Updates
Changes to the game will appear here once they reach players.
- Civilian ships crossing your system now show up on the system map while you are looking at it.
- When transporting or deploying you can now choose how many Metals, Silicates and Helium-3 your ships carry in their hold.
- You can now send resources to other players: build a Trade station and use the Transport mission towards their planet. Each station level reaches one jump further.
- The Jump gate description now explains how it works: a Deploy between two of your colonies with a gate arrives in one hour and burns no Helium-3.
- Ships in the shipyard and in your fleets have their engines glowing and pulsing again.
- You can now report any message you receive in a conversation, including those from your neighbours.
- The battle report now shows how much you earned for repelling a pirate raid and how many ships the Repair Station returned to you.
- The Jump Gate now works: if you deploy a fleet between two of your planets that both have a Gate, it arrives in one hour without spending Helium-3, within the Gate's range and tonnage. Afterwards both Gates cool down for a few hours.
- A warning sound plays when the game does not accept your order.
- In the battle scene, the enemy fleet now shows in its faction's red, with matching engine flames, and its ships stay red as they break apart.
- With the game in English, your new colonies' names now also show in English on the system map.
- With the game in English, your colony names now show in English everywhere: in reports, fleets, the map and each planet's screens.
- The store now explains what Credits are for and shows the Credit packs, with what is still missing before they can be bought. If you are short of Credits for a Premium, tapping that note takes you to them.
- Reporting a name or a message now asks you to confirm, and your neighbour's greeting shows up inside your conversation. A half-written reply is no longer lost when you close the game.
- When sending a fleet, step 2 tells you where it is heading, and a colony being abandoned now says so on its screen.
- Fleets coming back damaged from a battle now also trail smoke on the galaxy map while they travel between systems.
- Asteroids now burst on the map, with a flash, debris and sound: when your fleet shoots them down, right where it catches them, and when they hit a planet.
- Technology and building descriptions now say what they really do; the Orbital depot and the Repair station explain their effect.
- Fleets you send now show up flying on the system map right away; ships that shoot down an asteroid fly home from where they destroyed it; fleets coming back from a battle look damaged, with smoke, failing engines and sparks, and their card says how many ships they lost; and tapping the system name on the map takes you to any of your systems.
- If 10 days go by without you opening VASTORYN on this phone, you will get a reminder. You can silence it in your phone's settings, in the "Reminders" channel.
- New tutorial Chapter 1, "The Ancient signal": explore the Ancient signal at your sector's seat to earn Research data and an Axiom fragment. The Orbital depot and Repair station cards now show in your language.
- Civilian ships now actually cross your systems on their way to nearby anomalies.
- Neighbouring planets now only have the defences their buildings allow: no Orbital Shield or Defence Centre without an Orbital Port and a Command Centre.
- The Store is now right on your planet screen, showing your Credits or your remaining Premium, and builds show when Premium shortens them.
- The Orbital Depot and the Repair Station can now be built and do something: the Depot raises the planet's Helium-3 capacity, and the Station recovers up to 40% of the ships you lose defending it.
- Pirates now attack: every colony gets an occasional raid from its system's pirate base, sized to its defenses. Repel it and you collect part of that base's loot.
- In battle you now hear each side's shots, the hits and the ships breaking apart, and ships fly with their engines lit.
- In the new galaxies, your planet's battle is no longer skipped by mistake when you open the colony.
- Battles are no longer a still frame: ships sway, close in on the enemy, keep firing through each round and take visible damage before they fall.
- If an asteroid is about to hit one of your colonies, you now see it on the colony and galaxy screens too, with the time left and a button to see it on the map.
- Incoming asteroids now show their whole orbit, where they come from and where they will fall; and your «Shoot down» ships fly out to meet them and destroy them on their way, not over the planet.
- In the Galaxy view, your fleets now show above the name of the system they are reaching instead of being hidden behind it.
- If your attack on another galaxy never gets to fight (the planet is shielded or empty), you now get a report saying why, and reports from another galaxy name the planet over there.
- If your tutorial pirate base sat on one of your colonies, it now moves to a free spot so you can attack it.
- Buttons now make a sound when tapped, and in Settings › Sound and vibration you can set the master, ambience, effects and button volumes, and make the phone vibrate on tap.
- In Settings, «Screen and notifications»: keep the screen on while you play and choose which notifications ring or vibrate on your phone.
- Incoming asteroids now follow a smooth curve, and the ships you send to shoot one down head for the rock, not your planet.
- In the shipyard every ship is now shown large, above its name.
- Asteroids heading for a planet are visible from the moment you are warned, with their path, and you can tap them to send ships to shoot them down.
- In Settings you can now take a vacation (up to 15 days a year without being attacked), read the privacy policy and terms, and delete your account.
