Updates
Everything that shipped, newest first. This page shows the same notes the game publishes in-game; nothing here is written separately.
Giants Are Hatching

Very rarely an egg now hatches a pet many times its normal size. The Reactor Hall is open, and the Nest economy was rebuilt from the ground up.
New Features
- Eggs are hatching giants: Very rarely a pet arrives as BIG, GIANT or TITAN. The egg visibly swells on its way out.
- Size Luck research: Ten rungs in the lab, each one raising the chance of a giant.
- The Eggzilla pass is open: It multiplies your chance of a BIG, GIANT or TITAN by 1.5 on every hatch.
- Size badges: Hatch a giant and you can wear that badge on your profile whenever you like.
- The Reactor Hall is open: Generators no longer come off a shop shelf, you restore their sockets on the Lower Deck.
- The Voyage Journal is open: Every flight gets its own card with route, distance, fuel and what happened on the way.
Balance
- The Nest got cheaper: The tree is half price, the first batch of 50 eggs is free, and every gem and essence you paid before was refunded in full.
- The Nest gained the Instinct branch: It turns duplicate species into ones you have not discovered yet.
- The Nest gained the Night Shift branch: Eggs in the Nest hatch faster between 21:00 and 09:00.
- Mystery Chest drops are worth more: Every chest now pays at least the value of its key, and potions arrive in stacks.
- The Paradox Tree was repriced: Tap Power is cheaper, Twin and Shiny cost more. Upgrades you already own are untouched.
Improvements
- You can skip a big Nest batch: Only your best hatches get the ceremony, the rest goes straight to the loot summary.
- The Nest docked at the shuttle: It has its own button, and a badge says how many hatchlings are ready.
- Upgrade a module without pulling it: It stays in place and keeps working while the upgrade runs.
- Research names its duration before you press: And if something is missing, the button itself says what.
- Locked doors answer your tap: They say why they are shut and take you to that line in the Hero Journey.
- You see who your donation reaches before you press: Whether it is heard by your colony alone or by the whole server.
Bug Fixes
- Supernova no longer replays the tutorial: Like anyone who has pressed Paradox once, you skip it after a Supernova too.
- Production and Mass Merge spend the gold your wallet shows: What you see on screen is what you can spend.
- The egg stopped lying about your funds: Your wallet settles with the server instantly and no ghost pet appears.
- Auto hatch stopped throwing Server Error: Big batches now open cleanly even when they land mid count.
- Locked pets cannot be offered or crafted: Paradox, Supernova and Mass Fusion no longer take a locked species at all.
- The ore latch and the cargo gauge are fixed: Ore that stopped dropping while you had storage room heals itself in your first dig session.
- A fast clear counts as a WIN: Pilots who drop a boss quickly now get their first clear gems.
- Hunt and combat leaderboards no longer sit empty: Your highest cleared stage reaches the tables and survives a Paradox.
- Shield Overload fills the shield: The moment you take the card your shield fills to the new ceiling.
- Nest refunds pay the right essence: Essences from worlds you have not reached were taken back, and the refunded gems stayed with you.
- The Nest Batches contract left the board: That card can no longer hold a contract slot hostage.
- Unwinnable Time Reward contracts are fixed: Collecting your slots early no longer makes the contract impossible to finish in time.
- Gem piles pay out instantly: The gems from a pile you broke reach your counter without waiting.
- Your invite link stops going dead: A link is only minted after you pick your name, so the one you share works forever.
- The login code says why: Wrong code, expired, or too many tries.
- Signup dead ends are open: You can back out of a wrong email, and your account arrives complete with its name and reward on first load.
- The Supernova screen names the right currency: The big number now shows the Nova Shards you will earn by pressing.
- No more blur in the Evolution Center: Both sides of the screen stay sharp after a craft.
- Cosmic Wheel Tickets and Mystery Keys drop at their real rarity: Tickets from a rock no longer read as Common.
Welcome to Time Heroes

Your journey starts right here.
Hello
- Welcome: You are through the door and this universe is yours now. Grow your shuttle, open the way to new worlds, and gather the friends who will travel with you.
