> For the complete documentation index, see [llms.txt](https://infinity-command.gitbook.io/infinity-command/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://infinity-command.gitbook.io/infinity-command/development/release-notes.md).

# Release Notes

{% updates format="full" %}
{% update date="2026-06-19" %}

## v0.4.0 — Beta 🏆

This update hits all the [earmarked milestones](/infinity-command/development/roadmap.md), so it's **officially our public beta**! 🎈

Please take it for a spin and let us know what you think.  Your feedback helps prioritize the next features we add.

Now, without further ado, here's what's new:

## New Content

### Stars

<figure><img src="/files/9IcbGvquPZ7zbSHTkyQ1" alt=""><figcaption></figcaption></figure>

* Now we have **stars** — spanning a wide range of types, colors, and sizes (blue giants, yellow supergiants, red dwarfs, F-type, G-type, etc.).
  * The Content Pack includes a variety of templates, as well as a couple dozen pre-made characters based on real stars.

### Gas Clouds

<figure><img src="/files/pidkGYlcbkNSYQxHZf5c" alt=""><figcaption></figcaption></figure>

* Added a bunch of different **gas clouds** in various colors.
* Added a **Dynamic Gas Cloud** that automatically matches the colors in the environment's skybox.
* Added an **infinite gas cloud**.  This fills the entire stage.  It's not a spawned character — it's toggled on/off via the Flight Director's Effects controls (or related Cues).

### Asteroids

<figure><img src="/files/wYvubIvEovDLTKbMv1vy" alt=""><figcaption></figcaption></figure>

* Added several varieties of free-floating **asteroids**.  These asteroids can be targeted like any other NPC.
* Added **asteroid clusters**.  The individual asteroids in the cluster cannot be targeted (so as not to clutter targeting screens), but the ship can crash into them.
* Added the **infinite asteroid field** effect.  This is similar to the asteroid clusters, expect it fills the entire stage.  It's not a spawned character — it's toggled on/off via the Flight Director's Effects controls (or related Cues).

### Black Holes

<figure><img src="/files/G9hcEqssw3cf71nF2cMV" alt=""><figcaption></figcaption></figure>

* Added 3 types of black holes:
  1. Black Hole — Black sphere that bends light around it.
  2. Black Hole with Particles — Like a basic black hole, but with sparkly light particles orbiting and getting sucked in.
  3. Black Hole with Accretion Disc — Exactly what it says on the tin.

## New Features

### Configurable NPC Behaviors

* Characters can automatically trigger just about any effect — via [Cue Cards](/infinity-command/scripting-and-automation/intro-to-cues-and-cue-cards.md) — in the following conditions:
  * When they spawn
  * When they die
  * When they collide with something else.
    * There are separate triggers for when the collision starts, ends, and continues.
    * These can be set to occur once or repeat a specified number of times.

### Viewscreen Overlays

<figure><img src="/files/vNbYxhYONKAazJzJb8Rz" alt=""><figcaption></figcaption></figure>

* The Viewscreen Overlay feature combines videos, sound effects, images, and text into a single, customizable feature.  Mix and match elements to create whatever viewscreen overlay you need for the storytelling situation.
  * This replaces the Viewscreen Text feature from earlier versions.
* We provide a handful of "presets," which automatically populate the options in a variety of ways, so you can quickly tweak them as needed.

  <figure><img src="/files/a8cwg77ZEBHVceu8i9ld" alt=""><figcaption></figcaption></figure>

  * You can edit or add your own presets via `FlightDirector.json` in the Content Pack.
* We included several nice sci-fi videos in the Content Pack to get the creative juices flowing.\ <img src="/files/S264hI1KK9ysXjI7XGtU" alt="" data-size="original">

### Lighting

* The stage lighting's intensity can be adjusted via the Flight Director controls or a Cue.
* The ship now has headlights.  They are off by default, and they can be toggled on / off via the Flight Director controls or Cues.

