Biomass can now be produced even without organic material.
This function is provided by the LSS101 block as part of the recycler.
Biorecycling of basic organic material C and corpses now produces ammonia.
Odyssea level 8–10 can also process organic material B.
The Master of Workshops card can be converted into Advanced Manufacturing.
The card now pays 60% of the global price instead of the regional price.
The payout is limited to a maximum of 50 million EXC.
Stations now allow individual blocks to be moved.
The colonist reproduction and aging system has been redesigned.
Changes include a new inheritance calculation, a different partner selection method, and more reliable aging calculations.
An option to restart the tutorial has been added to the game.
A process has been launched that automatically assigns zones to players who do not have one.
Contract packs obtained by completing tasks have been updated.
Cards are now more clearly divided by profession, and new specializations were added for Manufacturers and Collectors.
You can now set the minimum battery quality used for charging rigs.
If the system cannot find a suitable battery, charging can be performed manually.
Outspace now has a new official logo.
Cards obtained during the tutorial can no longer be exported, destroyed for morale, or converted into other cards.
Revision .52 fixes many bugs and improves overall game performance.
Signals now behave faster and more precisely, making them easier to locate.
Played cards are now displayed as full cards instead of just an image.
A new search engine has been added to the Source documentation.
It automatically indexes content, breaks phrases into tokens, and ranks results by relevance. It can also recognize whether the result is a game item or a documentation page.
Stations and ships now display the zone logo instead of the player logo.
Zone images support transparency and can be updated for better rendering.
Astronaut logs are now translated into the language in which the player has the game set.
The logs now have a new style resembling entries written by the ship’s AI.
The Quest card type has been renamed to Contract. This is only a name change; the game mechanic remains the same.
Hyperway has been redesigned again and now supports interstellar connections between systems.
Hyperways can now be up to 2 light-years long.
The energy calculation has been updated to be more realistic and now uses quadratic equations.
Raids have been completely redesigned to improve game performance.
They are now displayed sorted by time – the nearest at the top, followed by other targets within the same zone.
A bug in warp travel duration calculation has been fixed. Ship thrust no longer affects travel time.
Warp travel now takes the same time for the same distance; ship mass only affects the required energy.
After the fix, warp travel times have become shorter overall.
The new version improves the dynamics and smoothness of ship and object movement in space.
Fighters can now follow or defend other aircraft units.
On the bridge it is now possible to select even extremely small blocks on very large stations more precisely.
Panels such as production [W], crew [C], and cargo [L] no longer close or refresh when switching to the map and back.
These panels can now also be opened via keyboard shortcuts directly from the map.
When a ship or station is destroyed, a waypoint is automatically created at the location where it happened.
The TES calculation for crew now includes a bonus based on the astronaut’s level.
The /discord command has been added to the in-game chat and returns a link to the official Discord server.
If you want to quickly invite someone to Discord, you can simply use this command instead of explaining where to find the link.
I have updated autoGrabbing – pressing [G] now opens a selection of what to pick up. Pressing [G] again picks up everything as before.
Satellites that recharge rigs now display recharge timers and have numbers for easier identification. I also fixed a number of rendering issues related to this.


I added an option to set the percentage of experience contributed to the headquarters for each zone. The default value is 50 %.

The Envoy role has been renamed to Delegate – it’s just a name change.
When someone requests to join a zone, all DELEGATES and the FOUNDER receive a message. The applicant (CANDIDATE) also receives a message when accepted or rejected. A message is also sent if someone is removed from the zone.

Previous system:
New system:
I removed the delay when drawing cards from the deck.
I reworked the planet shaders – currently testing them. They should be faster, and I also added a sunset transition. Oh, and I made the clouds more three-dimensional (not sure why I didn’t think of it earlier).

