a moment in the fighting delivers it.
- Discovery has its own panel on N. It reads every rift you have charted, tells you what is in its Warden vault, and puts the ones that upgrade something you actually fly at the top. A vault your sensors cannot read says which array would open it.
- Every price is visible. Commissioning a drone, building a stage, raising a Veil, restoring a ship, rebuilding a saved design: each one shows what it costs whether or not you can afford it, and names exactly what you are short.
- The starbase console reads at a glance. Facts, switches and purchases no longer look identical, one line tells you what wants you now, and the buttons at the foot can no longer scroll off the bottom.
- The dry dock is three plain parts: what the ship is, what you can do to it, and what you build with. Your sections, saved designs and shipwright blueprints share one shelf, and a design you saved in play can be sent to the shipwright to keep working on.
- Big deaths stop hitching. Losing a hundred modules at once used to drop most of a second; it is now a single frame you will not notice. If a fight still stutters on your machine, Settings has a render resolution that buys the frames back and costs only sharpness.
- Buttons show their text. A whole family of them had been drawing as blank light rectangles, including the one that combines boosters.
- The main menu has an About screen with the studio, both websites, and full credits for everything the game is built from.
- v1.7.1
The last bearing
- The war has an address now. Answer the Door and put down all three Foundry relays, in any order, and your chart marks the Prime Foundry: one per universe, in the deepest space there is.
- Three rings guard it. A picket of hunting wings led by named lieutenants, a belt of fortress gun platforms whose kills stay killed, and the largest starbase body in the game.
- What waits past the guns asks you one more question. The answer is yours, it is forever, and it reshapes the whole world you keep flying in.
- Whichever way you answer, the vault opens: three Prime boosters, found nowhere else.
- The journal keeps a final entry about what you did. The sandbox continues. The world just remembers.
- v1.7.0
Nothing resets
- Your mining drones never reset. Cross a rift, die, reload, or fly away: every drone resumes exactly where it stood, hold and all. Only a newly commissioned drone launches from the hangar.
- A captured starbase flies your colors down to the last drone. No more red drones mining at your own yard.
- The Foundry holds every bearing. At least four enemy starbases ring each class band, so whichever way you fly, there is something to fight.
- Enemy starbases grow now. The bases you have charted advance their defenses over time, so a favorite raiding ground never stays easy.
- Raids follow your life, not your weakest claim. The starbase you actually use draws the Foundry sweep, a freshly raided base gets a breather, and nothing is ever completely safe.
- Sealed rifts vanish from space and from the chart. And if a rift seals before you hold every blueprint of its class, a new rift tears open in the same band, already marked on your map.
- A rift vault pays at the rift class. Clear a Class VI rift and you learn a Class VI module, with every class beneath it unlocked in the same stroke.
- Your starbases lend their sensors. Own a Class III base and you scan as if you had fitted a Class III array, until your own modules catch up.
- The region map says no signal inside a rift instead of quietly showing the wrong place. Work orders are gone: they asked more reading than they paid. And a plain-words pass swept the game, so alerts say starbase when they mean starbase.
- v1.6.0
The tide rises
- The journey to deep space is half what it was. Every class band sits closer, and every band keeps its share of rifts, so the deep end is nearer without being thinner.
- Space you outgrow no longer goes quiet. Once you claim a starbase, threat rises in the space behind you: old bands fill with harder patrols, harder wanderers, and worthier prizes, while the rocks stay exactly the rocks you knew. The map shows where threat has risen, and a message tells you when it climbs.
- Safety lives where you built it. Nothing hunts inside the reach of your own starbase, and a fallen pilot wakes at the nearest one. Lose everything, and a derelict husk catches you under a long grace.
- The starbase console sells things now. Commission mining drones one at a time, each dearer than the last. Build each growth stage on your word, or flip Auto-build for a base you trust. Higher stages want rarer ore, so deep-space mining feeds your starbases.