- While loading, the stone portal grows until it swallows the screen and takes you into the game.
- In the shipyard, the maximum quantity button now shows the full number.
- You can now report an empire's name or a message sent to you, and before your first message you'll see the rules for writing to other players.
- The resource bar now shows every number in full, even with large amounts.
- Orbital construction and Megaengineering now really shorten the builds their card lists.
- Your planet's cities now have English names when you play in English.
- The VASTORYN title on the loading screen is easy to read over the portal again.
- Map anomalies now show in your language, and the Research subtitle is no longer cut off.
- All eighteen ships now look like real ships with depth in the shipyard, the hangar and your fleet card.
- New VASTORYN app icon and a new background illustration when starting a game.
- The «Fast-forwarded game» banner now only shows for the account that advanced its game, not for everyone.
- The portal on the loading and founding screens is now a stone ring with a swirl of energy spinning inside.
- New shop in Settings: see your Credits balance and what Premium includes.
- The game icon looks right: the planet is back inside the portal, with its shadow.
- The jump between galaxies is now called «Wormholes».
- A fleet jumping to another galaxy no longer disappears from «Fleets»: you see which stage of the jump it is in and when it arrives, with a warning if that galaxy stops.
- Zenith, the second galaxy, is open: you can jump there from Aurora and, once the list is published, found a civilization there.
- From a system map you can open the dimensional jump, pick another galaxy on the universe map and see which system lies at those same coordinates. From there you can send a fleet to attack a planet: it goes through the dimensional jump and the wizard tells you when it arrives.
- Your colony looks more alive from orbit: the space station grows with the Orbital port, and the Comms relay sets 3 to 12 satellites circling around it.
- Sending a fleet no longer closes the game when moving on to choose the mission.
- The galaxy map runs smoother and uses less battery while you look at it without moving.
- From this version on, server updates will no longer force you to update the app right away.
- The galaxy map and your colony view use much less battery: they no longer redraw everything when almost nothing is moving.
- A black hole now spins at the centre of the galaxy, with its disc of hot gas.
- Pirate bases come back some time after you destroy them (12 h to 4 days depending on their level), and beating one fills your fleet's hold with its loot: more for stronger bases and more dangerous sectors.
- You can now send a fleet to the neighbouring system straight from a jump corridor on the system map.
- When sending a fleet, the mission no longer jumps around as the last step opens: it waits to know which ones work at that destination.
- With the game in English, the Buildings tabs and effects now show in English, and the Defences subtitle is no longer cut off.
- When sending a fleet, each mission's dot now shows whether it works at that destination, and if none of the usual ones does, none is picked for you.
- The tutorial mission that asks for a Probe at your jump node can now be completed: sending one there opens the send screen on «Explore».
- The «Go to» button of the jump node tutorial mission now opens the send screen with the jump node already chosen.
- Places you already sent a fleet to (to transport, explore or shoot down) now show in the send screen's destination list, and the empty hangar counts the same unread reports as the Reports tab.
- The unread reports count clears as soon as you open the Reports tab, and an exploration that finds something now says «The exploration found…».
- When you claim a mission reward, the card and your resources update right away, without a few seconds' wait.
- If an asteroid is about to hit a planet and you send ships that can shoot it down, the send screen now opens on «Shoot down».
- With a screen reader, the galaxy map now says how many foreign fleets are passing through your systems.
- The Federation screen now only describes what a federation really does, and when you ask to join it tells you you'll get an answer within 1 h.
- If you ask to join a federation, when you come back to the game it tells you whether you were admitted, whether it was full or whether it was disbanded.
- The outcome of your Shoot down, Explore, Transport and Deploy missions now shows in Reports even with the game open, marked as unread.
- You can now shoot down an asteroid before it hits: send a fleet on a «Shoot down» mission to the planet it is heading for; if its point defence is enough it destroys it, and if not it comes back with a report of how many shots it landed. You need at least one ship with point defence, such as a Destroyer or a Cruiser.
- Sending a Probe to an anomaly now picks «Explore», not «Spy».
- An asteroid on a collision course shows on your system map and on the planet's card, with a countdown.
- You can now tap the anomaly on the system map to see what it is and send a fleet there.
- Asteroids cross your system's sky, and one may hit your planet: you see it coming 12 hours ahead, and if your defences (the Planetary battery and your larger ships) don't shoot it down, it damages a building by one level, half its levels or all of them, depending on its size. You find out when you come back to the game, and get a notification if it broke something.
- The tutorial guide now walks you through sending your first Probe: it highlights the «Send» button and reminds you it travels on its own, so you can keep building your colony while it gets there.
- Before you found your colony, each sector tells you how many civilizations live there, how many will be able to attack you once your newcomer protection ends, and how many are far more advanced than you.