## Crew Stations

* Stealth charges are now hooked up to the ship's inventory system.
* One stealth charge is consumed every 120 seconds when the stealth system is active.  This can be adjusted in the Ship's configuration file.

## Flight Director

### Spawning Tools

<figure><img src="/files/hl6Qe4bwEV8MGCAZhjJr" alt=""><figcaption></figcaption></figure>

* Added the Spawn Tray at the top of the Flight Director's sensor screen.
  * Queue up characters you'd like to spawn, and when the time comes to spawn them, simply drag and drop them onto the sensor map.
  * A spawn confirmation popup will appear, allowing you to fine-tune some details before the character appears in the world.![](/files/rvw3wtMS5PdlBMJkvj0V)
  * When spawning a character this way, the default rotation will automatically face toward the players' ship.
* The Spawn Tray is configurable.
  * From the tray itself, you can add characters to the tray with the `+` button.
  * From the settings, you can save the current tray, clear it, or restore it to the default selection.
  * From `FlightDirector.json`  in the Content Pack you can customize your default Spawn Tray characters.
* Optional Spawn Overrides
  * When spawning a character, Flight Directors can now override some key details in the character's `.json` definition file.  These include its ID, name, classification, size, and whether it has a communications signal.

### Deleting Characters

* Characters can also be manually deleted.  When a character dies, it plays its death effect (usually an explosion).  When it is deleted, it simply disappears.
  * Characters can be deleted via the Flight Director controls and via the `DespawnCharacter` Cue.

### Character Details Panel

<figure><img src="/files/RmhV8xfphIr1snT4a7XV" alt=""><figcaption></figcaption></figure>

* Sometimes the health, movement, and combat controls at the bottom of the Flight Director sensor screen just aren't enough.  Introducing the **Character Details Panel**!
* This panel allows Flight Directors to edit many key characters' attributes in real-time, including:
  * Name & classification (which can also be done in the standard controls)
  * Sensor sprite & color
  * Size
  * Communications signal
  * Detectability
  * Labels & enemies
  * Movement:  ability to move, move speed, turn speed, & aggro range.
  * Combat:  ability to attack & weapons range.
* This panel can be accessed from the quick controls below the sensor map, from the right-click menu, or by double-clicking on a sensor blip.

### Character Resizing

* It's now possible to dynamically change a character's size, either via the Character Details Panel (above) or via the `CharacterSetSize` Cue.

### Time Controls

<figure><img src="/files/afkDqI2jBE9ImegagoOI" alt=""><figcaption></figcaption></figure>

* Flight Directors (and Cues) can now **pause time**!  The controls for this are in the upper right corner of the Flight Director controls.
  * When time is paused, sound effects, music, and Flight Director commands all still work like normal.
  * However, characters don't move or attack, the ship doesn't break or repair itself, the reactor temperature doesn't change, and the player's ship doesn't move (unless being overridden by the Flight Director).
  * When time is paused, NPCs will still *think* like they normally do (e.g., they'll enter combat if they detect an enemy or accept commands from the Flight Director), but they won't *act* on it (no firing, no movement, etc.) until time is un-paused.

### Inventory

* Inventory quantities and slots can now be edited via the Flight Director controls and Cues.

## Cues

* Several new Cues have been added:
  * `Scripts.TriggerCueCardOnLabeledCharacters`
  * `Stage.DespawnCharacter`
  * `Stage.SetTimeRunning`
  * `Character.SetSize`
  * `Character.SetSensorSpriteColor`
  * `Character.SetNormalizedTurnSpeed`
  * `Visuals.SetHeadlight`
  * `Visuals.SetStageLightIntensity`
  * `Visuals.SetInfiniteAsteroidField`
  * `Visuals.SetInfiniteGasCloud`
  * `Inventory.SetItemQuantity`
  * `Visuals.SetViewscreenOverlay`
  * `Visuals.StopViewscreenOverlay`
* Created several Cue Cards that use these new features.  They can be reused in your own scripts.
* Removed the `Visuals.SetViewscreenText`, `Visuals.StopViewscreenText`, and `Scripts.LabeledCharacterActionCue` Cues.
* If `SetCharacterCombatState` or `MotionState` Cues use `-1` for the `Id`, the player ship will be automatically targeted.

