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DEV LOG

Sharper Combat, Clearer Ships, Smoother Performance

A look at clearer ship visibility, richer impact effects, improved controls, and a faster asset-loading pipeline.

Sharper Combat, Clearer Ships, Smoother Performance

This update focuses on making the player easier to read during intense encounters, giving weapon impacts more character, and keeping asset delivery smooth from the main menu through later stages.

CLEARER SHIP VISIBILITY

Player ships are now 15% larger to improve visibility. Enemy ships have been separated from the player rendering scale and returned to their intended smaller size, so the player's ship stands out without changing the scale of the opposing fleet.

Low graphics quality now preserves the darker background appearance used by Medium and High. Contrast and hue immediately behind the player have also been improved so the ship does not blend into the environment.

A customizable animated locator effect provides another way to identify the player during crowded battles. Pilots can tune the effect to suit their preferred presentation.

IMPACT EFFECTS WITH A STRONGER IDENTITY

Armor impacts now produce polished white, gold, and orange flashes with sparks, fragments, and smoke. Shield impacts answer with cyan energy ripples, electrical arcs, and expanding rings.

These effects are drawn procedurally on the canvas and scale according to graphics quality. Effect pooling, particle limits, and quality-aware detail help prevent frame-time spikes, while the existing hit-image assets remain available as fallbacks.

PRELOADING WITHOUT STARTING OVER

Assets are now delivered through the CDN with safe local fallbacks. The current level begins preloading from the menu, with Stage 1 receiving priority, and loading screens reuse active preload work instead of restarting it.

Later stages and upcoming content continue preloading during gameplay, helping transitions feel more consistent while reducing avoidable origin-server traffic.

CONTROLS THAT FIT THE PLAYER

New control onboarding asks whether the player uses a trackpad or a mouse and keyboard. Optional automatic primary and secondary weapon firing lets trackpad players concentrate on aiming and dodging instead of repeatedly clicking.