- Expedition Bonuses: each system now shows how far it is from your nearest planet, and the list can be sorted by distance.
- Governor market: listings can now be sorted by level, potential or price.
Änderungsprotokoll
Aktuelle Aktualisierungen von CozmoGame.
- Collect Resources: a percentage selector applies to every selected planet, leaving the rest behind.
- Pirates: a pirate now stays in place around a third longer, and the smaller tiers gained the most.
- Planet list: the governor icon now shows that governor's name, level, potential and active modifiers.
- Collect and Distribute Resources: the Pathfinder can now be picked alongside the two cargo ships. It is faster over long distances, but carries less and costs much more fuel.
- Event - Free Academy Reset: while active, resetting one officer or your whole academy costs no Dark Matter.
- Leveling: missions raised from 59 to 75. The last ones are hard and made for the end game.
- Pirate attack slots reduced from 6 to 3.
- Academy: a new officer, the Admiral. It holds three pirate skills.
- New Admiral academy skill, Pirate Slot: +1 simultaneous pirate attack per level, up to 3.
- New Admiral academy skill, King's Signal: shows which galaxy the Pirate King is in. The system and position are not shown.
- New Admiral academy skill, Kingslayer: a chance to recover a commander when you destroy the Pirate King. +20% per level, certain at level 5. The commander is a Battleship, Battlecruiser, Reaper or Destroyer officer. Only the King drops one.
- New Scientist academy skill, Counter-Espionage: every espionage and deep spy mission against your planets is detected, and all attacking probes are destroyed.
- New Navigator academy skill, Governor Affinity: raises the chance of finding a governor on expeditions, up to +1% at level 5.
- Shipyard and Defense: typing an amount now shows what the whole order will cost and how long it will take, before you build.
- Alliances now have an Intelligence tab. It lists incoming attacks on your alliance members, so you can send an ACS Hold fleet to help. Your own incoming attacks are not listed, because the fleet bar already shows those.
- Intelligence Pacts have been removed. Almost nobody used them, and the one part worth keeping, seeing attacks on players you can help, is now the alliance Intelligence tab. Dark Matter already spent on a pact is not refunded.
- Phalanx Mastery now extends all three sensor phalanx ranges, not only the galaxy scan. Per level: +3 systems on the galaxy scan, +1 on the pirate map, +2 on the asteroid map. It no longer requires Jump Gate Mastery either, so Scan Precision 3 is enough to reach it, and it is now capped at level 5. Levels above 5 and points already spent on Jump Gate Mastery are kept as they are.
- Governors: a governor sitting in reserve can now be scrapped for 3,000 Dark Matter, the same as a commander. It must be off duty and not listed on the market, and its level and experience are lost.
- Asteroid mining: the Max buttons now count the ships you have already picked. Maxing one cargo type and then another used to load the second as if it were flying alone, so you sent far more ships than the trip could ever fill and paid the fuel for them. Each Max now fills only what is still missing.
- Event - Governor Experience Boost: while active, your governors gain experience faster from everything that finishes building on their planet. A governor still cannot pass its potential.
- Mobile: tapping a text field no longer zooms the page on iPhone and iPad. Every field in the game was small enough for iOS to zoom in on it, which then left the page off centre and forced you to pinch back out after each entry. Fields are slightly larger on phones and tablets now to prevent it. Nothing changes on desktop.
- Governors: a new officer you assign to one of your planets. It raises that planet's mine output and makes it more expensive to raid, and grows stronger from everything the planet builds. Found on expeditions.
- Leveling: three new levels reward a Governor, so your first one does not depend on an expedition roll.
- Spy reports now show the target's governor. Worth a look before a raid: one with Loot Reduction means you carry away less than the resources suggest.
- Expedition system bonuses: a new type raises the chance of finding a Governor, alongside the Commander one.
- Shipyard: the Solar Satellite now shows the energy it will actually produce on your planet. It was always displaying the base 30 and ignoring Energy Technology, so a well researched player was told 30 while receiving considerably more. The energy you were given was never wrong, only the number on the page. The detail window now shows the base value and your real value side by side, with a breakdown when you hover over it.
- Vacation mode: when something stops you from entering, the button is now greyed out with the reason written above it, instead of letting you press it and only then showing an error. Fleets still in flight, including ones on their way home, are the most common reason.
- Combat report comments now have the same tools as chat: translate any comment, report one that breaks the rules, and moderators can remove it. The bad word filter applies here as well.