- The alpha is over, the beta is here: In March we said we would see you in beta. Beta means one thing here: no progress wipes. What you earn from today is yours to keep.
- If something breaks: Tell TimeBot. Report a bug or drop an idea; a couple of short questions and it files the report for you. We read every one.
Time Heroes, 11 Days of Notes

New Features
- The Arena is open. Battle other players and climb the rankings.
- The star chart now shows you where everyone is. The "Where Everyone Is" board lists the busiest spots with their real planet, Sentinel and merchant art, pilots orbit the spot they're on as glowing motes, the nameplates show how many are there and the minimap lights up the hot spots. Tap a spot on the board and it gets selected, your course plotted and ready to launch.
- Be One Network is here. Post a one-line ask when you're stuck and a fellow hero will lend a hand; help someone and you earn cosmetic standing (never currency). With the Two Doors (ask / offer), the Call Wall, and Your Impact.
- Colonies can now duel each other. A leader challenges a rival colony by staking gems from the vault, and if they accept, the match is on. A cinematic "THE CLASH" VS screen, a Council notice board every member sees, a "count me in" rally, match-specific music, and the pool goes to the winner.
- Tapping a colony popped a window open but you never actually went anywhere, and forcing a flight to its coordinates dropped you into empty space. Now you plot a course, burn fuel and dock at another player's base for real: hatch a Void Egg at their gate, donate, read the crew's motto, leave a single message in their chat, and see the ships standing there in the Harbor Log. Your First Contact is logged as a discovery and that colony's visit counter finally moves; they know you were there long after you leave.
- Be One Network is reborn. Apply and get approved to become a real "Guide": your badge and trust score show on your profile, and you can pause or leave anytime. Askers see how many Guides are online, and anyone acting in bad faith is auto-suspended, so everyone stays safer.
- When someone docks where you are parked, your ship and name show up in their hangar. Social settings now carry a Location Privacy toggle that keeps you off that list. The map's pilot count still includes you, because that count is what keeps everyone standing there anonymous.
- The player search screen is now the "Hero Plaza". See how many heroes are online right now, browse the players in the plaza with their own shuttle designs, levels and net worth (a real value now, not zero), get level-matched hero suggestions, and open a profile, add a friend or message in one tap.
- Colonies can now run a fuel depot: the leader opens the pump from the Depot settings, passing strangers pay gems to fill their tanks, and those gems go straight into the colony vault. Members can also draw free fuel from their own colony once a day, and whatever the reactor needs for its next phase is never put up for sale.
- Challenging a rival colony was half-finished, the button read "TEST" and dropped you straight into a match without asking anyone. MEYDAN OKU now opens a cinematic war declaration: both colony crests, their win-loss records, and the terms of the match (what you race on, how long). You declare it, and the match starts when their leader accepts.
- Colony duels now play for gems. Challenging a rival colony puts a stake up from your vault; once they match it the match begins, and the winner takes the whole pool into THEIR VAULT, no gems ever reach a personal wallet, so winnings fund the colony's reactor and ships. A single stake is capped at a quarter of the vault, so one bad night can't empty it.
- The Syndicate (invite system) got a full power-up, rewards are no longer gems-only. Every 3rd recruit earns you an Exclusive Egg (16 eggs + 6,800 gems on the full rail), and the Syndicate screen finally shows it: the egg is now the hero of the screen, the exact recruit counts that pay each egg are drawn on a visible rail, and the dead "Claim Reward" button was replaced by a live invite button. A recruit counts the moment they reach World 2 (Level 20), no waiting clock. You get notified the moment a friend joins, a Syndicate door landed at the top of the Social panel, and the game reminds you when a reward is waiting.
- Moving up a tier while subscribed was impossible, and trying it dropped you on the payment provider's error page. Tier upgrades are now open: pick the higher tier in the store, the unused part of your current term goes toward it, and your membership moves up immediately. You can change tier once per day.