You can now set what you want to automatically buy from other players. Anyone who places a matching offer on the station market will be instantly purchased – as long as you have $ in your station bank.
You can also automatically create sell offers from your buy orders. This allows your station to act as a fully automated trading post – earning profits while offering valuable services to other players.
I believe this mechanic opens a new way of playing for haulers.



I have added a new mechanic to the game: random locations. Over time, I will add more types and refine them to perfection.
Currently, you can discover:

Outspace continues to improve, this time in communication. A long-requested feature is here:
User Messages
We have been testing this for some time in a small group, and it seems to work well.
How it works:
I have also added details to player accounts, such as zone and specific permissions, to prevent someone from easily impersonating an admin.
Note: Messages give zone admins significant power, so use them responsibly.

I added a limit on the maximum utilized TES in spaceship module workstations (when selecting an astronaut at the minimum TES value, the "MAX" value is now displayed). It works so that the crew's TES value exceeding this limit is not counted. This applies to signal downloads, shooting, and all other activities related to the crew's TES.
I have made changes in many parts of the game to significantly simplify it:


Many new module types from the SCIOPLEX brand are now available on the market, designed for deep space exploration.

I have redesigned how the game handles card data and how cards are managed overall. The result is a change in how cards are sorted in the deck.
Not only can you now see how many of each card you have available in different places, but you can also quickly search through them. Additionally, the top section displays a list of the most used cards by each player for quick selection.

I have added the ability to place several cards into a quick access bar at the bottom of the screen. This keeps the cards readily available. If a card is not in your hand, clicking its icon will draw it from the deck and play it simultaneously (the morale cost remains the same as before).


I have added the final major game mechanism that affects the flow of biomass and organic material in the game.
Until now, organic material types A, B, C, and biomass were considered waste that players would often overlook. As you might guess, there was always a reason why these things existed from the start.
Organic material is generated by killing Evil units. The larger the unit, the more material, and the harder it is to kill, the rarer the material that drops. Until now, it was possible to refine materials and extract resources from them. This hasn’t changed.
One of these resources was biomass, which until now had no use. That has changed.
Now, every colonist that is born needs a certain amount of biomass, which they recycle throughout their life. This generates material that ensures their intake of nutrients and fluids. If the colonist does not have this amount, they cannot be born. If biomass is missing from the station, birth rates stop.
Don’t panic!
Biomass can be replaced by a less efficient resource – specifically, human remains. This means that if biomass is missing from the station but there are human remains in the cargo hold, colonists will start using them. The advantage of remains is that they are generated when older colonists die, so the population is relatively self-sustaining even without your presence. Logically, it cannot expand until the material is replenished on the station.
The consequences of missing biomass are similar to the effects of a full housing capacity on the station.
Organic material is now becoming a precious resource, which will be appreciated especially by those who produce it as a byproduct of their activities – especially the Slayers of Evil, traders, or gatherers!

The translation of this website into English has been completed. It currently contains about 80 pages of written text and many tools and simulators of game mechanics.
Each zone now has visible statistics of its members.
Previously, statistics were only available from the zone headquarters bridge, meaning only the owner of the station could see them, which was inconvenient. Now, anyone can browse the statistics by simply finding a zone and its member. The statistics also show members who have left or changed the zone.
This makes it easy to get an idea of a player’s quality, which can be a good argument for accepting them into the zone or for showing respect for this member.

I discovered that the server was rounding small numbers to fewer decimals, so the number 0.00015 became 0.002.
Why is this important? This difference is multiplied by the amount, for example, when storing regolith, where the volume is per kg. So, for several tons, the difference in volume in the warehouse is significant.
As a result, items in the warehouse may occupy up to 1/5 of their original volume.
Production slots can now be expanded, showing the location where it occurs.

I have added the ability for NPC stations to grow based on how players use them.
Each time a fee is paid at the station, the station gains evolutionary points and gradually expands. Its storage capacity increases, it offers better astronauts and robots for sale, and much more. More details about station evolution can be found at Corporation-Operated Stations