- Posting a combat report comment now needs level 5, the same requirement chat and private messages already had. Reading comments is unaffected.
- Fleet: selecting a mission now brings the speed, cargo and flight details into view. They open below the mission buttons, and on a phone they landed under the fold, which made it easy to miss them and send a transport carrying nothing. Nothing moves if the block already fits on your screen.
- Fleet bar: incoming attacks on your planets now have a red background, so they stand out from your own attack fleets instead of looking identical to them.
- Expedition Bonuses: every bonus now has a send button that opens Multi-Expeditions with that system's coordinates already filled in.
- Leveling: the Diplomatic Network level no longer requires an active intelligence pact. Computer Technology 14 and alliance membership are enough.
- Spy reports: the list now remembers your last sort column and direction, so it is still there when you come back.
- Jump Gate: your saved fleet templates can be picked here as well now, filling the ship amounts in one go. Amounts higher than what the planet holds are trimmed down to what is there.
- Galaxy Density: a Pirates filter has been added alongside All planets and Active players.
- Expeditions: rewards now scale with the universe itself. A new maturity multiplier, shared by everyone in a universe and shown on the Multi-Expeditions page, rises on its own as the universe as a whole grows.
- Research: fixed a bug where queueing several EMP Technology levels at once only checked the energy requirement on the first one. Every queued level is now checked, so the queue stops at the last level your energy actually supports. Levels you already have are unaffected.
- Commanders: a commander's potential is no longer fixed for life. You can now raise it by 1 at a time with Dark Matter, straight from its card. The price is the current potential squared times 10, so early points are cheap and the top of the scale stays a long-term goal. Level and experience are untouched, only the ceiling moves.
- Overview: the Points figure now matches the highscore. It was showing a number 1,000 times too high. Only the display was wrong, your score and rank were always correct.
- Highscore: the Destroyed tab now has a Players column, so you can see at a glance how much of a score was earned against other players rather than against pirates and aliens.
- Pirate Map: pirates you already have an attack fleet on are now marked with a red border, the same cue used in your spy report list.
- Combat Simulator: the "Clear all units" button no longer wipes your commander levels. It now clears only ship and defense amounts, leaving commanders, research and your smart targeting choice in place, exactly like the clear button on a single row.
- Promote Game: your votes now count for your whole account instead of a single universe. Hit the daily target once and the Dark Matter is credited in full in every universe you have played in over the last 7 days. Voting a second time from another universe was never possible anyway, since the sites only accept one vote per player per day.
- Promote Game: the daily target is now 3 sites, up from 2, now that one day of voting can pay out in several universes.
- New players now start at a random location anywhere in the universe, instead of being packed into the first free spot in galaxy 1. Existing planets are not moved. You get fewer immediate neighbours, and the pirates and asteroids inside your Sensor Phalanx range are far less likely to be contested by someone else.
- Combat engine: a shield can no longer absorb a hit completely. This is the shield stat carried by every ship and every defense unit, not the Shield Dome. A shield absorbs at most 90% of any incoming hit, so some damage always reaches the hull. Previously, a side whose combined shields outweighed the incoming firepower took no damage at all, and a battle could run its full six rounds with nothing happening. Attacks already strong enough to break through are unaffected. Applies to both fleets and planetary defense.
- Defense: shield domes are no longer limited to one per planet, and they now work as a layer. While a single dome still stands, an attacking fleet cannot touch any of your other defenses; it has to break the domes first. Your ships are not covered, because they lift off to fight. The two domes are also no longer the same unit at two sizes: the Small Shield Dome stays the cheap bulk option, while the Large Shield Dome now costs 30,000 metal and 80,000 crystal for a far denser field. As before, domes deal no damage of their own and are not repaired after a battle, which now matters a great deal more: a dome wall is something you spend on before every fight rather than build once.
- Defense: stats and rapid fire have been reworked across the whole roster. Every defense unit now specializes against one class of ship, except the Rocket Launcher, which stays the generalist and carries the best raw stats for its price instead. A unit only shines when the incoming fleet is heavy in the class it hunts, so a wall built out of a single type is now easy to counter, while a well-built mixed wall destroys roughly twice as much of an attacking fleet as it used to. Costs are unchanged. The unit pages and the rapid fire table carry the new numbers, and the announcement lists every one of them before and after.