- Your Exclusive, Season and Prime/Apex pets no longer rot in the inventory, they can now enter the Golden, Rainbow and Astral machines! These special crafts are paid in TimeStars instead of coins; the more pets you sacrifice, the higher your odds. Money guarantee: the price you pay is exactly the price on screen, TimeStars are only deducted when you press Fuse, and a failed craft's pets can be recovered via Time Reversal.
- We've hidden little surprises all over the game: discover them for a small reward. Stay curious. 🥚
- The 5 achievement ships in the hangar showed goals like "Place top 3 in a Colony Sprint" but could not be obtained by any means, they are now really earned, and the top one (Crown Throne) had its bar lowered from Reactor Phase 90 to 80.
- Colony owners can now permanently disband a colony from the admin dashboard. A safe, double-confirmed action that requires typing the colony name.
- You can now choose who may send you friend requests, Social Settings → Privacy: Everyone (default), Colony Members, or Nobody.
- You were finding the game's hidden eggs (easter eggs) one by one with no way to see how many exist or which you've caught. There's now a full "Hidden Collection" system: all 50 hidden eggs on one wall. The ones you've found in full color, the rest as mystery "?" silhouettes, and tapping any one opens its detail card. There's a progress bar, milestone rewards at 10/20/30/40, and an exclusive pet waiting at 50/50. And every time you find one, you get a cinematic reveal. İts own egg cracking open, a burst of light, and your "X / 50" progress ticking up live. (Menu → Hidden Collection.)
- Inviting friends paid vaguely. Now it's clear: 50 gems for every friend who actually starts playing, plus bonus gems at 3, 5, 10, 25 and 50 recruits.
- When you dock at another colony you can now donate materials from your cargo without being a member. The colony's leader decides whether that door is open, and gem donations stay members-only.
- The Pantheon has a new ranking category: Level. Heroes with the highest total level: Paradox and Supernova included. Now compete on their own board alongside Glory and Donors; a hero who has pressed Paradox still stays at the top here.
- VIP memberships just got bigger. Ultra's AFK gem yield rose from 3x to 4x and its Time Rewards multiplier from 2x to 2.5x. Every tier now clearly beats the one below it on every benefit. Pro and above get a brand-new comfort: Ship Loadouts: save your current module setup into 3 named presets and re-equip with one tap. All VIPs also get a higher daily Cosmetic Bazaar box allowance (Plus 7, Pro 8, Ultra 10: vs the normal 5). The membership screen got a refresh too. (Money assurance: nothing was reduced. Every change here is ADDED value for current and new subscribers.)
- Your first Time Star purchase already delivered double the stars, but you could only find that out after paying. The shop now shows the doubled total and a gold "2×" seal on every pack before you buy, and the badge retires itself the moment you use it.
- The Digsite never showed you what was actually down there, the only way to learn whether descending was worth it was to spend a shovel and find out. A new CONTENTS button on the entry screen now opens every layer in its own colours: how many of its stones hold loot, how many cave in, what really comes out of it, every reward tier, ordered from what you dig up most to the rarest, and which currency it pays.
- Buying a VIP membership showed no celebration, just a tiny toast. Purchases now open a full-screen cinematic welcome ceremony that presents your tier star, your TimeStar multiplier, and every benefit one by one. Nothing about billing changed; the delivery moment finally looks like one.
- When something goes wrong, TimeBot now pops up a quick bubble bottom-left offering to report it, one tap and it files the bug for you, already capturing the error and the screen you were on.
- When a fusion fails on the Evolution Machine and your pets burn, you can now buy the Gems (or TimeStar if you're short) to recover them right on that screen, the mini shop shows every Gem and TimeStar package, with the best fit tagged "Recommended". Even if you disconnect, you can pick up where you left off within 12 hours, with the remaining time shown clearly. Don't want to? Just tap Forfeit, buying is entirely optional, with no surprise charges.
- The Research Lab's "Mass Production" card is back, and it finally does something: unlock it and every item facility (Brew, Synthesizer, Packer, Rune Altar) gains a one-tap "Craft All" lever. (The card used to show a free price and error out when tapped.)
