Galactic logistics: freight routes can now cross between star systems through Warp Gates, hauling goods for a Warp Coil per trip.
Planets holding a Warp Gate or Ascension Spire are now marked in the solar-system view.
The current region (or system) name now shows in the top bar.
Changed
The Warp Gate is now a standalone structure that needs no power, air, crew, or airlocks, and only one can be built per system (the Ascension Spire, one per game).
Logistics reworked: create a route in one step, pick any colonized region across systems as an endpoint ("Sol: Earth"), cargo shows resource names, and removing a route now asks for confirmation.
The relic panel names the Lab upgrade each relic needs, and analysis upgrades and research now carry their relic's name.
The warp-trail tracker shows found relics in orange and analysed ones in green.
Smoother building visuals: colonists blend behind the fading roof as you zoom in, feature shadows are softer, the interior reveal is cleaner, and exteriors read better at a distance.
Fixed
Freight routes saved in one star system no longer jump to another when you reload.
The Warp Gate panel no longer shows a stray oxygen meter.
A batch of backlog bugs fixed (production-balance labels, 2x1 building proportions, and more).
The Earth Charter now ends with a final step: repay your founding debt to win full independence.
Future delivery contracts show the premium they pay over the market price, and always offer a contract for every goods tier you can produce.
Surveyed regions show their resource estimate on the solar-system map, and the relic panel gains a Codex shortcut.
Changed
Redesigned event banner under the top bar: a solid, colour-coded bar with a progress meter that also warns you about incoming deadlines (a tribute due soon, a delivery contract closing).
Bottom-bar alerts now point to the exact tab that needs you.
Solar-system region panels are all one uniform width.
Placing a building deselects the tool afterward (hold Shift to keep placing); low-power buildings are now clearly flagged.
Fixed
You can now plan freighter routes while paused.
Alien relics in other regions are reachable now, and older saves automatically re-place a relic that was stranded out of range.
Station cores no longer overlap large planets (Saturn), and you can build in regions where asteroids crowd the core's landing pads (Neptune).
The Warp Coil recipe unlocks properly once you decode the precursor gate tech.
The demolish confirmation window is centred.
A batch of backlog bugs fixed.
Balance
Gentler building upkeep with a grace period before spare-part shortages bite, slower colonist leveling, and tribute deadlines that lengthen as the demands get harder.
v0.3.0contentuibalance
Building upkeep, a new Codex & a fresh coat of paint
Added
A new Codex category in the Empire panel.
Building maintenance: buildings now use spare parts to keep running, supplied by a new spare-part factory.
New Megastructures build category for the warp gate, space elevator, and ascension spire.
A searchable, filterable SSNN news archive.
Changed
Sweeping art and interface refresh: modernized HUD, ware and building icons, framed panels, redesigned building interiors, and a new build menu.
UI/UX improvements to how the game's lore is presented and uncovered.
The Power build category is now Utilities (power and life support), and Erase has its own button on the build dock.
Power and oxygen readouts now show Used / Available.
Research cards redesigned with a clearer unlock button and locked / affordable states.
Buildings under construction now show only the build animation.
Updated the tutorial to cover the new mechanics.
Scroll down on the solar-system map to zoom out to the galaxy.
Fixed
Shuttles always land on a landing pad now, never in the middle of a building.
Smoother cursor while in erase mode.
A batch of backlog bugs fixed (stretched market icons, building placement overlaps, and more).
Balance
Ore distribution has been rebalanced within regions.
Softer building upkeep, and adjusted station and mine supply range.
v0.2.3contentbalancefixes
Surveyor anomalies, map panels & a balancing pass
Added
Region Surveyor anomalies: a completed remote survey flags an "abnormal signal" when a region hides an alien artefact, with a news alert.
A game menu button in the top bar, next to Help, on the region, solar-system, and galaxy views.
"Generating" meters in the building panel show a station core, reactor, or Life Support's live power and oxygen output.
Changed
Redesigned the solar-system and galaxy side panels into cleaner cards: a status badge, key stats, and the Station Core materials shown with resource icons when colonizing.
