
Updates
What has shipped, newest first. Perihel is in beta, so versions run v0.x.x — 1.0.0 is reserved for the finished game.
Current build
Versions are v0.MINOR.PATCH. A MINOR bump means a new system you can actually reach — landing, mining, claims, the market, comms, walking, sessions. A PATCH is everything shipped on top of one.
0.8.0 — latest
Perihel Arcade: free browser games at perihel.xyz/arcade, flown in your own ship.
- Perihel Arcade opens at perihel.xyz/arcade with two games, Pulse Run and Orbital Rush. They play in the browser on desktop and phone, with no wallet and no download. The old mini-game and race links lead there now, and the station’s Mini Games door opens the same arcade.
- Sign in and the arcade flies your own ship, Kestrels included, with their paint, decals, exhaust and wake trail. The lobby shows your pilot beside your ship, with your drone. Guests fly the showcase ship.
- The lobby shows Pulse Run’s top three pilots this week, and a star system rolled fresh on every visit by the game’s own planet generator.
- Ship models now download compressed, so ships appear sooner.
- On a phone held sideways, the open orbit sheet no longer covers the pilot switch, and a guest is asked to connect a wallet once, at the top of the sheet.
Earlier releases
Six new wake trails, plus paint and decals for your Kestrel.
- Ion Helix, Solar Flare, Frost Shard, Aurora Veil, Circuit Wake, and Event Horizon join the marketplace with matching icons and animated previews. Unlock them with earned Scrip as your Explorer rank grows, then equip them in the Hangar.
- Each trail follows your ship’s engine ports, including Kestrel NFT ships, and fades behind you as you fly. Your trail unlocks belong to your wallet and can be used across your fleet.
- Kestrel owners can now buy Bright paint (2,500 Scrip) for standard Kestrels and six decals (1,500 Scrip each) for standard and gold Kestrels in the marketplace. Each is a permanent unlock for your wallet: preview it in the Hangar, then Save it onto any compatible Kestrel you own. Other pilots see your paint and decals in flight, and restoring the original look is free. Your NFT itself and its artwork are never changed.
Kestrel chest purchases land more reliably.
- A chest purchase keeps being re-sent to the network until it lands or its time runs out, so a purchase the network dropped no longer ends in "expired before it landed". The same signed purchase can only ever land once, so nothing is charged twice.
- Chest purchases carry a slightly higher network priority fee (about 0.000006 SOL more), so they are picked up faster when Solana is busy.
Kestrel Fleet chests: 5,000 collectible spaceships, each one a Solana NFT that joins your fleet.
- Kestrel chests open in the Hangar. The collection holds 5,000 low-poly spaceships across 53 families, with one golden edition of each family. A chest costs 25,000 PERIHEL and holds one ship, revealed within seconds of the purchase.
- One wallet approval buys and opens a chest, for about 0.004 SOL in network and NFT fees. Each ship is an NFT in your wallet: transferable, and tradable on marketplaces such as Magic Eden.
- The Hangar shows the rarity tiers before you buy. The odds it shows are the ships still unallocated, so chests bought before yours can shift them before your draw.
- Of every 25,000 PERIHEL spent on a chest, 5,000 are burned.
Asteroid Commons replaces the Orbital Nexus: one shared station where pilots from every star system meet.
- Asteroid Commons is the new space station. It is one place shared by every system: wherever you fly from, you meet the pilots who are there, not just the ones in your own system.
- Every planet now has an orbital gate circling it. Fly up to a gate (or open it from the orbit view), pick a channel, and jump: you arrive just outside the station, in your current system. Each channel holds up to 64 pilots, and the list shows how many are in each before you jump.
- Land on the station to park your ship on the docking ring, where other pilots can see it, and walk the town on foot: the plaza, the shops and the other pilots. Return to orbit takes you back to your ship, just off the station.
- Visiting the station needs a connected wallet; as a guest, the gate asks you to connect first.
Into the cockpit faster: a first visit now downloads less than half as much before you can fly.