- Notifications are here. Get a ping on your phone when your shuttle is ready or a reward is waiting (if you allow it).
- Once you accepted analytics there was no way to turn it back off. The new Privacy section in Settings → Account now lets you toggle anonymous usage-data sharing on or off anytime, in one tap.
- You can now Poke a friend from their profile. A quick, friendly nudge, separate from the daily bond gesture. It only appears for accepted friends.
- Reporting a bug used to mean digging through a cluttered menu, now it's one simple, gamified hub: message us, track your past reports, share ideas, and climb the Bug Hunters leaderboard.
- On each new login-streak day, a cinematic "Day N" flame celebration now greets you the moment you log in, showing your streak and that day's +25 XP, making the streak worth protecting.
- The Colony Pantheon (colony-vs-colony board) now lets you switch between NET WORTH and TREASURY, climb the ranks by your colony's lifetime donated gems and show everyone how rich you are.
New Content
- Shuttle gear now climbs all the way to Tier 10: five new tiers added to every module family (generators, thrusters, shields, boosters, weapons…). New ores smelt into new ingots and legendary "core" materials; the top tiers glow with their rarity color (Mythic → Celestial → Galactic → Eternal → Secret).
- The World 2 transition moment was empty. Now every hero landing in Magic Hollow gets a one-time, 48-hour "Magic Hollow Pioneer": 600 magic essence, 300 quartz, 3 Power and 3 Drop Potions at an honest 15% off. Every line is something the new world will actually ask you for. Priced in TimeStars as always; miss the window and it's gone for good.
- The Relic Wheel is open. It pays in ore, plates, components and cores only, exactly what you need when a craft or a colony project has you stuck. Unlocks at level 32, and spins with TimeStar when you have no ticket.
- The Singularity Wheel is open, the game's jackpot board. Exclusive eggs, mountains of TimeStar, Secret essence and top-tier runes; no filler slices. You cannot buy a spin: you have to find the ticket. Unlocks at level 45.
- A new mythic cosmetic set is now on sale. Zenith Monolith ($99.99 / ₺2.999): a global server anomaly broadcast, Void Crimson nameplate, Zenith Event Horizon profile frame, and an animated Void aura. Charged in the currency you see (₺ in Turkey).
Balance Changes
- Progression used to hit an invisible wall after level 60. Level 61 alone demanded 3.5× the XP of the level before it, and daily/weekly task XP was throttled past 60. The wall is gone. The curve now flows smoothly all the way to 100 and post-60 task XP runs at full power. And to make it fair: everyone already past 60 got refunded the extra XP they overpaid climbing that band under the old tariff, jumping straight to the levels they'd earned!
- Evolution machines were too expensive to be worth using: Golden, Rainbow and Astral conversion prices dropped massively (Astral is 3× cheaper), and Astral pets got a +50% power boost (3.0× → 4.5×). Post-Paradox egg and world price scaling was also softened (9× → 5× at P2). The re-climb no longer starves your economy; boss difficulty stays unchanged.
- Your Nest Machine upgrades (Speed, Luck, Capacity, Discount) were wiped by Paradox, which made investing in the tree pointless. All four now persist: after a Paradox your machine is exactly as you left it, only its tank is empty (coin and essence reset as always, and any running batch is still discarded).
- Colony ships rebalanced from the ground up, member capacity now scales from 25 up to 1,000,000 (room for mega-colonies), ships are serious gem investments, and there are no more free "achievement" ships: every hull now unlocks through phase progress and is bought with gems.
- Colony ships now set your colony's MEMBER CAPACITY, a bigger ship means more members (no current member is ever kicked; only new joins hit the cap). Ships now cost serious gems, the biggest are crafted from rare apex cores (Mythic/Celestial/Galactic/Eternal/Secret), and we rebuilt the ship showcase: crew capacity is the hero number, and locked ships show a progress bar toward their unlock plus a cost preview.