- Enemies fight the way they are built. Lance ships hold a line and retreat facing you, artillery anchors far out and panics up close, a wing with a live picket concentrates its fire, and every Warden gets a second wind at half strength.
- The raid banner weighs the incoming wing for you: how many hulls are coming, and whether your starbase should hold without you.
- Power has a price at the top. Reactors stacked past an honest plant pay less each time, and growing past what the world can answer draws lieutenants.
- Unclaimed loot fades away over time. Your own drones no longer catch your stray fire. The cradle garden refills only for a pilot who truly cannot afford the next step.
- A clean break: saves from earlier builds cannot cross into this one. Start a new universe. Every save now signs its name, and a file changed outside the game says so in the menu. It still loads. You just know.
- v1.5.7
Punch it
- Warp is an event now. The charge counts down on a banner naming your destination, the frame trembles as the drive spools, and the jump itself pours starlight past the hull. No more quiet fade.
- You arrive from a warp with a few seconds of arrival protection, the same grace every rift transit already gave you.
- The dock quietly remembers your ship. Leave a dock session that changed the fit and the game keeps a record of it, no saving required.
- Starbase consoles gain Restore ship: after a bad fight, one click rebuilds everything missing from that record, paid from your hold first and the network pool after. It shows the bill up front and rebuilds what you can afford.
- The arrow pointing to a raided base aims true from any distance. It used to point exactly backwards once the base fell far enough behind you.
- v1.5.6
The logbook
- The main menu keeps release notes now: every version of the game and what it changed, in plain words.
- v1.5.5
Stand and fight
- Cornered hulls fight to the end. Nothing withdraws inside a sealed rift.
- v1.5.4
Instincts, widened
- The instinct board grows to 48 nodes: three equal paths, and every new skill gets a lane of its own.
- v1.5.3
Honest tools
- Prospector cutters are mining tools again, not artillery.
- v1.5.2
A gentler welcome
- Onboarding introduces every button in the game, one task at a time, without ever freezing the world.
- v1.5.1
Console comforts
- The starbase console leads with a summary, opens a proper storage manager, and reports raids as they happen.
- v1.5.0
The big balance pass
- A full balance pass across every module, hostile, and price in the game.
- Three build lanes with real tradeoffs, and a reason to weld struts.
- Hostiles are sized against you, fly real hulls, and carry mixed ordnance.
- Flight now draws from the energy pool, and bigger capacitors earn you more thrust.
- Giant ships hold a smooth frame rate.
- Deep space is dangerous again, and two run-stalling loopholes are closed.
- Less ship-building busywork.
- A Mark IX finally looks like more machine than a Mark I.
- Fixed the ghost hull that haunted the center of the map, and the dry dock bin now works on the first click.
- v1.4.0
The Hunt
- Push deep enough and the void starts hunting you back.
- A new Veil Emitter module hides your ship from searching eyes.
- Wanderer convoys cross open space: rob them, or thread the mine reefs they leave behind.
- The Foundry holds grudges now. Raze its bases and expect sieges that follow you home.
- Raid pressure and threat bearings show on the region map, and Fortify genuinely hardens a base.
- Story beacons chart a trail you can follow, and relays buy you time when something is closing in.
- v1.3.6
Playtest fixes
- Refit chips appear again when you dock.
- The journal remembers which entries you have read.
- Music plays one track at a time, and the calm fades out when a fight starts.
- Boosters lock during combat.
- v1.3.5
Fit and finish
- Key rebinding blocks conflicts as you type them, and every panel shows its live keys.
- The dock shows your funds and spells out exactly what a build is missing.
- Help and the Journal hold time while open, and say which way time is flowing.
- Objective markers point the way during calibration, and veterans can skip it.
- A readability pass: larger minimum text, better contrast, color vision options, reduced flash, and four audio sliders.
- v1.3.4
The Shipwright
- The Shipwright opens from the main menu: design hulls in a clean void, save them to a shelf, and share them as ship codes.
- Prove a design in a test flight before you trust your life to it.
- Owned starbases can build your saved designs, within the classes you have reached.