- Getting from perihel.xyz to the cockpit downloads far less: about 4.5 MB instead of 11.7 MB when you start at Barnard's Star on the console, and about 5 MB instead of 17 MB when you start at Sol on the classic HUD. Walking and companion models now load when you fly into landing or docking range, not before your first flight.
- Sol's planets open with lighter textures and switch to the full detail as you fly close, and the system map uses the lighter set too. Models and textures stay in your browser's cache for a day, so coming back is quicker.
- The Hangar has a new CHESTS tab (NFT SHIPS & CHESTS on the classic HUD) for the Kestrel fleet, NFT ships you will be able to fly. Chests are not on sale yet: the tab says CHESTS COMING SOON.
Visit other pilots' worlds: land and mine on deeded planets, with 10% of the ore going to the owner.
- Deeded planets are open to visitors. You can now land on another pilot's deeded planet, walk it and mine it, as long as it has been scanned, and so can guests without a wallet. All three planets at Barnard's Star are deeded, so a new guest on the console, who starts there, can touch down straight away. Sol's worlds stay closed, only stars inside the frontier are open, and a world still tied to a planet coin still asks you to hold that coin.
- 10% of what a visitor mines goes to the planet's owner, on every haul, rounded fairly: a small haul sometimes pays the owner a whole unit and sometimes none, and it always comes out at 10%. You see it before you start: the orbit card says "10% of what you mine goes to the owner", the LAND button reads DEEDED — 10% TO OWNER, and each haul shows the split, for example +9 IRON · 1 → OWNER. Mining your own planet is unchanged, with no cut.
- Own a deeded planet? Visitors' 10% lands in your cargo automatically, and you cannot switch it off. Visitors never use up your rocks: each pilot's ore runs out separately.
- Rare module drops: visitors get their own chance at each rock's module, separate from the owner's. It is one roll per rock every 16 to 24 hours, and it goes to the first visitor who breaks the rock. Any module you find is yours; the owner's cut is ore only.
- As a guest you can land and mine there too, but the ore is not kept: the hotbar says so. One tap and one signature connect a wallet; a new wallet carries on in orbit over the planet, and a wallet that has played before goes back to its own saved position. Land again to keep what you mine.
- Fabricator Cores: on a claimed planet, only its owner earns the Core. Visitors can still fight the horde, and the HUD says CORE GOES TO THIS WORLD'S OWNER. Anywhere, a Core now needs you to have actually landed on that world, and nothing beyond the frontier pays one.
- Fabricator Cores can no longer be traded between pilots or sold to the vendor: the Exchange will not list or sell them, and its SELL list shows them as NOT TRADEABLE. If you had Cores listed, DELIST them from MY LISTINGS to get them back.
Play straight away, no wallet needed: fly, land and walk on planets as a guest, and connect a wallet only when you want to keep what you find.
- With no wallet connected, PLAY NOW on perihel.xyz takes you straight into the game as a guest, with no choice screen first. As a guest you can fly, jump between systems and, new in this release, land and walk on Luna and on any world someone has already scanned and nobody has claimed. Claimed worlds stay their owners', and Sol's other worlds stay closed.
- Scanning, claiming and docking still need a wallet, and so does keeping what you mine: a guest can run the mining beam, but the ore is not banked, and the hotbar says so. Each of them now asks right where you are: a connect button that opens your wallet and asks for one signature, without leaving the game.
- Connect a brand-new wallet mid-flight and, once you have picked a callsign, you carry on from where you were: the same system and the same spot, or in orbit over the planet if you were walking on it. A wallet that has played before goes back to its own saved position.
- On desktop, the Next line at the top tells a new guest where to start: Land on a planet, no wallet needed. Once you have touched down, it asks for a wallet to place your first fabricator.
- Scrip can no longer be sold on the Exchange. Ore, modules and cosmetics still can, priced in PERIHEL or scrip. A scrip lot listed before this release shows NO LONGER SELLABLE in your listings; delist it to get the scrip back.
- Links to perihel.xyz now preview with the new share card: Fly. Claim. Own the world.
