Starlane

What changed

Starlane is built in the open and mostly built from the signal board. Ideas from players are marked, with what shipping them paid.

A new look

UA73

2026-09-26

  • Every screen has been redrawn. The background is deep space with two faint clouds in it that stay put while the page scrolls, panels are glass over that rather than grey boxes on top of it, corners are square, and the blue is colder. The typeface is new too — one face for everything except the numbers, which stay in the same mono they were always set in.
  • Nothing about the game changed. Every screen holds what it held, every button does what it did, and no price, timer or rule moved. If something reads differently, it is the type and not the number.
  • Text is very slightly smaller throughout, which means a little less scrolling on a phone.

The refit list folds

UA72

2026-09-26

  • Your ship’s page has nine refit axes on it now, and on a phone they were most of the page. The list is folded shut behind a Refit heading that says how many of them still have a tier you can buy — tap it and it is all there, exactly as it was.

Things you open, and a gun that runs on xenon

UA71

2026-09-25

  • The smelter and the bench have a new kind of output: things that are spent rather than kept. Repair Nanites put twenty hull points back with no yard anywhere near you. Emergency Air ends a tow where it stands. A Ration Pack buys a scheduled service wherever you are, at the yard’s own price — it feeds the crew, it does not pay them.
  • They are in your hold and they have a Use button on your ship’s page. One unit, one effect, and it is gone — so a hauler on a long run is deciding whether to carry a canister the way they already decide whether to carry fuel.
  • If you are carrying a raided stack of one, that is the one that gets opened. Hot cargo only sells at a rim fence, and burning it through a repair is the better end for it.
  • Four more things to make below them: purified water, oxygen, a bio culture and nutrient paste, all out of the cheapest goods on the shelf.
  • And an Ion Cannon at weapon tier 5, cracked out of xenon — which the smelter will now pull from noble gas. It is the highest weapon anyone has been able to build.

Avionics, and the sensor suite you could never actually buy

UA70

2026-09-25

  • Every yard now fits avionics. Each rung takes a tenth off what autopilot charges over flying the route yourself — 1.5× with none, down to 1.2× at the third. Three rungs, and there is no fourth because it would not change a single lane on the map.
  • The Ferryman goes furthest, on its own. If you plot a route and walk away, that is the ship to do it in; the Picket and the Revenant get one rung, because a warship is flown rather than routed.
  • Every hull takes at least one, so this is a decision from your first evening rather than something that arrives with a bigger ship.
  • And an apology: the sensor suite has been buyable on the server since it shipped and there was no button for it, so nobody could. There is one now, on the same screen.

Fusion drives, and three new things to crack out of gas

UA69

2026-09-25

  • The smelter takes three more jobs: deuterium out of plain hydrogen, iridium stock out of platinoid fines, and tritium out of the deuterium you just made.
  • The bench takes two more: a thrust chamber and a magnetic nozzle, both of them mostly iridium.
  • And what they are for — a Fusion Drive I at engine tier 5 and a Fusion Drive II at 6, the two highest fittings anyone has been able to make. Six of the nine hulls can carry the first. Four can carry the second.
  • An engine tier shortens every jump, widens the tank and refills it faster, so these are worth more to a hauler than anything else on the shelf — and the yard will still sell you the tier outright if you would rather spend the credits than the week.
  • The drives sit at engineering 7 and 8. Nothing has ever needed either, and nothing above them exists yet.