- Fleet: several ships have gained rapid fire against a defense they were previously helpless against. No ship class is shut out of attacking a defended planet any more, and the Bomber is no longer the only real answer to a wall. These changes barely affect a mixed wall. They exist to punish a wall built out of a single unit.
- Every ship and defense description has been rewritten from scratch. They are shorter, they are written in plain language, and they no longer repeat stat values or matchup lists you can already read off the unit page and the rapid fire table. All languages updated.
- Combat Simulator: the "From planet" button loads your Death Stars into an attacking fleet again. They were left out since 12.07.2026 on the grounds that they are too slow to attack with, but that is your call to make, not ours to decide for you. Espionage Probes, Solar Satellites, Colony Ships and Recyclers are still left out, and the defending side still loads everything.
- Academy: the Geologist skill Cargo Capacity is now Cargo Logistics, and also speeds up your cargo ships. It grants +7% cargo capacity per level, up from +5%, plus a new +10% speed per level. Both apply to Small and Large Cargo.
- Academy: Cargo Logistics and Storage Mastery swapped places in the Geologist tree. Cargo Logistics no longer requires Storage Mastery.
- Shipyard: fixed a bug where long ship and defense orders gradually slowed down while building. Nothing was ever lost and orders still finished on time, but the build rate now holds steady from start to finish. Applies to newly placed orders.
- Expeditions: a fleet made up only of Espionage Probes can no longer be sent. Probes fly almost instantly, so a probe-only expedition skipped the travel leg and cycled through expedition slots far faster than any real fleet. Adding any other ship to the fleet is enough.
- Expeditions: when a system bonus multiplied your find, the expedition report now shows that multiplier next to the amount.
- Expeditions: your expedition report now tells you how much of a find was left behind because your cargo hold was too small. Until now an overflowing find looked exactly like a small one.
- Expeditions: temporary bonuses now appear on random systems. Each one sits on a single system for about a day and multiplies one kind of expedition result there: how much of a resource or how many ships you find, or how often a particular result comes up.
- Expeditions: base reward values raised from 40-400 to 50-500, a 25% increase. The change applies to the underlying roll, so both resource and ship finds come out 25% higher at every Expedition Technology level.
- Expeditions: fixed a bug that left cargo-limited fleets with a partly empty hold on crystal and deuterium finds. Your ships now fill up whatever resource they bring back.
- Academy: the Navigator skill Remove Delay now turns the delays it removes into extra resource and ship finds. Before, they just turned into empty expeditions.
- Alien Invasion: the Simulate button on an incoming alien attack now fills in the alien's Weapons, Shielding and Armour. Alien combat technology is an exact copy of your own research levels, so simulations no longer understate the fight.
- Pirates can now be defended: any player can send an ACS Hold fleet to a pirate and fight on its side. Scan again before your attack lands — holding fleets show up in your spy report and on the Sensor Phalanx.
- The weakest pirates, marked (t), cannot be defended. They stay reserved as safe farming targets for new players.
- Universe chat and alliance chat messages can now be up to 500 characters, up from 250.
- Pirate hunting now has its own slot, the way expeditions and asteroid mining already do. You can run operations against up to 6 different pirates at the same time. Sending several waves at one pirate still costs a single slot, and the slot frees once all your fleets to it are home.
- The Fleet page now shows your asteroid mining and pirate attack slots next to fleet slots and expeditions, so every limit is visible at a glance.
- Fixed a bug in the parallel research queues: finding a research on an expedition, or learning one from a successful alien defense, could re-anchor an ongoing research in a different queue and inflate its remaining time. Affected queues have been repaired.
- Shipyard: past a certain level the Shipyard opens additional production lines. Ships and defenses that already build in under a second now roll out several per second instead of one, and every further level adds another, with no upper limit.
- Alliances can now hold up to 10 members, up from 7. The cap stays deliberately small so that no group can ever get big enough to be untouchable: even the strongest alliance stays small enough to be challenged.
- Combat reports now record Laser, Ion and Plasma technology levels alongside Weapons, Shielding and Armour.
- Pirate Map: you can now sort the list by coordinates or by distance.
- Commanders: the bar on each commander card is now a real experience bar, filling with the XP earned inside your current level. Hover or tap it for the exact figures. It previously showed your position on the whole climb to a commander's maximum potential, which barely moved between levels and overstated how far along you really were. Level and potential are still shown as the LVL and POT figures on the card.
