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What's new in the galaxy

Patch Notes

newimprovedfixedbalance

The Interloper

  • newA rock now drifts across the galaxy on a fixed course. Land a garrison on it and your miners break material loose, building a pile that grows for as long as you hold it.
  • newThe pile belongs to the rock, not to you. Beat whoever is sitting on one and you inherit everything they gathered. Bots go after it as well, and its arrival makes the Galaxy News Net.
  • newCargo hulls carry it home, and only what lands is yours. Whatever will not fit in your hold stays on the rock, in plain sight, for whoever comes next.
  • newTwo kinds turn up: a common fragment, and a rare one that pays far more and draws bigger on the map.
  • newThe dispatch sheet solves the intercept for you. Pick a fleet, and it tells you where the two of you will meet.
  • balanceBecause the rock keeps moving, the flight home is longer than the flight out. Riding one deep into the galaxy is a real gamble now instead of free upside.
  • newRecall part of a garrison instead of all of it, picking which ships come home with the same plus, minus and Max controls you use to send them out.
  • fixedA haul arriving at a full vault used to disappear without a word. You get warned before you launch now.

Asteroids pay their way

  • newAsteroids now earn you resources every tick, not just leaderboard score, once you build an Asteroid Processor to work them.
  • newRecall a garrison from a world you hold and its asteroids ride home in your cargo holds. Occupying is the pipeline into hauling now, instead of a rival to it.
  • balanceA convoy is limited by its hold and nothing else. An earlier per trip share protected nobody and left freighters flying home mostly empty.
  • fixedSharing a garrison with an ally no longer punishes whoever pulls out last. Losses are split between everyone who was there.
  • fixedThe Shipyard now stops at level 5, where its last hull unlock is. The levels past it cost thousands and, on most orders, saved nothing.
  • fixedPanels no longer close when you swipe across them, which was firing by accident while you scrolled.

Tightened up

  • improvedScanning matters more. A rival's fleet strength and the wider galaxy are no longer readable without earning the intel first.
  • improvedHardened permissions across the game server, with automated security audits that now run on every change.
  • fixedBlocking someone blocks them properly, and a mention can no longer be used to push a notification at someone who blocked you.
  • fixedAlliance leaders can remove members again.

The power grid

  • newPower is a pool you allocate now, rather than a bill nobody ever paid. Split it between mining output, shipyard throughput and shield strength from a new Power tab on Base.
  • newEach slot only works on a building you actually own, and Ops tells you when your grid is sitting idle doing nothing.
  • balanceShipyard power buys extra build slots, so a swarm order genuinely finishes sooner instead of a percentage rounding away to nothing on a one tick hull.
  • balanceA raid takes a quarter of what is on the target now, instead of stripping the whole pile in one trip.
  • fixedReinforcing a world you already hold works. Your own garrison was being counted as the enemy, so an unescorted mining run bounced every time.
  • fixedBots no longer farm players who cannot fight back, and they stop reading miners and probes as defence when picking a target.

Know before you go

  • newBefore an attack you get a briefing instead of a predicted body count: their scanned fleet, the matchups for and against you, their roids, your hold. What you make of it is up to you.
  • newThe briefing fills in as you scout, one tier per intel level, and a rung you have not reached tells you what it would cost to read it.
  • newA scan that comes back safely now notifies you, not only one that dies.
  • improvedScout losses scale with what can actually shoot at a target, instead of a flat penalty the moment one armed ship is present.
  • improvedA scout flight that is wiped still transmits a basic reading, so you lose the ships but not the trip.
  • improvedPicking the Scout mission prefills the fewest probes that reach the best reading your roster can manage against that particular target.

Speed buys you a way out

  • newFleets can break off. From the second round, an attacker that is losing and has already taken real damage rolls to escape, ship by ship, on speed. Survivors fly home and the fight is recorded as a withdrawal rather than a defeat.
  • balanceOnly a capped share of any ship type can die per round, so a mismatched fight no longer ends in a single exchange. That is what makes breaking off, and paying for a fast hull, mean anything.
  • balanceDamage was turned down so hull counters actually decide fights, instead of both sides wiping each other out in the first round.
  • balanceCounters say two separate things now: how hard your fire lands, and what your guns prefer to shoot at. Escorts work because everything aims at a frigate first.
  • balanceFighters carry no cargo, so winning with a cheap swarm leaves the plunder behind. Cargo hulls gained armour to match, which makes protecting them a real decision.
  • balanceRaiding is worth roughly a quarter of your leaderboard score now, up from under a tenth.

A new eon every month

  • newEons run about a month, and you spawn when you arrive rather than only at the start of one.
  • newChoose the banner you carry into the collapse, and read it back once the dust settles.
  • improvedThe intro opens by explaining what Galaro actually is, sets your Night Shield during the tutorial, and points your first fight at something you can win.
  • improvedThe galaxy map stacks overlapping labels instead of piling them on top of each other, marks your home world, and renders text sharply at every graphics preset.
  • improvedOne colour per mission on the map, so a fleet heading out to occupy stops looking like one coming home.
  • fixedBattle replays no longer vanish escaping ships, or show a fogged defender as though they had been annihilated.