Pick a world from the new console and your ship flies itself there and orbits it, with your drone fabricator standing on the planet below.
- The new console is now the default at /play: a top bar showing where you are, your wallet and your ore; a dock along the bottom with Explore, Planets, Market, Fleet, Loadout and Settings; and panels that open over the game, which keeps going behind them. It stays up on foot and when docked, with ‹ Take off (‹ Undock at a station) at the top left. It is built to read at a glance: bigger, clearer text, chunky buttons, and one bright amber button on each card for its main action.
- The classic HUD is still one switch away, for now: Settings › Switch to the classic HUD, or open perihel.xyz/play?console=0. Your choice is remembered on that device, and the classic help (H) has SWITCH TO THE NEW CONSOLE for the way back. Links to perihel.xyz/simple now open /play.
- Where things are now: Comms in the top bar is chat, and Pilots beside it lists who is here and holds ghost mode. Your ore opens the cargo hold (so does I), Loadout › Pilot (U) has your callsign and rank (and your invite link once referrals open), your catalog is kept at the Orbital Nexus (L when docked), and H opens Settings with every key.
- Explore has two tabs, System map and Star map; the dock opens it on the System map, and Tab on the Star map. Jump to orbit on a world, or Jump to system on a star, sends your ship there by itself, and so do the Jump buttons in Planets and Open orbit in Fleet. Arriving at a world keeps you on the orbit view, your ship circling the planet: drag to turn it, scroll or pinch to zoom, and Recenter sets it back.
- The autopilot flies the ship: it circles a world it arrives at and holds position at a star. The flight keys stay locked until you press G or Manual flight to fly by hand, and G or Autopilot hands the ship back.
- In orbit, a card beside the planet offers Scan, Claim, Land and Fabricator ›, and says why when one is shut. If you have a drone fabricator on that world, its building stands on the planet below you, turning with it, and the card says how it is doing: "Your fabricator · Idle", with "open it to run" beside it and "1 drone" below. Fabricator ›, or a tap or click on the building, opens the planet view, where you build one on a world you own and watch its drone work. The drone works only while that view is open or you are on the ground there, which is why the card reads Idle from orbit.
- New pilots on the console start at Barnard's Star, six light-years from Sol and one jump away. Returning pilots keep their saved position, and the classic HUD still starts new pilots at Sol, where its guided training runs.
- If your sign-in has lapsed and you turn down the wallet when refining, crafting, equipping, jettisoning or buying in the loadout, the cargo hold or the station workshop, that one prompt is all you get: the game no longer asks again, up to twice more, on its own, and your fuel tank and the workshop no longer blank out.
- Phone: the console works with the phone held sideways. The flight controls appear only in manual flight, the orbit card is a sheet above the dock that folds to a one-line strip (tap it for its buttons), the hotbar on foot folds into a small strip, and Settings holds view rotation, full screen and photo mode, plus Pilots here once you are signed in.
Build a drone fabricator on a world you own and its drone mines the ore for you, on planets small enough to walk all the way round.
- Land on a world you own and a DRONE FABRICATOR panel offers to build one. Open the orbit view, pick a free plot (green is land; blue is sea, where the fabricator floats on a platform), turn it the way you want and build. Its drone flies out to the planet's ore and brings each load back to your cargo hold for as long as you stay on the planet, and you can pause it at any time. You can build one on each world you own, and it costs nothing.
- Planets are small whole worlds again rather than kilometres across: a common planet is 64 m in radius, about 400 m around, and an exotic one 96 m. Open space and stars hang overhead instead of a sky and fog, and the SCOUT-01 scooter and the scanner's minimap still come with every landing.
- An infested steel world now holds a single robot fabricator instead of several, as tough as all of them together. Destroying it pays one Fabricator Core, and it stands again about a day later.
- The galaxy has a frontier: only the systems within 50 light-years of Sol, about 1,000 of them, are open. Every star beyond it is still in the sky and on the star map, drawn dimmed and marked BEYOND THE FRONTIER, but you cannot jump to it, land, mine or claim there. The uncharted stars that filled the space between the real ones are gone. A ship saved beyond the frontier wakes up at Sol with a line saying why. Worlds you already own out there stay yours and can still be traded, and the catalog's WORLDS tab marks them BEYOND FRONTIER.