## UI/UX

* Added the player ship's sensor and weapons range to the Flight Director sensors.  The sensor range is marked by a gray circle, and the weapons range is marked by a red circle.
  * Note:  These ranges are spherical, but the sensor map is 2D, so depending on the relative vertical position, NPCs may still be out of range even though they appear to be inside the circles.  The circles are only meant as a general guide.
* Fixed the Content Pack Downloader's progress bar.
* Updated the Flight Director's move confirmation popup design to match its spawn confirmation popup.
* Added a Credits section to the About menu.
* When character names contain text in \[square brackets], that text will not be displayed on the crew stations.  This allows the Flight Director to distinguish between multiple similar characters without revealing important or confusing info to the crew.
  * For example, "\[Dynamic] Gas Cloud":  the Flight Director will see the full name, but the crew will just see "Gas Cloud."
* Added tab-based navigation in the spawn and move confirmation popups.
* When Flight Directors spawn a character from the spawn tray, it is automatically selected.
* Stabilized several buttons' hitboxes.
* When adding characters to the Spawn Tray, the system will remember the last directory you used.
* Updated decimal number handling to respect culture formats.
* Fixed the relative path entry cue UI.
* Removed excess icons from context menus.
* Improved the Content Pack setup UI.
* Fixed the crew station module title text's opacity after the typing effect plays.
* Reduced the size of most sensor blips.

## Misc. Bug Fixes & Improvements

* Fixed a bug that cluttered the Cue panel with old entries when a Cue failed to parse correctly.
* Fixed and standardized the X/Y/Z coordinate handling across Flight Director controls and Cue `.json` files.
* Added a link to the documentation site in the Flight Director controls.
* Increased the camera's far clipping plane. Now we can see things really far away.
* Added support for non-solid characters, like gas clouds.
* Clamped character detectability between 0-1.
* Improved the model loader's stability.
* NPCs' mass and drag (linear and angular) are now configurable.
* NPCs take their own size and the size of their target into account when following / pursuing.
* Fixed the native OS file browser to not block the main thread.
* Fixed a bug that prevented a Flight Director from starting a server, exiting back to the Main Menu, and then starting another server.
* Volume levels for all channels (music, sound effects, ambience, etc.) are remembered between sessions.
* Spread object destruction over multiple frames to avoid network disconnects in framerate spikes.
* Added many other small bug fixes and UI/UX improvements.
  {% endupdate %}

{% update date="2026-05-01" %}

## v0.3.0 — Alpha 🎉

*Oof.  This is a big one.  Buckle up!*

### Content Pack Downloader

The downloading, installation, and management of the [Content Pack](/infinity-command/getting-started/content-pack.md) is now fully automatic.  You no longer need to worry about installing a separate .zip file for your content.  [Simply go to Main Menu > Settings > Content Pack tab > Check for Updates.](/infinity-command/getting-started/content-pack.md)

*Reminder:*  The Content Pack is required for the **Server**, **Flight Director**, and **Viewscreen**.  Crew Stations do not need it.

### Alert Levels

* Added Green, Yellow, and Red [alert levels](/infinity-command/effects/alert-levels.md).
* Yellow and Red alert levels display colored trims around the Viewscreen and [change the header color on Crew Stations](/infinity-command/crew-stations/header.md#alert-conditions).

<figure><img src="/files/4CvbjQolkZpkGNdnDazv" alt=""><figcaption></figcaption></figure>

<figure><img src="/files/js9v2uZpuieB3auYa3Yf" alt=""><figcaption></figcaption></figure>

* All alert levels play relevant sound effects.
* Red Alert also plays a video on the Viewscreen.

