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Astro Arena // Patch notes

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Latest releasev0.74.0Last updated5 November 2026Release channelCommunity Edition
Update type

All updates

126 release entries

Live
v0.74.0
Platform

Monthly NFT claims and funded staking seasons

Review monthly NFT allocations and claim finalized months individually. Staking seasons have their own treasury and fixed rewards.

System
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Highlights

  • New holder periods use shared ledger checkpoints and owner finalization.
  • Eligible wallets can reserve a season place and sign a 30-day, 100 AAX self-escrow in Xaman.

Fixes

  • An open month no longer hides an older payout. Treasury receipts must prove the exact AAX delivered.

Known issues and checks

  • Real locks require an open funded season and issuer support for token escrow. Simulator positions earn no AAX.
Live
v0.73.0
Platform

Comic locations and stage direction

Set a panel on a new frontier, in orbit, or at a mission site. Choose framing, lighting and atmospheric effects for each shot.

System
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Highlights

  • Twelve original illustrations expand the library to eighteen locations.
  • Three new stories demonstrate wide shots, close-ups and scene effects.
Live
v0.72.0
Platform

Comic cast and Studio workspaces

Studio now opens with separate poster and comic workspaces. Direct a lead and a supporting actor in the same panel.

System
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Highlights

  • XRP, SGB, BTC and SEC Alien offer 30 illustrated poses across the cast.
  • Cast, Setting and Dialogue controls organize each panel. Three new starter stories feature the expanded crew.
Live
v0.71.0
Platform

XRP Astronaut comic maker

Make a one-to-six-panel comic with original illustrated XRP astronaut poses and lunar environments.

System
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Highlights

  • Eight editable stories include diner, greenhouse, battle and backstage adventures.
  • Duplicate and reorder panels, add dialogue and captions, then export a strip or numbered carousel.
Live
v0.70.0
Platform

Studio scene composer

Create versus posters and squad reveals with editable astronauts, battle cards and text layers.

System
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Highlights

  • Place up to eight additional layers and adjust their order, opacity, size and rotation.
  • Export a four-second camera loop in browsers that support video recording.
Live
v0.69.1
Platform

Editable Studio projects and duel invitations

Save revisions to an existing design, move editable projects between browsers and export a complete social kit.

System
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Highlights

  • Duel Invite adds a match poster template for Genesis Clash players.
  • Social kits now include an X post format and an optional caption file.

Fixes

  • Saving a project you already opened updates its existing slot.
Live
v0.69.0
Platform

Creator Studio and community bounties

Creator Studio shares the Arena navigation and visual style. Monthly AAX bounties reward verified ranked play and reviewed creator posts.

System
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Highlights

  • Campaigns specify an AAX amount, monthly deadline and limited places.
  • A validated XRPL receipt confirms each treasury payment.

Known issues and checks

  • Campaign availability depends on an owner opening a treasury-backed budget.
Live
v0.68.1
PlatformGenesis ClashRocket Rush

Welcome to Community Edition

The public experience now uses Community Edition branding.

System
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Highlights

  • Updated homepage, game hubs, mastery, help, anthem and current release labels.
  • Community feedback continues to guide updates. Guest access, gameplay and progression are unchanged.

Fixes

  • Past patch notes retain their original release terminology.

Known issues and checks

  • Existing gameplay limitations still apply; this wording update does not change feature availability.
Live
v0.68.0
Platform

Open community usability pass

Clearer public navigation, readable interface typography and more resilient guest onboarding.

SystemMobile
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Highlights

  • Public sections have shareable URLs and browser Back support. Direct links load their section data.
  • Pilot selection and sign-in have keyboard focus management, Escape dismissal and clear close controls.
  • Readable body and navigation type, larger mobile controls, search discovery files and recovery pages.
  • Guest storage restrictions no longer block pilot selection. Authenticated-only telemetry no longer runs for anonymous visitors. Ended-season labels are explicit.

Known issues and checks

  • Genesis Clash remains Open Alpha. Real wallet signing and third-party account authorization require the player's own identity.
  • This release does not establish a maximum supported concurrent player count.
Live
v0.67.2
Platform

Faster homepage scrolling

Homepage content is readable immediately, with lighter scroll effects.

SystemMobile
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Highlights

  • Removed delayed blur reveals and section parallax. Cached scene measurements replace repeated layout reads while scrolling.
  • Removed pointer-driven parallax and animated nebula blur; small screens and reduced-motion users get a static background.

Known issues and checks

  • Performance depends on device and browser. No gameplay rules or balances changed.
Live
v0.67.1
Platform

Creator Studio — Creative Workspace

Creator Studio now offers a complete composition workspace with four art directions and reusable projects.

SystemMobile
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Highlights

  • Cinematic, editorial, dossier and eclipse templates; five canvas formats; original AA astronauts and private local uploads.
  • Drag artwork and headlines, adjust scale, rotation, typography, colors and scenes, and undo or redo edits.
  • Save up to eight projects in this browser. Export standard or 2× PNGs, or a ZIP containing a square post, X header and story.

Known issues and checks

  • Saved projects are local to this browser. Clearing browser data removes them. Social-kit crops should be reviewed before posting.
  • Graphics do not certify NFT ownership. No AAX spending or NFT minting is involved.
Live
v0.67.0
Platform

Open Arena + AA Creator Studio

Explore Astro Arena without Open Alpha registration and create your own astronaut graphics.

System
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Highlights

  • Public browsing no longer requires alpha registration. Account, wallet and admin permissions remain in place.
  • AA Creator Studio exports personalized profile cards, X banners and square posts as PNGs, with official astronaut art or a local image.

Known issues and checks

  • Studio graphics are community creations, not NFT ownership certificates. Local uploads stay in your browser. Studio does not mint NFTs or spend AAX.
  • Genesis Clash remains in Open Alpha; existing gameplay limitations apply.
Foundation
v0.66.19
Platform

Anthem wallet-check repair

Repaired the wallet and funding checks that blocked the Anthem owner setup before the dedicated wallet was funded.

System
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Highlights

  • Wallet permissions and mint automation now use the same Mainnet verification service, with an additional public server fallback.

Fixes

  • Unfunded Clio accounts are checked against an exact validated ledger, even when the error response omits ledger details. An unfunded account remains ineligible to sign or authorize minting.

Known issues and checks

  • Funding, issuer approval and a real claim rehearsal are still required. This repair does not mint NFTs or open public claims.
Foundation
v0.66.18
Platform

Simpler Anthem launch setup

Anthem preparation now uses a fresh dedicated minting wallet with a clear funding, permission and minting sequence.

System
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Highlights

  • The owner can see the exact wallet address and a live funding target before activation. The original AA issuer and 5% royalty are retained.
  • A protected server wallet can handle the individual mints and free claim offers after issuer approval, without a separate signing-key permission request.

Fixes

  • The release wallet changes only when the exact saved preparation has no inventory, claims or automation activity. Existing media and locked release details remain intact.
  • Inactive-wallet estimates distinguish funding preparation from permission to sign. Signing still requires an active wallet, the expected key, issuer permission and the release limits.

Known issues and checks

  • The owner must fund the new wallet, approve minting, run the queue and complete a real claim rehearsal. This deployment does not mint NFTs or open public claims.
  • The server controls the dedicated wallet. Keep only its release budget there; revoke issuer minting permission after the mint queue finishes.
Foundation
v0.66.17
Platform

Anthem signing compatibility fix

Fixed the hosted signing check that incorrectly reported an invalid key during Anthem setup.

System
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Highlights

  • The signing service now uses a hashing implementation supported by the hosting runtime. Existing wallet and key addresses are preserved.

Fixes

  • Server configuration errors tell the owner that no wallet action is needed.
  • Release checks now test actual signing in the hosting runtime with offline test keys.

Known issues and checks

  • This update does not approve wallet permissions, mint NFTs or open public claims. Owner approvals, funding and a real claim rehearsal remain required.
Foundation
v0.66.16
Platform

Anthem signing-key setup

The Anthem owner can authorize a separate protected signing key in Xaman without sharing a wallet recovery phrase.

System
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Highlights

  • Dedicated-wallet controls prepare one-time key authorization, revocation and recovery of interrupted confirmations.
  • The supplied full video, cover and metadata were retrieved from IPFS and matched the prepared file hashes.

Fixes

  • Automation checks the current signing-key authorization and enabled master key before new signing. Existing unrelated keys are never replaced by this setup.
  • Owner copy now distinguishes Xaman permission approvals from automated mint and offer signing.

Known issues and checks

  • The protected server key is configured but still needs the owner's Xaman authorization. Its ledger permission is broad; Anthem transaction restrictions are enforced by application code.
  • Minting and public claims remain inactive. Issuer permission, funding, ongoing media pinning and a real wallet/device rehearsal are still required.
Foundation
v0.66.15
Platform

Anthem mint and claim queue

Owner controls now prepare automated Anthem minting and free wallet-specific claim offers, with live XRP funding estimates.

System
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Highlights

  • A saved transaction journal recovers interrupted submissions and limits the release to 589 verified inventory editions.
  • When automation is enabled, the claim page prepares the free offer while the visitor waits. The visitor accepts it in Xaman.

Fixes

  • Concurrent queue requests share one pending transaction. New signing stops when permission, funding, fee or transaction checks fail.
  • Expired Anthem offers can be cleaned up to release reserve, with at most ten outstanding offers and bounded retries.

Known issues and checks

  • The hosted signer is disabled until its protected credentials are configured. No NFTs were minted by this update.
  • Minting requires the owner page to remain open. Media checks, issuer authorization, funding and a real wallet rehearsal still need completion; public claims remain closed.
Foundation
v0.66.14
Platform

Anthem minter approval

The Anthem owner can approve the selected minting wallet through Xaman and verify its permission on Mainnet.

System
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Highlights

  • One issuer-wallet approval replaces the existing authorized minter. The page shows both addresses and explains the account-wide permission.
  • Interrupted returns can recover the signed transaction without another signature.

Fixes

  • Permission requests reject stale wallet settings, changed minters and unrelated account settings. Confirmation requires a successful validated transaction and the current ledger permission.

Known issues and checks

  • Publishing this update does not change wallet permissions. The issuer still needs to approve in Xaman. Automatic minting, file availability checks and the mint-and-claim rehearsal remain pending; public claims stay closed.
Foundation
v0.66.13
Platform

Anthem wallet checks

Owner controls now check the Anthem issuer and selected minting wallet against validated XRPL Mainnet data.

System
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Highlights

  • Read-only checks show account status, balances and existing authorized-minter conflicts.
  • The selected minting wallet is available in new preparations and can be loaded into an unlocked saved draft.

Fixes

  • Older releases without a separate distributor continue to use their original issuer wallet.

Known issues and checks

  • No wallet permission is changed by these checks. Automated signing, the existing minter conflict and the real mint-and-claim rehearsal still need resolution. Claims remain closed.
Foundation
v0.66.12
Platform

Anthem media linked

The supplied video, cover and shared metadata addresses are available in the Anthem release preparation.

System
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Highlights

  • The shared metadata address matches the exact prepared file for the 589-edition release.
  • Owners can load all three prepared addresses into an unlocked draft while preserving existing saved and locked release settings.

Fixes

  • Shared metadata downloads preserve the uploaded file’s exact formatting.

Known issues and checks

  • Claims remain closed. IPFS availability and playback, minting automation and a real wallet rehearsal still need verification. No NFTs were minted by this update.
Foundation
v0.66.11
Platform

A simpler Anthem edition

The free Anthem edition can use one shared metadata file for all 589 NFTs.

System
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Highlights

  • The release can be prepared with three hosted files: the video, cover and shared metadata.
  • Each NFT keeps its own on-chain identity. Shared metadata uses one title; Astro Arena claim numbers are separate references.

Fixes

  • Owner controls export an upload-ready metadata file and preserve existing numbered release settings.
  • Unsaved preparation changes must be saved before exporting or locking mint details.

Known issues and checks

  • Claims remain closed. Public IPFS playback, the remaining uploads, automated signing and a real mint-and-claim rehearsal still need completion. This update does not mint NFTs.
Foundation
v0.66.10
Platform

Anthem release preparation

The Anthem release can now keep the original AA issuer while using a separate minting and distribution wallet.

System
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Highlights

  • Owner controls display royalties as percentages and prepare the selected 5% resale royalty.
  • Mint exports, inventory checks and free-offer verification distinguish the NFT issuer from the wallet holding the editions.

Fixes

  • Media preparation checks now say when an IPFS address is provided, without claiming that the files have been pinned or tested.

Known issues and checks

  • Claims remain closed. Hosting, the dedicated wallet, automated signing and the real mint-and-claim rehearsal are still pending. No wallet permission or ledger transaction was submitted.
Live
v0.66.9
Platform

Watch the AA Anthem

The final Anonymous Astronauts music video is now available on the Anthem page.

SystemMobile
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Highlights

  • Watch the complete 2:51 video without connecting a wallet or registering for the Open Alpha.
  • Playback starts when you choose to watch, with 720p and 1080p streaming, inline phone controls and a retry option.

Fixes

  • The video is available independently of the NFT claim status. A frame from the final XRP performance previews the film.

Known issues and checks

  • NFT claims remain closed. IPFS pinning, reviewed mint settings, 589 minted editions and a successful wallet rehearsal are still required.
  • Automated media and route checks do not replace final phone and desktop playback review.
Foundation
v0.66.8
Platform

The AA Anthem · 589 Edition

A dedicated Anthem page and private release controls prepare the free music-video collectible.

SystemMobile
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Highlights

  • The public /anthem page features the real AA band artwork, clear claim status and mobile-friendly layout. Video loads only when you choose to watch.
  • Owner controls prepare 589 metadata records, verify minted NFTs and create wallet-specific 0 XRP offers through Xaman.
  • One reserved edition per wallet, persistent claim receipts and Mainnet transfer verification protect retries and interrupted signing.

