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Changelog

Every update to Sunward, newest first.

v0.3.2contentuifixes

Galactic Logistics

Added

  • 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).
v0.3.1contentfixesui

Independence, reachable relics & smoother expansion

Added

  • 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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