SUNDERSTAR is now open for public testing. The public server no longer requires an access key, so the new client can connect directly from the opening screen.

This update also rebuilds the game's physics, replaces most of the interface, and adds a new starting hub. It changes both the first few minutes and the moment-to-moment feel of a match.

Reworked physics

Ships, defensive drones, asteroids, and debris now use Unity Physics.

Collisions have been rebuilt around the new physics system. Nearby asteroids and debris can be predicted on the client, which makes their movement feel more immediate during close encounters. Weapon hits still remain under server authority.

Projectile collision checks now follow the full distance travelled during a simulation step. Fast shots are less likely to pass through a target between ticks, while lasers use the same world collision data as the rest of the game.

Asteroid respawns received a separate visual fix. A respawned asteroid no longer appears to fly across the arena from the position where its previous version was destroyed.

A new place to start

The game now opens in a client-side space hub instead of dropping straight into the arena.

The connection panel is available immediately, but there is no need to stand beside a terminal or fly to a special point. You can connect at once or spend some time flying around the station while cargo traffic and other background activity move through the scene.

The arena loads in the background. Once the connection is ready, the transition into the match plays as a short warp sequence instead of a hard scene change.

Basic onboarding has also been added. It starts with movement in the hub, then continues inside the arena with practical objectives: destroy an asteroid, collect its resource, and apply an upgrade.

Updated interface

The connection screen and combat HUD have been rebuilt around a shared visual style.

The opening screen now keeps the hub visible while placing connection controls in a side panel. It includes language selection, build information, public server status, player count, and a proper exit button.

Inside the arena, the ship interface has been reorganized. Health, level, experience, resources, fire mode, and available upgrades are easier to read without covering the fight.

Upgrade choices and ship progression now have more room. Ship options are arranged in two columns, with clearer comparisons between their attributes.

The right side of the HUD now has a compact leaderboard and kill feed. The leaderboard shows the leading players while still preserving the local player's position when they fall outside the visible top group.

Base defence areas received new visuals as well. Warning boundaries are easier to identify, detection ranges use animated beacons, and defensive drones now have a dedicated team-coloured hull.

Public server access

The public server is open and no longer asks for an invitation key.

Its current state and player count appear directly on the connection screen. If the status request is temporarily unavailable, the Connect button remains usable.

The server infrastructure can also recover from a crashed or stalled game process. For players, that means fewer situations where the server stays offline until someone restarts it by hand.

The doors are open. Download the new client, connect, and take a ship into the arena.