Fixes

  • The Anthem is accessible without entering the Open Alpha. Release controls and wallet lists stay owner-only.

Known issues and checks

  • Claims remain closed. The final video, IPFS files, reviewed mint settings and minted inventory are still required.
  • Offer preparation is owner-approved, not automatic. Opening requires all 589 verified NFTs, a confirmed rehearsal transfer and a phone/desktop review. No NFTs were minted by this update.
Live
v0.66.7
Genesis Clash

Feel Every Hit

Combat feedback follows your actual Hero cards, with clearer damage, Shield and deployment readouts.

GameplayMobile
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Highlights

  • Directional attack trails connect the attacking and defending cards in Solo and Private Duels. Colours distinguish weapon families and signatures.
  • Separate HP and Shield changes show what each Hero lost or gained, including reserve damage, depleted Shields and knockouts. Health bars show a short damage trail.
  • Compact card and signature reveals keep the battle visible. The result screen shows your squad and their final status.

Fixes

  • Knockout feedback stays attached to the defeated Hero when a reserve takes over. Shield gains no longer appear as damage.
  • Effects expire, clear when the tab is hidden and do not replay when opening a match. Reduced motion retains the readable numbers without projectiles.

Known issues and checks

  • Presentation only: combat rules, balance and rewards are unchanged. Private Duel numbers reflect changes between received server updates.
  • Open Alpha continues. Browser visual checks, physical-phone and two-device multiplayer checks remain pending before beta.
Live
v0.66.6
Genesis Clash

Enter the Orbital Arena

A new orbital arena and a clearer Void Forge bring your real Hero cards to the centre of every battle.

GameplayMobile
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Highlights

  • Cinematic arena scenery, refined lighting and a cleaner squad, deck and launch flow.
  • Solo and Private Duels share a responsive battlefield with both active Heroes visible and separate crew rails.
  • A compact command dock groups Energy, your installed passive module, your hand and actions. Live Energy costs sit below card artwork.

Fixes

  • Flexible battle columns replace fixed minimum widths that could cut off the rival Hero.
  • Phone portrait and landscape layouts keep both reserve crews inspectable, with compact crew rows on short screens. Reduced motion removes decorative movement.

Known issues and checks

  • Combat rules, card stats, ownership and rewards are unchanged.
  • Open Alpha continues. Physical-device and two-device multiplayer visual checks remain required before beta.
Live
v0.66.5
Genesis ClashPlatform

Private Duel Rewards, Saved Together

Private Duels save both commanders’ results and rewards together, with automatic recovery after an interrupted save.

MultiplayerProgressionSystem
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Highlights

  • Commander, Card and Hero XP, Stars, Season Points and match stats now commit together for both players.
  • Finished rooms retry pending rewards when reopened. Repeated requests return the saved result without awarding it twice.
  • The result screen distinguishes confirmed rewards from a pending save and offers a retry button.

Fixes

  • The three rewarded duels per opponent per UTC day limit now holds during simultaneous finishes. Recovery uses the duel’s finish date.
  • Both commanders can reopen their existing invite, and rematches wait for reward confirmation.
  • Concurrent finishes preserve current Hangar totals and win streaks.

Known issues and checks

  • Reward amounts and combat rules are unchanged. Reload before playing to get the updated result screen.
  • Older duels with missing receipts require support review; historical partial rewards are not automatically repaired.
  • Open Alpha continues. Real two-device play and mobile testing remain required before beta.
Live
v0.66.4
PlatformGenesis ClashAstro RunnerMeteor Blaster

Rewards That Stay Saved

Mission, achievement, contract and crate rewards now save together and keep a receipt for safe retries.

ProgressionSystem
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Highlights

  • XP, Fuel, cosmetics and crate Shards commit together. A failed save rolls the whole reward back.
  • An interrupted claim can recover its original reward. Crates keep the same confirmed contents; a contract retry keeps the same cycle.
  • Reward requests retry one temporary failure automatically and offer Retry reward if confirmation is still missing.

Fixes

  • Crate buttons recover from network errors instead of staying stuck on Opening.
  • Simultaneous Fuel rewards use the current tank balance. Mission Fuel still requires enough free slots; crate Fuel still respects the cap.
  • Claims use the period shown on screen, so a retry across a reset cannot silently claim a new period.

Known issues and checks

  • Reload before claiming an Endless Contract; older tabs must send the displayed cycle number.
  • Receipts cover newly confirmed rewards. Historical partial saves are not automatically repaired.
  • Open Alpha continues; live wallet and physical-device testing remain open before beta.
Live
v0.66.3
Genesis ClashPlatform

Solo Results You Can Retry

Signed-in Solo battles now receive a server-issued match ID before launch and keep one saved reward receipt.

ProgressionSystem
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Highlights

  • Commander, Card and Hero XP save together once per Solo match. Retrying returns the same receipt, even after the original match window closes.
  • Retry save retries only an unconfirmed result. Repeated launches with the same request also reuse their original match and Fuel reservation.
  • The server records the squad, difficulty and unlocked card pool at launch. Results from another account, changed loadouts and locked cards are rejected.

Fixes

  • Parallel Solo wins share one daily bonus and keep the correct win streak.
  • Discarded cards no longer receive played-card XP. Generated unlocked cards and the installed Equipment remain eligible.
  • Solo card telemetry supports all 27 action cards, instead of truncating longer battles at seven.

Known issues and checks

  • Reload Astro Arena before starting a new battle. Older open tabs without a Solo match ID must reload before they can save new Hangar results.
  • New Solo results require at least 15 seconds and must first save within 45 minutes of launch. Confirmed results can always be retried.
  • Retry save keeps the current result screen; it does not resume an unfinished battle after a page reload.
  • Solo gameplay still uses client-reported telemetry. Full gameplay verification and physical-device testing remain open before beta.
Live
v0.66.2
PlatformGenesis ClashAstro RunnerMeteor Blaster

Safer Ranked Rewards

Wallet-ranked Genesis results now save Fuel and rewards together, with safe retries and clearer save confirmations.

ProgressionSystem
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Highlights

  • Genesis ranked Fuel, result and rewards commit together. A storage error rolls them back together.
  • A repeated ranked result returns its original reward without another Fuel charge. The battle screen retries one failed wallet save automatically.
  • Simultaneous ranked wins award the daily win bonus once. Parallel launches cannot reserve the same Fuel, and arcade launches respect active Genesis reservations.

Fixes

  • Arcade run creation and its Fuel charge now save together.
  • Fuel regeneration cannot overwrite a concurrent Fuel debit.
  • The result screen reports partial saves when only wallet or Hangar progression is confirmed.

Known issues and checks

  • Open Alpha continues. Solo gameplay telemetry still needs further server verification.
  • Hangar-only Solo saves do not yet have durable match receipts and are not automatically retried.
  • Physical-phone, wallet handoff and two-device multiplayer testing remain required before beta.
Live
v0.66.1
PlatformGenesis ClashAstro RunnerMeteor Blaster

Reliable Result Saving

Duplicate result submissions no longer award arcade scores or simultaneous Solo Hangar rewards twice.

ProgressionSystem
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Highlights

  • Arcade scores, XP and boss contributions now save together. A storage failure rolls back the award so the request can be retried safely.
  • Simultaneous Solo Hangar submissions share one database check before awarding Commander, Card and Hero XP.

Fixes

  • Malformed arcade telemetry is rejected without attempting to store invalid numeric values.
  • Arcade XP rounding and personal-best comparisons use the totals at the moment the result is saved.

Known issues and checks

  • Open Alpha continues. Physical-phone, wallet handoff and two-device multiplayer testing are still required before beta.
  • Solo results still include client-reported telemetry; these protections do not constitute server-authoritative gameplay verification.
Live
v0.66.0
Rocket Rush

Contact Has Consequences

Barrier scrapes and rival contact now carry a clear speed penalty.

GameplayBalance
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Highlights

  • Barrier contact removes 35% of current speed and limits speed to 55% of normal top speed while scraping. Rival contact removes 22% and limits both racers to 70% while touching.
  • Both contacts cancel active boost and unfinished drift charge, followed by a brief slowdown. Stored boost charges are kept. Contact messages confirm the penalty without repeating every frame.
  • AI and human racers use the same rules. New personal records and ghosts are separated from previous physics versions; older records are retained.

Known issues and checks

  • Reload both players before a friend race. Real-device visual and multiplayer playtesting remain pending.
Live
v0.65.0
Rocket Rush

Living Skies & Tunnel Atmosphere

Passing spacecraft and gentle lighting transitions bring more life to both circuits.

GameplayMobile
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Highlights

  • Cargo craft circle Orbital and mining craft patrol Lunar airspace, with engine glows and navigation lights. These are scenery, safely above the racing surface.
  • The observation and mining tunnels transition smoothly to softer sunlight; the Lunar quarry gains a subtle warmer haze. Tunnel guide strips now glow in distinct circuit colours.
  • Traffic reuses hosted models, with shared geometry and three drawing batches. Low quality reduces passing craft, visibility distance and animation frequency.
  • Pausing freezes the new scenery motion and lighting transitions. Reduced motion hides passing air traffic.

Known issues and checks

  • Browser preview remains unavailable in this session. Real-phone visual and frame-rate verification is still pending.
Live
v0.64.0
Rocket Rush

Station Architecture & Surface Detail

Textured station facades and scanned surface materials give the two circuits a stronger sense of place.

GameplayMobile
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Highlights

  • Quaternius structural columns and panelled walls form taller trackside galleries in two areas of each circuit, with their original textured materials preserved.
  • Orbital decking gains worn blue metal surfaces. Lunar terrain gains detailed dry gravel. Normal and roughness maps add surface relief and varied reflections on high quality.
  • Structures use instancing and distance culling; 512-pixel architectural textures and 1K surface textures are served locally. Low quality omits the terrain and deck normal/roughness maps from rendering.
  • Free CC0 assets are credited to Quaternius and Poly Haven. Existing AA pilots, controls and race rules are preserved.

Known issues and checks

  • Physical-device visual and frame-rate checks remain pending. This release does not add new circuits or collision obstacles.
Live
v0.63.0
Rocket Rush

Spaceports & Expedition Bases

Authored space scenery brings more activity and recognizable landmarks to both circuits.

GameplayMobile
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Highlights

  • Orbital gains cargo-port scenery with Kenney hangars, cargo spacecraft, rovers, generators and satellite dishes.
  • Lunar gains expedition-base scenery with round habitats, mining craft and crystal samples.
  • Cargo craft lift and descend, rovers patrol their base decks, and dishes scan. All scenery remains outside the racing surface and shortcut.
  • Selected CC0 models are hosted by Astro Arena. Static scenery is batched, distant bases are hidden, and low quality reduces animation frequency and draw distance.
  • Scenery credit: Kenney Space Kit, licensed CC0. Playable AA avatars and rocket handling are unchanged.

Known issues and checks

  • These are scenery improvements; imported models do not add new tracks or gameplay obstacles.
  • Real-device frame-rate and mobile visual checks remain pending.
Live
v0.62.0
Rocket Rush

Rocket Rush: Read the Road

Earlier course guidance and less unnecessary spectator animation work.

GameplayMobile
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Highlights

  • Advance cues show the distance to jumps, the mining laser and moving machinery, with open-lane directions. Incoming Seeker warnings take priority.
  • Shortcut entry and rejoin guidance works in solo and friend races for the correct player. Rejoin distance accounts for the shorter physical route.
  • Both circuits now share blue-white outside-corner markers; purple road markings identify the actual left-side shortcut entrance.
  • The physical starting gantry now uses the same three-light timing as the countdown display.
  • Distant robot spectators stop drawing and animating, with a shorter range on low quality. Stationary spectator bodies are uploaded once while nearby arms keep reacting.

Known issues and checks

  • Browser visual checks, rendered frame-rate measurements and physical two-device testing remain outstanding. No measured FPS increase is claimed.
Live
v0.61.0
Rocket Rush

Rocket Rush: Spaceport & Quarry

A larger architecture and presentation upgrade for both existing circuits.

GameplayMobile
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Highlights

  • Covered robot grandstands, a taller starting gantry and responsive track lights give each race a proper starting area. Robot spectators react to passing racers.
  • Orbital's dockyards gain landing pads, lifting cargo ships, moving cranes and a maintenance drone. The observation passage gains external station rings.
  • Lunar gains raised mining settlements and a trussed quarry crossing. Piers and underside bracing connect the elevated course to the terrain; the service shortcut gains its own supports.
  • Repeating deck panels, darker barriers, softer environmental lighting and separate lunar and orbital palettes replace uniformly bright surfaces.
  • Rockets gain clearer material separation, additional cockpit and engine connections, subtle acceleration pitch and landing compression. Original seated AA pilots and dedicated boost controls remain in use.
  • Boost pads and checkpoint markers brighten for nearby racers, including AI. Scenery uses shared materials, merged geometry and instanced spectators with reduced animation frequency on low quality.

Known issues and checks

  • The preview browser was blocked in this session. Desktop/mobile visual review, rendered frame-rate measurements and a live two-device friend race could not be completed.
  • Race simulation, vehicle geometry, camera framing and environment animation checks are automated; they do not replace real-device visual testing.
Live
v0.60.0
Rocket Rush

Rocket Rush: Living Circuits

Two distinct racing worlds, moving track machinery and a new lunar route.

GameplayMultiplayer
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Highlights

  • Lunar Extraction gets a wider crater route, tall canyon walls, rotating mining drills, circulating ore carts and a communications outpost. Lunar scenery now replaces the orbital station buildings.
  • Orbital Overdrive gains animated tracking solar panels and a timed cargo lock, alongside its docks, habitat and shuttle traffic.
  • Keep right at Orbital's cargo lock and left at Lunar's ore press. Amber signals warn for two seconds before machinery moves; an open lane stays available. Shields can block machine impacts.
  • Sector signs and red map markers identify the new hazards. AI pilots steer toward the open lanes using the same racing controls.
  • Current-layout records and ghosts are stored separately from previous versions. Previous runs are retained.

