Release Notes - Maintenance 2026.06

Release date

The maintenance release will be released on June 17th, 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.

New features

Unload on arrival toggle

SFC now has a toggle to enable and disable ‘unload on arrival’ even during flight. This is a PRO feature, as the ‘unload on arrival’ feature is PRO as well.

Post-tutorial contracts

We added a series of post-tutorial contracts that new players receive after the regular tutorial. They will help to setup a second base. See devlog #526 and #527 for details.

Screen variables

This PRO-feature allows to define variables of various types per screen. The variables can be used in commands. Each variable has a selector that allows to quickly change its value and thus also the commands it is used in.

This can be used to build dynamic screen setups: For example one could build a commodity exchange screen that has the orderbook, chart and order mask etc. Changing the commodity variable would change the contents of each command simultaneously.

Changes

  • The LMBL block list now also works for custom contracts. Players are on a recipient’s block list will not be able to send them contracts.
  • We updated the PROD command to show more details, especially the production line efficiency and slots. This was inspired by refined PrUn.
  • Loan templates now show the total interest
  • The amount of rentable warehouse units on commodity exchange stations has been raised to 2000 units. The pricing for for units above 1000 is not linear anymore, but exponential. The WAR command has been updated to allow renting/cancelling multiple units in one go. The number of rentable units per company has been doubled.
  • Changed the sort order of trades in CXO, latest trades are now on top of the list.
  • Added a faction com channel for each faction. Each company will join this channel automatically (like a corporation channel). Leaving it is not possible, since it is assigned automatically, but the channel can be muted.
  • Added additional recipes that use RE and WRH

  • Added additional recipes that use NA

Fixes

  • Fixed a bug where the MAX drop target in inventory transfers was not visible. This only occurred in infrastructure upkeep and fuel stores.
  • Fixed a bug where SFC and other commands would show an error message when starting a flight in some rare circumstances
12 Likes

Any chance of fixing this issue in this maintenance release?
Flight related UI components fail to render on a very specific situation

Regarding warehouses, I think the limit of rentable units of a planetary warehouse should be increased as well. All planetary warehouses in this universe have a consistent 10% usage rate which is a huge waste of resources. It could also use an exponential pricing model.

4 Likes

Even if every player would rent all available units on aplanet with 500 bases not even half of the total amount would be used (5.000/10.500).
So there is lots of available units, and some potential income for planets.

2 Likes

Good idea, we doubled the number of rentable units per company.

5 Likes

Oh my goodness, I’m excited for this one! I know I’m one of like 4 people, but… it’ll be really nice!

2 Likes

omg I am going to get so much use out of this. single variable way to view cxob, cxpc, cxpo for the hundreds of tickers that I quote in the game?

Screen variables seem very cool, but how are you supposed to use them with linked inventories/production lines etc? For example I can set my Base screen to depend on a variable PLANET and the BS, LM, XIT BURN commands will update, but the PROD, INV (for base) and INV(for warehouse) will not update automatically, since they use a unique id.

2 Likes

This is a known issue and we’ll support the cases revolving around bases at a later point. Right now the focus for screen variables is on CX screen setups.

3 Likes

I was actually about to ask about both of those cases lol. A big component of my CX screens is having my WAR and my FLT in the same place for easy transfers. Neither of which I can set up using the CX list that the CX command is using!
EDIT: Also, can we get an “Edit” button for the custom list option?

A somewhat tangential suggestion: allow the LM buffer command to accept the CX identifiers, therefore allowing it to work with the CX variable.

E.g., currently to show the local market for Hortus, you use “LM HRT”. If it becomes possible to use “LM IC1”, this means you could then use “LM %CX%”, letting you quickly and easily browse between the local markets for all exchanges.

3 Likes

Yes! This will make all of us Gateway maintainers very happy

1 Like

Agreed, if commands that using the station ID (HRT, ANT, etc) could also use the CX ticker that would solve so many problems

Great to hear that this is on the roadmap, this feature will be really useful!

I just deployed some changes: Commands BBL, WF, EXP and PROD now also work with a locations’ natural Id (eg. UV-351c) instead of just the base id.

The base’s inventory is a bit more complicated and we’ll look into that at a later point in time.

10 Likes

Thanks Molp! That will definitely help - especially the PROD - at least if we use INF %planet% we get a list of both the inventory and warehouse (if applicable) - so that helps.

Will the HCB, VCB, LCB and especially WCB (which was already worse before that) recipes be rebalanced following the change to the new TI recipe?

Because if fully optimized the midgame recipe (AST/FET/WAL) is as efficient or even better as the endgame one (ALR/WRH including additional logistics) why should one move to the endgame. And with the amount of RE that is already mined there is just no reason to stay there, we have enough for many more gates.

One of the “you might want to consider” … would those 2nd base post-tutorial contracts allow new players to set up a base on an otherwise full world (in the same faction?). It might help alleviate some of the angst of full worlds and new players (“all the best worlds are full”) - especially when those worlds are closely paired with an existing one (e.g. Proxion and Etherwind, or Promitor and Avalon).

I don’t think if that is such a good idea as new players at that point likely don’t know the value of these planets.
And tbh it would be controverse towards players that don’t have a second full planet. I think a full on plot rework would be better than investing time into such semi-fixes.

It would be nice to have separate INV BS OT-580c and INV WAR OT-580c command. A planet can only have one of each of associated type so it wouldn’t be ambiguous

2 Likes