Avorion Newsletter

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Update 2.0 Newsflash - Captains' Orders

Captains & Commands
With the introduction of the new captains, we also improved the way you can give orders to your ships. Whenever you order your captains to carry out a command, you will need to select an area for them to work in. They will analyze that area and they will predict how successful they will be. This depends on several factors such as the individual abilities of the captain, the likelihood of the ship being attacked in that area, and whether the area is suitable for the specific command in general.

To see the pictures in full resolution, right-click on them and select "Open Image in new tab"!

More Work for your Captains - Less for You
You will only need to give one order to get a captain to carry out a complex task, for example when you command a ship to travel from one side of the galaxy to the other. Depending on the equipment of the ship, you can order your captains to go mining or salvaging, and you can tell them how long they should be gone for and which materials to return with. If the ships have ores on board, the captains can take them to a refinery for you, and if they have torpedo storage, they can go and acquire torpedoes.
Are you simply curious about what might happen to your captains if you just send them out into the great unknown? You can give them the order to scout in a new region or send them on an expedition and they will tell you about their adventures and share their loot with you when they get back.
Those of you that are ready to build up a trading empire can use their captains to procure certain goods or to sell some of the wares they already have on board. And if you already have a bunch of stations, your captains will be able to supply them with goods that the factories require to produce.

Escorts and More
We know that there are some quite dangerous regions in the galaxy, and your captains don’t need to brave all difficulties on their own. You can have your ships escort each other, making it less likely to get attacked while carrying out a command. And then you will be on your way to having the most effective fleet in the galaxy!

Update 2.0 Newsflash - New Progression

Building Knowledge
Today we’ll give you some info on the new progression system! We want the journey towards the center of the galaxy to be more challenging. From now on, you’ll have to unlock Building Knowledge about each new material (starting with Naonite, you’ll start out with knowledge about Iron and Titanium) before you’ll be able to use it for ship building. Unlocking the next material will also unlock the ability to build bigger ships with higher subsystem socket numbers.

There will be different ways to get your hands on above Building Knowledge. In any case, we want players to prove themselves in a new area before they can unlock the next building tier. You can get the knowledge for the next material by either beating a boss in the area or a difficult pirate encounter. In case you’re not the fighting type you can also buy the building knowledge at a shipyard from an allied faction in the specific region.

Processing Power Revisited
Building Knowledge will not only allow you to use the materials, but the higher-material knowledge you acquire, the more functional blocks you will be able to add to your ships. Adding functional blocks will not only increase the processing power but also the number of subsystem sockets of your crafts. This has always been part of the game, but now we’re visualizing it better. While taking a hard look at the processing power requirements for subsystem sockets we realized that some number tweaking might be necessary, so from now on you’ll unlock new upgrade sockets earlier (less processing power required)!

Existing Saves & Avorion Classic Scenario
Finally, the new progression will only be active for newly created galaxies. All your old savegames will remain the way they are. In case you’re not a fan of the new progression and prefer the more sandboxy approach, we are also going to introduce a new “Classic Avorion” scenario which allows you to play without the new progression. Whenever you create a new galaxy you will be able to select the option in the main menu.

Update 2.0 News Flash: New Captains!

Captain’s Classes
We noticed that hiring captains used to be a bland affair that was necessary but rather boring. This did not go in accordance with our vision of the game. The new captains will have up to two classes, for example “Merchant”, or “Scavenger”, with their own individual capabilities. Captains will gain experience when completing commands, and leveling up will make them even more effective.

Captain’s Perks and Quirks
To show that each captain has their own personality, we also added character traits that make each captain special. These traits influence how well a captain is able to perform a certain task, so always make sure to put the right person on a certain job! Which captains you will be able to hire depends on at which stations you look for them and how much you are willing to pay. But don’t worry: none of the new captains will be able to do less than the old captains, but many of them will be capable of doing so much more!

Stay tuned for another Update 2.0 news flash next week!

Update 2.0 News Flash - Independent Targeting

Changes and Improvements
We (and you, we know) aren’t completely happy with the way independent targeting is handled at the moment, so we went ahead and implemented some direly needed changes. Let’s start off with the most important change: turrets set to auto targeting will no longer deal -50% damage! The 2.0 Update will allow you to set a certain number of turrets to independent targeting, based on a slot system. We also made it easier to keep an eye on the turret slots you have available, showing which turrets need multiple slots and what kinds of slots are still unoccupied.

PDC Turret Slots
PDCs no longer use up military slots but are put into their own PDC slots, called “Defensive” slots. There will be specific subsystems that increase the number of PDCs you can install, but most other turret control systems will also add defensive slots. All PDCs will automatically have independent targeting enabled, so you won’t have to trade any slots or other firepower for defensive weapons.

Stay tuned for another Update 2.0 news flash next week!