Known issues and checks

  • Reload both players' tabs before starting a friend race. Lunar Extraction remains a solo circuit.
  • Physical-phone visual and two-device playtesting remain pending; performance and presentation still need real-device feedback.
Live
v0.59.0
Rocket Rush

Rocket Rush: Boost on Your Terms

Store your drift boost, choose when to fire it, and read both circuits more clearly.

GameplayMobileMultiplayer
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Highlights

  • Release Drift to store your strongest charge, then press B or the dedicated Boost touch button. Items remain on Space / Use item; track boost pads stay automatic.
  • Circuit maps show the start line, boost pads, jump and shortcut, with the lunar laser marked. The garage previews each route.
  • Both tracks gain instanced edge lights and warning strips. Lunar asphalt and tunnel signs have their own identity.
  • Rockets gain moving airbrake flaps and nozzle-anchored exhaust. Original rigged AA pilots lean into steering and boost while keeping hands on their controls.
  • Solo and friend races share the new boost input and charge display. New-rule records and ghosts are separate from previous runs; older records are not deleted.

Known issues and checks

  • Reload both players' tabs before a friend race after this update.
  • Physical-phone visual and two-device testing remain pending. This is a focused polish pass, not a complete vehicle or map rebuild.
Live
v0.58.1
Platform

Patch notes by game

Find updates for each game or the wider Astro Arena platform in one archive.

System
Read full patch notes +

Highlights

  • Filter releases by Platform, Genesis Clash, Astro Runner, Meteor Blaster, Rocket Rush or Rift Fighters.
  • Every release shows its affected games. Shared updates appear under each relevant filter.
  • Gameplay, Balance, Multiplayer and other update-type filters remain available within each game.
Live
v0.58.0
Rocket Rush

Lunar Extraction & personal ghosts

Rocket Rush gains a second solo circuit and a personal time-trial replay.

GameplaySystem
Read full patch notes +

Highlights

  • Choose Lunar Extraction: lunar terrain, mining structures, a covered tunnel and a timed laser crossing.
  • Signed-in pilots can save their fastest complete time-trial ghost separately for each circuit and rocket.
  • Ghosts are translucent, non-colliding replays. Existing Orbital friend races remain available.

Known issues and checks

  • Ghosts support trials up to six minutes and are self-reported cosmetic replays, not verified rankings.
  • Physical mobile-device and multiplayer connection testing remain necessary.
Live
v0.57.1
Rocket Rush

Rocket Rush: Read the Race

Clearer race starts, incoming-weapon warnings and touch controls that fit your hands.

MobileGameplayMultiplayer
Read full patch notes +

Highlights

  • Touch settings now offer larger action buttons and right-thumb steering. These preferences stay on this device and apply to solo and friend races.
  • An incoming Seeker warning stays visible while a missile targets you, with its direction, distance and shield status. Actual weapon hits now tell the attacker whether the rival was hit or blocked with a shield.
  • Starting lights, nearby rival nameplates, distinct hit and shield-block sounds, and a finish banner make races easier to follow. The chase view looks slightly farther through corners at speed.

Known issues and checks

  • Physical-phone visual testing remains pending. Friend races remain experimental and unranked; relay support and reconnection are not included in this update.
Live
v0.57.0
Rocket Rush

Rocket Rush: Race a Friend

Private two-pilot races, proportional touch steering and clearer weapons on the Orbital circuit.

MultiplayerMobileGameplay
Read full patch notes +

Highlights

  • Experimental Race a friend mode: create a private invite, join from a second signed-in account, ready up and race against each other plus four AI pilots. Core pilots and all five rockets are available.
  • A thumb steering pad replaces the mobile left/right buttons. Drag farther for a tighter turn; braking, drifting and items support simultaneous touches.
  • Seekers have a bright directional trail. Mines show their arming state and gravity fields show their area. Seated pilots react to impacts, and outside-turn chevrons help read corners.

Known issues and checks

  • Online races are unranked and host-simulated: no Fuel cost, token rewards or saved records. Keep both tabs active; leaving or losing connection ends the race.
  • Direct peer connections may fail on restricted networks. Relay support, reconnects, host migration and physical two-device/mobile playtesting are not complete.
Live
v0.56.2
Rocket Rush

Rocket Rush: Feel the Boost

Brighter exhaust trails, drift sparks, clearer impacts and a calmer racing view.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Engines leave short exhaust trails. Drifting sparks change from blue to gold to pink as your boost charges, and the gauge now fills continuously.
  • Collisions and landings produce sparks and a deeper impact sound. Phase Shield has a translucent energy shell, and important collision messages stay readable when other events happen at once.
  • The chase camera keeps the complete rocket in view and follows corners more smoothly. Reduce camera motion in Settings to disable shake and speed-dependent zoom.
  • Phone instruments share a compact layout, with touch-specific drift instructions and visible button presses. Portrait instruments sit near the top, leaving the middle of the track clear.

Fixes

  • Visual effects freeze while paused. Particle effects reuse a fixed pool, with fewer particles on low graphics settings.

Known issues and checks

  • Browser visual playtesting and performance measurements on physical phones remain pending. Existing race rules, rocket statistics and records are unchanged.
Live
v0.56.1
Rocket Rush

Rocket Rush: Into the Cockpit

Five rebuilt rocket designs, visible seated pilots and a more detailed Orbital Overdrive station.

GameplaySystem
Read full patch notes +

Highlights

  • Rockets now have open seats, footwells, steering controls, shaped bodywork, armour panels and distinct engine assemblies.
  • XRP, BTC, ETH and SEC use their existing animated AA character models, seated with bent knees and hands following the steering controls.
  • Explore the launch dock, solar arrays, habitat buildings and communications tower, with overhead shuttles, new track lights and jump landmarks.
  • A closer garage view, reflective paint and soft hover shadows make the pilot and rocket easier to see. Repeated static geometry is combined to limit extra rendering work.

Known issues and checks

  • Characters without a rigged 3D model use a seated racing suit and their original portrait. These are identified in pilot selection.
  • This remains an Open Alpha. Visual playtesting and performance measurements on physical phones are still pending.
Live
v0.56.0
Rocket Rush

Rocket Rush Joins the Arena

A new 3D arcade racer: choose your AA pilot and one of five rockets, then race three laps of Orbital Overdrive.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Quick Race pairs you with five AI racers. Time Trial has no rivals or combat items, and saves your race and lap bests on this device.
  • Five rockets have different handling. Drift through three boost levels, take the narrow service shortcut, clear the jump and use six original items.
  • Use your free Core Crew or eligible owned Genesis/XRPL avatars. Exact NFT media is loaded when available; pilot choice changes appearance only.
  • Keyboard and simultaneous touch controls, optional automatic acceleration, separate music and effects volumes, and adjustable graphics quality.

Fixes

  • Rocket Rush checks swept hull and projectile paths at a fixed simulation timestep, with single-contact penalties and ordered lap checkpoints.

Known issues and checks

  • Rocket Rush is an Open Alpha. Online multiplayer and global verified racing leaderboards are not included. It costs no Fuel and awards no tokens.
  • Automated race and collision checks passed. Visual browser and physical mobile playtesting were blocked in the build environment; handling and performance need player feedback.
  • Owned NFT media depends on its original host. An unavailable image keeps the individual token identity instead of substituting collection art.
Live
v0.55.1
Astro Runner

Runner Hits That Register

Astro Runner checks the full path of obstacles and shots, with clearer feedback when a hit damages Hull or is blocked.

GameplaySystem
Read full patch notes +

Highlights

  • Manual fire now damages bosses. Manual and automatic shots apply damage on arrival, and each shot hits only one target.
  • Hazards remain dangerous until they pass your pilot. Wider body contact checks catch grazes and lane changes that were previously missed.
  • Hull impacts, shield blocks and recovery protection have distinct feedback. Damage and destruction update the HUD immediately.

Fixes

  • Boost and Dive cancel the previous manoeuvre's protection, preventing both counters from remaining active together.
  • Fast shots check their entire travel path, hit the nearest target first and carry remaining damage through broken boss armour.
  • Ranked Runner flights can save more than three Hull hits after earning repair upgrades.

Known issues and checks

  • Recovery protection still prevents several simultaneous obstacles from removing multiple Hull points. Shield blocks do not count as Hull damage.
Live
v0.55.0
Genesis ClashAstro RunnerMeteor Blaster

Clearer Combat, Better Flight Controls

Read the threat, understand your cards and see exactly what your next upgrade needs. The arcade games also give you time to settle back in after a pause.

GameplayMobileProgression
Read full patch notes +

Highlights

  • Solo battles show direct HP at risk after Shield, piercing, armour and damage prevention. Legend and Void retain their uncertain threat ranges.
  • Inspect every card in your hand, including cards waiting for a reaction or more Energy. Each card explains when it can be played.
  • The Evolution Forge previews the next card tier and shows Commander Level and Card XP requirements separately.
  • Astro Runner shows approaching hazards in each lane with Boost, Dive or Dodge cues. Runner and Meteor Blaster resume with a cancellable three-second countdown.

Fixes

  • Delayed Solo AI hits now read the latest defence state, so newly granted Shield and reflection are applied before the incoming hit resolves.
  • Defence previews account for Shield removal and piercing. Smaller battle views keep both heroes within their columns and make card status labels readable.
  • Runner's game descriptions now match its eight existing sectors and four recurring boss types.

Known issues and checks

  • Threat previews describe the direct hit; additional Hero effects and damage at the next round can still change HP.
  • The new combat readout applies to Solo AI; Private Duels continue to use their existing server-controlled combat interface.
Live
v0.54.14
Platform

Astro Arena Theme Song

The Astro Arena theme song has a public audio link for listening and partner platforms.

System
Read full patch notes +

Highlights

  • Play the original 35-second MP3 without signing in to Astro Arena.

Fixes

  • Supports cross-platform audio requests and preserves streaming and seeking headers.
Foundation
v0.54.13
Platform

Your XRPL NFT Artwork

Hangar NFT tiles resolve each owned token's artwork, title and token reference.

SystemMobile
Read full patch notes +

Highlights

  • View original images and play video NFTs. Video NFTs without a working poster can show a paused frame from their own video.

Fixes

  • Tries alternate IPFS gateways and keeps collection fallbacks clearly labelled when original artwork is unavailable.
  • Fits the complete artwork inside the tile and keeps titles and token references readable on small screens.

Known issues and checks

  • Original media still depends on its hosting being available. Edition copies that share on-chain metadata can display the same artwork.
Live
v0.54.12
Platform

Live Alpha Registration Gateway

The public gateway now clearly presents Open Alpha as live while keeping registration open for new pilots who want to play and help improve the game.

SystemMobile
Read full patch notes +

Highlights

  • Replaces the finished launch countdown with a clear Register → Enter → Play → Report testing flow.
  • Explains that email or Xaman registration grants access to the live Alpha instead of a future waiting list.
  • Directs every new tester toward the in-platform Alpha feedback channel after entering the Arena.

Fixes

  • Removes expired launch-date promises from email and Xaman registration confirmations.
  • Updates the gateway status, registration steps, buttons and mobile presentation for the live phase.
Foundation
v0.54.11
Platform

Discord Companion Foundation

My Hangar now contains the secure foundation for linking one Discord identity and synchronizing verified Astro Arena community roles.

System
Read full patch notes +

Highlights

  • Connects Discord to the existing cloud pilot instead of creating a second game account.
  • Prepares managed roles for verified pilots, Open Alpha access, XRPL holders, Songbird holders and Planet-X-mas holders.
  • Keeps wallet balances, complete NFT holdings and private holder snapshot lists out of Discord.
  • Adds role refresh, server-join guidance and a complete account disconnect path.

Fixes

  • Removes duplicate server routes, an unused game prototype and obsolete heavyweight image copies from the production source.
  • Keeps future 3D fighter assets and all active Genesis Clash, Runner, Meteor Blaster, wallet and admin systems intact.

Known issues and checks

  • The player-facing Discord connection activates after the official Discord application, bot, server and managed role identifiers are configured.
Live
v0.54.10
Genesis Clash

Mobile Rival Card Framing

Landscape mobile battles now keep both active Hero cards fully inside the visible arena.

Mobile
Read full patch notes +

Highlights

  • Gives the battlefield more horizontal room while preserving a usable scrolling command hand.
  • Rebalances the combatant grid so the rival card no longer sits underneath the right command panel.
  • Slightly compresses both active cards on short landscape screens to keep their complete frames visible.

Fixes

  • Stops the rival Hero card from being clipped at the battlefield and command-deck boundary.
  • Keeps the player card, VS core and rival card centered as one complete mobile duel composition.
Live
v0.54.9
Genesis Clash

Integrated Passive Equipment Badges

All seven passive Equipment cards now use one polished badge treatment integrated into the original Genesis Clash reactor frame.

System
Read full patch notes +

Highlights

  • Replaces the generic font infinity mark with a custom angular metallic passive emblem designed for the card frame.
  • Standardizes the PASSIVE caption's font, size, spacing, color and baseline across every Equipment module.
  • Preserves each card's illustration, outer badge frame, title plate, rules chamber and registry tab.

Fixes

  • Removes the visible rectangular replacement panel that made the old passive badges look pasted onto the cards.
  • Updates both card-generation paths so regenerated and rules-refreshed Equipment cards keep the same finished badge.
Live
v0.54.8
Genesis Clash

Original Action Badge Restoration

Action-card Energy fields now preserve the cards' original illustrated badge art instead of replacing it with a uniform synthetic panel.