Locked down and tuned up

  • fixedYou can now see your own battle history on planets you're occupying, instead of it being fogged from you.
  • balanceRaiding counts for more on the leaderboard — roid score weight raised.
  • improvedSessions now silently refresh an expired login instead of kicking you out mid-action.

Base and Fleet, rebuilt

  • newBase and Fleet each got a proper tab split (Structures/Queue, Roster/Active/Shipyard) with a shared Combat/Recon/Industrial filter and a consistent accordion card design.
  • newCancel a pending structure upgrade directly from its card.
  • newAn Economy tab breaks down Storage and Mining, with Send Resources folded in as an inline action.
  • improvedCards across the cockpit — build queues, reports, garrisons — now share one consistent visual shell.

The Eon tab

  • newRanks is now Eon — one home for round progress, standings and achievements, with a plain-language scoring explainer.
  • improvedA rival's fleet and structure value is now fogged on the leaderboard until you've actually scanned them, closing a free-intel leak.
  • fixedAchievements no longer replay a toast wave the first time you open the tab.

Combat calls it straight

  • fixedThe pre-battle outcome label and the final result banner no longer disagree with each other or spoil the fight early.
  • fixedA mutual wipeout now correctly resolves as a standoff instead of declaring the defender the winner.
  • newBattle replays gained real choreography — formations, staggered engagement and reinforcements timed to the fight.

Eon collapse & fleet cleanup

  • newEon collapse now plays a cinematic black-hole sequence, and your alliance carries forward into the next eon instead of dissolving.
  • fixedMiner cargo is now labeled as an extraction rate, not phantom haulage — miners no longer imply a hidden hold capacity.
  • fixedRoid theft is re-clamped after the Centaurian bonus so a raid can no longer leave you with negative roids.
  • improvedDefense structures now grey out until their orbital shipyard tier unlocks, instead of looking buildable and failing.

A perpetual universe

  • newRounds now roll seamlessly into the next eon instead of hard-resetting — collapse plays a black-hole cutscene and archives the old map for later viewing.
  • newDeep recon now reveals a planet's defensive posture — shields, bunker network, night shield — not just its fleet.
  • fixedRace passives now read from a single shared source, fixing drift between what the UI showed and what the server actually applied.

A face for the brand

  • newGalaro has a proper wordmark — the black-hole O — now across nav, footer, login and the loading screen, with an animated ember variant.
  • improvedThe loading screen now centers on the animated wordmark with a sweep bar instead of flashing blank panels.
  • improvedGraphics quality now auto-downgrades on slow devices via a live FPS governor, instead of just chugging.
  • improvedThe admin panel consolidated into one unified shell with persistent navigation and a tool hub.

Smarter bots, smoother net

  • newWeighted-targeting combat resolver: ship classes now genuinely counter each other in a fight, instead of splitting damage evenly.
  • newBot commanders got a human-feel pass — reactive chat, mood, and bursty activity instead of robotic on-the-tick behaviour.
  • improvedThe galaxy map now recovers gracefully from a lost graphics context on iOS instead of needing a manual reload.
  • improvedTransient network blips on mobile now retry automatically instead of surfacing as an error.

Recon, rebuilt

  • balanceRecon is now scouts-only: you gather intel by sending dedicated scout ships, not your battle fleet. Every commander starts with a few Probes so you can scout from tick one.
  • newScouting a defended target can be intercepted — sending scouts at a well-guarded planet is no longer risk-free. Read the room before you peek.
  • improvedThe scout action now pre-filters the Shipyard to recon ships, so building more scouts is a single tap from the dispatch screen.
  • balanceCentaurian build-cost passive trimmed from -10% to -5% to bring the economy race back in line.

A public face: rankings & faction dossiers

  • newLive Rankings: a public leaderboard of the current round's top commanders, ranked by composite power. Watch the board move every tick.
  • newFaction dossiers got the full treatment — deep-dive lore, playstyle, signature ships and notable engagements for the Terellian Alliance, Xandir Collective and Centaurian Syndicate, with a switcher to compare all three.
  • newFriend-request push notifications, plus per-tab unread badges across Comms so you never miss a message.
  • fixedBlocked players no longer leave a phantom unread dot on your Comms.

Built for your phone

  • improvedA top-to-bottom small-screen overhaul: cleaner HUD, a redesigned resource panel, tighter panels and bigger tap targets — the cockpit now holds together down to 320px-wide phones.
  • improvedTop-right controls collapsed into a single ⋯ menu to declutter the map, and Settings is now reachable from every tab.
  • newThe cockpit shows a loading skeleton while it boots instead of flashing empty panels, and quietly reconnects when you switch back to the tab.
  • fixedMap legend, expanded HUD and battle replays no longer overflow or overlap on narrow screens.

