- Update 24 BI - 22 August 2026
Gravity Assist Initiative Change LogNew- Changed Boss progression/creationDid a rebalance and rework of how bosses progress, difficulty of new bosses, Boss tiers/grades, and how they are created.Bosses now are graded up to SS tier then they upgrade to next up hull class, but get bumped down in tier like this - frigate starts at tier D and at SS gets upgraded to cruiser tier C. Cruiser tier SS upgraded into destroyer tier B, etc.The tier system is also now built as a 25 step ladder looking like this - frigate D = 1, then +1 for every tier up to SS, which makes a frigate ss tier 7. then cruiser, since it starts at tier C will be tier 8, and go up again +1 per tier, and this all ends with a dreadnaught SS being tier 25.- Initiative reworkComplete overhaul of how initiative works to its intended (or on track to the intended) design.Now initiative is the capacity of your fleet/s for either a…
- Update 24 AI cores - 16 August 2026
Gravity Assist Initiative Change LogNew- Sounds removal and reworkI am still working on sounds and some of the placeholder sounds I really did not like, so I disabled them for now, and others I returned to previous classic sounds.I will work on sounds myself at some point if I do not find someone to help with that, but it is not a priority of mine at the moment.- Boos encounter reworkRedid boss encounters from random with chances based on difficulty to - zoned, higher difficulty missions are more likely to encounter bosses due to further in enemy territory.Boss chance of encounter are now displayed in mission objective text blocks and can get effected by your actions in the missions. There are also now scout enemies that if not destroy further increase likelihood of boss arriving.- Ai commands reworkReworked ai commands logic and behavior so that hopefully we now have ai that actually f…
- Large Update 23 Modules - 4 August 2026
Change LogLarge update 23, ModulesNew- Visuals/Sounds upgradeUpgraded animations for engine, missiles, nodes, jumping, canon firing, to name some of the visual changes, and added a variety of sounds to include - Jump drive charged, ricochet, and more.- Background upgradesUpgraded backgrounds in main menu and gameplay. In gameplay, added a procedural generator for designs and styles with reworked systems for generating mood colors, background star population, effects etc.- Menu UI changesUpdated menu UI across the board.- Refit, and modulesImplemented a whole new system of modules, refitting your ship, module damage and more!To access these features, go into your "Fleet/Profile" panel in main menu, and follow the guides to learn all about it! Note, whenever you do not have a valid "flyable" ship available, you will be provided with a "Loaner" ship with default and basic stats. It doesn't…
- I am still here! - 3 July 2026
Hey everyone! Just wanted to check in and let you know that I haven't forgotten about Gravity Assist: Initiative.Development is still active, but I've been very busy lately, so progress has been slower than I'd like. At the same time, I'm working on some pretty major changes behind the scenes, and they're taking longer because I want to get them right instead of rushing them.I wanted you to know the project is still very much alive. Thanks for sticking with me and for all the support—it really does mean a lot.More updates will come as soon as I have something worth showing!
- Update 22 - 3 June 2026
Change Log New- Blackout Game modeNew game mode, low intel. discover systems, and manage what you see and keep enemies from seeing you! Play it on any mission/difficulty.- Perk ScalingAdded perk scaling when upgrading. some perks will count all upgrades in that module, and others will only scale with upgrades after you get the perk.- System Generator reworkReworked the system generator, stars, scaling, lighting, and more!- Boss GradesBosses are now graded based on stats, upgrades, encounters, etc. Make sure to keep track of the really bad ones!- Remove ship featureAdded the option to delete your built/upgraded ship and get a % of spent tech back.- Sub-selectionsAdded buttons for selecting type of movement, type of canon ammo, and type of nodes to use when applicable. (when you get a perk for a special node (like missiles), you can choose what you want to fire and still use regular d-nod…
- Update 21 JIP - 19 May 2026
ChangelogNew- New Mission "High Value Convoy"To access this mission, successfully complete a dig in 3 separate hard archeology missions to receive an intel package. - Join in progressFinally implemented "Join in Progress". Simply make sure to start any risky mission as a multiplayer mission, make sure "friends join allowed" is toggled, and if you run into a risky situation, call on some friends to jump in and bail you out! Bug fixes- Ship balancing.- Reward balancing.- Serious Perk balancing and changes
- Large Update 20 - 14 May 2026
ChangelogNew- Save wipe due to major balancing changesRegrettably, we had to do a save reset due to major changes to progression, balancing, and boss systems and saves.This is not a regular thing by any means, and I will do my best to commit to something like this only when absolutely necessary and only while in early access. - Guides/PopupsAdded guide popups to help players figure out the game. made 3 separate close functions - 1. ok-closes for now but will show again on next gate. 2. hide this-closes this prompt permanently. 3. hide all-disables all guides.NOTE- you can reenable again in settings.NOTE - gameplay and menu disable are separate.- Ping functionAdded a ping function to multiplayer. press "P" to ping your current cursor location to all players in your match.- Updated "DIG" animationMade a new animation for "digging" in archeology mission.- DropshipsAdded a new (In developme…
