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Version 2026.8.12 – Build your own spaceship 🚀

Writer: Marcel Dütscher
Marcel Dütscher
Aug 13
3 min read

August 13, 2026


Until now the game handed you your spaceship: finished, fixed, unchangeable. From this version on you lay a keel on a planet, build the hull up block by block — and at the end an inspection at the helm decides whether the thing is allowed to fly. And how it flies is whatever you built. 🚀


Lay a keel and start building. The new ship keel can go anywhere on a planet surface, no landing pad needed — it founds a construction site. You build the hull onto it, block by block, up to 15×15 blocks and 15 high. Doors become real doors, glass becomes windows, and everything you have learned about shapes and colours works here too. Half-built ships are safe: the site survives logging out, travelling to another world and coming back, and mining the last block off gives you your materials back. 🔨


The helm does the inspection. Pressing E at the new ship helm checks your build the way a shipwright would: big enough, exactly one helm, at least one engine, a door — and airtight. To test that, the air outside runs around your ship; if it finds a hole anywhere, the inspection fails and you know you still have a gap. Pass, and your build becomes your active ship, parked exactly where you built it. Launch as usual. 🛠️


It flies the way you built it. The hull takes as much punishment as you built hull, and speed and handling come out of engines versus weight: a light frame with plenty of thrust darts around, a brick with a single engine crawls. You can rebuild on foot any time — take the engine out and the launch check keeps you on the ground until you put one back. ⚡


And then there was the LAN evening. We played with several people in one world, and that dragged six bugs into the light at once: ghost ships that looked like a ship but were not one any more; other players freezing in mid-air; damage landing on the wrong hull; a landing that hung on "Reading landing pads…" forever; a world that still showed the old, long-since-mined blocks after you touched down; and landing pads being handed to someone else while you were still up there. All six are fixed. 🛰


Alt-tabbing no longer freezes the game. The client simply stopped running the moment the window lost focus — while the connection happily carried on and piled everything up. Ten seconds in a browser meant a frozen game and a mountain of catching up. Now the game keeps running in the background, and incoming data is spread across several frames instead of dumped in one go. On top of that: if you crash, you can get back in (before, your old session sat on the server for 22 minutes and blocked your own name), and mining sent every click twice — which is exactly where those blocks that vanished and reappeared came from. 🧊


The hotbar actions are findable now. Recolouring and reshaping straight from the hotbar arrived in the last update — it just never told anyone about itself. Now it shows up in the controls hint, a small key badge floats over the selected slot, and the menu itself has become a radial ring of four quarters. On a gamepad you open it by clicking the right stick, on a phone with a "…" button next to the hotbar. 🎯


And a few more annoyances gone: anyone opening a world through "Host Game" was reachable on port 31550 — but the join dialog said 31415, so joining quietly went nowhere. The dialog now names both ports. In the browser the game finally says the arcade worlds are full instead of just "didn't work" (and that singleplayer is always open). The hotbar's swap and colour panels were covering their own buttons — they are bigger now. And behind the scenes, moderation watches names more carefully, tells the operator what it catches, and reported images now actually reach a human. 🐛


Lay a keel. Build something ugly that flies. 🚀✨

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