- 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.
Registro de alterações
Atualizações recentes do CozmoGame.
- 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.