- You can now see all in-game dates and times in your own timezone. Pick your timezone in Settings > Preferences, and timestamps across the game — the server clock, fleet arrival and return times, reports, notifications, event schedules, and more — will show in your local time. Everything is still stored in UTC behind the scenes; this only changes how times are displayed to you. Leave it on UTC to keep the old behavior.
- Research: you can now run several researches in parallel. Investing in Research Labs across your planets unlocks extra research queues, so a lab-heavy empire can advance multiple technologies at the same time. Choose which queue each research goes into from the research page.
- Research: the Interplanetary Research Network now compounds a +20% speed multiplier per level, up from +15%. At level 10 the network alone makes research about 6.2× faster (previously about 4.0×), and it keeps compounding at higher levels. The stronger boost applies to research you start from now on.
- Fleet Movements: recalling a fleet now shows the exact return time.
- Planet Relocation: after moving a colony, its Overview page now shows a live countdown of how long Attack and Harvest missions stay locked, so you no longer have to remember the wait or revisit the relocation page.
- Records: a new Asteroids tab shows who has the biggest single metal, crystal, and deuterium dig from asteroid mining, plus the highest mine level anyone has reached from a mining jackpot.
- Records: completed asteroid mining trips are now counted in the Missions tab.
- Pirate Map: when a Pirate King's fleet is destroyed, the "Pirate King active" warning now switches to a "Pirate King destroyed" notice, so you know it has been dealt with instead of the alert lingering while everyone keeps hunting it.
- Settings: a new preference lets you hide asteroid mining movements from the fleet movement bar, just like the existing option for expeditions. The Fleet Moves page still shows them and the mission counter keeps the full total.
- Asteroids: the list now sorts by distance by default, with options to sort by extractable amount or coordinates instead.
- Asteroids: each asteroid now shows its distance in systems and a signal-strength icon, like the pirate map.
- Asteroid mining reports can now be shared with another player or your whole alliance, just like combat, espionage and expedition reports.
- Commanders: you can now scrap an unwanted reserve commander to receive 3,000 Dark Matter, a guaranteed payout instead of just discarding it. Scrap from the Reserve page; active or listed commanders must be deactivated or unlisted first.
- Asteroids: finishing a mining trip now has a small chance to level up one of your mines for free (a random metal, crystal or deuterium mine on one of your colonies).
- Asteroids: new Geologist academy skill, Asteroid Slot, lets you run more mining fleets at once (up to 8 total).
- Asteroids: new Geologist academy skill, Mining Windfall, raises the chance of a free mine level-up.
- Alien Invasion: an attacking alien fleet now uses exactly your own weapons, shielding and armour research levels instead of scaling with the universe. Combined with the existing fleet-size cap, an alien can no longer out-tech you.
- New mechanic, Asteroids: ore deposits now drift through the universe waiting to be mined.
- New ship, the Prospector: a specialist mining vessel now required in every asteroid mining fleet. Bring one alongside your cargo ships, just as expeditions need a Pathfinder.
- New commander type, the Prospector: a non-combat commander whose level boosts your asteroid mining rate, so you extract ore faster (up to roughly double at max level).
- Prospector commanders gain experience from the ore they mine, advancing at most 5 levels per trip.
- Like other commanders, Prospectors are found on expeditions and can be traded on the commander market.
- New level, Asteroid Baron: mine five asteroids and claim a Prospector commander to speed up every future dig.
- Asteroids: Scanning an asteroid now costs 100 Dark Matter (was 200).
- Pirate Map: added a "Hide (t)" button that filters out the weakest (tiny) pirates, so you can focus on worthwhile targets.
- The number of pirates in a universe now scales with how busy it is — the more players active in the last few hours, the more pirate targets appear, so busier universes get proportionally more to farm. A minimum number is always kept, so pirates never dry up during quiet night hours.
- Alliance chat now has a translate button on every message — click it to translate a message into your game language, and click again to hide the translation.
- Direct messages now have a translate button on every message — click it to translate a message into your game language, and click again to hide the translation.
- Combat Simulator: the "From planet" button no longer loads Death Stars into your attacking fleet, since they are too slow to send on attacks (they are still included when you set up a defending fleet).
- Fixed: if you play in two universes, opening or closing the fleet movement bar in one universe no longer changes it in the other — each universe now remembers its own setting.
- Combat Simulator: click any ship or defense icon to instantly fill that row with how many you have on the current planet — a quick per-unit shortcut alongside the existing "From planet" button.