- If your sign-in has lapsed, the game's automatic fuel checks no longer ask your wallet to sign, neither on load nor every 30 seconds. Refining fuel, crafting and jumping still ask for a signature when they need one, as before.
- Phone: in photo mode with the view turned, a drag now orbits the camera the way you drag instead of tilting it.
Some planets are infested. Land, find the robot fabricators, fight the horde with an assault rifle, and strip a Fabricator Core from every factory you bring down.
- Steel worlds are infested: land on one and robot fabricators stand 60 to 110 m from your ship, each with a garrison of robots and more arriving while it stands. A compass strip at the top of the screen shows contacts and the fabricators; the goal is to destroy them all. The operators can infest other worlds or spare a steel one, so check the sky before you land.
- The robots have to see you first. Sentries stand guard and sweep a cone of vision, and they spot you only inside it with a clear line past ridges and buildings, so you can approach unseen. Being shot counts as being noticed. A robot that spots you pings and calls the others three seconds later unless you kill it first; then an alarm sounds and its garrison and every robot within 50 m come looking for where you were last seen. Recon bots call faster and further.
- Hotbar slot 3 is an assault rifle. Draw it and a health and ammo box appears: left mouse fires, R reloads, Q uses a stim, G calls a resupply. Drawing the rifle stows the laser or rod, and riding the scooter stows the rifle. Sentries will shoot you while you mine unarmed, and dying returns you to your ship with full health and your hold intact; the fabricators and robots stay exactly as you left them.
- Each fabricator you destroy pays one Fabricator Core, a new resource no beam can mine. Every A-tier module upgrade at the ship fabricator now needs one, they trade on the exchange, and the vendor never sells them. A felled fabricator stays a ruin for about a day, like a mined-out node, then stands again and pays again.
- Infested landings are not on phones yet: the rifle has no touch controls, so phone landings stay peaceful until it does.
The Iron Maw ambushes you in your fifth star system. Beat it for scrip, a shot at an A-rank module, and a Mini Maw of your own.
- Jump into your fifth distinct star system and the Iron Maw, a capital ship, drops out of the warp ahead of you. ENGAGE to fight or ESCAPE to break off: spool supercruise or boost past 500 km, and only then can you jump. It comes once per pilot: win, flee or lose, it never returns.
- Hold B to fire your blasters (left mouse with mouse flight locked; FIRE button on a phone). Six turrets, two shooting at a time; shots travel, so dodge them. Your shield regenerates after six seconds without a hit, and losing costs you nothing. Desktop flight gains a steering cursor: push it off centre to turn, hold right-click to look around.
- Sign in before the fight: rewards go to your wallet, and a guest win earns nothing. Victory pays 500 scrip and a one-in-ten chance at an A-rank module, delivered stowed. Your first win also grants Mini Maw for good: a miniature Iron Maw that mines beside you like RIG-7 and follows you on foot and on the scooter. Equip it from the Hangar. Rewards a full hold or the daily cap cannot take are held and collected on your next sign-in.
- Planets ride smoother: tree and flower shapes are built once per world and reused as new ground streams in, so the long hitches on slower devices are gone.
- Phone: the SCOUT-01 panel no longer covers the minimap, and your Explorer rank strip stays on screen on the surface.
Planets are now kilometres across, with a scooter to cross them and a scanner that maps as you go.
- Every landing now opens onto a world thousands of metres wide instead of a small ball. The ground streams in around you as you move, with fog at the edge of what has loaded, a sky overhead, and finer texture underfoot. Terra and oceanic worlds gained beaches along their coasts, deeper water offshore, and small lakes inland.
- A SCOUT-01 scooter waits at every landing. Call it, ride it at 30 km/h (35 with boost), and step off when you arrive; on a phone the controls sit in the bottom thumb zones. Steep climbs drain its power, downhill is always free, and it will not cross water it cannot ford. If the ground ahead is still loading it pauses and resumes on its own.