Update 2.0 News Flash - UI

Inventory and Tooltips
We also added more colors to the inventory. Now it is much easier to keep track of your items of different rarities and everything has a more concise look. The window itself got a sleeker, more metallic style and the tooltips received a new paint job.

Avorion’s GUI received some direly needed sprucing up and we’re very happy with the results. We freshened up the HUD, pulling the bars apart and adding icons to the individual bars for more clarity.

New Subsystems Tab
The old design simply did not have the high-tech look you would expect from a space game. But the new tab is not only more pleasing to the eye, it also explains much better how the volume of the ship limits the processing power and therefore the number of subsystem slots.

Further Changes
We know that our old GUI was difficult to read for people who are color blind. The 2.0 Update will introduce an option to change the color palettes of Avorion, allowing players to choose between different colorblind modes.

Over the next few weeks we will be posting more Update 2.0 news flashes, so stay tuned!

The entire Boxel Team wishes you a Happy Easter!

Avorion Update 2.0

It's crazy how time flies! It’s been a whole year already since Avorion left Early Access!

We are super happy with how things have been going! That’s why we have a little surprise for you:

Update 2.0 will introduce massive changes that will fundamentally improve many aspects of the game:

- New progression system in which players acquire building knowledge of the various materials
- New “Classic Avorion” scenario without the new progression
- Fully configurable “Free Play” scenario
- Captains with specialized talents and personalities
- Improved AI orders to send your ship to go mining, trading, scouting and more
- Improved UI visuals
- Improvements to the independent targeting mechanics
- Many QOL improvements like less micro management, easier traveling to far away sectors and crew management, autopilots, many balancing changes, UI improvements like a sector overview that shows available missions, goods and crew members of all stations, and many more!

Update 2.0 will improve game mechanics that might not feel perfect at the moment. Many of these changes will make Avorion feel like a new game, that is why the title of the update will be “Avorion Update 2.0”.

More details about the specific changes will be coming over the next few weeks. Stay tuned!

Patch 1.3.7 is now live on branch default!

Patch 1.3.7 is now live on branch default!
After performing well on the beta branch, patch 1.3.7 is now live on the default branch for everyone. You can find full patch notes for 1.3.7 and 1.3.6 here:


Roadmap 2021

We are hoping that you had relaxing holidays and an amazing start into the new year and that you are ready for the great news we’d like to share with you!

So without further ado, here it is:

At the moment we are working on a large (free ;) ) update for Avorion that will introduce many new features and massively rework some aspects of the game in Q2 2021. We don’t want to spill too much info at this point, but we would like to share some details to get you hyped up a bit!

You all know about independent targeting and we hope you will be excited to hear that we are reworking it. In the future, you will be able to decide for yourself which of your weapons will be able to fire independently, and the damage of these weapons will no longer be reduced by 50%.

There will also be changes concerning the game progression and the collection of materials. We know this sounds exciting, but you'll have to be patient for a little longer before you can discover your journey to the center all over again.

Now that we have dropped some spoilers, we would like to tell you that we have thought long and hard about what we want Avorion to be like in the future and which direction we want to go to improve it!

We have been taking a closer look at the gameplay and we have realized that you guys are forced to spend a lot of time on (annoying) micro-management. This is one of the things that we want to change in the future.

As you know, there are countless adventures and experiences to be enjoyed in Avorion. But we have noticed that we introduced a few features in the past that only scratched the surface and that have caused the game to feel a little rough in some respects. But now it’s finally time to smooth those edges! This means that we might have to tackle some (annoying) gameplay mechanics and reduce their scope. We are even planning on replacing some (micro-management intensive) mechanics with more intuitive systems. Our goal is to make sure that in the future, we won’t be spreading our efforts too thin and that we will be able to make our vision of the game bloom!

We are looking forward to the update and we can’t wait to receive your feedback! In the meantime, take a look at one of our verified servers, marked with a blue checkmark in the server list. Who knows, maybe you’ll find new allies there!

And if you still haven’t read enough, check out this wormhole that leads directly to our roadmap:



Beta Branch Patch 1.3.7 - Patchnotes

Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.