- Event — Commander Experience Boost: while active, all your commanders gain experience faster — combat commanders from battles, Pathfinders from expedition finds, and Recyclers from harvested debris. The per-battle and per-event level limits still apply.
- New Galaxy Density Map: a per-galaxy view of how crowded each region of the universe is, drawn as a histogram where taller, brighter bars mean more planets, with your own colonies marked on each galaxy so you can plan where to expand next.
- On the density map you can switch between all planets and active players only, see each galaxy's busiest band at a glance, and click any bar or one of your planets to jump straight to that spot in the galaxy view.
- The galaxy view now shows a small icon next to players in your alliance, on your friend list, or with an active intelligence pact, and the highscore highlights those players' rows in color — so you can spot friendlies at a glance.
- Fixed: when the Interplanetary Research Network finished, the next research already in your queue kept its old (slower) time instead of speeding up. It now recalculates correctly the moment the network completes, with no need to cancel and restart.
- Alien Invasion: attacks now aim at your least-defended planet (the one with the fewest ships, ignoring immobile solar satellites), so being offline usually costs you little or no fleet.
- Alien Invasion: an alien fleet is now capped to your own military strength — it can match your fleets and defenses but never exceeds them, so you are never hit by an unbeatable fleet.
- The "Diplomatic Network" level now requires 1 active intelligence pact instead of 3.
- The combat simulator now accepts research levels up to 50 (was 30), so you can accurately simulate high-tech opponents such as some pirates.
- The combat simulator's per-row clear button now only clears the unit count and keeps the commander level, so tweaking a fleet no longer wipes your commander setup.
- Espionage reports on pirate planets now show the pirate's age (how long it has been in orbit), so you can estimate how much longer it will stay before it leaves.
- Rule change: banned players can now be raided. A ban still locks the player out and freezes their empire (safe from attack and spying) for a short objection window of up to 2 days, so a mistaken ban can be appealed without losses. Bans of 2 days or shorter stay protected for their whole duration; for longer bans, once those first 2 days pass the empire leaves the freeze and can be attacked and spied for the rest of the ban.
- Universe chat now has a translate button on every message — click it to translate the message into your game language, and click again to hide the translation.
- The Empire page now has an Expand All / Collapse All button in the header, so you can fold or unfold every section at once instead of toggling them one by one.
- The Pathfinder commander from the "First Command" level now always has a maximum-level potential of at least 15, so this free commander is never a dud, and existing ones below the floor were upgraded retroactively.
- The Recycler commander from the "Recycler King" level now has the same guaranteed potential of at least 15, and existing ones below the floor were upgraded retroactively too.
- These floors apply only to earned leveling-reward commanders — lucky rolls can still go higher, and commanders found on expeditions keep their fully-random potential. Go check your commanders.
- The "Diplomatic Network" level now requires 3 active intelligence pacts instead of 4.
- Alliances can now hold up to 7 members (was 5).
- The public alliance page now shows each member's highscore points and home coordinates, with members ranked by points below the founder. The page was redesigned to match, and the same richer roster now appears on the members-only overview too.
- Wiki now has a search box — start typing to filter the topic list by name or keyword and jump straight to the page you need, instead of scanning the sidebar. Searching by what you want ("hide from phalanx", "farm resources") works too, not just exact page titles.
- Fixed a bug where players could farm the starter resources granted to new colonies by repeatedly colonizing and abandoning planets. Founding new colonies is now rate-limited; the caps are generous, so normal expansion is unaffected — only successful colonizations count, and using a colony ship to fleet-save is never restricted.
- Balance - Recycler moved to the Impulse Drive: recyclers are now much faster, scaling with your Impulse Drive research. They now require Impulse Drive 4 to build (instead of Combustion Drive 6), so every recycler you can build is faster than before.
- Balance - Large Cargo base speed increased from 7.500 to 8.500, keeping it a step ahead of the faster Recycler.
- Balance - Reaper rebalanced: cargo reduced from 10.000 to 2.500 and attack from 2.800 to 2.000. It remains a strong anti-capital striker, but is no longer an all-in-one looter, so bring cargo ships to haul the spoils home.
- Balance - Plasma Turret now resists Bomber rapid fire much better (reduced from 5x to 2x), so a Plasma wall holds its ground against bomber swarms.
- Balance - Ion Cannon gains rapid fire (2x) against Reapers.
- New commander type, the Recycler: a non-combat commander whose level boosts your recyclers' cargo capacity, so each recycler hauls more debris per harvest (up to roughly double at max level).