System
Read full patch notes +

Highlights

  • Restores every original Attack badge frame, reactor texture, native numeral silhouette and special detail such as Gravity Grenade's lightning mark.
  • Carefully recomposes the authentic numerals to make room for one card-native ENERGY caption without flattening the surrounding artwork.
  • Rebuilds only Orbital Barrage's missing 4-Energy numeral, matching the proportions and metallic finish of the native number set.

Fixes

  • Removes the dark replacement wells that made the previous badge pass look pasted over the card art.
  • Prevents future level-card renders from reintroducing the generic Orbital Barrage numeral treatment.
Live
v0.54.7
Genesis Clash

Native Battle Card Energy Badges

Every playable Battle card has returned to a deliberate, card-native Energy treatment instead of a generic number overlay.

System
Read full patch notes +

Highlights

  • Rebuilds all eight Attack badges with one squared numeral family, metallic finish, size, baseline and orange ENERGY caption.
  • Gives Orbital Barrage a properly drawn 4 that matches Plasma Shot, Meteor Strike and the rest of the Attack set.
  • Restores the original illustrated numerals and type-colored ENERGY labels on all Defence and Tactic cards.
  • Keeps Equipment cards visually separate as match-long ∞ PASSIVE modules.

Fixes

  • Removes the generic wide-font overwrite that made card costs look pasted over the original badge art.
  • Removes mixed missing labels, mismatched numeral sizes and uneven badge alignment from the complete Battle card catalogue.
Live
v0.54.6
Genesis Clash

Genesis Clash Alpha Rankings

Genesis Clash now has its own seasonal command leaderboard without mixing tactical results into the wider Astro Arena score.

ProgressionMobileSystem
Read full patch notes +

Highlights

  • Adds a dedicated Genesis Clash board beside Arena Score, Lifetime XP and Season XP.
  • Ranks qualified commanders by Clash Score earned in verified ranked Solo AI battles.
  • Shows ranked wins, losses, win rate, current streak, command tier and the pilot's personal qualification status.
  • Adds a compact top-three Clash preview to the other leaderboard views.

Fixes

  • Requires ten completed ranked battles before a pilot enters the official table.
  • Excludes Private Duels and practice matches so friendly games cannot be used to farm leaderboard position.
  • Keeps the full ranking readable on mobile with a compact two-column control deck and stacked record details.

Known issues and checks

  • Alpha Season 01 uses verified Solo AI results; competitive online rating can replace this score after ranked PvP launches.
Live
v0.54.5
Platform

XRPL Collection Media Archive

Every recognized XRPL collection now has an Astro Arena-hosted representative so My Hangar shows artwork immediately.

ProgressionMobileSystem
Read full patch notes +

Highlights

  • Archives 28 authentic collection representatives covering all 47 recognized XRPL taxons.
  • Shows the collection artwork instantly while each owned NFT's individual image or video is checked in the background.
  • Replaces generic taxon labels with the verified collection names used by the XRPL explorer.

Fixes

  • Removes the endless Loading NFT state caused by unavailable historical IPFS metadata and media.
  • Falls back cleanly to the hosted collection representative when unique owned media times out or fails.
  • Optimizes the complete representative archive from roughly 72 MB to about 1.1 MB for mobile Hangars.

Known issues and checks

  • An owned NFT's unique animation still depends on its original media remaining available; the collection representative remains visible when it is not.
Live
v0.54.4
Platform

Planet-X-mas Media Repair

Planet-X-mas #44 now uses a reliable Astro Arena-hosted image instead of depending on a mobile IPFS request that could fail.

MobileSystem
Read full patch notes +

Highlights

  • Restores the original Planet-X-mas lunar artwork inside My Hangar and the complete Songbird catalog.
  • Uses a lightweight still from the authentic #44 animation for fast, stable loading on phones.

Fixes

  • Removes the broken-image box shown when the external Flare IPFS gateway rejected or timed out on mobile.
  • Keeps the original on-chain NFT and animation links available without making the Hangar display depend on them.
Live
v0.54.3
Platform

Songbird Points Guide

My Hangar now explains and visualizes every Songbird Legacy point value, unified XRP/SGB total and Planet-X-mas benefit.

ProgressionMobileSystem
Read full patch notes +

Highlights

  • Shows XRP points plus Songbird points as one transparent unified total attached to the XRP master pilot.
  • Adds the complete 16-NFT Songbird catalog with artwork, token ID, original supply and points per owned copy.
  • Highlights linked holdings and displays the exact copies × points-per-NFT calculation for each one.
  • Visualizes the full rarity scale and clearly separates Planet-X-mas's 250 points from its yearly-present eligibility.

Fixes

  • Explains that Songbird ownership never replaces XRP progress and that cross-network holdings are not counted twice.
  • Uses responsive ledger, scale and catalog layouts designed for desktop, tablet and mobile Hangars.

Known issues and checks

  • Point totals update after the holder connects or refreshes the wallet that currently owns the NFT.
Live
v0.54.2
Platform

Native Bifrost Wallet Connection

Songbird holders can now open Bifrost directly from Astro Arena through WalletConnect instead of loading the platform inside Bifrost's browser.

MobileProgressionSystem
Read full patch notes +

Highlights

  • Opens the native Bifrost app from mobile Safari or Chrome and returns the ownership proof to Astro Arena.
  • Shows a WalletConnect QR code for desktop holders and keeps MetaMask as a separate browser-wallet fallback.
  • Requests only Songbird account access and a personal ownership signature—never a payment, token approval or NFT transfer.
  • Keeps XRP/Xaman as the master identity for progress, XP, loadouts and rewards while SGB ownership and points attach to the same pilot.

Fixes

  • Removes the copy-and-paste Bifrost browser detour that could be stopped by a domain security warning before Astro Arena loaded.
  • Prioritizes the certified Bifrost Wallet in the connection selector and adds clear cancellation, retry and desktop instructions.

Known issues and checks

  • The first WalletConnect session still requires the holder to approve the connection and then approve the separate ownership-only signature in Bifrost.
Live
v0.54.1
Platform

Songbird Wallet & Unified Legacy Points

Original Songbird holders now have a clear Bifrost connection path and one visible Legacy Points record across the XRP and Songbird collections.

ProgressionSystem
Read full patch notes +

Highlights

  • Adds an in-platform Bifrost mobile-browser guide instead of leaving holders at a dead-end wallet warning.
  • Shows the point value of every approved Songbird Legacy token using the same original-supply scale as XRP collections.
  • Combines verified XRP and Songbird points into the My Hangar NFT total and holder-benefits view.
  • Keeps the first linked XRP/Xaman wallet as the master identity for progress, XP, loadouts and rewards when a holder owns assets on both networks.

Fixes

  • Improves injected-wallet detection, Songbird network switching and mobile return links.
  • Activates the Bifrost entry in the account panel for existing pilots while preventing accidental duplicate accounts.
  • Makes Songbird an ownership-only attachment so linking an SGB wallet cannot fork or replace the player's progress account.

Known issues and checks

  • Bifrost is mobile-only; holders must open Astro Arena in Bifrost's built-in Browser. Wallet verification remains signature-only and never moves NFTs or SGB.
Live
v0.54.0
Genesis Clash

Desktop Command Clarity Pass

Desktop Genesis Clash now presents larger tactical information, a stronger command hand and clearer combat targeting without changing the dedicated mobile layouts.

GameplaySystem
Read full patch notes +

Highlights

  • Enlarges essential desktop phase, health, Hero, momentum, combat-log and command text for faster reading.
  • Raises the visual priority of playable hand cards and gives the command deck a denser, more useful composition.
  • Adds a more obvious target lock, stronger damage numbers and restrained battlefield response during attacks.
  • Increases active Hero presence on large displays while preserving the transparent Astral Colosseum environment.

Fixes

  • Keeps every clarity and sizing change inside desktop-only viewport guards so phone layouts, touch targets and mobile overflow behavior remain unchanged.
  • Respects reduced-motion preferences for the new target and impact animations.

Known issues and checks

  • This presentation pass does not alter cards, Energy, damage, AI, matchmaking or combat rules.
Live
v0.53.1
Genesis Clash

Transparent Battlefield Hotfix

The Astral Colosseum battlefield is now cleaner and substantially more transparent so the arena environment remains visible behind combat.

MobileSystem
Read full patch notes +

Highlights

  • Removes the repeating hex-block texture from the full combat field.
  • Removes the dark architectural slabs that obscured both sides of the arena.
  • Keeps only a light lower vignette for card and combat-log readability.

Fixes

  • Reduces visual noise and motion discomfort without removing the new orbital arena, combat rings or phase feedback.

Known issues and checks

  • This visual hotfix does not change gameplay, balance or controls.
Live
v0.53.0
Genesis Clash

Astral Colosseum Battlefield

Genesis Clash now unfolds inside a purpose-built orbital colosseum with a clearer, tighter combat stage and phase-reactive battlefield presentation.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Introduces a cinematic Astro Arena environment with an orbital amphitheater, planetary horizon, central energy gate and illuminated duel floor.
  • Brings the active Hero cards closer to the Void Core, increases their desktop presence and reinforces each side with Hero-colored light.
  • Adds live squad-integrity momentum telemetry so commanders can read who is controlling the field at a glance.
  • Makes Action, Reaction, Resolve and attack moments alter the arena lighting without hiding cards or controls.

Fixes

  • Replaces the oversized opaque oval with a cleaner tactical stage that preserves more of the environment and visual depth.
  • Simplifies architectural effects, parallax and momentum presentation on mobile and reduced-motion devices.

Known issues and checks

  • This release changes battlefield presentation only; card rules, damage, Energy and matchmaking remain unchanged.
Live
v0.52.1
Platform

Automatic Open Alpha Unlock

Every non-blocked registration now unlocks Astro Arena automatically when Open Alpha begins on 29 August at 20:00 CET.

System
Read full patch notes +

Highlights

  • Keeps every registered player behind the countdown until the exact scheduled launch instant.
  • Unlocks pending and rehearsal-approved registrations automatically at launch without a manual approval pass.
  • Retains owner-only access and optional individually approved rehearsal access before launch.

Fixes

  • Rewords the public gate and Launch Control so pending means launch-ready—not awaiting manual review.
  • Preserves the explicit block control for abusive or invalid registrations.

Known issues and checks

  • Registered email players must sign in with the same email at launch so the gate can match their identity.
  • Rift Fighters remains an owner-only Admin Alpha and is not part of the public Open Alpha navigation.
Live
v0.52.0
PlatformGenesis Clash

Open Alpha Launch Hardening

The August 29 Open Alpha entrance now uses one canonical registration origin, an exact launch clock and clearer mobile duel controls for the first public wave.

MobileSystem
Read full patch notes +

Highlights

  • Routes every attached public registration hostname to www.astroaarena.com before Xaman begins, keeping the OAuth session and its exact whitelisted return URL on one origin.
  • Centralizes the August 29 launch instant for the client countdown and server access gate, with the visible clock corrected against server time.
  • Updates remaining live interface labels from Pre-Alpha to Open Alpha and presents the accurate eleven free-Hero starting roster.
  • Enlarges Private Duel loadout cards, Hero tiles and in-battle hand targets on phones while retaining the fixed safe-area exit control.

Fixes

  • Adds the active Site owner identity to server-authorized launch controls without changing public approval rules.
  • Adds explicit direct-route bypass checks, canonical-host checks and production load-test protection for both Astro Arena domains.
  • Shows a recoverable status message when the Open Alpha access service cannot be reached instead of leaving the gate in an ambiguous state.

Known issues and checks

  • Manual approval remains available for controlled pre-launch rehearsal access.
  • Rift Fighters remains an owner-only Admin Alpha and is not part of the public Open Alpha navigation.
Live
v0.51.1
Rift Fighters

Rift Fighters HD Visibility Hotfix

Rift Fighters Alpha 0.5.1 fixes an HD model compatibility problem that could leave XRP or ETH invisible while their ground shadow still rendered.

GameplaySystem
Read full patch notes +

Highlights

  • Re-exports both HD fighters with universally supported full-precision geometry so their scale, bounds and position resolve consistently across browsers and graphics drivers.
  • Makes the two body-driven models render safely from both face directions, covering the winding differences present in the supplied OBJ meshes.

Fixes

  • Prevents a high-detail fighter from being marked ready while only its shadow and combat effects are visible.
  • Preserves the original 120,000-triangle geometry and PBR texture set while keeping each corrected model below 7.1 MB.
  • Retains the previous rigged model and complete 2.5D renderer as independent fallback layers.

Known issues and checks

  • The HD uploads remain unrigged and therefore use whole-body Alpha combat motion until skeletal versions are supplied.
Live
v0.51.0
Rift Fighters

Rift Fighters HD Model Trial

Rift Fighters Alpha 0.5 replaces the XRP and ETH display bodies with two substantially more detailed textured models while retaining safe rigged fallbacks.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Introduces the high-detail XRP cannon astronaut and white backpack astronaut with their complete silhouettes, equipment, surface detail and original PBR material maps.
  • Preserves 120,000 source triangles per fighter and renders each new body as one efficient material group with diffuse, normal, metallic, roughness and available emissive detail.
  • Adds a body-driven combat motion profile for advancing, side-steps, crouching, guarding, jumping, impacts, knockdowns, attack windups and forward strike commitment.
  • Updates the ETH selection portrait to match the newly tested white backpack model instead of showing the previous purple cartoon body.

Fixes

  • Compresses each original 30 MB model package into a self-contained 4.7–5.0 MB web model using quantized geometry and optimized embedded textures.
  • Falls back automatically to the previous skeletal XRP or ETH fighter if a high-detail model cannot load on the current device.
  • Releases geometry, materials and every embedded GPU texture when a match closes or a partial model load fails.
  • Keeps fixed-step combat, hit detection, Solo AI, Local Versus, Training Lab, fullscreen controls and the complete 2.5D emergency fallback unchanged.