- v1.3.3
The origin story
- The origin story arrives. Thirty logs are scattered across wrecks, archives, and hard-won firsts.
- A journal collects what you find, and the trail ends at the Great Rift with a choice.
- v1.3.2
The starbase network
- All your starbases draw from one shared network pool.
- Base growth works through a queue, raising the lowest stages first.
- Bases on both sides field a mix of turrets, lasers, and missiles.
- v1.3.1
Fire and wake
- Thrusters ignite in stages: a spark, a bloom, then a blue-white burn.
- Ship wakes trail from the tip of the flame, not the nozzle.
- v1.3.0
Housekeeping
- Housekeeping for the release pipeline. Nothing changes in play.
- v1.2.9
Hints that help
- Button hints: every control introduces itself the first time it matters, then stays quiet.
- v1.2.8
The hangar
- Park whole hulls at a starbase and board them from anywhere you own. G opens the hangar.
- Base panels replace each other now instead of stacking.
- v1.2.7
Soft edges
- Rift pockets lose their invisible wall. Drift too far and you are warned, not stopped.
- v1.2.6
Choose where you wake
- When your core breaches, choose where to wake: your first anchorage or any starbase you own.
- v1.2.5
Better welding
- Placing a module projects a holographic ghost, and R rotates it.
- Scrap mode clears hull in one sweeping drag.
- Hovering the palette previews the module on your ship.
- v1.2.4
Difficulty, dialed
- Six difficulty tiers, from Drifter to Horizon, chosen on a redesigned new-game screen.
- Esc backs out of screens in the order you opened them.
- A beacon marks the current objective during calibration.
- Boosters moved out of the inventory into a home of their own.
- v1.2.3
Fullscreen first
- The game starts fullscreen by default, and your display choice sticks.
- A new app icon.
- v1.2.2
Engine glow
- Engine effects got another coat of polish.
- v1.2.1
Clearer maps
- A clarity pass on the maps and the starbase panels.
- v1.2.0
Polish for the frontier
- Radar arrays carry their own charges, capped by tier, and each scan reveals one uncharted site.
- Base growth is uncapped, places itself better, and shows progress within seconds.
- A claimed starbase draws the attention of the Foundry. Expect company.
- Lock-on brackets frame your target.
- An alert marks unread logs.
- The space whales have moved on.
- v1.1.7
Consistent silhouettes
- A polish pass on models and combat effects.
- The same module always reads the same. Only its tier changes the look.
- v1.1.6
Starbases are yours
- Claim derelict starbases and make them yours.
- Bases store resources, field mining drones, repair your ship, and grow over time.
- Faction warfare: raids, base defense, escorts, and a capture loop.
- Warp between owned starbases for fast travel or a quick escape.
- The starbase console gets its own panel on E.
- Drones show their mining beams, and friendly harvesters are no longer fair game for your turrets.
- v1.1.5
No two alike
- Modules stop clone-stamping. Every weld varies in silhouette, trim, and wear.
- v1.1.4
Metal that catches light
- Hulls catch the light now: worn metal, painted panels, and a faint nebula sheen.
- Asteroids got smoother shapes with real lumps and character.
- v1.1.3
Radar
- New radar scan: spend a charge to reveal an uncharted contact nearby. Better arrays hold more charges.
- v1.1.2
Crisper edges
- Real anti-aliasing through the whole picture. Edges stop shimmering.
- v1.1.1
VOIDYARD
- KERNEL is now VOIDYARD.
- A new pod icon, and an Astrum Forge splash on the way in.
- v1.1.0
The pilot remembers
- A new helm console anchors the left of your screen: capacitor, speed, level, and an action rail with live hotkeys.
- Pilots remember now. Earn experience, level up, and shape your instincts along three paths.
- Boosters reworked: graded finds that socket into a loadout and burn on a fuse.
- v1.0.14
Every word, edited
- Every line of text in the game got an editor: clearer names, cleaner sentences, no jargon.