- Your scanner now surveys the terrain within 80 m as you walk or ride, and a round minimap shows what it has mapped this visit, unknown ground in black. Scanning still lights up ore and fishing water the way it did.
- Fishing needs at least a metre of water, so shoals only appear where a cast can reach them.
Bug fix for Pulse Run rankings.
- Bug fix.
An ARCADE opens on the Orbital Nexus: Pulse Run, a rhythm race down the Eclipse Causeway, with a scoreboard shared across every device.
- Dock at the Orbital Nexus and walk to the ARCADE on the concourse. It opens the mini-games terminal, and its first game is Pulse Run: a rhythm race down the Eclipse Causeway set to the First to Sol preview. Deflect the incoming bolts on the beat with SPACE, hold it through the green laser tunnels, bank into the lanes with A and D, and land six cues in each phase to expose the sentinel's core — then strike on gold. The beat light on the causeway tells you when; the cue crossing the line tells you what.
- Every completed run is ranked. Your score goes to the shared PULSE RUN board — WEEKLY, MONTHLY and ALL TIME — under your callsign, and your best stands wherever you sign in, so a run on the phone and a run on the desk count against the same standing. The board sits in the arcade and beside the briefing, and refreshes the moment a run is saved.
- The briefing is short on purpose: pick the soundtrack, hit START, play. There is nothing to calibrate and no name to type — the run carries the callsign you already fly under. EXIT sits at the bottom of the screen, and on a phone the controls live in the bottom thumb zones.
Land on a whole planet: walk it all the way round, swim its seas, and fish and mine on the world you flew to.
- A landing is a planet now, not a plot. Touch down and you stand on a small world you can walk all the way round — its continents, its coastlines and the colour of its sea are the ones you saw from orbit, so the water you walk into is the water you flew over. Lava worlds run rivers of the stuff that glows; acid worlds pool with acid. Rarer worlds are bigger: an exotic one is half as wide again as a common one.
- You can swim. Walk past the shallows into deep water and you float — treading water when you stand still, a front crawl when you push on, and a sprint with SHIFT or the stick at its rim. Magma and acid still refuse you past the shallows: step into them and the current carries you back to the last ground you stood on.
- Fishing came along for the ride: cast from any shore into the sea or a lake, and the shadows under the water are that world's own fish. The float stands upright on the water wherever it lands, and the fight, the catch and your tank work exactly as they did.
- Mining and the ore scan work on the curve. Rocks stand on the ground they grew from, the scan ring reaches the far side of the world before it fades, and the damage numbers rise off the rock you hit. Press [C] to lock the camera behind you as you walk, as before.
- The forest has been thinned so the trees no longer hide the ground — the flowers are as thick as ever. The world is built while the descent plays, and the cover lifts only once the forest is grown, so you never land on a bare ball with the trees popping in afterwards.
Fish in the water, a HALL OF FAME on every concourse, a proper first sign-in, and a friend who flies pays you.
- The water has fish in it. Every world with a sea rolls its own roster of species, and the shadows moving under the surface are the actual animals that live there — no two worlds share a fish. Equip the FISHING ROD from the hotbar on any walking surface, cast into real water, wait for the gold "!" on the float, then hold to keep the fish inside the bar while it fights. Land one and you can keep it — your tank holds a hundred — or let it go.
- Every Orbital Nexus has grown a HALL OF FAME door on the concourse. Five boards — EXPLORERS, RICHEST, LANDLORDS, MINERS and SURVEYORS — over WEEKLY, MONTHLY and ALL TIME, with your own standing pinned beneath the leaders. The weekly boards reset on a countdown, and a named event can run on top of them with its own banner.
- A new wallet's first sign-in is a welcome now, not a drop into the hangar: pick a ship from the twelve free hulls, dress your pilot, choose a callsign, and enter a referral code if a friend gave you one.