- The VIP daily login gem reward went up substantially, Plus 250, Pro 500, Ultra 1000 gems. The raise also surfaced a silent bug: a leftover cap would have paid Ultra members far less than their entitlement. It is fixed. In AFK rest mode, the window during which gems accrue at full rate is now one hour longer per tier (Plus 9h, Pro 10h, Ultra 11h), and a shortfall in the daily ceiling calculation was corrected, nobody's payout went down and many went up. Free players' earnings are unchanged, bit for bit.
- The XP economy was rebalanced end to end. The login streak reward was never actually paying out; it now scales with your level, grows every week and spikes every 7th day. Discovery XP was re-derived from real drop odds, Mythical to Secret was an 18x rarity gap paying only 2x the XP. Exclusive eggs now pay a percentage of your level instead of a flat number (ten eggs = one level, at every level). Weekly quests are now exactly five times a daily, where before the gap was only 4%. In shuttle combat each enemy pays by its own difficulty and bosses feel different; previously a perfect run and a mediocre one hit the same ceiling. Time reward XP now flies on screen and later slots pay more, with an early-game ceiling, because measured on its own it was worth more than a level and a half per day and skipped the academy. And quest difficulty finally does something: until now an easy quest and a hard one paid exactly the same XP.
- Coin Bags now pay based on your current world, not your power (DPS). The same bag is a fair, consistent reward for everyone, and on open you see exactly "≈ how many eggs' worth" it gives. The old payout got weird as you grew stronger; it's now honest and predictable at every world.
- Weekly-league colony rewards now scale fairly with headcount. A 2-3 person colony can no longer split the whole prize pool among a handful and break the balance; large, real colonies still receive their full reward.
- Rebalanced shuttle gem generators. A fully-loaded ship was minting ~15 packs' worth of free gems a month, which made buying gems pointless. Each slot now produces less but equally; mid-game players still earn generous gems, and generators stay a real endgame source.
- Pressing Supernova used to drop you back to the cheapest egg in the game. The meta-prestige added no challenge. Now every Supernova permanently raises the universe's cost walls (egg prices, world-unlock costs, boss HP): each new cycle starts tougher than the last. Your pets come with you; the world itself now charges the price.
- The Traveling Merchant's "discount" was fake. The strikethrough price was inflated, and some merchants were actually pricier than the Daily Deals. Now every merchant is the cheapest gem price in the game: the discount you see is the discount you get. Worth running for.
- Rest-mode gems used to cut out completely after 8 hours with no warning. The screen kept counting but not a single gem reached your vault. The wall is gone: it no longer stops, it slows. The first 8 hours run at exactly the rate you've always had (1 gem/min), the next 8 are slower, the last 8 run at a trickle. And it never stops across a full 24 hours. The daily total went from 480 to 648, and every step scales with your VIP multiplier. Nobody earns less: a normal rest pays exactly what it paid before. There's just no wall at the end of it.
- Weekly Sprint rewards got a big buff: loot boxes doubled at every tier, the rank 4-10 essence reward was fixed, and most importantly EVERYONE who earns trophies now gets a reward; the bottom half of the board used to leave empty-handed.
- The Auto-Hatch research now costs just 1 Forest Essence instead of 3. Luck-based essence hunting no longer delays your first automation.
- Crafted materials were valued wrongly: the deepest crafts (cores, processors) counted for less than the raw ore inside them, so building them actually LOWERED your Net Worth. Every material is now valued at what it really costs to make: crafting always grows your wealth, never shrinks it.
- When you ran dry and got stranded, the emergency tow took everything left in your tank, an honest pilot fuelling up for a long frontier jump could lose nearly half a full tank to a single rescue. The tow now charges only half the cheapest escape cost; whatever is left stays yours, so you no longer land back at a world starting from zero.
- The weekly colony league was paying a full prize pool to solo and uncontested colonies. A colony now only earns if it has at least 3 contributing members and actually finished ahead of another colony, and no single member can take the whole pool.
- The Nest Machine's Discount upgrade was broken two ways: it charged gems for the weakest effect in the tree, and it did nothing at all if you loaded eggs with essence, the label promised a discount the price never gave. Discount now costs no gems (world essence only) and its reduction applies to both the coin and the essence price.