- v1.0.13
Stability
- Fixed buttons that occasionally played dead, and the delete confirm that undid itself.
- Fixed a crash when loading certain saves, and several slow memory leaks.
- Deep internal cleanup so the game stays fast as it grows.
- v1.0.12
Interface overhaul
- A fresh icon set and tooltips across the whole interface.
- The dry dock build bar sorts into categories, with visible tools and named stats.
- Dock camera: zoom to the cursor, pan with the right button, press F to frame the ship.
- Rebind every key, and tune display and gameplay options in Settings.
- The region map zooms on your cursor, pans with a drag, and remembers your view.
- Toasts queue politely instead of talking over each other.
- Fixed Space re-firing the last button you pressed.
- v1.0.11
Fair fights
- Shots no longer slip through bulkheads or shield walls.
- Smarter fire control: turrets share targets, stop overkilling, and leave harvesters alone.
- Damage types matter now. Kinetic tears down shield walls, explosives crack armor plate, and beams burn best against bare hull.
- New weapon: the Beam Lance, a continuous laser that burns hotter the longer it holds.
- v1.0.10
Sound and light
- Twenty music tracks and a full sound set land, with a mixer in Settings.
- Music reacts to threat: calm in the quiet, weight in the fight.
- A module wears its tier on its body now.
- Engine plumes burn with a real hot core, and shield walls ripple cell by cell.
- Boost bends the view at the edges, and big kills detonate twice.
- Silenced the strange buzzing on the main menu.
- v1.0.9
The dry dock, rebuilt
- Weld anywhere. Placement finally trusts the physics it always had.
- New dock tools: select and scrap, drag to move, undo and redo.
- One energy pool runs the whole ship. Heat is gone, refining is gone, and base thrust is free.
- Shield Projectors raise directional energy walls. Veteran enemies field them too.
- Mirror mode, balance overlays, paint strokes, and saved ship designs.
- v1.0.8
A longer reach
- Tractor beams reach further and reel in twice as fast.
- v1.0.7
Quality of life
- Zoom with the wheel. The camera fits itself as your ship grows.
- Rift fights come in waves with breathers between them, and quitting mid-fight resumes where you stood.
- Damage lives on the hull now: char, smoke, and pips instead of a health grid.
- One-click chips rebuild damaged modules.
- Cargo pools into one shared hold, and jettisoned ore physically tumbles out.
- The Nanite Bay keeps repairing during combat.
- Auto-fire takes on starbases, with range that matches real ballistics.
- Tractor beams visibly grip what they reel.
- v1.0.6
Pressure
- Deep space fills in: more to find, and patrols that come looking for you.
- v1.0.5
The ladder
- Space now grades from Class I to Class X. The deeper you push, the harder it pushes back.
- New blueprints wait on the far side of wormholes.
- Asteroids deplete and quietly regrow.
- The Foundry raises starbases, sends out harvesters, and answers violence with fleets.
- v1.0.4
Small tune-up
- A small pass on how modules connect to the hull.
- v1.0.3
Thrust and beam
- Thrusters rebuilt with layered jets that answer your hands.
- Mining beams fire from the modules that own them.
- Seekers launch properly, and ambient dust drifts through everything.
- v1.0.2
New modules
- Three new modules: the Refinery Forge, the Seeker Bay, and the Nanite Bay.
- Combat wounds individual modules now, and refits repair them piece by piece.
- Carbon patches your hull, and U upgrades a module in place.
- Rifts close behind you: one visit each.
- v1.0.1
The veil
- Rift travel passes through a cinematic veil, with a briefing on the far side.
- Installer housekeeping.
- v1.0.0
First light
- You wake as a tiny pod, alone in open space. Mine, build, and grow into your own ship.
- A guided calibration teaches the ropes at the start of every game.
- Rifts to raid, wormholes to cross, Wardens to outgun, and an endless universe past all of it.
- Enemies are built like you are: modular, breakable, and dangerous in pieces.
- Graceful and Ironman runs, save slots, and a deep drifting sky.