<figure><img src="/files/SD6Xc47wglpQEaIuK3hu" alt=""><figcaption></figcaption></figure>

* These sound and video effects are controlled via Cue Cards, so [they can be customized](/infinity-command/customization/customizing-your-content-pack.md#customizing-cues-and-cue-cards) to suit your needs.

### Crew Station Overlays

<div><figure><img src="/files/LycFSqcwzCQdU5T2JItO" alt=""><figcaption></figcaption></figure> <figure><img src="/files/wHZZ0IydB2AM9QSCR69l" alt=""><figcaption></figcaption></figure> <figure><img src="/files/YNwCR2YyMCVX7bgvgkGe" alt=""><figcaption></figcaption></figure></div>

* Added several [full-screen overlays / effects](/infinity-command/crew-stations/overlays.md) to the Crew Stations:
  * **Blackout** — This makes the entire screen go black and unresponsive.  This is useful if the ship gets shut down or drained of all power.
  * **Attention** — This displays an attention-grabbing graphic over the controls and blocks interaction.  Use this when the crew needs to pay attention to the Captain, something happening on the Viewscreen, or an ongoing conversation with a character.
  * **Static** — This covers the Crew Station screen with static, preventing all interaction.  This works well for situations when the main computer goes offline.
  * **Glitch** — The Crew Station controls remain functional, but a periodic glitchy flicker effect warps the visuals.  This is great for times when the ship is being hacked or probed.
* These can be applied to Crew Stations individually, or all of them at once.

### Crew Station Modules

#### Reactor

<figure><img src="/files/suy8tPCsETclu1VMxiVQ" alt=""><figcaption></figcaption></figure>

* Added the [**Reactor**](/infinity-command/crew-stations/reactor.md) module
  * The Reactor module is responsible for distributing power to all the ship's systems. When they don't receive enough power, they don't work well (if at all). But, when too many systems collectively put strain on the reactor, its temperature rises. If it gets too hot for too long... watch out!
  * Added Cues for all Reactor operations, so they can be controlled via Scripts and Cue Cards.

#### Repairs

<figure><img src="/files/iEElr7GD8Iz7hX4h6sQZ" alt=""><figcaption></figcaption></figure>

* Added the [**Repairs**](/infinity-command/crew-stations/repairs.md) module
  * This module fixes damaged systems by assigning repair crews to them. The crew member in charge of repairs can decide whether to spread the work across multiple systems or to focus on a single system for faster repairs.
  * Occasionally, the repair crews will request for assistance from the bridge, which can be provided by the buttons, switches, and sliders on the screen.
  * This module is highly customizable.  You can easily edit:
    * Module label (as always for all modules)
    * Repair crew label and icon (maybe you want "fixbots" or "exocomps" instead of "crews")
    * Ship image — ideally this should match your ship's 3D model
    * Ship walkability map — defines paths where the crews can walk, making their movement through the ship more realistic
    * Button, switch, and slider labels
    * Location of each system
  * Added Cues for all Repair operations, so they can be controlled via Scripts and Cue Cards.

#### Synthesis Lab

<figure><img src="/files/LWSFPg5cPC0EJ6zPrw4y" alt=""><figcaption></figcaption></figure>

* Added the [**Synthesis Lab**](/infinity-command/crew-stations/synthesis-lab.md) module
  * This module manages the [inventory](/infinity-command/content/inventory.md) of items aboard the ship.
  * Some items are used by other systems (e.g. ammo for the weapons).
  * Many items can be created by combining other items together.  These relationships are defined in the items' [blueprint](/infinity-command/content/inventory.md#finished-goods).

#### Control Center

<figure><img src="/files/tLZx9sdrGCnmP0nrx2KG" alt=""><figcaption></figcaption></figure>

* Added the [**Control Center**](/infinity-command/crew-stations/control-center.md) module, which allow for **Special Procedures** (see the expandable section below)
  * The buttons, switches, and sliders are all configurable, so this module can align thematically with each crew station.