- Press [U] for your PILOT PROFILE: callsign, wallet, EXPLORER RANK, and your referral code with a copyable invite link. A pilot who signs up with your code gets the ENVOY drone, and so do you once they have flown for real. From then on their PERIHEL purchases pay you one percent of the price, up to a daily ceiling, taken from the treasury's half of the fee — the half that burns is untouched.
- Your astronaut has a new body. The NOVA suit is now the default on foot, with six visor colours for the HELMET and six accents for the BACKPACK; the CLASSIC suit is still in the wardrobe with its own colours. Press [B] on foot to change, and the outfit is saved to your wallet, so it follows you to your phone instead of staying with one browser.
- The hangar now has SHIP and ASTRONAUT tabs. ASTRONAUT puts your pilot on a turntable with the deployed drone flying beside them, plus a slot to equip or recall any drone you own. Drones draw their real icons everywhere, and the three on the shelf have proper names: RIG-7 (the free one), ZENITH and LUMEN.
- The JUMP TARGETS panel shows your tank as a gauge, and picking a target prices the jump before you commit — BURN 15 · LEAVES 72 — turning amber when the tank cannot cover it. The JUMP button greys out instead of arming a jump you cannot afford, and the star map prices the selection the same way in both views.
- Phones caught up on three fronts: the system map keeps its JUMP button on screen in landscape, so a phone can actually jump; the walking surface has a hold-to-jump JUMP button beside the SCAN and ORBIT cluster; and the Explorer rank strip runs along the bottom of the screen in flight, as it does on desktop.
Deed art renders again everywhere deeds are shown — Magic Eden included.
- Deed artwork is now served through perihel.xyz, so marketplace tiles that showed "image not found" heal as deeds are re-indexed. The art bytes themselves are untouched — minted art never changes.
A drone bay opens on the Trading Post counter, and the first thing out of it works for free.
- Stations now sell DRONES. The Trading Post counter has grown a DRONE BAY tab: buy one, deploy it from the hotbar, and it floats along beside you on the surface, lights on. A drone is bought once and is yours permanently — never consumed, never expires.
- Three are on the shelf. The SCOUT BOT is free — walk up and claim it — and its drill assist shortens the hold on every rock you cut by a fifth. The SENTINEL sweeps the ground for ore on its own every twelve seconds, so the trail of pings finds you rather than the other way round. The LANTERN doubles how fast the hand laser sheds its heat, so if you ever push the barrel to cut-out, the lockout is half as long.
- The tutorial got serious about phones. Each mission now draws a ring around the actual control it is asking you to press, the target star and the ore sweep are marked on both control schemes, and the mission card minimizes to a compact strip at the top of the screen instead of covering the middle of it.
- Docking is dependable again. Arriving at an Orbital Nexus could catch a bad handoff — a shutter lifting onto a world with no ship in it, a dock gate that deadlocked, a concourse that loaded with nobody standing on it. All three are fixed, and one missing prop model can no longer take a whole station interior down with it.
A workshop opens on every concourse, and the jump drive starts asking what you are running on.
- A FABRICATOR door has been fitted on the concourse of every Orbital Nexus. Walk up, press [E], and the workshop opens. It is the only place ship modules can be built, so a hold full of ore is now a reason to dock rather than something you haul around.
- Building a module is something you assemble rather than something you buy. Press ASSEMBLE on a recipe and it opens into a tree: the module hangs at the top, unfinished and dim, with a socket beneath it for every input it needs. Load them one at a time or all at once and watch the sockets light — the product only wakes when the last one is filled. A socket your hold cannot fill tells you how far short you are.
- Higher-rank recipes need a blueprint first, and the workshop sells them. The BLUEPRINTS tab lists every one in the game — not only the ones you could build today — with what the module actually does and which of your modules it will consume. A blueprint is bought once with scrip and is yours permanently: never consumed, never expires, never taken back.
- Hyperspace jumps now run on fuel. Your tank holds 100 units and a jump burns about one per light-year. Refine more from gas or ice — 30 of either with 10 iron makes a 40-unit cell — and cells can be refined from the ship as well as at a station, so being a long way out is never a trap. Underneath it all a reserve, at least one full jump's worth, quietly regenerates on its own, so a dry tank strands nobody for good.