Smoother, sharper, faster

  • improvedThe galaxy map renders crisper on mobile and no longer rebuilds the whole scene every tick — smoother panning and less battery drain.
  • newPlanets now render as real 3D orbs in the map quick-card, sharing the detailed sphere from the full view.
  • fixedGraphics quality now picks a sensible default for your device (phones that were crashing on the highest tier start on Medium); you can always override it in Settings.

Scanning goes spatial

  • newSubspace Scan is now a targeted map-tap: pick a point, choose a radius, and reveal everything inside it. The camera flies straight to where you scanned.
  • improvedEach scan leaves a persistent 'explored' circle on the map that survives reloads, so you can see at a glance where you've already looked.
  • improvedRadar now covers your local area and reaches further as you upgrade the Radar Station — no more region-hopping. Coverage compounds instead of jumping to a full-map tier.
  • fixedScan reveals now match the green reach circle exactly, measured by real map distance.

Defend smarter, start stronger

  • newA dedicated Incoming Attacks sheet pulls defense triage out of the scanner drawer — see everything inbound and react in one place.
  • newNew commanders now spawn with a small starter fleet and real beginner protection, so your first hour isn't spent defenceless.
  • balanceNight Shield now needs lead time to take effect — no more dropping it reactively the instant a fleet lands.
  • improvedLocked structures open the same full gameplay info sheet as unlocked ones, so you can plan what to build toward.

Battles you can actually watch

  • newBattle replays are now a proper tactical spectacle: ships form firing lines, close to weapon range, and target the way the server actually resolved the fight.
  • newMuzzle flashes, missile trails, thruster flare, weapon-specific SFX and a kill telegraph — every shot reads on screen.
  • newImpact physics: hits knock ships back, firing recoils them, and destroyed ships leave drifting wreckage behind.
  • fixedEffects now age by real elapsed time rather than frame count, so replays look right on high-refresh screens instead of vanishing early.

Alliances & the endgame

  • newAlliance scoring and a dedicated alliance leaderboard — band together and climb the board as one.
  • newThe round finale now auto-places bounties on the leaders, so the closing act is open season on the front-runners.
  • improvedYour structures now count toward your score, not just your asteroids and fleet.
  • improvedFilter the leaderboard by commander name to find a rival fast.

A smoother welcome

  • newA guided new-player tutorial (and a one-line goal at the top of the First Steps checklist) so it's clear what to do first.
  • improvedThe faction-select screen was calmed down and tightened; login and sign-up now show friendly error messages and proper labels.
  • fixedRepaired broken First Steps navigation, panel bleed-through, and alliance-invite acceptance.

Comms & alerts

  • newOptional AI chatter in your local Comms channel — toggle it on for a livelier galaxy.
  • newGet a push notification the moment an occupation fleet holding your planet is destroyed.
  • fixedShip-build notifications now fire once per order instead of once per ship.
  • fixedFixed a crash when DMing a friend and a Comms flicker that briefly hid your messages.

Scanning, sectors & a clearer map

  • newSubspace Scanner: scan an entire sector at range without sending a fleet. Fire it straight from a planet's quick viewer with the new Scan Sector button, or from the Radar Console.
  • newScanning now plays a reveal pulse — a wave sweeps out across the sector and the planets light up as it reaches them.
  • improvedThe map shows at a glance what you know: scanned planets glow amber, unknown contacts sit dim and slate. The quick viewer and hover card both spell out scan status, rough resources, a fuzzy fleet estimate and how old the intel is.
  • improvedRadar coverage is the ring on the map: it always covers your home sector and reaches further into neighbouring sectors as you upgrade the Radar Station. Everything inside the ring is scanned.
  • improvedTap any planet and the Subspace Scanner auto-targets its sector — no more dialing in the number by hand.
  • fixedIt's one galaxy made of many sectors — relabelled throughout (no more talk of multiple galaxies), and cleared up some confusing map decoration.

Radar means something now

  • newFog of war is now about information: you can see every planet as a contact on the map, but you only learn who owns it, their race and size once it's inside your radar range — or you've scanned it.
  • newYour radar coverage is drawn on the galaxy map as a glowing ring around your planet. Upgrade the Radar Station to push it further out.
  • improvedPlanets outside radar range stay dark and unidentified until your coverage reaches them; scanned planets keep their last-known intel.

The fleet gets a face

  • newEvery ship and orbital defence now has its own bespoke 3D model — open a ship's detail panel in the Shipyard to see it rotating in 3D.
  • improvedHull textures across the whole fleet were AI-repainted for crisper panel lines, plating and greebles.
  • improvedCapital ships redrawn longer and properly to-scale; planetary defences reimagined as floating orbital platforms (laser pod, missile satellite, plasma cannon).

Make your first move.

Claim a homeworld, choose a race, and act before the rest of the galaxy notices you exist.

GalaroGALAR