- Recycler commanders gain experience from the resources you recycle, advancing at most 5 levels per harvest.
- Like other commanders, Recyclers are found on expeditions and can be traded on the commander market.
- The Recycler King level now rewards a Recycler commander instead of a stack of recyclers.
- Pathfinder commanders now also gain experience from the value of ships they find on expeditions, not just resources, so they level from everything they bring home.
- Fixed a bug on the Distribute and Collect Resources pages where the fleet speed and selected planets could silently change after a send, causing the next fleet to launch at the wrong speed. The form now resets cleanly after every send.
- Espionage reports now also show how many Pathfinders you would need to haul the lootable resources, alongside Large and Small Cargo.
- Commander market: listings can now be sorted by current level, potential, or price (Dark Matter); the default remains newest-first.
- The Pirate King no longer triggers a universe-wide announcement when it spawns; hunt it down by scanning the galaxy and probing pirate planets.
- Pathfinder commanders reworked: a Pathfinder commander no longer adds a combat bonus. Instead, its level boosts your expedition rewards, for both resources and ship finds (for example, +30% at level 30), as long as a Pathfinder is in the fleet.
- Pathfinder commanders now gain experience from the resources you bring home on expeditions, rather than from combat.
- The old flat +10% Pathfinder expedition bonus has been replaced by this scaling commander bonus, so a higher-level Pathfinder commander is worth far more, while the Navigator academy bonus still stacks on top.
- The First Command level now grants a Pathfinder commander instead of a Cruiser one.
- Pirate King: now much smaller and spawns more often, so many more players can take it on.
- New Navigator academy skill, Commander Affinity: raise your chance of finding a commander on expeditions, up to +0.5% at level 5.
- Leveling: the ladder has grown from 50 to 55 levels, with new milestones across the early and mid game.
- New level, Merchant Dealings: make a resource exchange or scrap unwanted ships and defenses, and earn Dark Matter for it.
- New level, Commander Corps: push one of your commanders to level 10, or build a roster of two.
- New level, First Command: claim your first Commander, a Cruiser officer, so you can start using the new mechanic without waiting for a rare expedition find.
- New levels, Rising Power and Regional Power: early total-points checkpoints that reward your growing empire.
- Commanders, a brand new mechanic. A commander is an officer bound to a single ship type; while active, it boosts that ship type's attack, shield, and hull in combat. Find them on deep-space expeditions as a new rare outcome.
- New Commanders page with Active, Reserve, and Market tabs: activate one commander per ship type, keep spares in reserve, rename them, or list them for sale.
- Commander Market: trade commanders with other players for Dark Matter at a fixed price you set. Listings are anonymous and the trade is instant.
- Commanders are visible where it counts: your own combat reports, the combat simulator (type in levels to plan a fight), and spy reports (revealed alongside a target's fleet). A new Commanders wiki page covers all the details.
- Combat history no longer shows players' weapons, shielding, and armour technology levels, to avoid exposing them.
- Spy reports: added a Harvest button next to Attack, so you can send recyclers to the target in one click.
- Spy reports: filter your espionage reports by player or by exact target - click the funnel next to a name or coordinate, and clear it from the filter bar.
- Alliances: public profile pages added (info and member roster).
- Alliances: tags in the highscores, galaxy and search now open the alliance profile.
- Alliances: you can now apply to an alliance from its profile.
- Alliances: members-only Private Area added for founder notes (strategies, rules, target priorities).
- Alliances: description is now public; the Private Area is members-only.
- Galaxy: links to a planet now highlight its exact position when you arrive — from highscores, the empire view, fleet movements, reports and more. The highlight follows along as you browse a player's planets in the empire view.
- Alien Invasion: Successfully defend your planet against an Alien fleet and you now learn alien technology: one of your researches advances by a level.
- Alien Invasion: Aliens now only target players with at least 500 million total points.
- Alien Invasion: Fleets no longer include Death Stars, making them easier to hunt down.
- Alien Invasion: Your defenses are no longer permanently lost against Aliens - any defensive structures destroyed in the battle are now fully rebuilt afterwards.
- New Pirates page: see pirate planets within your Sensor Phalanx range, each with one-click spy and attack. Raise its level and settle new systems to reveal more.
- The Pirate King now fields a contingent of Death Stars, making it a much tougher fight to bring down.
- Resource Merchant now costs 3.000 Dark Matter per exchange (up from 2.000).