- The tutorial no longer gets stuck on «The echo» if your home system has no anomaly: the mission counts as done.
- The galaxy map no longer says «Not reachable yet» about systems your fleet can reach: it tells you whether you go through open gates or uncharted, slower.
- If you lose your last colony, the game now tells you and lets you start over in a sector far from where you were, instead of leaving you on a screen whose button failed.
- The colony notice now shows in your language: it used to always appear in Spanish and did not match the card above it.
- You can now tap any fleet in the list to open its details right there: the ships it carries, its remaining time and its route.
- The portal no longer drops you on your absence sheet: you read it first and, when you tap Got it, you cross the portal and arrive at your planet.
- Once you have the resources for a build, the card stops telling you they are missing: the screen and the bar no longer contradict each other while you wait.
- Each system's star is now much larger: it no longer looks like just another planet, and all eight star types now have distinct sizes.
- When you queue a research, the other cards no longer offer a button that was about to fail: they wait a moment and catch up, and the one you queued says it is already in the queue.
- In Defences, while the screen updates after ordering a replacement, the others stop offering to replace what you may no longer be able to afford.
- The upgrade button no longer offers you work you already ordered, and while the screen updates the other buttons stop offering what you can no longer afford.
- The shipyard now answers instantly: the moment you order a batch the button switches to "Build more" without waiting for the slipway to count it — and it stays tappable, because ordering another batch is your call.
- A fleet's report no longer claims another of your fleets took the planet when the game does not know that, and the founding limit no longer tells you to wait until tomorrow.
- Jump gates on the system map no longer wash out the orbits passing behind them: they look sharper and stand out better from the background.
- When an order does not reach the server, the notice now tells you first what happened to it: «You lost connection, so the order never went out: nothing was done».
- When a fleet comes back because its destination changed mid-flight, the summary now speaks to you: «Your fleet reached an abandoned planet: nobody is left there and it is returning».
- The “Send fleet” screen opens noticeably faster, and no longer slows down the more colonies you have.
- The “Opening the hangar…” wait is much shorter: your fleet list opens in less than half the time, and getting a fleet ready to send is noticeably faster too.
- On older phones, your colony planet no longer sits on a dark box.
- Send fleet: the mission step no longer opens on a mission your fleet can't do; a probes-only fleet, for example, opens on Spy.
- Attacking a pirate base no longer removes your newcomer protection: pirates don't count as another player.
- In a Galaxy system's panel, the label above what you hold now makes clear that a route's Research data comes from your empire, not from your capital.
- When sending a fleet, besides the system and its neighbours you can now pick your other colonies, the places your fleets are heading to and the ones in your Reports, without going through the galaxy.
- In a Galaxy system's panel, next to the price of charting a route, you now see what your capital holds, since that is where it is paid from.
- The resource bar no longer clips the last figure: it now reads in full.
- The galaxy map and the system map now refresh themselves while you are looking at them, so you no longer have to leave and come back to find out who has taken a system.
- When you open a system, the map now fits what that system actually has, so systems with few planets no longer open surrounded by empty space. Zooming out still reaches the jump node.
- On the Buildings screen, the amount you have on a card rises in step with the top bar: no more reading "you need 27 more" when you already have them.
- The planet now refreshes itself while you are looking at it: resources and countdowns no longer sit frozen if you stay on the screen.
- When sending a fleet you now see the resource bar of the colony the ships leave from, so you know what you have before choosing the cargo.
- In the Shipyard, when something is already on the slipway the button reads “Build ×3 more”, so it is clear that tapping again orders another batch on top of the one already there.
- Nearby pirate bases are now real targets: you can send a fleet and destroy them.
- On the planet screen, the colony name and your resources now stay pinned at the top: no more scrolling back up to check if you can afford something.
- On a system map, an asteroid that starts crossing while you are watching now shows up on its own, with no need to leave and come back.
- When you queue a building or replace a defence, the card now says it is already queued instead of repeating that you are short of resources.
- In Defences, the title and your resources now stay pinned at the top while you scroll, just like in Buildings.
- The game also stops re-fetching data for the systems and maps you left behind while you play elsewhere, and catches up in a single step when you go back to one.
- In Buildings, the title and your resources now stay pinned at the top while you scroll, so you can compare what you have with what each item costs.
- The background galaxies no longer cost smoothness: their gradients are prepared once instead of being rebuilt on every frame.
- When you order a building or a repair, the card now says it is already queued instead of letting you tap again and telling you that you lack resources.
- In the Shipyard, the title and the resource bar now stay pinned at the top, so you can scroll through the ship catalogue without losing sight of what you have.
- The game stops fetching data for colonies you are not looking at, so it responds faster the longer you play.