Known issues and checks

  • The two new HD uploads contain no skeleton or authored animation clips, so Alpha 0.5 uses deliberate whole-body combat motion until final rigged versions are supplied.
  • BTC Astronaut and SEC Alien retain their previous lightweight rigged Alpha models during this two-character visual trial.
  • The white backpack upload is provisionally assigned to the ETH slot until its final character identity and production rig are confirmed.
Live
v0.50.0
Rift Fighters

Rift Fighters Premium 3D Rigs

Rift Fighters Alpha 0.4 replaces temporary combat cutouts with four optimized rigged 3D fighters and a responsive skeletal combat renderer.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Introduces premium stylized 3D models for XRP Astronaut, ETH Astronaut, BTC Astronaut and SEC Alien with their distinct silhouettes, equipment rigs and emissive identity materials.
  • Drives the shared humanoid skeleton directly from live combat state so advancing, sidewalk movement, quick side-steps, guarding, crouching, jumping, hit reactions, knockdowns and every attack family read as physical motion.
  • Adds cinematic ACES lighting, stage-colored highlights, meter glow, impact flash response, grounding shadows and a camera that keeps both fighters framed across desktop, tablet, portrait and fullscreen play.
  • Adds ETH Astronaut as the private combat roster's validator specialist while preserving the former balanced fighter timings, defence profile and first-block passive strength.

Fixes

  • Merges each supplied character from 70–84 separate render pieces into only 6–10 material groups while preserving its complete skeleton, geometry and visual identity.
  • Automatically lowers 3D pixel density in Balanced quality and reduced-effects mode, while retaining the complete fixed 60 Hz gameplay simulation.
  • Keeps the proven 2.5D fighter artwork as an automatic safe fallback when a device cannot initialize WebGL or a model cannot load.
  • Preserves owner-only access, Solo AI, Local Versus, Training Lab, hitboxes, fullscreen controls, audio, telemetry and all three cinematic environments.

Known issues and checks

  • Alpha 0.4 uses custom procedural skeletal motion; final authored animation clips, blended joint deformation and textured production models remain a later visual pass.
  • Online PvP and interactive stage hazards remain disabled during the private Admin Alpha.
  • Landscape play with a keyboard or standard gamepad remains recommended for the most readable combat view.
Live
v0.49.0
Rift Fighters

Rift Fighters Locked 3D Combat

Rift Fighters Alpha 0.3 adopts a premium locked 3D-fighter structure and replaces procedural scenery with three cinematic production environments.

GameplayBalanceMobileSystem
Read full patch notes +

Highlights

  • Locks both fighters onto one another with screen-relative advance and retreat, automatic facing, controlled side switching, continuous sidewalk movement and dedicated quick side-steps.
  • Adds holding away to block, throw breaks, counter-hit damage and stun, faster buffered string cancels and four physical attack buttons for left/right strikes and left/right kicks.
  • Rebuilds The XRP Rift, Lunar Citadel and Flare Foundry with high-detail cinematic environment plates, clear fighting floors, deep architecture and stage-specific lighting.
  • Animates the new environments with rotating rift rings, orbital traffic, drifting debris, beacon lights, reactor motion, solar pulses, heat glow and layered sparks.
  • Keeps the combat renderer modular so the four upcoming official 3D avatar models can replace temporary 2.5D fighter layers without changing match rules or the stage system.

Fixes

  • Removes unrestricted free-roam controls in favor of the expected locked 3D fighting line and opponent-relative defence.
  • Keeps side-steps evasive and sidewalk movement deliberate while preserving radial collision so a correctly timed depth movement can still create a side switch.
  • Optimizes each detailed stage plate below 500 KB and preserves animated balanced-quality and reduced-effects fallbacks.
  • Preserves fixed 60 Hz simulation, depth-aware hit detection, Local Versus, Training Lab, fullscreen-safe framing and owner-only access.

Known issues and checks

  • Official rigged 3D avatar models are awaiting delivery; current fighters continue to use official layered 2.5D artwork until those assets are integrated.
  • Online PvP and interactive stage hazards remain disabled during the private Admin Alpha.
  • Desktop keyboard or a standard gamepad remains recommended for Alpha 0.3 testing.
Live
v0.48.0
Rift Fighters

Rift Fighters Arena Movement

Rift Fighters Alpha 0.2 opens the complete combat floor for free circling, directional attacks and three distinct animated arenas.

GameplayBalanceMobileSystem
Read full patch notes +

Highlights

  • Replaces the narrow left-right lane with a full ground plane where fighters can advance, retreat, circle, cross over and attack from arena depth while remaining automatically locked onto their rival.
  • Adds directional attack commitment, radial fighter collision, three-dimensional hit distance and lock-on dodges that travel around the opponent instead of teleporting between shallow lanes.
  • Introduces The XRP Rift, Lunar Citadel and Flare Foundry as selectable environments with distinct lighting, skyline silhouettes, arena surfaces, ambient motion and depth perspective.
  • Strengthens every attack with forward drive, directional knockback, larger energy trails, impact flashes, improved sparks, heavier camera response and clearer depth-aware Training hitboxes.
  • Updates Solo AI to chase, defend, circle and disengage across both arena axes on Easy, Normal and Hard.

Fixes

  • Prevents fighters from being forced back onto one horizontal line when they collide, allowing clean movement around and past one another.
  • Changes hit registration from a narrow depth strip to a directional world-space reach test so attacks connect and miss consistently anywhere on the arena floor.
  • Remaps keyboard and controller movement for continuous four-direction traversal while retaining dedicated jump, crouch and lock-on dodge inputs.
  • Preserves fixed 60 Hz simulation, best-of-three rounds, Local Versus, Training Lab, fullscreen-safe framing, reduced effects and owner-only access.

Known issues and checks

  • Alpha 0.2 retains layered official 2.5D fighter artwork; production-ready rigged 3D character models are not yet available.
  • Online PvP and interactive stage hazards remain disabled while free-arena movement and balance are tested privately.
  • Desktop keyboard or a standard gamepad remains recommended for the private Admin Alpha.
Live
v0.47.0
Rift Fighters

Rift Fighters Admin Alpha

Astro Arena gains a protected original 2.5D fighting-game alpha with four official combat identities and a complete best-of-three match loop.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Introduces XRP Astronaut, SGB Astronaut, BTC Astronaut and SEC Alien as distinct fighters with unique statistics, three-hit strings, lows, throws, armored heavy attacks and Rift Specials.
  • Adds Solo AI with three difficulty levels, Local Versus and an administrator Training Lab with optional live hitbox display.
  • Builds the XRP Rift as a responsive depth arena with side-steps, fixed-step combat, input buffering, high/low defence, Guard breaks, hit-stop, launchers, knockout slow motion and best-of-three rounds.
  • Adds keyboard and standard gamepad controls, fullscreen-safe framing, original synthesized combat effects, authored Astro Arena music and device-saved audio/effects preferences.

Fixes

  • Protects the direct game route and feature controls with the existing server-side owner authorization instead of relying on a hidden client button.
  • Lazy-loads the separate admin route so the fighting game does not increase the initial public homepage game bundle.
  • Adds reduced-effects and balanced-quality fallbacks, visibility pausing, complete input/audio cleanup and a mobile-safe desktop-controller recommendation.

Known issues and checks

  • The first alpha uses layered official 2.5D fighter artwork while production-ready rigged 3D models remain unavailable.
  • Local Versus is tuned for two keyboards or a keyboard plus a standard gamepad; online PvP is not part of Alpha 0.1.
  • Rift Fighters remains owner-only and is not listed in the public Games area.
Live
v0.46.1
Astro Runner

Astro Runner Impact-Line Polish

Astro Runner Infinity now clears passed objects immediately and resolves every hazard at one predictable visible impact plane.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Removes missed Stars, Crystals, Fuel Cells, Shields and hazards as soon as they pass the pilot instead of leaving them parked at the final road line.
  • Resolves each hazard exactly once at its visible impact plane, preventing late collisions after an obstacle has already passed.
  • Keeps pickup attraction lateral so elevated collectible arcs still correctly teach Boost timing instead of being pulled down to the road.
  • Adds strict render culling for resolved, collected and off-track objects to reduce unnecessary near-camera drawing on mobile.

Fixes

  • Removes the projection clamp that could visually freeze passed objects at the bottom of the playfield.
  • Aligns missed-pickup cleanup, Near Miss scoring, collision resolution and rendered visibility to the same final-line boundary.
  • Preserves all eight sectors, straight three-lane highway, pilots, bosses, soundtrack, Fuel, missions and ranked validation.
Live
v0.46.0
Astro Runner

Astro Runner Infinity v4

Astro Runner Infinity now runs a smoother eight-sector journey with earlier pickups, frame-rate-independent impacts and complete controller support.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Expands the flight from five to eight authored sectors with Solar Foundry, Quantum Storm and Eternal Core environments, hazards and illuminated safe routes.
  • Pulls nearby Stars, Crystals, Fuel Cells and Shields toward the pilot and collects them earlier instead of waiting for the final on-screen moment.
  • Adds bounded 90 Hz simulation sub-steps and swept collision checks that resolve fast hazards against the pilot's interpolated lane position.
  • Adds standard gamepad steering, Boost, Dive, Fire and Pause controls alongside the existing keyboard, touch and swipe inputs.
  • Cycles all four existing bosses into tougher elite rematches so the expanded late run continues producing milestones and upgrades.

Fixes

  • Prevents frame-rate spikes from letting hazards skip through their impact window or making late lane changes resolve inconsistently.
  • Keeps every new multi-lane sequence fair with a guaranteed safe lane and collectible telegraph.
  • Preserves the straight three-lane highway, existing pilots, Fuel economy, missions, rankings, soundtrack, fullscreen framing and reduced-effects behavior.
Live
v0.45.2
Astro Runner

Astro Runner Flight Director

Astro Runner Infinity now communicates movement and close escapes more clearly while keeping the complete mobile playfield unobstructed.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Adds a world-space flight director and stronger under-light to the selected lane, with extra clarity on narrow portrait screens.
  • Rewards controlled close lane dodges with a Near Miss score and combo bonus.
  • Adds adaptive pilot separation lighting so every existing SGB, XRP and BTC astronaut remains readable against bright sector scenery.
  • Refines fullscreen touch controls and removes the central instruction pill during active mobile flight.

Fixes

  • Marks passed hazards as cleared so a threat cannot strike from behind after a successful lane dodge.
  • Keeps touch controls clear of the pilot while retaining accessible labels and full safe-area spacing.
  • Preserves the straight three-lane highway, fair collision profiles, authored soundtrack, Fuel and ranked validation.
Live
v0.45.1
Astro Runner

Astro Runner Fullscreen Framing Repair

Astro Runner Infinity now frames its orbital highway from the phone's visible fullscreen area so the complete three-lane playfield and pilot remain on-screen.

MobileGameplaySystem
Read full patch notes +

Highlights

  • Keeps the left lane, center lane, right lane and both road shoulders visible on narrow fullscreen phones.
  • Moves the astronaut higher in portrait play so the complete pilot remains readable above the touch controls.
  • Scales the pilot only on the narrowest screens while retaining its intended size on tablet, landscape and desktop.

Fixes

  • Stops the camera from measuring the oversized cropped canvas as though its hidden left and right edges were visible.
  • Recalculates framing from the live stage viewport after fullscreen, orientation and mobile browser-bar changes.
  • Preserves the straight orbital highway, HUD safe areas, collision profiles, music and ranked flight rules.
Live
v0.45.0
Astro Runner

Astro Runner Flight & Audio Pass

Astro Runner Infinity now resolves impacts against each hazard's visible threat profile, keeps fullscreen flight under player control and adds an adaptive authored soundtrack.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Gives barriers, blast gates, drones, mines, meteors, plasma doors, crystal spires, void shards and boss bolts their own collision width and impact timing.
  • Confirms correctly timed barrier and gate counters with Perfect Boost or Perfect Dive feedback, score and combo progress.
  • Adds the authored Orbital Heroics soundtrack with smooth state fades and extra intensity through late sectors and boss encounters.
  • Keeps music, pause, fullscreen exit, boss health, Hull, score and controls reachable inside the phone-safe fullscreen layout.

Fixes

  • Prevents a successfully countered obstacle from damaging the pilot on a later frame.
  • Adds fullscreen-error fallback, background safety pause, orientation release and Screen Wake Lock support where the browser allows it.
  • Makes every hazard warning actionable with Boost, Dive, Lock / Dodge or Dodge language.
  • Updates pilot perk labels so they match the abilities currently active in Runner.

Known issues and checks

  • iPhone Safari continues to use the polished viewport fallback because native orientation locking is not exposed by that browser.
Live
v0.44.0
Astro Runner

Astro Runner Infinity Optimization

Astro Runner Infinity now responds faster, runs lighter and protects fair reactions across desktop and mobile flights.

GameplayMobileSystem
Read full patch notes +

Highlights

  • Caches responsive camera geometry instead of recalculating page layout throughout every rendered frame.
  • Reduces idle and low-power visual work while keeping active flight at full animation speed and preserving the five-sector journey.
  • Buffers late BOOST inputs near landing, surfaces the live score combo and keeps fullscreen exit available from the pause screen.
  • Automatically safety-pauses a flight when the game leaves the viewport or the app moves to the background.

Fixes

  • Adds a short damage recovery window so overlapping hazards cannot remove multiple Hull points from one unavoidable impact.
  • Bounds and compacts projectiles, hazards and particles with less per-frame memory churn on slower phones.
  • Cleans up audio, images, timers, resize tracking and animation work when the game is closed.

Known issues and checks

  • Reduced-motion and lower-powered devices intentionally use fewer decorative particles while retaining all hazards and scoring rules.
Live
v0.43.1
PlatformGenesis Clash

Open Alpha Cold-Start Repair

Open Alpha access and Private Duel requests now begin without replaying database setup during Worker cold starts.