<details>

<summary>The primary purpose of the Control Center is to facilitate <strong>Special Procedures</strong></summary>

**Special Procedures** are open-ended tasks that the crew must work together to accomplish.

When a Special Procedure begins, the system generates a list of tasks for the crew to perform with their Control Center. As they complete the tasks, the Special Procedure progresses toward completion. The entire crew can see the task list and the overall progress, so they can help and encourage each other.

The power of a Special Procedure is that it can be anything — "hack into the alien mainframe," "scan for intruders," "extend the shields around the colonists' vessel," etc.

This fills a crucial gap because it's impossible for the built-in crew station UI to fully cover every possible action that a crew might need to perform.

Whenever the story calls for something extra or unexpected, that's where Special Procedures come in.

This gives the Flight Director great storytelling freedom, all while keeping the crew closely involved with progressing the plot forward.

</details>

### Inventory

* Added the [inventory](/infinity-command/content/inventory.md) system.
* This is used primarily in the [Synthesis Lab](/infinity-command/crew-stations/synthesis-lab.md) for now, but it will probably be expanded over time to include cargo bays, shuttles, transfers, and other inventory management features.

### Flight Director

* Added the **Status & Alerts tab**, which includes:

  * Alert Level
  * Status
  * Special Procedures

  <figure><img src="/files/JkAQvT43BV4KAVGMiCpz" alt=""><figcaption></figcaption></figure>

* Added the **Systems tab**:

  * Set repair and power levels for any system
  * Toggle 75% damage absorption to keep the ship alive in dire straits
  * Increase or decrease all system repair levels at once
  * Damage a random system
  * Play the impact effect

  <figure><img src="/files/ytJwsm907fkwIy1s4Ulm" alt=""><figcaption></figcaption></figure>

  * Advanced options:
    * Adjust the repair speed
    * Trigger a reactor meltdown

  <figure><img src="/files/mN2z7NSU4Ifht9M24eM4" alt=""><figcaption></figcaption></figure>

* Added the **Crew tab**:

  * Log crew stations in/out
  * Set health level for any crew member
  * Increase or decrease all crew health at once

  <figure><img src="/files/vUtGN3pkQyFLKW2jEpET" alt=""><figcaption></figcaption></figure>

  * Advanced options:
    * Set the [overlay](/infinity-command/crew-stations/overlays.md) for individual crew members, or all of them at once

  <figure><img src="/files/uEHbDaxZuShkHDFBs8GH" alt=""><figcaption></figcaption></figure>

* **Defense tab**:
  * Added the Damage Multiplier slider, giving Flight Directors precise control over how fast the ship takes damage in combat.

* Added the **Cue Manual Entry tab**:

  * This provides an alternate method for Flight Directors to manually execute Cues, via JSON text instead of the Script / Cue Card UI.

  <figure><img src="/files/SIs3SsZZXwOuklQJISXJ" alt=""><figcaption></figcaption></figure>

### Network Disconnections

* When a client loses connection to the server,[ the system automatically tries to reconnect](/infinity-command/effects/network-disconnection.md).  If successful, it resets its state and resumes normal operations.
  * While disconnected, the screens show a glitchy static effect, which preserves the immersion while offline.
  * This allows simulations to recover after temporary server failures.
    * *Note:*  The simulation state is lost when the server shuts down.  Automatic saving and loading of snapshots is on our [roadmap](/infinity-command/development/release-notes.md).