- Update 19 - 30 April 2026
ChangelogNew - Bosses addedYou can now encounter bosses. more likely in hard and less likely in easy missions.Bosses are persistent, if he survives your first encounter, he will be saved and will hunt you (show up sometimes in missions. Bosses have a squad/network name and all enemy ai will use that network name if you have a chance to run into him.Bosses become stronger every time they survive an encounter with you, and much stronger if they kill any ally ship and survive.You can have up to 10 bosses stored per profile and they have permadeath, so if you kill him, he is gone for good.They have different specializations based on the upgrades their ships have and they offer much higher value cores. - Cores tech reward value changednow cores give more tech per core based on the target difficulty setting (higher difficulty = higher rewards)- D-nodes now act more like missilesThey now have…
- Large Update - 12 April 2026
ChangelogNew- Ship selection panel instead of dropdownsopens a panel showing tile rows of ships with stats and an image of the exact ship - Improved zoom smoothness in gamesmooth out and improve the mouse-wheel zoom- Improved movement and pathfindingattempting to move too close to planet now doesn't cancel move, but snaps to nearest legal moveinstead of the red ghost ship display and cancel movement when attempting illegal move, it now shows the move you can actually do closest to the one you are attempting and will send the ship there. this also improves the pathfinding around planets making it smoother and less awkward.- Ship upgrading/modificationsyou can now use your profile/fleet panel to upgrade your owned hulls. each upgrade costs that specific hull tech and will give a selected upgrade to the various stats of a ship.stats include - engines, hull, reactor, firing computer, d-node…
- Early access release date - 8 April 2026
Releasing in early access April 8! Also expect a large update about the time of release!
- Large update - 4 April 2026
ChangelogNewLarge changes- Ai command featureYou can now give orders to ai teammates (host authoritative = host only can give commands)NOTE: these are bias commands, not forced, except for extract.Move = ai will move into that approx. location.Attack = choose a target you want the ai to attack.Extract = ai will charge and jump awayDefend = ai will defend position with dnodesCollect = ai will collect cores, ally and enemies.- Added Rosters in gameA list showing each seat player, their state, etc. this is also used for giving them orders.- new mission = Ghost Signal (MIA ship recovery)If you disconnected or left a game early, your ship is placed in "MIA". this will help you recover it.Once you recover a hull, you cannot recover it again, so don't lose it again!- Explosion effects reworkreworked the explosion effects using new assets and particle system.Small changes- explosions now give o…
- Upcoming Update - 30 March 2026
Upcomingcommand ai alliesnew mission - recover lost shipsbug fixesui upgradesin game rosterand more!Should be within couple days.
- Small Update - 28 March 2026
ChangelogNew- Mission Lobby header update- Mission lobby mission detailsBug fixes- disconnect-reconnect issues- sandbox ui text white on white background- ai force jump on all human players left in missions- settings panel sizes- cruiser does a dance after move- ai dnode offense rework- ai behavior tweaks
- AI and Core Update - 24 March 2026
Changelog New- Complete overhaul of ai solver and decision maker.- Rework of explosion effects (still not final by far).- added dnode have spark effects.- tuned and upgraded jump drive fx.- increased hard mission difficulty and removed spawn of frigates on hard.- added logs fade and only relevant info stays and updates.- tuned up size of all stellar objects and slightly tuned down the gravity per unit.- some ship balancing tweaks.- added harder no-loiter waves.- added collection of cores, enemy will give tech, ally will salvage even if failed mission or enemies present.- added cargo-hold teamwide. so all items collected are shared (copies applied to all players). Bug fixes- fixed - dnodes trigger dnodes but don't die.- fixed - A whole bunch of ai logic issues.- more tweaking and fixing logs in missions and tutorial.- fixed - battleship chevron smaller then other chevrons.- fixed - canno…
- Update - 21 March 2026
New- Tooltip for moving, when choosing destination it will show energy cost.- Toggle for auto focus on turn start in settings.- added ai ally ships in missions, now consume actual hulls and also obey perma-death rules- When all players extract in missions, ally ai will auto force extract as well.- in tutorial added a note/hint how to move camera- added a nametag and highlighter for asteroid in tutorial for easier visibility.- controls now pulse to show what is where in tutorial when objective reaches that milestoneBug fixes- fixed - Won't let client join after a previous multiplayer game- fixed - Ai skips turn and doesn't act sometimes, either team- fixed - Gameoverpanel word spacing/overlapping/etc- fixed - If host sets ship hulls for ai allies in missions, it uses client hulls as well.- fixed - In multiplayer, clients cannot see dead ship ui- fixed - some ai would fire extra shots abo…