MultiplayerSystem
Read full patch notes +

Highlights

  • Moves canonical table and index setup into versioned deployment migrations instead of normal player requests.
  • Keeps the public Open Alpha gate, status checks and Private Duel synchronization on the lean request path.
  • Retains a small, cached compatibility check only for legacy ranked-run routes that can require older run columns.
  • Adds per-route production rehearsal reporting so launch latency can be measured without guessing at capacity.

Fixes

  • Removes the repeated cold-start schema workload identified during the first controlled production load wave.
  • Preserves approved access, game data, Xaman registration and all existing gameplay validation.
Live
v0.43.0
PlatformGenesis Clash

Open Alpha Launch Hardening

Astro Arena is hardened for the Open Alpha player wave with leaner database startup, adaptive Private Duel synchronization and focused abuse protection.

MultiplayerSystem
Read full patch notes +

Highlights

  • Runs database compatibility setup once per Worker instance instead of repeating the full schema pass on every gameplay request.
  • Adapts Private Duel synchronization to reaction, active, lobby, rematch and background-tab states while preventing overlapping polls.
  • Adds bounded rate protection to registration, Xaman verification, duel creation and joining, telemetry and feedback submissions.
  • Updates every current release label and test instruction to Open Alpha, including the live 20-second command and 10-second Defence windows.

Fixes

  • Resolves simultaneous Ready confirmations from the authoritative room state so both commanders receive the same initiative result.
  • Keeps approved access, Xaman return routing, 60-second reconnect protection and all existing gameplay validation unchanged.
Live
v0.42.1
Genesis Clash

Mobile Duel Readability & Exit Repair

Private Duel card selection is now readable on phones, with an exit path that remains reachable throughout lobby setup and live combat.

MultiplayerMobileSystem
Read full patch notes +

Highlights

  • Enlarges the mobile landscape card rail, card names, status labels and descriptions while preserving swipe navigation.
  • Adds a dedicated Back to Lobby action inside the full-screen squad and loadout editor.
  • Keeps the Private Duel exit control above the mobile editor and labels the live-battle exit action clearly.
  • Adds Exit Duel actions to both mobile orientation screens so players can never become trapped before entering the Arena.

Fixes

  • Prevents the full-screen mobile loadout editor from covering the only Duel close control.
  • Increases live-hand card size and inspector typography for more reliable touch selection and reading.
  • Preserves server-authoritative turns, loadout validation, reconnect protection and desktop combat presentation.
Live
v0.42.0
Platform

AAA Deep-Space Journey

The Astro Arena homepage now stages three connected cinematic arrivals inside one persistent, scroll-driven deep-space world.

MobileSystem
Read full patch notes +

Highlights

  • Introduces a staged Hero Arrival with star depth, celestial rings, volumetric light and a controlled camera push into the first playable message.
  • Transforms the strategy chapter through a scroll-controlled energy portal and hyperspace transition without interrupting the page flow.
  • Builds the final community destination as an Arena Arrival, using the existing Void Forge environment as a monumental closing reveal.
  • Adds masked headline reveals, staggered glass-panel assembly and responsive scene direction across desktop, tablet and mobile.

Fixes

  • Keeps the persistent background compositor active for the full homepage with no visible animation resets between chapters.
  • Preserves every existing route, button, game, account action, registration path and Xaman verification flow.
  • Adds low-complexity mobile staging and a static reduced-motion presentation for performance and accessibility.

Known issues and checks

  • Mobile intentionally removes hyperspace streaks and reduces environmental layers to protect readability and frame rate.
Live
v0.41.2
Platform

Permanent Xaman Return Route

Open Alpha wallet verification now uses one permanent Astro Arena return address across desktop and mobile.

MobileSystem
Read full patch notes +

Highlights

  • Pins the Xaman authorization return to the live Open Alpha gate instead of inheriting temporary hosts, query strings or browser-specific page state.
  • Uses Xaman's dedicated browser authorization session directly for a consistent verified wallet and access token handoff.
  • Keeps automatic registration completion after returning from the Xaman mobile app.

Fixes

  • Prevents deployment and navigation URL variations from changing the callback sent to Xaman.
  • Keeps the verified public XRP address attached to the existing Open Alpha registration flow.
Live
v0.41.1
Platform

Xaman Open Alpha Access Repair

Xaman wallet verification now opens reliably from the Open Alpha gate and completes registration after desktop popup or mobile return flows.

MobileSystem
Read full patch notes +

Highlights

  • Preloads the secure Xaman client before interaction so desktop browsers recognize the verification window as a direct player action.
  • Restores and completes verified wallet registration automatically after returning from Xaman on mobile.
  • Adds clearer preparation, retry and server-side verification feedback without changing email registration.

Fixes

  • Prevented popup blockers from silently discarding Xaman's QR and login window.
  • Preserved the verified wallet session before adding its public XRP address to the Open Alpha access list.
Live
v0.41.0
Platform

Cinematic Worldflow Homepage

The Astro Arena homepage now unfolds as one continuous, scroll-reactive world from the Genesis Clash opening through the community call to action.

MobileSystem
Read full patch notes +

Highlights

  • Connected every homepage chapter with a persistent evolving nebula, grid, orbital paths, atmospheric dust and a scroll-travelling astronaut.
  • Added a reusable scene engine for scroll progress, pointer depth, active journey navigation, layered entrances and bidirectional parallax.
  • Introduced sticky storytelling moments, floating glass surfaces and varied cinematic compositions while preserving the original player journey.
  • Created dedicated tablet, mobile, low-power and reduced-motion behavior so the experience stays fast, readable and accessible.

Fixes

  • Removed disconnected section backdrops and visible boxed resets from the homepage flow.
  • Preserved every existing game, button, route, form, account action and footer destination.
  • Updated homepage launch references to the current Open Alpha release status.

Known issues and checks

  • Smaller and reduced-motion devices intentionally use fewer atmospheric layers and simpler transforms.
Live
v0.40.0
Platform

Open Alpha Launch Identity

The Genesis Clash launch entrance now presents Player Wave 01 as Open Alpha with a cleaner, more cinematic first view.

MobileSystem
Read full patch notes +

Highlights

  • Removed the additional top brand header so the hero artwork and primary Astro Arena identity have more room to breathe.
  • Updated the launch clock, registration journey, confirmation messages and page metadata to Open Alpha.
  • Kept the original premiere composition, responsive registration flow and access controls intact.

Fixes

  • Reduced repeated Anonymous Astronauts branding on the launch screen.
  • Aligned the public launch language with the current Open Alpha release status.

Known issues and checks

  • Player Wave 01 access remains limited to approved identities until the public access window opens.
Live
v0.39.0
Platform

Original Premiere Restored

The original cinematic Pre-Alpha premiere is back as the official Player Wave 01 entrance, pairing the launch countdown with the complete registration experience and unmistakable Astro Arena world-building.

MobileSystem
Read full patch notes +

Highlights

  • Restored the original full-page Pre-Alpha composition and its stronger balance of atmosphere, launch information and access controls.
  • Returned the cinematic welcome, countdown treatment and complete registration journey players first experienced.
  • Preserved the responsive phone layout, email registration and optional Xaman verification across the restored design.

Fixes

  • Kept approval states, owner access and launch gating aligned with the current Pre-Alpha system.
  • Maintained the game-first, wallet-optional access message throughout the launch experience.

Known issues and checks

  • The first controlled player wave remains limited to individually approved identities until the public access window opens.
Live
v0.38.0
Platform

Signal Breach One-Screen Gate

The Pre-Alpha entrance now compresses the entire launch into one pointer-reactive cinematic screen, keeping the game, countdown and Player Wave 01 registration together in one unmistakable moment.

MobileSystem
Read full patch notes +

Highlights

  • Added a signal-restoration opening sequence with a direct skip control and a motion-free path for players who prefer reduced motion.
  • Introduced pointer-reactive depth, orbital energy rings, scanning light and live network HUD details around the existing Astro Arena key art.
  • Placed the Genesis Clash identity, launch clock and access terminal in the same desktop viewport so the complete mission is visible at once.
  • Built a focused single-page mobile composition that keeps the spectacle, countdown and complete registration path clear on smaller screens.

Fixes

  • Removed the long-scroll campaign chapter layout in favor of one decisive launch gate.
  • Kept email registration, optional Xaman verification, approval states, launch gating and owner access intact inside the new experience.
  • Preserved the game-first promise with wallet-free entry and no purchase requirement beside the primary action.

Known issues and checks

  • The first controlled player wave remains limited to individually approved identities until the public access window opens.
Live
v0.37.0
Platform

Return to Orbit Campaign Gate

The Pre-Alpha entrance is now a full cinematic Astro Arena campaign—from the Anonymous Astronauts comeback to Genesis Clash gameplay and one unmistakable Player Wave 01 registration mission.

MobileSystem
Read full patch notes +

Highlights

  • Rebuilt the opening as a full-screen campaign reveal around the original From Legacy to Arena key art, a fixed launch identity and an always-visible registration path.
  • Added dedicated comeback, Genesis Clash and Player Wave chapters so new players understand the history, the game and the access mission before registering.
  • Introduced a full-width live launch clock, cinematic gameplay card composition and a mobile registration bar that keeps the primary action in reach.
  • Added route-specific Open Graph and X metadata using the existing Astro Arena campaign artwork for a stronger shared link.

Fixes

  • Kept email registration, optional Xaman verification, approval states, owner access and launch gating intact inside the redesigned experience.
  • Clarified across the page that no NFT, token, wallet or purchase is required to join Player Wave 01.
  • Improved hierarchy, contrast, touch targets and reduced-motion behavior across desktop and mobile layouts.

Known issues and checks

  • The first controlled player wave remains limited to individually approved identities until the public access window opens.
Live
v0.36.0
Platform

Player Wave Rehearsal

Launch Control now runs a complete Player Wave 01 rehearsal with temporary approved-tester access, live system proof and a persistent owner flight plan that produces one unambiguous GO or HOLD decision.

MultiplayerProgressionMobileSystem
Read full patch notes +

Highlights

  • Added an owner-controlled rehearsal switch that can temporarily admit only individually approved testers before the public countdown ends; it remains closed by default.
  • Added five automatic launch proofs covering approved tester count, recent Solo activity, recent Private Duel completion, room health and feedback triage.
  • Added eight persistent manual checks for mobile entry, wallet-free email access, starter onboarding, Solo quality, duel sync, reconnect, rematch and wallet-free reporting.
  • Launch Control now changes from HOLD to GO only when both real platform evidence and the owner-reviewed experience checklist are complete.

Fixes

  • Approved testers can now join a controlled pre-launch rehearsal without weakening the public countdown or opening access to unapproved registrations.
  • Rehearsal progress is stored server-side, so the owner checklist remains consistent across devices and sessions.

Known issues and checks

  • A complete GO decision intentionally requires two approved testers and a fresh Solo and Private Duel result within the previous 24 hours.
Live
v0.35.0
Platform

Pre-Alpha Launch Control

Player Wave 01 now has a complete launch loop: approved testers can report from any supported identity, while the owner can see access, first-flight conversion, match activity, duel health and feedback in one control center.

MultiplayerProgressionSystem
Read full patch notes +

Highlights

  • Email and Google testers can now send Alpha reports without connecting a crypto wallet; Xaman remains fully supported and optional.
  • Added privacy-conscious first-flight signals for Arena entry, starter selection, Genesis Clash entry, Private Duel interest and submitted feedback.
  • Rebuilt the Pre-Alpha owner screen as Launch Control with live access metrics, a conversion funnel, operational alerts, recent duel telemetry and a triage-ready feedback inbox.
  • Launch Control refreshes every 30 seconds and flags stalled active duels, old waiting rooms and new tester reports before the next player wave.

Fixes

  • Aligned every feedback category shown in the tester form with the server, so reports no longer fall back to Bug silently.
  • Corrected the Private Duel test checklist to the authoritative 30-second command, 18-second Defence and 60-second reconnect windows.
  • Expanded checklist reporting from eight to all ten Pre-Alpha checks.

Known issues and checks

  • First-flight conversion data begins with this build; earlier tester sessions are not reconstructed retroactively.
Live
v0.34.0
Platform

Pre Alpha Premiere Pass

The controlled Pre Alpha entrance now presents Genesis Clash as a full cinematic game premiere while keeping registration, approval and owner access immediately clear on every screen size.

MobileSystem
Read full patch notes +

Highlights

  • Reframed the gateway around Genesis Clash Player Wave 01 with a stronger launch hierarchy, brighter background artwork and a premium access-protocol panel.
  • Added an always-correct local countdown fallback so the opening timer never flashes zero while the secure access status is still loading.
  • Made the registration path explicit as Register, Approval and Enter, with a dedicated confirmed-access state for approved testers waiting on launch.
  • Improved phone composition, touch targets, glass transparency and background positioning so the launch artwork remains visible behind the complete registration journey.

Fixes

  • Approved testers no longer see the registration form again while waiting for the countdown to complete.
  • Removed low-contrast microcopy and reduced the heavy dark-panel feel across desktop and mobile.

Known issues and checks

  • The first controlled player wave remains limited to individually approved email or verified Xaman identities.
Live
v0.33.0
Genesis Clash

Weapon Audio Overhaul — Phase 7

Genesis Clash now gives every attack family its own layered weapon sound and resolves light Hull hits, heavy impacts and Shield absorption with distinct, volume-balanced cues.

GameplayMultiplayerSystem
Read full patch notes +

Highlights

  • Added dedicated stereo launch sounds for Blaster Fire, Plasma Shot, Meteor Strike, Gravity Grenade, Precision Burst, Solar Flare, Counter Pulse, Plasma Ricochet and Orbital Barrage.
  • Signatures now build into a separate core-charge release instead of reusing the old heavy-attack sample.
  • Hull hits, heavy attacks and Shield absorption now resolve with three different impact profiles.
  • Solo AI and Private Duel use the same weapon-to-sound mapping and preload the sound set after audio is armed for tighter timing.