Colonizing a new region now also spends the Station Core's build materials, on top of the cash fee.
The Asteroid Belt is now open space: no central planet, and a denser field of smaller asteroids to mine.
Clearer building upgrade labels, larger alien artefacts on the map, and full station names across the menus.
Resource-balancing pass across ore yields, refined goods, and market prices.
Fixed
Fixed a crash when closing the radial build menu.
A region's last station core can no longer be demolished, so a colony can't be stranded.
A batch of backlog bugs fixed (overlapping asteroids, population counts, paused-map readouts, and more).
v0.2.2uicontentbalance
UI overhaul, future contracts & more stores
Added
Future delivery contracts: agree to sell a bulk quantity at a locked price, delivered within a maturity window.
Area-of-effect oxygen and energy: producers supply a radius around them.
Sunward is now on the Epic Games Store and itch.io.
Changed
A sweeping interface overhaul: a shared panel shell with a consistent depth language, redesigned Empire, Planet and Logistics panels, an angular HUD banner with inset stat tiles, and a polished radial build menu.
The market panel is merged into the Planet panel.
The build UI is now the radial menu.
Fixed
The tutorial re-aligned with the redesigned UI, plus a batch of backlog bugs.
Balance
Resource and research balancing passes.
v0.2.1contentuifixes
Display options & Space Elevator overhaul
Added
Display options: window mode, a resolution picker, smarter auto-scale, and a font-size accessibility setting.
A Charter tribute scenario.
Changed
Space Elevator overhaul.
Oxygen is now required everywhere, and freight can carry multiple resources per run.
Integrated building interiors and exteriors, elevator parts, and shadow art.
Fixed
Colonist behaviour fixes and a batch of backlog bugs.
v0.2.0contentui
Region Surveyor & alien artifacts
Added
The Region Surveyor: a building that scouts another region's raw ores and their concentration.
Alien artifacts with a paced discovery hook: scan to find one, send a probe to identify it, then decode it at a Lab.
Steam stats and stat-driven achievements.
Changed
The build tray became a collapsible drawer grouped by tier.
Modules are inset so the airlock corridors between them read clearly, with smoother sprites when zoomed.
A new game icon.
v0.1.2contentbalancefixes
Colonization, logistics & balance
Added
Colonize new regions: a fresh region starts empty and is settled by colonists relocated from an established colony.
Changed
Smarter logistics: shuttles no longer loop when no depot will take their cargo, and sellers keep exporting surplus above a keep target.
Housing shortfalls now drag crew morale instead of sitting at 100%.
Habitats show oxygen as a labeled bar and dim with a red symbol when unpressurized.
A global game-speed dial to slow the whole game down.
Fixed
Asteroid clumps never overlap or touch, in any region.
Balance
Tier-gated ores: the Earth belt is basics-only, so advanced ores need exploration.
Weight-based storage: each ware carries its own inventory cost.
Crew consumer-goods expectations scale with colony complexity.
v0.1.1uiperformance
Steam-ready & a big polish pass
Added
Steam integration: achievements and a release pipeline.
Changed
The build tray shows each building's resource, energy and manpower cost up front.
The Empire panel folds in Contracts and Objectives, and lists regions as collapsibles.
Clearer airlocks and station interiors, with the roof fading in and out instead of snapping.
Animated zoom transitions between the region, system-map and galaxy views.
Resource mentions across the panels now show an icon before the name.
Fixed
A batch of tutorial, save-slot and panel fixes.
Performance
Batched structure rendering to cut draw calls by around 78%, smoothing FPS on large stations.
v0.1.0content
Sunward — initial release
Added
Mine the asteroid belt, refine ore into goods, and sell them at the planet market.
Build a modular space station from cores, drills, refineries, sellers, habitats, life support and power.
Grow a colony: house, feed, pay and supply your crew as the station expands.
The Space Elevator, a planet-anchored trade wonder.
An in-game tutorial with inline keyboard-key hints, and procedural building art.
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