
Developer blog #3. 0.7.0 update plans
The Star Wrath closed beta testing is still underway, and we’ve received a lot of valuable suggestions from you during this time. Thanks to your feedback, we’re able to test game mechanics in a broad context, and your input helps us understand which changes truly make the game better.
After publishing the previous developer blog, we began active internal testing of update 0.6.0. Many mechanics were already in working order, and the tests revealed which ones truly make the gameplay more interesting and which ones require further work.
As a result, we decided not to release update 0.6.0 in its original form and to focus on developing the 0.7.0 update, which will combine the changes that passed internal testing and were adjusted based on your feedback.
Today, we’ll discuss the most important changes and what you can expect in the next update.

Abandoning complete block destructibility and module loss
We originally planned that after each battle the ship would return to the hangar with actual battle damage, and destroyed blocks would need to be repaired.
The idea of fully destructible blocks looked good on paper, but in practice we found that constantly repairing individual parts slowed down the gameplay too much. Instead of feeling like a dangerous space adventure, the experience started to revolve around repairs. We wanted to preserve both the ship-building aspect and the thrill of boldly exploring space within a single system. Our goal is for players to make interesting decisions between battles, rather than engage in routine ship repairs.
Therefore, we ultimately decided not to implement the structural parts damage system announced in the previous development diary. Additionally, we have abandoned the module loss mechanic. Starting with update 0.7.0, if you lose your ship in combat, you’ll only lose the resources collected during the battle.
That said, the game’s philosophy remains unchanged: the battles should be risky, and a successful return should bring a sense of victory and satisfaction. We will continue to seek solutions that enhance this feeling without overburdening the game with unnecessary micromanagement.

Return of the energy system
When the closed beta testing first began, the game used a fixed slot shipbuilding system, where each cabin limited the number of engines, weapons, and other modules that could be mounted on the ship. However, during testing and in player feedback, we frequently received requests to bring back the more flexible energy system that was used during the combat system testing phase.
We’ve decided to bring this format back in update 0.7.0, but in a modified and rebalanced form.
The total energy reserve will be the key limiting factor in building a ship, and the energy will be distributed among all the installed parts. At the same time, the mechanic has been adapted to the current version of the game to preserve the depth of customization and avoid the issues we encountered in its early implementation.
The return of the energy system will open up more opportunities for creating unique builds, allowing each player to tailor their ship to their own playstyle. We will closely monitor how the mechanic performs and make balance changes in future updates as needed.

Introduction of the in-game market
Update 0.7.0 will introduce the in-game market.
This is a new economic system feature that will allow players to trade resources, schematics, and consumable items obtained during battles.
The market will serve as a central hub where players can quickly assess the value of their loot and decide whether to sell it right away, save it for ship construction, or use it in production.

Dividing maps into PvP and PvE
During the closed beta testing, we received a lot of feedback from players with different playstyles. Some prefer a more leisurely, exploratory gameplay experience, but there are also those who like to test the strength of their ships as often as possible. Therefore, we decided to divide the maps based on gameplay type in update 0.7.0.
In the upcoming update, locations will be more clearly divided by gameplay type into PvE and PvE categories. This way, every player will be able to choose which mode to spend their time in, with a clear understanding of how it will affect their progression. However, the increased risks of competing against other players will still be offset by more valuable rewards, so direct player-versus-player combat will remain an important part of the game and account progression.
This division will create conditions for a comfortable learning experience while also providing the opportunity to test your shipbuilding and piloting skills in more challenging situations.

Progress reset
The progress reset we mentioned earlier is still in our plans.
It will be carried out as part of the transition to a new version of the economy and systems that are incompatible with the old data format. This is necessary to ensure the updated mechanics function correctly and to provide a level playing field for all players.
The reset is estimated to take place sometime in late July. The exact date will be announced closer to the release of update 0.7.0.
Please note that after the progress reset, you will still receive the contents of all packs you have purchased, including gold packs.

What’s next
The changes we discussed today are one of the reasons why we regularly collect your feedback on every update. Not every idea that looks good in development turns out to be a success in the actual game.
We continue to develop Star Wrath together with you, carefully analyzing statistics and listening to community feedback. Sometimes this means scrapping a previously planned mechanic if it doesn’t make the game better.
Thank you to everyone who shares their thoughts and helps us make these kinds of decisions. There are many more exciting changes ahead, which we’ll be sure to cover in future developer blog entries.

If you still have questions
We’re preparing the next “Questions for developers” in which we’ll answer your questions about the upcoming 0.7.0 update! Just post your question in the dedicated forum thread, and we’ll do our best to answer as many questions as possible in the next “Questions for developers”!