### UI/UX

* Added info bubble for the [Hardware Helm](/infinity-command/getting-started/starting-a-server.md#select-modules) server module.
* Reduced the size of all sensor blips by 25%.
* Added the [Camera Shake effect](/infinity-command/effects/camera-shake.md) and related Cue.
  * The Crew Stations also shake when the main Viewscreen shakes.
  * For sensitive players, camera shakes on the main Viewscreen and on the Crew Stations can be disabled in the Settings before the Server starts.
* Added the **Help** overlay to Crew Stations.
  * The [Help button](https://infinity-command.gitbook.io/infinity-command/development/spaces/XmNr2uOt2gCihldY3luN/pages/P1P7HrcNN4MNgrRS47Ch#id-6.-help-button) is in the upper right corner of each Crew Station, on the far right of the Module buttons.
  * When selected, helpful instructions are overlaid on top of the crew controls.
* When the Flight Director selects the player's ship, a prompt directs them to the tabs on the right.
* When a Crew Station's module needs attention, [its header button will flash red](https://infinity-command.gitbook.io/infinity-command/development/spaces/XmNr2uOt2gCihldY3luN/pages/P1P7HrcNN4MNgrRS47Ch#id-5.-module-buttons).
* Added Repair and Power status indicators to several stations.
* When certain Crew Station modules have insufficient power or repairs, [they shut down and are replaced with a warning](/infinity-command/crew-stations/damage-indicators.md) that explains whether repairs or power are needed.
* Expanded the targeting area of the Weapons module.
* Added a Viewscreen overlay to show the current Special Procedure's progress.
* Added a button to the Flight Director's Cue panel to make triggering cues more convenient.
* Added visual "juice" to the Station Selection screen.
  * Also, when a station is logged in, the station's button becomes disabled for others so it cannot be selected again.
* Added a menu (triggered by the `Esc` key) on the Viewscreen.
  * This displays server's local IP address, to help clients connect.
  * It also includes an option to exit back to the Main Menu.
* Added a [menu to allow Crew Stations to exit back to the Main Menu](/infinity-command/crew-stations/header.md#header-elements).

{% hint style="info" %}
You can control whether this menu is available for Crew Stations by editing the `Enable Menu Button on Crew Stations` option before starting your Server.

This option is found in the Main Menu > Settings > General tab.

<img src="/files/2CC9kt610ISUC06NZcjk" alt="" data-size="original">
{% endhint %}

### Other Improvements

* The player's ship now takes damage when hit.
  * Damage calculations take the impact points and the [forward / aft / port / starboard shield levels](/infinity-command/crew-stations/defense.md#shields) into account.
  * If the damage sustained is large enough, it triggers the [camera shake effect](/infinity-command/effects/camera-shake.md).
* Eliminated `config.json`, which used to sit alongside the Content Pack.  Its functions have all been moved to other areas, such as the Settings in the Main Menu.
* Added support for [custom overrides of built-in Cues and Cue Cards](/infinity-command/customization/customizing-your-content-pack.md#customizing-cues-and-cue-cards).
* Added periodic wear and tear damage to the ship's systems.
* If no crew member with the Repairs or Reactor module is logged in, [the system takes care of those functions automatically](/infinity-command/crew-stations/automating-absent-crew.md).  That way the ship never gets stuck beyond repair.
* Finished implementing the effect of Stealth on NPCs' ability to detect the ship.
* Similarly, NPCs now can have custom detectability settings, so they can use Stealth or Cloaking.
* Added support for crew members without station controls (e.g., the [Captain](/infinity-command/crew-stations/captain.md)).
* Updated the engine to Unity 6.4.
* Also, I set up this website.

### Misc. Bug Fixes

* Fixed a bug that caused the [Defense module](/infinity-command/crew-stations/defense.md) to disconnect when loading the ship image in some cases.
* Fixed memory leaks after prolonged use and many spawned characters.
* Fixed a bug involving missing skybox textures on client viewscreens.
* Fixed a but that prevented navigation guidance from displaying on client viewscreens.
* Fixed a bug that caused preferences from one app instance affecting another app instance on the same computer.
* Fixed a bug that prevented a player from joining the server if they existing the Join Server section while connection was in progress.
* Fixed some UI elements that didn't respond to unexpected resolutions correctly.
  {% endupdate %}

{% update date="2026-03-10" %}

## App v0.2.0

### Flight Director Improvements

#### Multi-target selection on the sensors screen

* Click and drag to select multiple objects.
* Or, `Ctrl`-click to add or remove targets from the selection.
* When multiple objects are selected, the control buttons (attack, stop, move, etc.) and right-click menu options will apply to all the selected objects for which the command is applicable.
* If you drag a selected object around the sensors screen, all the selected objects will move to the new position in formation.