- A-rank modules are in the table but not in reach: every one needs platinum or uranium, and the belts that carry those are not open yet. The workshop lists their blueprints so you can see the ladder, and refuses to sell them rather than take scrip for something nothing can build. They arrive when the belts do.
The station's two economies moved behind two different doors, and entering the game finally shows you it is loading.
- Entering the game no longer drops you on a black screen under a HUD full of dashes. A boot shutter now narrates the real work — catalog bytes streaming in, your saved position coming back, the system waking — and lifts only once the world in front of you is actually drawing frames, so the planet is there when it goes up.
- One sign-in now lasts until it expires. The wallet extension locking itself, a restored tab, or the adapter dropping out for a moment no longer costs you a fresh signature — only a real switch to a different wallet ends the session. A sign-in that genuinely fails now says so under the button instead of quietly doing nothing.
- The vendor door now opens the TRADING POST, which is the ore desk and the cosmetics storefront — both of them counters the station runs. MARKETPLACE keeps what pilots trade between themselves. Your scrip and PERIHEL balances sit in a YOU HOLD strip above the tabs either way, so the numbers are there before and after a trade without leaving the screen.
- All 35 ship modules carry authored device art in place of the old geometric glyph, and the mining toast now names the family it just handed you. The Orbital Nexus can be jumped to straight from the system map.
Every world has a twelve-glyph address now, and a gate is going up to read them.
- Every world carries a gate address — twelve sigils and the text form beside them — on its own page and in the system map's inspector, with a COPY button. Every deed ever minted gained one without being touched, so "come and see my world" is twelve glyphs in chat.
- A PORTAL door has been fitted on the concourse of every Orbital Nexus. Walk up, press [E], and the dial console opens: tap out an address on the sigil pad, or paste one somebody shared. The gate is not lit yet — a dial answers PORTAL OFFLINE — so for now the console is somewhere to learn the glyphs rather than somewhere to travel.
Liquid worlds that move underfoot, and a session only you can end.
- On foot, liquid terrain now lives: water ripples and catches the light, and magma seethes and glows without losing its measured heat.
- Signing out is something only you do now — the game ends your session when you press DISCONNECT, not when a wallet hiccup does.
- Dragging to look or fly no longer highlights stray text on the screen.
The deed collection goes by Perihel.
- The deed collection now introduces itself as Perihel, plain and simple — the name on the collection card that marketplaces read, matching the game it belongs to.
A camera that stays on your shoulder on foot, with a key to set it free.
- Walking a planet, the camera now stays locked behind you: A and D arc you into a turn, a look-drag re-aims where W carries you, and pressing C frees the camera — or locks it back — whenever you want it loose.
- On the top-down ship surface, hold right-click to peek ahead of your heading, and C toggles a free camera there too.
- Training keeps its sandbox honest: the wallet panel no longer appears mid-simulation.
- Behind the scenes, the server can now take a full census of every minted deed straight from the chain — bookkeeping that notices if a deed ever moves, thaws or vanishes — along with the tooling to repair the deed collection's storefront card and route its royalties to the treasury.
Wake trails behind your ship, a showroom to browse them in, and mining that pays what it shows.
- Twelve wake-trail exhausts are aboard — ribbons that hang in space where you flew, one per thruster port, replacing the engine flames: four animated wakes and eight solid colours. They go on sale for scrip in the marketplace's COSMETICS tab as the storefront opens its doors.
- The COSMETICS tab is now a showroom: a full-width preview of whatever you select — a plume on the turntable, a wake in flight — one CLAIM or BUY bar under it, the shelves as a browsable grid, and your scrip balance on the panel.
- Scroll to zoom the walk camera inside a docked station.
- A mined rock now breaks exactly when the haul lands in your hold, and mining beside another explorer pays reliably.
- The training coach's card can collapse out of the way mid-mission and come back when you want it.
- Signing in with a wallet now completes on Android Chrome via Mobile Wallet Adapter.
