---
title: "SpaceCorps 2027 0.4.14 · Patch notes"
description: "SpaceCorps 2027 0.4.14: Adds a research queue of five, an asteroid mission at every level from 1 to 8 and a mark for the missions and Challenges you can accept."
canonical: "https://spacecorps.github.io/play/patchnotes-v0.4.14.html"
---

# 0.4.14 · 2026-10-08

[GitHub release](https://github.com/SpaceCorps/play/releases/tag/v0.4.14)

SpaceCorps 2027 0.4.14 adds a research queue of five, an asteroid mission at every level from 1 to 8 and a mark for the missions and Challenges you can accept. Every item name now has Roman numerals, x1 ammo costs 5 Credits, the Auction takes Thulium for every kind but Quorvium, and a 0.4.13 game installs this update as a patch.

## What's new

**Highlights**
- **Queue up to five technologies** in the Research Centre. Each starts by itself when the one before it finishes, even while you are away.
- **A mark for what you can accept:** a badge with a count on Mission Control and its tabs, and one toast and a quiet sound whenever new ones come.
- **An asteroid mission at every level from 1 to 8,** for kinds that live on better maps (level 1: 8 rocks and 60 Rivet I; levels 7 and 8: the Danger Sectors). Rockets and lasers both count.
- **Roman numerals on every item:** Quantum Laser I, II and III, Starfire-III, and the Laser Damage, Shield Wall and Hull Plating Booster I and II. They are the same items: pieces, tiers, buffs and booster time stay.
- **x1 ammo (Standard Battery) costs 5 Credits** in the Shop, not 10.
- **The Auction takes Thulium for every kind but Quorvium;** the Power Core can be listed from 1 Thulium.
- **The Hangar shows Penetration on every ship** (0.0% without a Penetration Amp). Its tip names the caps: a laser hit's total is capped at 50%, a rocket's at 40%.
- **Fixes:** the stay missions say what starts a stay again, and their clock ticks every second; the Dashboard shows a booster's name, never a number; a cloaked ship's drones fade with its hull; the wiki's search box shows its whole focus border.
- **For administrators:** the Admin page shows how often each invite code was used.

**If you already play: what changes for you**
- **Update the game.** A 0.4.13 game installs this update as a patch; if the patch cannot be used it downloads the whole package, with no error. A 0.4.11 or older game downloads the whole package.
- **Ten items are renamed at the first start,** in place: ids, pieces, tiers, buffs, crafts, Auction listings and booster time stay. The Laser Damage Booster 1 you hold is the Laser Damage Booster I.
- **Eight missions are added to your list.** Those of the levels below yours are not offered (no pay for a level long done); yours and the levels above come as you reach them. They are not one of a level's ten and count in neither the Stats page nor the Wipe Points.
- **Nothing else moves.** A technology under way carries on, the queue starts empty, open listings keep their price and currency. At your first sign-in the mark tells you once what is waiting.
- **A 0.4.13 game keeps working** against the 0.4.14 server. It shows at once the Roman names, the price of x1 ammo, Thulium in the Auction and the asteroid missions (as a line with a count, "3/8"). It cannot queue research, show the badge, the new stay texts and clock, the Penetration tile on every ship, the drones' fade or the Dashboard fix, and a few item descriptions (the Quantum Laser III, the Starfire-III, the Booster II recipes) read in English in other languages until it updates.

**Missions and research**
- **How the queue works.** Press Queue on a technology while another is researched; the tree shows order numbers and the Research window a queue card. Nothing is paid when you queue. Each prerequisite must be researched, under way or queued ahead of it, so a chain goes in order. The next one starts at the exact moment the one before finishes, if you could start it by hand then (the Centre not upgrading, power, Dark Matter in the Centre, fuel in the tank). If not, it stays first in line, nothing is taken, and the Research window says why: fix the cause and press Start. Each start takes the technology's Dark Matter then. Removing a queued technology is free (the queued ones that need it go too); cancelling the research under way starts nothing. Queueing, removing and a queued start each have a quiet sound.
- **The mark** counts a mission as waiting when its line has a free slot (5 level missions, 3 Station missions, 3 Challenges) and your level and the season day are reached; it tells each one once on this computer.
- **The asteroid missions** come after a level's Special and take one of your five active slots. A break counts when it pays you a share: at least 5% of the damage the rock took, or the top dealer when nobody reaches 5% (in a group, the payee and the mates the chunks reach). Only the named kinds on the named sector count (x-3 is the third sector of any company, DS-x any Danger Sector); levels 7 and 8 can be accepted from day 4 of the season. Level 1 asks 8 Pebbles, Cobbles, Glimmers, Rimes or Cache Pods in x-1; level 8, 6 Ancient Husks or Star Crystals in a Danger Sector. They pay from 400 experience, 2,000 Credits, 5 Thulium and 60 Rivet I to 36,000 experience, 90,000 Credits and 720 Thulium.
- **The stay missions** Night Shift, Border Watch III and Frontline Watch now say that time in other sectors does not count and that losing your ship, or a hull loss past the limit, starts the stay again. Their clock counted in steps of 10 seconds; it ticks every second now.

**Auction and shop**
- **x1 ammo costs 5 Credits.** The Auction's least price follows: 200 Credits for a lot of 100 (400 before). Other ammo and the rockets keep their prices.
- **Thulium for 79 of the 80 kinds.** The Auction's rule closed Thulium to a kind whose least price was under 20 Thulium: 38 kinds in 0.4.13, the Power Core among them. A Thulium price is a whole number from 1; only the Quorvium, a lot of which the design values at less than 1 Thulium, stays in Credits. Deposit and tax are paid in Thulium, as before.

**For administrators and the server**
- **The Admin page's Invites section** shows totals (codes, codes used, uses, friends who reached level 5, the last 24 hours, 7 and 30 days, rewards collected) and a sortable table with, per code, the friends who used it. `GET /api/admin/invites/stats`: read-only, admins only, nothing new stored, no code shown.
- **At the first start:** one new table (`ResearchQueue`, empty), one data step (`quests-asteroid-v1`: the lower levels' missions are listed as not offered in each pilot's quest state) and the ten renames; the backup gate prints 18 lines. Eight data files change; the new routes are `POST /api/skylab/research/queue/:tech` and `dequeue/:tech`. No new counter or environment variable.

All patch notes: [patchnotes.md](https://spacecorps.github.io/play/patchnotes.md) · [patchnotes.html](https://spacecorps.github.io/play/patchnotes.html)
