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Connecting contracts, cargo and combat

The latest Linux playtest joins station work, regional travel, combat and recovery into a trip a pilot can finish.

Foundry Port station services show a contract list and a selected contract brief beside the docked starter tug.
Foundry Port station services · In-game capture · September 7, 2026 playtest

The latest Spacelancer playtest connects more of the trip I described in the introduction. A pilot can choose work at a station, launch, travel through the region, get into trouble and bring cargo home. The next decision is what to do with the earnings.

At the station, the contract list sits beside the selected job’s brief, with separate services for contacts, trading, equipment and ships. Ore, alloy and freight share one cargo hold, so carrying something has a visible cost in space. The regional chart tracks the pilot while the ship moves and shows visited places and route choices.

Combat and recovery now connect to that trip too. Attackers steer toward an intercept, shield and hull damage have separate readings, and a disabled pilot can choose recovery or return to a checkpoint. The automated journey checks cover collision recovery, towing losses, saved progress and picking up the next contract.

There’s an art update alongside the playable work. Open Hand has brown pressure housings, darker framing and steel-and-ochre machinery. The starter tug’s materials follow the same direction in the modeling tools and in the game. The gallery includes the concept boards, production views and game captures so readers can follow that development.

The build is available to invited Linux x86_64 testers. The main trip has passed its focused checks; performance over a full session, compatibility across machines and the unfinished art still need attention. The useful feedback now comes from people taking those trips themselves.

Explore the gallery ↗