#### Calls

* Call the ship from any NPC.
* Force pick up / hang up the call.
* Play call-related sound effects (hail signal, static).

#### Mail

* Add and delete mail messages.
* Toggle any message's encrypted state.
* Display messages on the Viewscreen

#### Status

* Define a custom string of text that appears at the top corner of all the crew stations, which is used as a storytelling mechanism to help everyone understand the mission's current status / goal.  For those familiar with *Dream Flight Adventures*, this was called the "Contextual Backdrop" there.

#### Helm

* Override the Pilot's throttle and/or steering.
* Reorient the ship if the crew gets twisted around in space.
* Activate temporary speed boosts to get the ship out of trouble or to reduce travel time.

#### Defense

* Toggle the shields on/off.
* Allocate power across forward, aft, port, and starboard shields.
* Install/remove the stealth system and toggle it on/off.

### New Crew Stations

* Crew stations consist of various "**Modules**," which can be mixed and matched via the Ship config file to define whatever stations you'd like your ship to have. Currently there are only 4 modules available: **Navigation**, **Communications**, **Defense**, and **Weapons**.<br>
* These modules are showcased in 3 crew stations: **Pilot**, **Communications**, and **Tactical**. Each station has their own unique module (Navigation for the Pilot, Defense for Tactical, etc.) as well as the Weapons module, which allows them to all contribute to defending the ship in combat scenarios.
* Note: The right-most button the on Crew controls is the Help button, which will display tutorial information to help crew members understand their controls. This feature has not yet been implemented, so the button doesn't do anything.

#### Pilot

<figure><img src="/files/BknVGIbzO8M1ddhSFVUZ" alt=""><figcaption></figcaption></figure>

* **Sensors**: See all the other ships and objects within sensors range on an intuitive radar-style display. Selecting an object will display its name, classification, health, and shield strength.
* **Throttle**: *"Pedal to the metal, commander!"*
* **Steering**: There are several ways to steer the ship:
  * **Hardware** (joystick, flight sim yoke controller, etc.):
    * If your controller is connected to your **server computer**, be sure to enable the **Helm** server module.
    * If your controller is connected to your **Pilot's computer**, set `SteeringInputType` to `"Hardware"` in the Ship config file.
  * **Software:**
    * If you don't have a hardware controller (joystick, flight sim yoke, etc.), then set `SteeringInputType` to `"Software"` in the Ship config file (this is the default that is included in the example ship config). This will display a digital joystick control in the Navigation module for steering the ship.
* **Boost**: Activate a short speed boost to get out of trouble quickly or reduce travel time.
  * The speed multiplier and duration can be configured in the Ship config file.
* **Reorient**: Sometimes it's easy to get twisted around in 3D space.  The Reorient feature automatically aligns the ship with the galactic horizon.
* **Navigation Guidance**: Want to travel to the object selected on the sensors screen? Simply press the Guidance button and follow the glowing path that leads the way there.

#### Communications

<figure><img src="/files/klpVUqaWybUr8jJ7tDtp" alt=""><figcaption></figcaption></figure>

* **Calls**: Scrub through the entire signal spectrum to locate comm signals in your area. Accept incoming calls or initiate outgoing calls.
* **Mail & Cryptology:** When written messages are received, they are often encrypted. Use the cryptology controls to decode the message.
* **Viewscreen overlays**: The Flight Director can display mail messages on the Viewscreen for the entire crew to read (with a snazzy visual effect).