- Galaxy: the spy button no longer freezes when you have no free fleet slots or no probes — it now shows a clear message instead.
- Galaxy: a player's empire view now stays open as you jump between their planets, instead of closing after each one.
- Galaxy: the empire view can be dragged aside so it no longer covers planet activity times.
- Fleet page: hover any ship to see its effective speed and cargo capacity. Enter a quantity and the total cargo updates to match your selection.
- Buildings and Research pages now show the total queue time, like the Shipyard and Defense pages.
- Leveling: the four final levels (Ascendant to Singularity) are now reachable by total points alone — the top-rank requirement was removed, so any dedicated empire can complete the ladder.
- Alien Invasion, a new universe-wide event: at scheduled times, alien fleets attack random active planets. Destroy them and harvest the debris for profit; a large fleet may need ACS Hold allies to beat. You get advance warning (plus a push notification if enabled) so you can be ready to defend.
- Added a Simulate Combat button on incoming attacks in your fleet movements. It opens the combat simulator pre-filled with the attacking fleet, so you can decide whether to defend in one click.
- Added a Simulate Combat button on every fleet in a Sensor Phalanx scan. It opens the combat simulator pre-filled with that fleet, so you can plan an attack in one click.
- Fleet page now shows how many Small or Large Cargo are needed to carry all of a planet's resources — tap the count to load that many instantly.
- Mute players — block someone from sending you direct messages. Open the conversation and hit Mute in the header; unmute anytime.
- Easier number entry — type "k" for thousands (5k = 5.000) in any ship or quantity field, and large amounts now display grouped (1.000.000). Works across the shipyard, defense, jump gate, merchants, and the simulators.
- Share reports — send your combat, espionage, or expedition reports to another player or your whole alliance. Shared reports appear under Notifications > Communication > Shared, shown just like your own.
- Old notifications are now cleared automatically — anything older than a week is removed, except the ones you have favorited. No more manually clearing out stale reports.
- Deleting all notifications in a category now keeps your favorited ones — a starred combat report survives "Delete all" and can only be removed by deleting it directly.
- Push notifications implemented: get a heads-up about big game events on your phone or computer, even when CozmoGame is closed. Turn them on in Settings for a one-time Dark Matter reward.
- You can now manage your alliance while in Vacation Mode — accept or reject applications, kick or promote members, edit settings, transfer leadership, and more. Going on vacation no longer leaves your alliance unmanaged.
- New Cost Calculator on the Simulators page — add up the resource cost and build time of any mix of buildings, research, ships, and defense, with per-category and overall totals.
- Planet list now flags which of your planets are under attack — a pulsing red warning appears next to any planet with an incoming hostile fleet, with a count when there is more than one.
- Game announcements now have an Archive — past broadcasts (like a Pirate King sighting) stay readable under Notifications > Game > Archive instead of disappearing when they expire.
- New Flight Calculator — check flight time, fuel cost, and cargo for any route and fleet, at every speed step.
- Combat Simulator and Flight Calculator now live together on a new Simulators page.
- Resource Merchant and Scrap Merchant now live together on a new Merchants page, keeping the sidebar cleaner.
- Event — Shorter Expeditions: while active, expedition fleets complete their search at position 16 faster than usual. Academy bonuses (Navigator > Expedition Speed) apply on top and shorten it further. The fleet bar, fleet movements page, send dialog, and Sensor Phalanx scans all reflect the shortened time live.
- Combat Journal now includes your recycling activity, giving a fuller picture of each raid's true profit.
- Three new beginner-friendly wiki pages in the Getting Started section: Income Sources (the four ways to earn resources — mining, expeditions, pirate hunting, and raiding other players), Fleet Missions (how sending a fleet works, step by step, and what every mission type does), and Combat Basics (what actually happens when fleets fight — rounds, loot, debris, and who you are allowed to attack). Written for new players, but a useful refresher for veterans too.
- Balance — The Pirate King now appears about half as often — roughly once every two days instead of daily — making each sighting more of an event.
- Fixed a bug where finishing Energy Technology research did not immediately raise your planets' energy output — production could keep running at the old, lower energy level until some other change forced a recalculation. Energy now updates the moment the research completes (including when finished instantly with Dark Matter).
- New Combat Journal page — a profit-focused log of every battle you've fought. Filter by 7 / 30 / 90 / 365 days to see totals at a glance (combats, loot, destroyed, lost), the day-by-day breakdown, a Match-up Split panel comparing your record vs Players and vs Pirates, and tables of your Biggest and most Recent combats.
