// ship log

Updates.

Every player-facing change as it ships. Features, fixes and balance passes, logged the day they land.

ship-updates.log11 entries
20 jun 2026

Repair Dock: restore worn gear

Feature

The Repair Dock is open at the Core Station. Any module or component that has dropped below 100% durability — fitted to your ship, stored in the vault, or riding in your cargo — now shows up with its wear bar and the cost to make it whole. Repairs are paid in Credits, scaling with each item's value and how worn it is, so good gear costs something to keep running — but always less than buying a replacement. Fix items one at a time, or hit Repair All to clear the queue worst-first with whatever you can afford. Handy for when combat arrives and your gear starts taking hits.

19 jun 2026

Manufacturing & Blueprints at the Factory

Feature

The Factory's Manufacturing bay is open. Pick a blueprint, set how many runs to build, and the fabricator turns materials in station storage into finished components. You start out able to build Hull Plating; the fabricator works in its own slot beside refining, so you can smelt Iron and fabricate parts at the same time. It bills credits by the minute, so longer builds cost more, and each run drops its parts into station storage as it finishes. Other builds come from blueprints you find in the world: consume one to learn its recipe. Some teach it for good, others grant a set number of runs. The Recipes catalog lists what you know and what you've yet to discover, with the materials, time, cost, and where to find each one.

16 jun 2026

Refine Ore into Iron at the Factory

Feature

The Factory is open at the Core Station. Drop Ore into station storage and refine it into Iron over time: set a fixed amount, or run it until storage runs dry. Refining is free but lossy, with the Core refinery returning 65% of what you feed it, and a run keeps going after you undock and fly off. The Iron lands in station storage as each batch finishes, and your ship log notes when it's done. Iron is the metal behind repairs, gate-building, and trade. A History view tallies everything you've refined, and the Recipes catalog shows what the Factory can make. Crafting and player-built refineries come later.

13 jun 2026

The player market is open

Feature

A Market now sits in the top nav, reachable from anywhere and the only place in the void to buy and sell. A big Buy / Sell toggle keeps it simple: buy at the best price, or sell straight from your Core Station storage, in one tap. Search, categories, and sort handle the whole catalog, and each item opens a "Price ▾" drawer with the live order book when you'd rather name your own price and wait. Orders match at the best available price, with a 1% listing fee and 1% transaction tax. The NOC keeps the economy moving: it always buys Ore at a guaranteed floor and stocks basic starter gear, but players trade everything better between themselves. You sell from Core Station storage, and your buys deliver right back there. You can list an item only when it's fully repaired.

12 jun 2026

Redesigned flight console

Interface

We rebuilt the main play screen around Void Ward's own look. A navy mission-console frame replaces the old default styling: the sector viewport, ship command panel, skills, inventory and equipment, and the Ship Log now read as one HUD, topped by a bar that keeps your credits in view. Hover any skill or cargo item for its full detail.

Ship Log & action feedback

Feature

A new comms console sits below the viewport, with a Ship Log that records what happens to your ship: docking, mining starts and stops, level-ups. When something fails, the game now tells you why. A message flashes over the viewport ("No mining laser equipped", "Cargo hold full") and lands in the log for later. Chat channels join the console in a future update.

11 jun 2026

Far more ore in safe sectors

Balance

Safe sectors now hold roughly eight times more ore: twice as many resource nodes, each four times larger. Nodes start regenerating within the hour instead of refilling once a day, so there's something to mine even at peak times.

Skills & XP HUD

Feature

Your skills are now on screen: a new panel keeps your Mining, Combat, and Exploration levels in view. Hover a skill to see your exact XP and how much is left to the next level. Every gain pops up as floating +XP, and crossing a level sets off a celebration, all live with no refresh.

A new look for voidward.com

Improvement

We redesigned the landing page around the game's real look: a live sector-grid hero built from in-game sprites, a public build-status ledger showing what's shipped, in progress, and planned, and fresh screenshots from the current build. The Updates and Dev Blog pages now share the same look.

Smoother, more precise ship movement

Improvement

We overhauled ship movement: ships glide across the map instead of jumping tile to tile, travel times match your hull's speed, and action buttons like Dock and Mine appear the moment your ship arrives. Tile highlighting and clicks land where you point, even while the map is moving.

Depleted resource nodes

Feature

Resource nodes now show when you've mined them out. A tooltip and an on-screen notice tell you the moment a node runs dry, so you can move to a fresh deposit.