- On phones: the system and crew drawers open during training instead of sitting behind the lockout, and the Hangar, missions and every other console overlay no longer clip off the top of the screen.
Fixes: stand on the station floor, run in training, and land the moment a world is yours.
- Docking at an Orbital Nexus puts you on the concourse floor instead of a quarter of a metre under it, so the shops and the vendor counter are reachable on foot.
- Claiming a world now offers LAND straight away rather than up to half a minute later.
- In training: Shift runs, the claim step no longer asks you to hold tokens a sandbox cannot mint, and the survey hands straight over to the claim.
Stations you can walk into, a guided first flight, and other people on the ground beside you.
- Dock at an Orbital Nexus and walk its concourse on foot. Every system has one and it meets you at the jump point, so the hangar, catalog, marketplace and vendor counter are places you walk to rather than menus you open.
- New signed-in pilots get a guided training mission — a sandbox with real briefings that teaches flight, the maps, landing and mining before you touch the live galaxy.
- See other explorers standing on a planet with you, and watch them fire their mining lasers.
- A busy system now spawns a second channel instead of crowding one, and the HUD tells you which you are in.
- An Explorer rank bar in the HUD tracks the XP behind your progress.
- Every world has its own page at /b/<id> — a real link you can share, with the world's own art.
- Press [I] to open your inventory anywhere, and leave a surface with a BACK TO ORBIT button instead of hunting for the key.
The first tagged release — everything built so far, in one build you can point at.
- Fly a 6DOF ship through a hybrid Milky Way: ~110,000 real stars from the HYG catalogue plus roughly 29 million procedurally generated systems, with supercruise and hyperspace jumps.
- Land on planets and drive their surfaces, or get out and walk Luna and the voxel worlds on foot.
- Survey worlds, mine thirteen resources across seven families, and carry them as cargo.
- Claim a world to mint its deed as a Metaplex Core NFT on Solana.
- Sell to the vendor for scrip, trade player-to-player on the marketplace, and fit ship modules in the hangar.
- See and talk to other explorers in your system, with voice comms for holders.
- Sign in once and stay signed in — sessions survive refreshes, restarts and deploys.
- Play as a guest with no wallet at all: flight, jumps, both maps and the catalog.
- A menu with docs, a written tutorial and these release notes.
Before the first release
What shipped before there was a release pipeline. Dated rather than numbered — these landed before v0.1.0 was cut, and giving them version numbers after the fact would point at tags that never existed.
- 2026-08-18Moonbase and on-foot walking
Land on Luna and walk the moonbase concourse in third person. Voxel worlds take the palette and terrain the planet was already rolled with, so the ground matches the world seen from orbit, and you can mine on foot with a blaster rather than from the ship.
- 2026-08-17Voice comms and presence
Dedicated voice for holders, self-hosted on LiveKit, alongside live presence and system chat. Relay connect tickets stopped multiplayer asking for a signature every time, and full systems started handing out spectator slots instead of a flat refusal.
- 2026-08-15Scrip, the vendor and a player marketplace
Sell mined resources to the vendor for scrip, then trade resources and modules with other players. Ship modules ranked C through X, a hangar to fit them, and daily mint caps with a price floor so the currency cannot be farmed flat.
- 2026-08-12Claims and NFT deeds
Claiming a body mints a Metaplex Core deed on Solana, with generated art that is stored once and never re-rendered. Claim guardrails — release windows, budgets and a rarity gate — arrived with it, plus a catalog of every claimed world.
- 2026-07-31Mining and the thirteen-resource taxonomy
Mine surface nodes with the ship beam and carry the yield as cargo. Thirteen resources across seven silhouette families, each readable by shape before you are in range, and a finite hold that makes a full load a decision.
- 2026-07-25Planet landing
Landing drops you into a top-down surface built from the real planet you were orbiting — terrain, water and palette all following that world’s own recipe. Touch steering came with it, so landing works on a phone.
- 2026-06-30First flight
The beginning: a six-degree-of-freedom ship in a hybrid Milky Way, supercruise, hyperspace jumps between systems, and the two maps used to navigate them.