Hotfix 2021-01-28
  • Galaxy Map: Fixed an issue where the context menu would open while dragging the camera with the mouse
  • Fixed an issue where the beacons of Operation Exodus weren't working correctly
  • Fixed a crash in AI scripts that resulted in ships not following orders
  • Shield & Hull repair rates are now factored in when sorting by damage
  • Players no longer get notifications for shot down torpedoes and fighters
  • Various smaller performance improvements and code cleanups
"As always, bugs marked with [UBR] are User Bug Reports, submitted through our in-game bug tracker. Thanks very much for helping and keep 'em coming!"
  • [UBR] Fixed an issue where there were no Xsotan attacks at all happening when only Xsotan infected asteroids were in the sector
  • [UBR] Fixed Adventurer not talking to player after player leaves and returns to sector in 'Torpedo Tests'
  • [UBR] Fixed several issues where boarded ships couldn't be commanded or were otherwise behaving strangely
  • [UBR] Fixed issues where the coordinates were swapped in the descriptions of the final Cavaliers and Family storylines
  • [UBR] Fixed a crash that occured when clicking 'Show in Workshop' button in mod upload window when no mod was selected
  • [UBR] Fixed an issue where the end-game convoy would spawn in 0:0
  • [UBR] Fixed an issue where fighters and turrets could have negative costs
  • [UBR] Fixed an issue where some russian letters couldn't be entered as ship names
  • [UBR] Fixed an issue where AI ships of players didn't fire torpedoes
  • [UBR] Fixed some rounding issues in hyperspace and radar upgrades
  • Fixed some issues where mining & salvaging turrets were coaxial when they shouldn't be
  • Fixed several issues in mining and salvaging AI scripts
  • Fixed several crashes in scripts
  • Fixed several issues where missions weren't restored correctly
  • Fixed several typos
  • Fixed some issues in documentation

Beta Branch Patch 1.3.6 - Patchnotes

Beta Branch Note: These changes are currently available on the beta branch. The beta branch is for testing experimental changes and for finding and fixing errors.

This is how you get access to the beta branch (USE AT YOUR OWN RISK):
Right-Click on Avorion in your Steam list, Properties -> Betas -> Select branch 'Beta Branch - Newest Changes & Experimental Features'.

  • Reduced amount of container fields in massive container field sectors to improve performance
    • Note: Only applies to newly discovered sectors
  • Container fields now respawn similar to asteroid fields
  • Docking dock blocks with dock blocks now aligns them perfectly
  • Added cooldowns of 30 minutes to story boss fights
  • Made several improvements to gameplay flow of investigate missing freighters mission
  • "Free Slaves" mission timer now stops after slaves have been surrendered, returning them has no time limit
  • Morale drop for missing officers only happens if there are actually too many crewmen for all officers, instead of projected numbers being too high
  • Camera adjustment to ship now also supports back and forth (ALT + mouse wheel)
  • Galaxy Map: Temporary (unstable) wormholes are now shown as yellow paths
  • Building Mode: Turret designs can now also be scaled all at once
  • Building Mode: Improved scale-step icon
  • Building Mode: Moved workshop items that are tagged "Segment Template" to a new folder "Workshop Segment Templates"
  • Improved tooltips to clarify that some items can also be reserved for AI factions
  • Alliance message of the day is displayed on login
  • Permanently installed, but disabled upgrades are now shown correctly in upgrades tab
    • This happens when an upgrade is installed permanently and then the ship is shrunk down, disabling the used slots
  • Updated localization
  • Added more debugging output
"As always, bugs marked with [UBR] are User Bug Reports, submitted through our in-game bug tracker. Thanks very much for helping and keep 'em coming!"
  • Fixed an issue where players that just logged in would cause logs that look like crashes
  • Fixed several issues in Black Market campaign
  • Fixed an issue where smuggler ships could attack player after having told them that they wouldn't
  • Fixed a crash when using StrategyMode in scripts while not actually in strategy mode
  • [UBR] Fixed an issue where the artifact of the brotherhood could be dropped multiple times
  • [UBR] Fixed an issue where mining AI could try to mine objects attached to itself
  • [UBR] Fixed an issue where mining AI didn't use double-harvesting turrets for salvaging or mining and vice versa
  • [UBR] Fixed an issue where ship name and emblem blocks of small objects weren't displayed correctly
  • [UBR] Fixed an issue where productions of factories weren't started properly while players weren't in the sector
  • [UBR] Fixed an issue where enemies would start standing still after being out of reach for too long
  • [UBR] Fixed an issue where the chat would remain scrolled up even when not currently open
  • [UBR] Fixed several synchronization issues of upgrades in inventory selection of upgrades tab
  • [UBR] Fixed an issue where convoy ship would call out to players that they have missions even though they don't
  • [UBR] Fixed an issue with pathfinding where the ai would not fly through a gate
  • [UBR] Fixed an issue where tutorial would get stuck if player left the sector in a certain phase
  • [UBR] Fixed an issue where "Rebuilding Geometry" was displayed forever when turning off ambient occlusion and removing a block
  • [UBR] Fixed an issue where delivery missions handed out cargo even though player was unable to pay deposit
  • [UBR] Fixed an issue where exodus mission's next beacon location would be shown before player talked to current beacon
  • [UBR] Fixed a resource duping bug
  • [UBR] Fixed an issue where selecting didn't work when select was bound to other mouse buttons
  • [UBR] Fixed an issue where ships would be restored immediately after selling them at a scrapyard
  • [UBR] Fixed an exploit where unique upgrades could be installed more than once
  • [UBR] Fixed some mistakes in encyclopedia
  • [UBR] Fixed casino not talking to player after they leave and return to sector in 'The Family'