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Retrospective · Published November 4, 2026

Making the action easier to follow

A busy battle only works when you can see what you are doing and why it matters.

Making the action easier to follow

One useful piece of feedback on the trailer was that combat looked technical and hard to understand. I can see why. If a ship is sitting still while effects fill the screen, that does a poor job of showing what playing feels like.

We have been revisiting the footage with that in mind: clearer movement, more purposeful attacks, and co-op scenes where both players are visibly contributing. The action should help you understand the game.

Showing the choices

A thruster clip should show a ship using its thrusters. A shipbuilding clip should show a part being fitted. When two players take on a stronghold, you should be able to follow what each of them is doing.

The same feedback matters inside the game. I want people to spend their attention trying builds and getting into fights, without having to decipher everything on screen first.

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