- In Research the title and your resource bar now stay put, so you can scroll the list without losing sight of what you have.
- Opening a colony while online now fetches its data once instead of twice, so it opens sooner.
- When you start researching, the card now says it is already queued straight away, instead of waiting for the screen to refresh.
- When you queue research, the card stops offering «Research» while the answer arrives, so it no longer looks as if nothing had been queued.
- The Research screen now shows your resource bar, like the others: you can see how you are doing without leaving it.
- The waiting screens now show distant galaxies in the background, small and different in every sky, with one showing its spiral arms.
- Buildings, Shipyard and Defences now show your resource bar: no more leaving the screen to check what you have.
- The research screen now shows the resources what you are researching actually costs, not just the account ones.
- The research screen now shows your planet's resources alongside Data and Axiom, so you can see at a glance whether you can afford the technology you want.
- The ship mission button now says where it takes you: "Shipyard", instead of promising to build.
- When you cannot afford something, you now see what you have next to what it costs: "120/300".
- If the game stops sending attack alerts, Settings now tells you, with a button to turn them back on.
- The Codex now has a card for every building: what it does, what it costs, what it needs and what it unlocks, before you build it.
- If you lose your last planet while a colony ship is still travelling, the world it founds becomes your capital again and you keep playing.
- When you come back and find out you were attacked, the ORACLE sheet now takes you straight to the reports.
- On the galaxy map, screen reader users can now open the card for their own system, their colonies and each of their fleets' destinations, without having to tap exactly on a dot.
- Systems are no longer still: every so often an asteroid crosses one trailing a wake, and each system has its own rate, so some skies are far busier than others.
- The back buttons in Buildings and Defences now look like buttons, with their own frame, instead of a bare arrow that read as dimmed text.
- The planet in a battle report now sharpens as soon as its detailed surface is ready, instead of keeping the quick version from the first moment.
- On the galaxy map, choosing a system now has the screen reader announce which one it is, with its coordinates and sector; the card used to open in silence.
- The galaxy bar is nearly as slim as before, so it covers less of the map even though its back button is now bigger.
- The larger rocks in a belt now leave a short trail along their orbit, so you can see which way they travel instead of them looking like dust stuck to the map.
- The screen reader now says which world the battle replay is showing, with its name and type.
- The back buttons are now visible: they have a frame like every other control, and the one in the galaxy is fully tappable, where before it was smaller than it should be.
- The back buttons now look like buttons: they have a frame and are easier to tap across the app.
- Planets now show their surface as soon as you open a system, so two different systems stop looking alike without having to zoom in.
- The Fleets list no longer hides one of your fleets as it is about to reach another system, and when opened from a planet it shows the ones that left that colony.
- A fleet nobody has identified is no longer drawn or announced as a Corvette: it shows as an unidentified contact, and when its origin is unknown no route is invented for it.
- When you send a fleet to a body in another system, that destination now appears selected and named in step 1 of the wizard instead of vanishing from the list.
- Each system's belts now take the colour of their own star, so two systems with different suns no longer show the same grey dust.
- Suns no longer all look the same size: a giant looks big and a dwarf looks small, and its glare still dies out before the first planet.
- The Fleets tile on the planet no longer says "No ships" while you have fleets travelling: it counts the ones in flight, using the same clock as the Fleets list.
- The Messages badge on the planet no longer hides one thing behind another: if you have both an unread report and a letter to answer, both counts are shown.
- The countdown to an incoming attack is no longer inflated after the phone has been asleep, and when the link cannot give a reliable time it no longer invents one.
- Claiming a mission reward that cannot be claimed now tells you why, instead of doing nothing.
- The build, upgrade, demolish, research and claim buttons no longer sit there thinking: they respond as soon as the game answers.
- With work already under way you can now tap another building: before, the planet swallowed the order in silence, and confirming a demolition demolished nothing.
- The "Watch the battle" button now also appears when your batteries defended you without any ships of yours there.
- A battle replay now takes place against a field of stars, and the fleets accelerate and brake as they arrive instead of sliding at a fixed speed.
- And the attacked world is drawn with its surface, atmosphere and rings instead of a flat coloured circle: it is the same planet you see when you land on it.
- The ORACLE summary now leads to your reports: if the sheet mentions a battle or a scouting run, tapping it opens the Reports tab.
- Battles between evenly matched fleets no longer end without losses: a damaged ship keeps firing to the end, so two equal fleets wipe each other out.
- When a battle leaves you no loot, the report now tells you why. Before, that line was simply missing.
- Ship counts — “20 Fighters · 12 Frigates” — now appear in your language. Until now they showed in Spanish in the other ten.
- Your planet’s Fleets tile now says “1 fleet in flight” when you have one out. It used to say “No ships”.
- The server no longer works out or stores what a message you write is about.