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Updates and Patch Notes
August 26, 2026 at 07:32 PM
Added the August 18 patch, a section for the announced workstation and warehouse changes, and refreshed the tracked known-issues table
SpaceCraft is an online, actively developed Early Access game, so it receives regular updates. This page collects the post-launch patches, the addition of Solo Offline Mode, the ongoing balancing work, and the developer’s stated near-term priorities. For what Early Access means for the game overall, see Early Access.
Patching began within days of the June 11, 2026 Early Access launch and has continued at a steady pace. The table below summarises the numbered patches and major additions through late August 2026.
Update | Date | Highlights |
|---|---|---|
v0.3.22077 | June 12, 2026 | Stability pass: fixed sound stutter and frame-rate drops when many ships share a system, several server crashes, a case where a ship could not be repaired while in debt, and interface issues such as missing friend names in the quadrant selection screen. |
v0.3.22127 | June 15, 2026 | Added missing localisation across all supported languages, widened the scanning range of the Crude Resource Detector, began logging rare finds in the in-game Encyclopedia, and fixed further crashes. |
v0.3.22243 | June 19, 2026 | Enabled ship repair at Base Shipyards, fixed a quadrant transfer that could lose progress, resolved ships being unable to land or take off, and improved server stability. |
v0.3.22300 | June 23, 2026 | Added Hologram decoration icons to the Base Building interface and fixed Solar Plants that did not always generate power when correctly oriented toward the sun. |
v0.3.22380 (Balancing Patch) | June 26, 2026 | First balancing pass: added a Retrieve Ship option to station Shipyards, raised the default base Footprint, cut the footprint cost of Solar Panels, lowered the cost of several higher-tier Permits and crafting recipes, and eased an early Corporation delivery mission. |
v0.3.22399 | June 26, 2026 | Fixed ships stuck on landing pads and a bug that prevented creating a character in Solo Offline Mode. |
v0.3.22491 | July 6, 2026 | Performance pass: added three DLSS upscaling quality options (Max Quality, Balanced, and Max Performance), fixed several memory leaks, and resolved a login error plus a bug that left ships unresponsive after logging back in while docked. |
v0.3.22655 | July 8, 2026 | Visual pass focused on the Space Module and base: LOD fixes and optimisations, new models for the Scanalyser Beta, micro-furnace, Factory, and Pathway Stand, Parallax Occlusion Mapping on some surfaces, reworked depleted-ore models, new robot-arm animations in the station Shipyard, and new decoration icons. |
Trade Nexus Hotfix | July 8, 2026 | Fixed a crash when accessing the Trade Nexus, the shared marketplace terminal. |
v0.3.22866 | July 21, 2026 | Reduced the Trade Nexus buying tax from 20% to 8%, added confirmation prompts for Respawn, Abandon Base, and Account Reset, added a Take All button to the Warehouse and Drone Dispatcher, and began showing maximum speed and acceleration in the Ship Editor with warnings for poorly designed ships. Also fixed numerous bugs, including drones that could stop working, ships stranded in orbit after respawning, and a Galaxy Map crash. |
Hotfix v0.3.22949 | July 22, 2026 | Fixed a bug that prevented respawns, and a bug that stopped some players from connecting to certain servers. |
v0.3.22978 | July 28, 2026 | Balancing and quality-of-life pass: increased Shuttle range by 1.5x and speed by 4x, raised Exploration XP from Gravite Fragments (5 to 10) and Gravite (10 to 20), made scanning a resource grant 5 XP per resource tier, all applied retroactively, allowed bus travel while in debt up to 100 SU, and moved the Space Base 101 onboarding quest much earlier. Also fixed experience no longer accruing at the current maximum level, the Recycler deleting ingredients instead of pausing, drone routes blocked by Recyclers, Shuttles stuck on over-capacity Corporation Storage, bases that were not abandoned correctly, and the Power Transmitter supplying free power. |
v0.3.23019 | July 29, 2026 | Fixed players becoming stuck after a Wanderback teleportation and a crash when setting a Cosmic route to an undiscovered system. Flagged a crash affecting DLSS users. |
v0.3.23424 | August 18, 2026 | Re-enabled quadrant transfers, which had been switched off since shortly after they were introduced in June. Also fixed a hardlock after a Wanderback teleportation, a crash when right-clicking unexplored star systems, and a hardlock that trapped players in Corporation ships after they were no longer part of the Corporation. |
Two weeks after launch, on June 26, 2026, the developer added Solo Offline Mode, one of the most-requested features. It lets you play the whole game entirely offline as a separate experience from the shared online galaxies. You switch to it from the menu under Options, then Change Region, then Offline Mode. Because it is not a persistent online world, systems that depend on other players, such as the shared marketplace and Corporation rankings, are turned off, and its saves are kept separate from multiplayer progression. For the full detail on how it differs from the online galaxies, see Corporations and Co-Op.
The June 26 balancing patch was described as the first of several. Its focus was the later game, which some players found too grindy: it increased the default base Footprint, reduced the footprint cost of common structures, and lowered the Credit cost of several higher-tier Permits, alongside cheaper recipes for some ship-part components. These are ongoing adjustments, so exact costs and limits continue to change between updates. See Base Building and Progression: Permits and Experience for the systems these changes affect.