Fixes

  • Stopped four generic samples from being reused across nearly every Attack card.
  • Heavy attacks and Signatures no longer sound like ordinary Basic Attacks.
  • Kept the existing volume control and balanced the new cues for clarity instead of raw loudness.

Known issues and checks

  • Browser audio still requires one player interaction; SFX TAP and the mixer test remain available when a browser has not armed sound yet.
Live
v0.32.0
Genesis Clash

Mobile Command Pass — Phase 7

Genesis Clash now keeps every important battle tool within reach on phones and tablets, with a safe-area aware command drawer and clearer compact Private Duel setup screens.

MobileGameplayMultiplayerSystem
Read full patch notes +

Highlights

  • Added a touch-sized mobile command drawer to Solo and Private Duel for music, combat audio, the mixer, combat history and fullscreen controls.
  • Solo mobile commanders can now reach battle speed, the Battle Guide and match restart without leaving the battlefield.
  • Battle headers and command decks now respect phone notch, home-indicator and landscape safe areas.
  • Private Duel entry and lobby copy is larger and clearer on short landscape screens.

Fixes

  • Restored mobile access to controls that were previously hidden by the compact battle header.
  • Replaced ambiguous repeated mobile header icons with an explicit Controls button and labeled command sheet.
  • Improved tap targets and prevented the command sheet from extending beneath mobile browser controls.

Known issues and checks

  • Very small phones still receive a one-time landscape suggestion, but portrait play remains available through Continue in Portrait.
Live
v0.31.0
Genesis Clash

Combat Feel — Phase 7

Genesis Clash now resolves attacks with correctly timed sound, cinematic card and Signature moments, and readable damage, Shield, healing, switch and knockout feedback across Solo and Private Duel.

GameplayMultiplayerMobileSystem
Read full patch notes +

Highlights

  • Private Duel now shows the same full-card cast presentation used in Solo whenever either commander deploys an Attack, Defence or Tactic.
  • Online Signatures now reveal the acting Hero and Signature name in a dedicated cinematic before the attack resolves.
  • Added server-synchronized result callouts for Hull damage, Shield absorption, healing, Hero switches and knockouts on both sides of a Private Duel.
  • Mobile battle feedback uses compact positioning and respects reduced-motion preferences without hiding the combat result.

Fixes

  • Private Duel impact audio now plays after the Defence window resolves instead of sounding immediately when an attack is announced.
  • Healing, Shield and switch cues now follow the actual synchronized Hero-state change rather than relying only on combat-log wording.
  • Prevented repeated polling of the same room revision from replaying visual or audio feedback.

Known issues and checks

  • Browser audio still requires one player interaction; SFX TAP and the mixer test remain available when a mobile browser has not armed sound yet.
Live
v0.30.0
Platform

Pre Alpha Access Gate

Astro Arena can now open Pre Alpha through a public countdown and registration screen while the game remains available only to approved email or Xaman identities.

System
Read full patch notes +

Highlights

  • Added a cinematic seven day countdown and tester registration route before the complete Astro Arena platform.
  • Email registrations and verified Xaman wallets enter one durable review queue with Pending, Approved and Declined states.
  • Approved testers unlock the arena only after the countdown reaches zero, while the official owner identity keeps safe preview access.
  • Added a private owner review panel for approving or declining individual registrations.

Fixes

  • Protected game pages and gameplay APIs with the same server checked allowlist instead of relying on a visual browser overlay.
  • Kept registration, sign in, wallet verification and required static assets available without exposing protected game actions.

Known issues and checks

  • The opening time is configured for 29 August 2026 at 20:00 CET and can be adjusted before release.
Live
v0.29.0
Genesis Clash

Combat Audio Parity — Phase 7, Step 2

Combat audio now arms reliably after player interaction and gives every important battle action clear feedback across Solo AI and Private Duel.

GameplayMultiplayerSystem
Read full patch notes +

Highlights

  • Private Duel now uses an unlockable combat-audio engine with generated fallbacks when a browser blocks media samples.
  • Attack, impact, Defence, Tactic, switch, Signature and knockout events now have distinct cues instead of silently reusing or dropping sounds.
  • Victory and defeat cues now fire once per completed Private Duel.
  • The Private Duel mixer now shows whether combat audio is ready and includes a direct Attack + Hit test.
  • Solo AI now adds an unmistakable knockout cue whenever either squad loses a Hero.

Fixes

  • Combat sounds no longer fail silently in Private Duel when direct MP3 playback is restricted by the browser.
  • SFX enabled state and volume now persist consistently between Solo AI and Private Duel.
  • Switch and Tactic actions no longer fall back to the standard attack or impact sample.

Known issues and checks

  • Browser audio still requires one player interaction before sound can begin; the battle controls now expose that state clearly as SFX TAP or SFX READY.
Live
v0.28.0
PlatformGenesis Clash

Open Alpha Journey — Phase 7, Step 1

The first-player route now leads directly from free pilot selection into Genesis Clash, while the public Hub accurately explains the progression systems already active in Pre-Alpha.

ProgressionSystemMobile
Read full patch notes +

Highlights

  • Play Free now opens the Genesis Clash Hub for returning guests instead of the general arcade Games page.
  • New players now move from free pilot selection directly into Genesis Clash practice with no wallet or purchase required.
  • Updated the onboarding route label so its promised destination matches the real player journey.
  • Replaced outdated planned-integration messaging with the live Missions, Commander XP, Stars, match history and Hero Mastery flow.

Fixes

  • Removed the accidental Meteor Blaster detour after choosing a starter pilot.
  • Corrected conflicting Genesis Hub copy that described already-live progression features as future work.

Known issues and checks

  • The complete Open Alpha readiness pass continues with combat presentation, responsive battle controls and wider public telemetry in later Phase 7 steps.
Live
v0.27.0
Genesis Clash

Simulation & Final Balance Pass — Step 6

Thousands of deterministic 3v3 matchups now guard match length, difficulty progression, finite-deck pressure and AI Energy discipline before every future balance release.

BalanceGameplaySystem
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Highlights

  • Added a repeatable 9,600-match balance suite spanning Cadet, Veteran, Legend and Void across Balanced, Assault and Fortress player loadouts.
  • Validated mixed Core, Rank 1, Rank 2 and Rank 3 squads while preserving the one-Origins-Hero and one-Rank-1-Hero squad limits.
  • Centered Veteran near an even contest, moved Legend into the expert band and kept Void as the hardest base profile before its rotating Void Trial modifier applies.
  • Kept simulated matches inside the intended 10–20 round pre-alpha window, with finite hands, permanent Used piles and carried Energy remaining decisive late in battle.

Fixes

  • NEBULA_AI now preserves one Energy for its action after a non-lethal Defence reaction instead of repeatedly exhausting its whole turn on protection.
  • Cadet now answers only lethal, very heavy or critical-health attacks; Veteran, Legend and Void scale through explicit squad-power and decision-accuracy profiles.
  • Legend received the late-match Orbital Barrage, Last Stand Protocol and Genesis Override package so its deck no longer creates a difficulty dip below Veteran.
  • Defence selection now penalizes expensive overprotection while still choosing the strongest legal survival line against lethal damage.

Known issues and checks

  • Simulation results are a controlled balance baseline, not a replacement for public player telemetry; live pick rate, surrender rate and real win rate remain the next validation layer.
Live
v0.26.0
Genesis Clash

Hero Stat Combat Layer — Step 5

ATK, DEF and SPD now influence every direct attack while printed Battle-card and Signature values remain the stable base power.

GameplayBalanceMultiplayer
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Highlights

  • Every Basic Attack, Attack card and damaging Signature now compares the active Hero's ATK against the target's DEF.
  • SPD now supplies a small tempo modifier to all direct attacks, making speed buffs, debuffs and Jetpack Module relevant throughout combat.
  • The combined stat adjustment is capped between −8 and +8 damage so Hero identity matters without overwhelming card costs, abilities or evolution values.
  • Effects that ignore DEF now feed the shared formula correctly in both Solo AI and Private Duel.

Fixes

  • Solo AI, player attacks and server-authoritative Private Duel damage now use the same shared stat calculation.
  • Attack-card previews show the exact live stat modifier before the card is deployed.
  • Corrected the battle footer to show the current ten-card loadout composition.

Known issues and checks

  • Pre-Alpha balance telemetry is still needed to confirm whether the ±8 cap should be narrowed after wider player testing.
Live
v0.25.0
Genesis Clash

Real-Deck Solo AI — Step 4

NEBULA_AI now fights through the same finite card, Energy, Equipment and Defence economy as the Commander instead of receiving scripted virtual attacks.

GameplayBalanceSystem
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Highlights

  • Every difficulty deploys a legal ten-card loadout with four Attacks, three Defence cards, one installed Equipment module and two Tactics.
  • The rival opens with a protected four-card hand, draws from a finite deck, pays real Energy costs and permanently discards every used card.
  • NEBULA_AI can now react to incoming attacks with an affordable Defence card; Cadet reacts only in emergencies while Legend and Void protect themselves consistently.
  • AI Equipment, tactical switching, shared Signature Charge, recovery timing and late-match card exhaustion now follow the live battle rules.
  • Enemy squad strength now scales around the selected player squad instead of relying mainly on hidden HP and ATK inflation.

Fixes

  • Solo battle intel now shows the rival hand, remaining deck, used-card count and installed Equipment.
  • Corrected the player HUD reserve count to derive from the real nine-card playable deck.
  • Separated simultaneous attack and impact animation identities to prevent duplicate combat-effect rendering.
  • Difficulty now changes decision accuracy, Defence discipline and squad strength while preserving the same core rules.

Known issues and checks

  • Pre-Alpha AI decisions are deterministic at the highest difficulty but will continue to receive matchup and long-horizon planning improvements.
Live
v0.24.0
Genesis Clash

Deep-Deck Match Flow — Step 3

The command loadout now carries enough single-use decisions to stay tactical through the middle and late stages of a full 3v3 battle.

GameplayBalanceMultiplayerProgression
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Highlights

  • Expanded every loadout from 7 to 10 unique cards: 4 Attack, 3 Defence, 1 installed Equipment and 2 Tactics.
  • Kept the protected four-card opening hand, one mulligan, five-card hand limit and one normal draw each round.
  • Nine playable commands now leave five cards in the deck after the opening hand instead of only two.
  • Played cards remain permanently Used for the match and never reshuffle.

Fixes

  • Legacy seven-card local and cloud loadouts automatically retain all existing choices and gain one unlocked Attack, Defence and Tactic.
  • Solo AI, Ranked launch validation, Hangar saving and Private Duel now enforce the same ten-card composition.
  • Updated the Void Forge, Hangar, Field Manual, Private Duel lobby and public game explanations to the new rules.

Known issues and checks

  • Solo AI still uses its scripted combat economy; the full deck, Equipment and Defence AI upgrade remains Step 4 of the balance plan.
Live
v0.23.0
Genesis Clash

Energy & Equipment Balance — Step 2

Energy acceleration and installed Equipment now create distinct tactical choices without one automatic best module.

GameplayBalanceMultiplayerProgression
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Highlights

  • Energy Reserve now converts its 1-Energy cost into 1 recovery and normal Squad Charge; MK III restores 2 Energy instead of 3.
  • Reactor Core is capped at the first 2, 3 or 4 recoveries at MK I, II or III—no evolution doubles regeneration forever.
  • Reactor Overclock now delivers its burst on turn 2, with MK I repaying 1 Energy on turn 3 and evolved versions removing the debt.
  • Overcharged Blaster now grants +8 damage, while Targeting Visor grants +16 against Shielded targets.
  • Jetpack Module now grants +20 SPD and one free manual switch each round.
  • Repair Drone restores 6/8/10 HP after only the first five Energy recoveries, preventing unlimited late-match healing.

Fixes

  • Solo AI and Private Duel use the same Step 2 values, timing, evolution tiers and Jetpack switch rule.
  • Updated every affected Arsenal description, evolution rule and printed Core card face to match combat.

Known issues and checks

  • Solo AI still uses its scripted combat economy; the full deck, Equipment and Defence AI upgrade remains Step 4 of the balance plan.
Live
v0.22.0
Genesis Clash

Combat Foundation — Step 1

Signature Charge, generated cards and offensive Equipment now follow the same authoritative rules across Solo AI and Private Duel.

GameplayBalanceMultiplayerProgression
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Highlights

  • Private Duel now uses one shared squad Signature Core that carries through every Hero switch, matching Solo AI and the Field Manual.
  • Basic Attacks, Battle cards, Defence reactions and switches all charge the same squad resource; a Signature discharges it for the currently active Hero.
  • Randomly generated and drawn cards are now restricted to the Commander's unlocked card pool in both battle modes.
  • Overcharged Blaster and Targeting Visor now affect damaging Signatures consistently in Solo AI and Private Duel.

Fixes

  • Existing active Private Duels safely migrate their highest stored Hero Charge into the new shared squad Core.
  • Private Duel stores the Commander's level with the locked match state so future generated draws cannot bypass progression.
Live
v0.21.4
Genesis Clash

Profile Progress Strip Repair

The Profile Arsenal progress strips are now fully separated from the card-art badges, keeping every XP and unlock requirement readable without overlap.

ProgressionSystem
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Highlights

  • Removed the glowing XP and level overlays from the lower card panels.
  • Separated card-art badges from evolution progress meters so their styles cannot collide.
  • Improved status contrast, spacing and progress-bar readability across unlocked and locked cards.
  • Kept the complete card artwork and five-column desktop catalogue unchanged.
Live
v0.21.3
Genesis Clash

Profile Arsenal Clarity

The Profile card roadmap now presents unlock and evolution progress in a compact, readable status panel beneath every Battle card.

