The maintenance release 2026.01 will be released on Feb. 3rd 2026.
General Notes
If your APEX console is stuck in a loading state after the update, please make sure to refresh it once after the update to ensure you got the latest version.
The new multi-item transfer feature allows selecting multiple materials and dragging them to a target inventory. More details can be found in devlog #512
Changes
Show infrastructure as “under construction” and not “operational” while they are being built
Show progress of infrastructure construction projects
Make company creation controls visible even with low screen resolutions.
Make screen selection more robust. In some browsers a very small gap between the button and the list made it hard to select screens.
Adjust default naming rules for gateway infrastructure. A gateway name can be up to 32 characters long and include ‘-’ and ‘>’, for example: Hephaestos -> Griffonstone
Increase amount and limit rules for CX orders (max units: 99m, max limit: 999m)
Changes to the new player experience:
Players with the FREE license can accept custom loan contracts from other players. The contracts can only consist of loan payout and loan installment conditions.
New players will receive 1.5 times more starting materials
The introductory contracts rewards will contain a few luxury consumables
The first production order and the first flight will be sped up significantly for new players, so they don’t have to wait until the next day to continue their game session
The upper half of the FX matrix has been removed to simplify FX trading. Please note that the FX brokers still exist, so if you want to access the order books to remove existing orders just type in the command manually.
The ‘price average’ field in CXP and CXPO now uses a weighted average over the price data of the last 10 days.
Damage through FTL flight is reduced to 1/3 when using gateways
Fixes
Fixed the FTL route preference selection in the BLTF command
Having multiple infrastructure upgrade projects at the same time can cause confusion and errors. From now on upgrade motions can only be created if there is no ongoing upgrade project
The “unload” and “unload on arrival” actions didn’t work properly for infrastructure construction, upkeep and gateway fuel stores, causing loss of materials. This is fixed now.
Fixed the recipient of the infrastructure upgrade completion notification
Fixed a bug where only companies involved in the creation or upgrade of an infrastructure are being able to provide upkeep and fuel materials.
Allow STL-only ships to fly through gateways
Fixed a bug where CXPC would not always have the most current price data
More items will be added to the list as we continue working on the release.
Multi-item transfer is such a slick upgrade. Hat tip to @archiel for the idea and then molp for getting it implemented so cleanly and quickly. Huge quality of life buff that can’t be added through extensions like rprun.
Imo another balancing decision can be made is that new players who’d mainly deal with dense MATs (rocks, ores, metals, etc.) get one WCB rather than 2 SCB
While we still have time - I’d like to note that the STE might be too expensive. Discussion among folks tl;dr is that it’s way too much to be viable - I’m not planning one and I don’t know of anyone who is.
Suggest removing one, if not both, of the HCB’s in its construction. It will still cost millions and millions, but there are some base configurations where that extra little bit of area it saves allows some big building making the ROI worth it.
Agree 100% with lowstrife on this, and I’ll add a suggestion, to also swap out some or most of the A-Fabs for more ALR and WRH. Keep the cost around a couple million, but at least it keeps RE alloys useful long-term if they’re used enough in STE’s.
All the other new STO types are great, but STE’s using the same amount of RE alloys but much higher cost in other materials makes them imbalanced imo
Yeah the catch with the STEs requiring 2 HCBs is that you spend 20 area for 10k storage rather than 30 area for 2 STO. But if you’re using 2 HCBs, you might as well turn them into HCB ships for not much more cost. Then you get 10k storage for 0 area by parking the ships on the planet.
Awesome! We really appreciate you reading through our feedback - love the change.
~10% of the cost being alloys is a significant improvement, and the lower cost brings the value to an actually feasible level imo - I think there should be enough demand for these to see a fair few built, and the effect on RE usage will be a lot higher because of it.
Also, all gateway builders are going to love the increased TRS being bought up to build these lol
Fixed a bug where CXPC would not always have the most current price data
The ‘price average’ field in CXP and CXPO now uses a weighted average over the price data of the last 10 days.
YESSSSSSSSSSSSS THANK YOU
One point of parliamentary procedure - please make sure that the endpoint, if there are no trades in the last 10 days, continues to report the same value and doesn’t print zero or #null instead. Thanks.
I would prefer a feature related to government management functions, specifically, it would be best if government buildings that require material maintenance could give a heads-up to the government administrators three days in advance. This way, those elected as administrators across multiple planets wouldn’t have to check each planet individually.