On July 3, 2026 the developer shared its near-term priorities. Balancing remains a top focus, especially for the late game, along with continued bug fixing, stabilisation, and performance optimisation. The team also outlined quality-of-life work in progress: a crafting overhaul, described as Crafting 2.0, that adds crafting queues and the ability to craft multiple items in a single action; improved ways for players to find a Corporation and for Corporations to recruit members; and clearer in-game help and tips. Heavier roadmap features are planned to follow once these are addressed.
On August 21, 2026 the developer published a preview of work in progress on the Workshop and Smelter, a new storage building, and a set of quality-of-life changes. None of it has shipped yet. The newest build at the time of writing is still v0.3.23424 from three days earlier, so everything in this section describes what has been announced, not how the game currently behaves. Treat the specifics as subject to change until a patch note confirms them.
Issue | Status | Notes |
|---|---|---|
Crashes when DLSS is enabled | Fix on its way | Turning DLSS off avoids the crash until the fix lands. |
Shipyard tutorial will not confirm a Scanner installation | Investigating | Placing the Scanner module and confirming does not apply the change, and no error is shown, which blocks tutorial progress. |
Stuck inside the spaceship | Fix on its way | Restarting through Steam to pick up the latest build, then using the respawn option, clears it. |
Character or ship stuck, or falling through the ground | Fixed | The respawn option in the settings menu recovers a stuck character or ship. |
Solo Offline Mode server error | Fixed | Some players could not reach Offline Mode. |
The headline change is that the Workshop and Smelter would no longer require you to stand at the workstation until a progress bar fills. Production would continue after you walk away, and a queueing system would automatically produce the intermediate resources a recipe needs. Manual crafting would be capped at recipes taking under five minutes, with anything longer intended to run through base automation instead. The interface would list every resource a recipe requires and disable the craft button when one is missing.
The developer also set out three intended scales of production, framed around the fact that a persistent world keeps evolving while a player is offline.
Scale | Name | What it covers |
|---|---|---|
Scale 1 | Active crafting | Small batches produced manually in limited quantities. |
Scale 2 | Prepared Crafting | Specific batches queued before heading out on an expedition such as mining, exploration or hauling. |
Scale 3 | Idle Crafting | Background production that runs continuously at your base while you are away or offline. |
Alongside that, automated crafting times would come down and manual crafting times would go up slightly. The stated reason is that manual crafting had become more efficient than automation even for recipes meant to benefit from it, which undercut the value of building a production line at all.
Technology experience would move away from a per-base capacity cap. Under the announced system, individual items carry production milestones: produce a set number of a resource to reach a milestone and earn Technology experience, with higher milestones worth more. Once an item’s milestones are complete you would need to diversify into other production lines to keep earning. The developer says the current cap pushed players into dismantling and rebuilding bases to restore a higher gain rate, which was never the intent.
A new Advanced Warehouse would sit at Technology Tier 3, built from 40 Stainless Plate, 12 Structural Beam, 40 Concrete and 3 Microchip. Compared with the Basic Warehouse it would offer more of almost everything.
Property | Basic Warehouse | Advanced Warehouse |
|---|---|---|
Drone routes | 5 | 12 |
Storage capacity | 2,000 | 5,000 |
Reduced from 3 to 2 | 3 | |
Workshop connection | Not described | Direct, so workshops pull what they need automatically |
Resource limits | Not described | Custom per-resource limits, so a warehouse can be specialised |
A Personal Storage would also be added, letting you deposit loot at any station and reach it from every other station, and the Micro Furnace would get more storage capacity so it stays useful for longer before larger production buildings unlock.
The developer keeps a public hub listing the issues that affect a meaningful number of players, along with the current status of each and any workaround. The entries below were being tracked as of August 26, 2026 and change as fixes ship.
Issue | Status | Notes |
|---|---|---|
Crashes when DLSS is enabled | Fix on its way | Turning DLSS off avoids the crash until the fix lands. |
Quadrant transfers not behaving as expected | Fix on its way | Quadrant transfers were temporarily unavailable while the problem was addressed. |
Shipyard tutorial will not confirm a Scanner installation | Investigating | Placing the Scanner module and confirming does not apply the change, which blocks tutorial progress. |
Unable to reach your spaceship | Root cause identified | Some players cannot get back to their ship. |
Character or ship stuck, or falling through the ground | Fixed | The respawn option in the settings menu recovers a stuck character or ship. |
Stuck inside the spaceship | Fix on its way | Restarting through Steam to pick up the latest build, then respawning, clears it. |
Solo Offline Mode server error | Fixed | Some players could not reach Offline Mode. |
Issues resolved earlier in Early Access include a black screen affecting German players, the interface disappearing after a UI scale change, Russian text rendering as question marks, quadrant transfers losing progress, players unable to reach their spaceship, a battery charge underflow when removing every battery, and sound stuttering. Quadrant transfers came off the list entirely once the August 18, 2026 update turned the feature back on. Problems not on the hub can be reported with the in-game bug reporting tool.
Not every build gets its own announcement. Version v0.3.22769 has no patch note of its own and is known only from a later hotfix, which credits it with a fix for players who could not connect to certain servers. Expect small gaps like this between the numbered notes.
Because SpaceCraft is online and still in active development, this cadence of fixes and additions is expected to continue, and the developer maintains a public known-issues list that tracks the status of reported problems. See Getting Started to begin playing and Overview for a summary of the game’s systems.