- Click any row in the Biggest or Recent Combats tables to open the full combat report right inside the page — no need to leave the journal.
- Ship detail modal now shows an Engine row listing the drive type (Combustion, Impulse, or Hyperspace) that powers each ship.
- Balance — Geologist academy buffed: Metal, Crystal, and Deuterium Extraction now give +7% production per level (was +3%), and Position Amplifier gives +2% per level (was +1%). Mining-focused players now have a much stronger reason to invest in Geologist.
- Balance — Navigator academy slightly nerfed: Resource Reward and Ship Reward now give +1% per level (was +2%). All other Navigator skills (Expedition Slot, Speed, Dark Matter Reward, etc.) are unchanged.
- Balance — Pirate scaling small buff: pirate fleets are now slightly larger and yield more loot, reflecting the higher effort pirate hunting takes compared to expeditions and mining.
- Event — Loot Boost: while active, victorious attackers loot a higher percentage of the defender's planet resources, regardless of looting technology level. The standard maximum loot ceiling still applies.
- Introduced Universe Events — short, server-wide modifiers that change how the game plays for a limited window. Admins schedule them in advance; every player can see what is live and what is coming up.
- New Events page lists every active, scheduled, and past event for your universe, with live countdowns and a click-to-expand body explaining what each event changes.
- Event — Expedition Dark Matter Bonus: while active, the base Dark Matter rolled from expedition finds is multiplied. Academy bonuses (Navigator > Dark Matter Reward) are added on top and are not affected by the multiplier.
- Event — Debris Boost (fleet): while active, ship debris from combat is collected at a higher percentage of destroyed fleet value. Defense debris is unaffected. The combat simulator also reflects the active rate.
- New Settings → Preferences option for the fleet movement bar: choose whether it remembers its last open/closed state across pages (Auto, default), Always closed, or Always opened.
- Combat Simulator: new × button on each ship and defense row to clear that input, plus a global eraser button per side that wipes all units in the active tab.
- Galaxy view now shows a small green arrow on debris fields where your recyclers are inbound — see at a glance which fields already have a fleet on the way.
- Combat: fixed damage distribution so a 1-unit decoy stack no longer absorbs a disproportionate share of attacker firepower against a much larger defending fleet.
- Tiny pirates now show a dim "(t)" badge next to their name in galaxy view, and a lot more of them spawn. Counts of the other tiers (small, medium, heavy, legendary) are unchanged — new players always have plenty of weak targets to farm, while experienced players can skip the dimmed row at a glance without spending a probe.
- Renamed Newbie Protection to Military Protection. Comparison is now based purely on military points (built ships + defenses) — overall progress (economy + research) no longer counts. A peaceful miner with a huge empire but a small fleet stays protected from much-larger fleeters, even if their total points are higher.
- Galaxy view player-name colors now reflect military strength specifically: red = much stronger military, green = much weaker military, purple = forfeited.
- Combat Simulator now has a Send Attack button — carries your selected ships (and the target coordinates, when launched from a spy report) over to the Fleet page, so you don't have to re-pick everything.
- All cancel and destructive confirmations (cancel research, cancel build, kick member, delete template, etc.) now use our in-game confirmation modal instead of the browser's native dialog.
- Death Star rebalanced — attack, hull, and rapid fire values all reduced. Capital-class counters (Battlecruiser, Battleship, Bomber, Destroyer, Reaper) remain effective, while losses for small-ship swarms attacking a Death Star are now more proportionate.
- Combat Simulator now applies the Combat Analysis academy skill — previously it was ignored, under-reading debris by up to 5% at max academy.
- Pirate scaling reworked (nerfed).
- Galaxy view now color-codes debris fields.
- Galaxy view now shows available Espionage Probes and Recyclers on the active planet.
- Added Records page — per-universe leaderboards for buildings, research, missions, and expedition finds.
- Combat history now marks pirate combats with an icon and adds a filter button to hide/show them.
- Spy report list now supports column sorting (player, coords, fleet, defense, resources, activity, age).
- Debris field rate is now split: fleet losses and defense losses can drop different amounts, tuned per universe.
- Added search functionality to the game.
- Combat reports now show planet coordinates.
- Daily Statistics page now highlights top categories.
- Multi-Expeditions page now shows the maximum possible reward.
- Halved the Dark Matter cost to reset all academy skills.