ProgressionSystem
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Highlights

  • Removed the oversized empty footer area beneath Profile cards.
  • Added clear unlocked, locked, next evolution and maximum evolution states.
  • Added a color-matched progress bar with readable Card XP or Commander Level requirements.
  • Kept the complete card artwork, descriptions and five-column desktop layout unchanged.
Live
v0.21.2
Genesis Clash

Genesis Mastery Completion Pass

Genesis Mastery has completed its end-to-end repair pass with explicit free path resets, clearer upgraded Hero stats and stronger progression regression coverage.

ProgressionGameplaySystem
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Highlights

  • Added a Reset All Paths control for every trained Hero while preserving all Hero XP and levels.
  • Hero inspector HP and ATK upgrades now appear in green with their exact Mastery bonus.
  • Verified Hero XP rewards, Levels 1–10, Level 3/6/9 choices and all automatic milestones against the longer 3,650-XP curve.
  • Verified the same HP, Attack, starting Shield, Signature, deployment, finisher and emergency bonuses in Solo AI and Private Duel.

Fixes

  • Mastery bonuses now always derive their level from authoritative Hero XP instead of trusting a cached level field.
  • Locked-tier XP labels now read directly from the shared progression curve so interface and rules cannot drift apart.
Live
v0.21.1
Genesis Clash

Origin Card Visual Rebuild

The XRP, SGB and BTC Origin Hero cards now integrate their rebalanced HP values into the original premium stat treatment instead of using visible number overlays.

System
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Highlights

  • Rebuilt the 104, 110 and 118 HP readouts with the cards' original metallic sci-fi numeral style.
  • Restored matching cyan glow, panel texture, alignment and spacing across the complete Origin trio.
  • Preserved every astronaut, frame, ability panel and the v0.21.0 combat values unchanged.
Live
v0.21.0
Genesis Clash

Core Crew Balance & Longer Mastery

The free Core roster is more even, every changed printed Hero card matches its live rules, and both Hero Mastery and Battle-card evolution now require a longer commitment.

BalanceProgressionGameplaySystem
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Highlights

  • Reduced Origin Hero HP to 104 for XRP, 110 for SGB and 118 for BTC while keeping their one-per-squad identity.
  • Limited BNB's discount to the first Support card each round and reduced Command Pulse to +1 Energy and 8 team Shield.
  • Increased TRX Tron Shift from 38 to 42 damage and USDC Stable Recovery from 32 to 36 healing.
  • Reprinted all six affected Core Hero cards so their visible HP and ability text exactly match combat.
  • Raised Hero Level 10 from 1,750 to 3,650 XP with a progressively steeper ten-level curve.
  • Raised Battle-card evolution requirements from 80/240 to 150/500 Card XP for MK II/MK III.

Fixes

  • Existing Hero and Card XP is migrated proportionally so current players keep approximately the same level and evolution progress.
  • Solo AI and Private Duel continue to read the same shared Hero definitions and progression gates.
Live
v0.20.1
Genesis Clash

Tighter Opening Energy

Commanders now begin at 5/7 Energy and recover exactly +1 each round, making early attacks, cards and Defence compete for a tighter shared reserve.

BalanceGameplayMultiplayer
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Highlights

  • Reduced opening Energy from 7/7 to 5/7 in Solo AI and Private Duel.
  • Removed the +2 empty-core emergency recovery; zero Energy now recovers the normal +1.
  • Kept unused Energy carry-over and the absolute 7-Energy cap.
  • Preserved Reactor Core, Energy Reserve, Reactor Overclock and Hero Energy bonuses as deliberate ways to accelerate recovery.

Fixes

  • Solo AI can still accumulate Energy above the 5-point opening amount up to the shared 7-point cap.
  • Updated the tutorial, Field Manual, Feedback panel and platform combat explanation to match the live economy.
Live
v0.20.0
Genesis Clash

Persistent Energy Economy

Energy is now a match-long resource: both commanders start full at 7/7, carry every unused point and normally recover only +1 each new round.

GameplayBalanceMultiplayerSystem
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Highlights

  • Replaced the 3 → 3 → 4 → 4 → 5 refill curve with a persistent 7-Energy pool.
  • Added +1 normal round recovery and a +2 emergency recovery when a commander begins from 0 Energy.
  • Applied the same Energy cap, carry-over, recovery, gains, drains and displays to Solo AI and Private Duel.
  • Updated Solo AI to keep and spend a real Energy pool instead of receiving a fresh budget every round.
  • Reworked Reactor Core into an early recovery booster and Energy Reserve into an immediate Energy refill.
  • Converted battle-start Energy Hero passives into first-recovery bonuses so they remain useful when starting full.

Fixes

  • All Energy gains now respect the shared 7-Energy cap in both combat modes.
  • Private Duel no longer displays boosted Energy against an incorrect /5 maximum.
Live
v0.19.3
Genesis Clash

Final Combat Parity Repair

Solo AI and Private Duel now share one basic-attack rule, Poison is stored independently from Burn, and AI Heroes execute their complete structured Signature effects.

GameplayBalanceMultiplayerSystem
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Highlights

  • Unified Basic Attack damage across Solo AI and Private Duel with the same ATK, target DEF and DEF-ignore calculation.
  • Separated Viper Byte Poison from Burn in Solo, including independent duration, ongoing damage, cleansing and Poison-specific conditions.
  • Expanded AI Signatures with ally Shield and SPD, lowest-ally healing, second-ally healing, cleansing, Energy, drawn tactical options and switch bonuses.
  • Added AI disruption handling for Shield break and theft, random discard, Passive or Equipment shutdown, Burn, Poison, Stun, Snare and post-Signature switching.

Fixes

  • Zero-damage support or disruption Signatures now resolve their effects correctly in Private Duel.
  • Equipment and Passive shutdown now affect the relevant Solo combat calculations for their stated turn.
Live
v0.19.2
Platform

Cleaner Platform Navigation

Patch Notes are now kept close to Genesis Clash without taking space in the platform's primary navigation.

SystemMobile
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Highlights

  • Removed the Updates link from the desktop and mobile platform header.
  • Kept direct Patch Notes access in the Astro Arena footer.
  • Kept Latest Patch Notes beside the main actions on the Genesis Clash page.
Live
v0.19.1
Genesis Clash

Larger Desktop Squad Reveal

The final desktop squad screen now uses the available arena space to present all three selected Hero cards at a much larger, more readable scale.

System
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Highlights

  • Increased Hero-card height substantially on wide desktop displays.
  • Expanded the squad presentation area and consolidated all four AI choices into one compact desktop control row.
  • Preserved the existing tablet and phone layouts.
  • Kept the complete card artwork, Hero names and roles visible before deployment.
Live
v0.19.0
Genesis Clash

Genesis Mastery Skill Trees

Every Genesis Clash Hero now earns individual XP, levels from 1–10 and can follow a compact Power or Defence skill path.

ProgressionGameplayBalanceSystem
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Highlights

  • Added persistent Hero XP and ten Mastery levels for all Core and Genesis Heroes.
  • Added automatic HP, starting Shield and cosmetic milestones at Levels 2, 4, 5, 7, 8 and 10.
  • Added two-choice Power or Defence upgrades at Levels 3, 6 and 9, with free Pre-Alpha resets.
  • Applied Mastery bonuses to both Solo AI and Private Duel through the same bonus catalogue.
  • Added Hero levels, upgraded stats and a complete skill-tree manager to My Hangar and squad selection.
  • Solo battles award 20 Hero XP plus 10 for a win; rewarded Private Duels award 25 plus 15 for a win.
Live
v0.18.2
Genesis Clash

Genesis Ownership Gates

Genesis Hero ownership is now unmistakable throughout squad selection while free Core Crew Heroes remain open to everyone.

SystemMultiplayerMobile
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Highlights

  • Added owned Hero totals to the Core, Rank 1, Rank 2 and Rank 3 collection bars.
  • Added clear NOT OWNED overlays and lock icons to every unavailable Genesis Hero.
  • Kept locked Heroes previewable while preventing deployment in Solo and Private Duel.
  • Added accurate wallet-verification states and a direct route to the Genesis Avatar archive.
Live
v0.18.1
Platform

Public Alpha Test Protocol

The Astro Arena Feedback page now follows the current Genesis Clash Pre-Alpha instead of the retired platform test route.

SystemGameplayMultiplayerMobile
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Highlights

  • Replaced the old eight-step platform checklist with ten focused Genesis Clash tests.
  • Added dedicated checks for Hero rules, every card type, Solo AI, Private Duel, rematches, Missions, audio and mobile layouts.
  • Added the current live version, active test modes and known combat checks beside the checklist.
  • Expanded feedback categories and report guidance so gameplay issues are easier to reproduce.

Known issues and checks

  • Final parity review is still open for the Solo and Online basic-attack formula.
  • Viper Byte's Solo Poison status still needs a final storage check.
  • Some supportive or disruptive AI Signatures still need deeper decision-making tests.
Live
v0.18.0
Genesis Clash

Hero Ability Parity

The complete 91-Hero roster now uses explicit, testable Passive and Signature definitions instead of broad text interpretation.

GameplayBalanceSystem
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Highlights

  • Validated a primary attack, Passive and executable Signature for all 91 Heroes.
  • Added explicit rules for status cleansing, Equipment and Passive shutdown, Energy tax and drain, Poison, Burn, Stun and conditional damage.
  • Added support for reserve healing, Shield triggers, switch bonuses and once-per-round or once-per-match limits.
  • Added a roster validation gate that blocks builds containing an unsupported Hero ability.

Known issues and checks

  • Final parity review is still open for the Solo and Online basic-attack formula.
  • Viper Byte's Solo Poison status still needs a final storage check.
  • Some supportive or disruptive AI Signatures still need deeper decision-making tests.
Live
v0.17.0
Genesis Clash

Printed Cards = Live Rules

Card faces, Arsenal descriptions and battle behavior were synchronized so the printed card remains the player contract.

BalanceGameplay
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Highlights

  • Reprinted all seven Equipment cards as match-long ∞ Passive modules with no Energy cost.
  • Changed Gravity Grenade's SPD reduction to a temporary effect instead of a permanent stack.
  • Aligned Gravity Grenade evolutions with the new duration rule.
  • Made Overcharged Blaster boost basic attacks correctly online.
Live
v0.16.0
Genesis Clash

Unified Combat & Progression

Solo AI and Private Duel were brought onto one consistent Genesis Clash ruleset and progression flow.

GameplayMultiplayerProgressionSystem
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Highlights

  • Unified card costs, draw rules, Equipment, switching, SPD initiative and round timing.
  • Added real Hero Passives and Signatures to online battles.
  • Recorded multiplayer damage, cards played and Signatures for match history and Missions.
  • Added fresh rematch rooms, accurate capped rewards and reconnect or forfeit choices.

Fixes

  • Corrected reward previews when an opponent reward cap has been reached.
  • Prevented rematches from overwriting earlier results.
  • Improved server-side command timing and action validation.
Live
v0.15.0
Genesis Clash

Mobile Command Mode

Genesis Clash became playable through the complete flow on phones, not only during battle.

MobileGameplay
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Highlights

  • Added the animated rotate-phone launch prompt with a portrait fallback.
  • Added landscape layouts for the intro, Hero vault, card Arsenal, deployment chamber and Private Duel lobby.
  • Added swipeable card rails, touch inspection and compact battle HUD controls.
  • Preserved music, effects, Equipment and synchronized rules on mobile.
Live
v0.14.0
Genesis Clash

Private Duel Arena Parity

Private Duel moved out of its stripped-down shell and into the full cinematic Void Forge battle experience.

MultiplayerGameplaySystem
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Highlights

  • Restored the full arena, Hero cards, hand dock, soundtrack mixer, combat SFX and attack cinematics online.
  • Moved passive Equipment into a large locked module bay beside the playable hand.
  • Shortened multiplayer timing to 20 seconds for commands and 10 seconds for Defence reactions.
  • Improved live-state response speed and synchronized card effects.

Fixes

  • Corrected Gravity Grenade, Counter Pulse, Phase Dodge, Signal Jam, Reinforcements, Emergency Thrusters and Genesis Override behavior online.
  • Aligned Orbital Scan and Final Signal with random-card rules.
Live
v0.13.0
Genesis Clash

Public Pre-Alpha

Genesis Clash became the featured public Pre-Alpha game on Astro Arena.

GameplayMultiplayerSystem
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Highlights

  • Added Genesis Clash as the featured first title in Games.
  • Launched server-authoritative invite-code Private Duels.
  • Added loadout validation, reconnect protection, rematches and multiplayer history.
  • Marked the experience clearly as Public Pre-Alpha and best on desktop or landscape tablets.
Live
v0.12.0
Genesis Clash

Card Arsenal & Evolution Forge

Commander progression gained level-unlock cards, persistent loadouts and the Evolution Forge.

ProgressionBalanceGameplay
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Highlights

  • Added ten level-unlock Battle cards and a complete 34-card Arsenal.
  • Added seven-card loadouts: three Attack, two Defence, one Tactic and one passive Equipment module.
  • Added MK II and MK III card evolution with Commander Level gates.
  • Added cloud-saved squads, decks, difficulty and post-match progression.
Foundation
v0.1–0.3
Genesis Clash

Genesis Clash Foundations

The first playable 3v3 tactical card-battle foundation was assembled between 5 and 7 August 2026.

GameplaySystem
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Highlights

  • Established three-Hero squads, Energy, Shield, Charge, switching, Passives and Signatures.
  • Created the free Core Crew and linked Genesis Hero roster.
  • Built the first Void Forge battlefield, card hand and AI difficulty modes.
  • Established the 5–8-minute match target and single-use Battle card structure.