#### Tactical

<figure><img src="/files/m2KqodU6IcOP2BzI6o2J" alt=""><figcaption></figcaption></figure>

* **Shields**: Raise and lower shields. Tap to allocate power between the forward, aft, port, and starboard shields.
  * The **Equalize** button evenly distributes shield power across all four regions.
* **Stealth**: Enable stealth to make it harder for other ships to detect.
  * When stealth is active, shields are disabled, and vice versa.
  * "Stealth" can be renamed and its effectiveness is configurable, so you can make it a "Cloak" instead, if you want.
  * The stealth system is optional.  You can add or remove it from the ship via the Ship config file.
* An image of the ship appears on the Defense module. This image is fully configurable, so you can replace it with whatever image you want (ideally one that matches the 3D model you use for your ship).

#### Weapons

<figure><img src="/files/bCS3tQuPcBjFDSUlJmYV" alt=""><figcaption></figcaption></figure>

* The example ship has 3 different weapon launchers:
  * Torpedoes (loaded with Cascade Warheads)
  * Beam (loaded with Ion Beams)
  * Blasters (loaded with Plasma Blasters)
* In the ship config file, you can specify which Weapon module is associated with each launcher. In the example ship, the Pilot fires the torpedoes, Communications fires the beam, and Tactical fires the blasters.
  * This will be refined in future updates. For now, it just illustrates how different crew can control different weapon launchers.
* Why does everyone have access to the weapons?
  * All crew stations are configurable, so you have full control over which modules are available to each station.  In the example ship, all crew stations have access to the Weapons module. This follows best practices established in *Dream Flight Adventures*, which encourages ships to give all crew members something to do during peacetime, as well as a meaningful way to contribute during combat. This keeps players engaged at all times throughout the mission.\
    That said, it's 100% configurable, so feel free to adjust it as desired in your own ship.
* *Note*: Weapon ammo is not currently implemented, so the crew can fire without limit... for now.

{% endupdate %}

{% update date="2026-03-10" %}

## Content Pack v0.2.0

* Updated the example ship config and demo script to showcase the new features.
* Added sprite images used in the crew stations.
* Added **Navigation Guidance** visual effect.

{% endupdate %}

{% update date="2026-01-09" %}

## App v0.1.0

* Reworked the way the Content Pack is stored and loaded.
  * Redesigned the Start Server and Join Server panels on the Main Menu to reflect these changes.
* Added Beam and Blaster weapons.
* Added Flight Director helm controls (override steering, override throttle, boost, reorient).
* Added Flight Director Note feature, related Cue, and UI.
* Added "Set Ship Position" Cue.
* Added Viewscreen Overlay feature with several different modes.
* Made NPC turn speed configurable.
* Added tooltips to Flight Director controls.
* Added a Fullscreen toggle to the Settings panel on the Main Menu.
* Flight Director sensors changes: right-click and drag to pan, right-click to reveal the context menu.
* Fixed: NPC death effect now plays on client viewscreens.
* Implemented numerous Flight Director UI fixes and improvements.

{% endupdate %}

{% update date="2026-01-09" %}

## Content Pack v0.1.0

* Added dozens of new spaceship models, each with multiple color variations.
* Big ships turn slower. Small ships turn faster.
* Added dozens of new sensor sprites.
* Added Data Stream video.
* Added classifications to the planet character definition .json files.
* Added Version.txt to clearly indicate the Content Pack's version.
* Added 9 Beam and 9 Blaster weapons (one for each demo species).
* Added setup instructions.
* Fixed an "Awe" background music clip that ended too abruptly.
* Enhanced the *Demo* script with Flight Director notes and Cue Cards to demonstrate the latest new features.

{% endupdate %}

{% update date="2025-11-18" %}

## App & Content Pack v0.0.1

* This is the initial pre-alpha sneak peek. It included 50+ sample ships, projectile weapons, dynamic content loading via the external Content Pack, and Flight Director controls such as video, sound effects, and music.

{% endupdate %}
{% endupdates %}


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