GRAKKON ▶ Play

MARQUEE

▶ The Bay got rebuilt around what you're flying.

The Bay v2 is live — HULL and ENGINE on the port spine, WEAPON and SHIELD on starboard, every stat and cost visible before you spend a credit. The preview stage animates while you shop: watch your thrust, your test-fire, and a shield hit before you commit.

And for the first time, what you buy actually shows its teeth. Every weapon now carries a real DAMAGE stat, sitting right next to fire rate in the ship editor — a slower gun that hits harder isn't a mystery anymore. It's not just a number on a screen, either: it's live in combat.

REF · #412 · #416 · #207 · #210 · #211

NEW

  • The Bay v2 is live. A full outfitter rebuild — twin spines, matching flight-HUD language, full stats and costs on every part, and an animated preview stage instead of a static thumbnail.

    · #412 #416
  • Weapons show their punch. Every weapon carries a per-shot DAMAGE stat now, visible in the ship editor and live in combat — cadence was never the whole story, and now you can see the rest of it before you buy.

    · #207 #209 #210 #211

IMPROVEMENTS

  • Every weapon and engine sounds like itself. Firing, dying, and thrusting all carry per-part sound now — and NPCs fly the same equipment you do, so they sound exactly like a human pilot would.

    · #198 #199 #200 #201 #197
  • Full shield lineup, real costs across the board. Nine new outfit shields replace the old Standing Wave, and hull, engine, weapon, and shield pricing all got a real pass instead of placeholder numbers.

    · #413 #414 #415 #417 #418
  • Respawn refills you all the way. Confirmed as the intended penalty model: you come back at full strength, not half — the real cost of dying is whatever you hadn't banked yet.

    · #219

BALANCE

  • Outfit weapons finally fire the way they're drawn. Stitch streams, Volley bursts, Hail and Spindrift fan out, the arc weapons snap to the nearest target along your firing line instead of flying forever, and kinetic rounds can punch clean through a downed shield.

    · #424 #425 #426 #427 #428 #429 #430 #431 #432 #433 #434

FIXES

  • Reconnecting after a deploy doesn't freeze your thrust anymore. A dropped connection now re-syncs your session properly instead of leaving you looking connected but stuck.

    · #158

Under the hood

  • A pile of foundational work rides along. Shot impacts land on the actual hull edge instead of somewhere inside it, and the Tide's ambient sound picked up its own overlay layer that fades in and out with the wave.

    · #147 #204

PILOT'S NOTE

This is the patch where your loadout stopped being cosmetic. The Bay v2 is the marquee — a full outfitter rebuild matching the twin-spine language of the flight HUD, every stat and cost on the table, and a preview stage that actually animates while you shop (#412, #416). Riding alongside it: weapons finally carry a real per-shot DAMAGE stat, shown next to fire rate in the editor and live in combat, so a slower gun that hits harder shows its work instead of hiding it (#207, #209#211).

A cluster of improvements round the loadout out. Every weapon and engine now has its own sound — firing, dying, thrusting — and NPCs fly the same gear humans do, so they sound like real pilots instead of a generic hum (#198#201, #197). Shields got a full lineup: nine new outfit shields replace the old Standing Wave, and every slot across hull, engine, weapon, and shield picked up real costs instead of placeholders (#413#415, #417, #418). And a design question got settled: respawn restores you to full strength on purpose — the penalty for dying is whatever you hadn’t banked, not fighting back half-dead (#219).

The ten outfit weapons also got their fire patterns wired up to match what the catalog always showed — streams, bursts, fans, short-reach arc weapons that snap to the nearest target in front of you instead of flying forever, and kinetic rounds that punch through a shield that’s already down (#424#434).

One fix: reconnecting after a deploy used to leave your ship looking connected but frozen in place. Fixed (#158). A handful of foundational passes ride along underneath — shot impacts landing on the actual hull edge instead of somewhere inside it, and a proper ambient sound layer for the Tide (#147, #204).

— Ray