Starlane is built in the open and mostly built from the signal board. Ideas from players are marked, with what shipping them paid.
A ship on day one
UA98
2026-10-03
Every new pilot starts flying a Skiff, lent by the dockmaster at their origin. You owe its price; anything you hold above 800 credits goes towards it until it is paid, and the arc's step is owning it outright. Pilots who started without one can take the loan from the dock.
Your first cargo shift takes two minutes and pays what the board says.
Jumps are quicker in your first few hours and ease back to normal by the end of the first evening. Fuel costs the same.
You can play before confirming your email. Confirming keeps your pilot past its first week and opens the player market, the signal board, the ambush and supporting.
Want to know when a wait is over? Account → Notifications can email you, at most once a day, when something finishes while you are away. Off unless you turn it on.
Leave whenever you like
UA97
2026-10-03
You can delete your account from Account, with your password and your callsign typed out. Your address, password and sign-ins are erased at once; your pilot's past stays in the universe under a retired name that leads back to nobody. It cannot be undone.
Signing up from a busy network no longer runs into a limit meant for one person.
Changed your mind about supporting? Any payment is refunded on request within 14 days, and a monthly one is cancelled in one click from your account.
Privacy, terms and refunds are written down and linked at the foot of every page. Updates should no longer take the game offline for a minute.
Build the ship nobody sells
UA96
2026-10-02
Rigel and Cygnus have shipyards. Hold a Shipwright's Charter and you can lay a keel there from a bill of parts you made at the bench or bought from other pilots — drawn from your hold and your locker at that station. The yard takes a day or so of real time, and the ship waits for you there.
Four of the bills are the big yard hulls, at about a tenth off list for the trouble. Two are hulls no yard sells at all: the Leviathan, a carrier with the biggest hold and the best bench in the game, and the Sovereign, the hardest thing to kill in the galaxy. The only way to own one is to build it, or buy it from somebody who did.
The goods prospecting turns up finally do something. Lay one in with the keel and the ship comes off the slip a refit up on one system.
Twenty-four new parts to make, a tenth field of research — Naval Architecture — and a *Built by* line on every ship that was made rather than bought. Every bill is listed at every station on /ship/yard, so you can plan one a long way from a yard. Pictures for the new parts and hulls are coming.
Take their guns apart, and plate your own hull
UA95
2026-10-02
When something jumps you, you can work its gun deck before you answer. Six capacitors in a ring: hit one and it goes dark, and half its charge jumps to each neighbour. Silence the whole ring in the fewest volleys and a fight or a run costs you 80% of the hull it would have.
It never decides who wins — that was settled before they showed up — and it never changes what they take. A bigger hostile has a longer deck. Leave it alone and the fight is exactly what it always was.
A full repair can be plated first. The damage shows as a patch of breached panels; a plate covers up to three that touch. Cover every breach in the fewest plates and the yard charges 80% of the bill for the same work.
Neither one can cost you more than not bothering. And a contact at a belt now says it is on the field, not holding the lane.
Everything you can carry has a picture
UA94
2026-10-02
Every good in the game has an icon now — the craft goods, components and consumables as well as the fifteen a station stocks. Ninety-four in all. They show beside the name in your locker and on the player market, which used to be a column of empty boxes for anything you had made.
Ship modules keep their own pictures, as before. Nothing about what anything costs, weighs or does has changed.