- The Fortune Wheel got a full loot rework, cheap potions and low-tier filler are gone from the wheel entirely. Every wheel now shows the Space Egg, nearly every wheel carries a monster slice (mega coin bag, 500 TimeStars, Secret essence or a Secret loot box), and even the worst slice is worth more than the ticket price. Potions now land as 2-5 bottle bundles instead of a single bottle.
- Donated fuel was being counted in two separate places, you could spend the same canister on both the reactor and a colony relocation. There is now a single fuel tank: the reactor and relocation compete for the same canisters, so a colony that relocates has less fuel left to seal phases with.
- Secret essence crafting was rebalanced. Converting Mythical into Secret essence now takes 10 Mythical essence instead of 5, so the strongest resonance tier becomes a goal worthy of its power.
- After a Paradox (prestige) the Golden, Rainbow and Astral evolution machines still showed as unlocked. Prestige is now a real fresh start: you re-unlock them as you climb (Golden L6, Rainbow L28, Astral L47), just like a first run.
- Building generators cost too many gems. Each tier's gem cost is now cut in half; in exchange the recipes ask for more varied materials and essence (cheaper on gems, but a more satisfying build).
- Ore earned while idling (game left open) is now more measured. Hand-mining is clearly the more rewarding way to gather, while mining still flows without a wall. Hand-mining amounts are unchanged.
- Fixed loot-box pricing in Daily Deals. A box could be sold for fewer gems than it opened into; prices are now honest (discounts and deals still stand).
- NPC contract gem rewards were out-pacing daily tasks at endgame. They now sit on the same balance curve as daily/weekly tasks, and since you hit the daily gem cap later, you can complete more contracts per day.
- World 4's entry cost dropped from 500M to 250M coins. It was the harshest price jump in the ladder; the wait at the end of World 3 now matches the rhythm of every other transition.
- Quantum Farm tasks and contracts were tied to main-game rewards. Because farm progress can't be verified safely, we've cut that link; the farm stays fully playable with its own currency, upgrades and cosmetics.
- Coin rewards from Digsite, the Vault, and Quantum Dash now scale with the world you're in. Just like coin bags and packs already do. Coins stay meaningful as "an egg's worth" the deeper you go, instead of a flat number that becomes worthless at high worlds.
- The coin-collecting quest asked for 20,000 coins: since the Golden evolution now costs far less (~7.2K), the target is down to 8,000. The road to the Golden machine is faster now.
- Display names could be swapped endlessly, so nobody stayed recognizable. Your first change is now free, after that it's free every 30 days, or 500 gems to do it right away. Gems are ONLY spent after you confirm and only when the name actually changes, the edit screen shows your free change and any remaining wait before you even start typing. Saving your bio and other profile fields stays free, always.
- The emergency tow is now a true rescue rather than a shortcut: it brings you to the nearest port and empties your tank, instead of standing in for a journey. A pilot genuinely stranded without fuel is still always rescued, and is set down at a port with mining running, so you can refuel right away.
- The colony fuel pump capped a leader's price at 10 gems per canister, so a colony parked on a busy route could ask no more than one nobody ever visits. The ceiling is now 50 gems; the 5-gem floor is unchanged, so undercutting for traffic and charging a premium for margin are finally a real choice.
- Loot Box net worth didn't match the gems a box actually pays out. Tier 7 was counted as far more valuable than it is. Every box is now worth exactly the gems it gives you.
- The colony-wide "Colony Alert" banner threshold was raised from 1,000 to 5,000 gems; a 1K donation now just posts to the feed instead of triggering the banner.
- The Digsite's surface layer kept paying out a handful of loose change, 7 to 45 coins at World 1, not even a tenth of an egg. That payout is gone entirely: every surface reward tile now drops a real item instead (coin bags included, and those are worth 25× what the trickle was). Currency is a reward for going deeper, you dig for things up top, and descend for gems.
- The VIP multiplier and event multiplier now ADD instead of multiplying. Before, stacking them sent earnings runaway (×5 × ×3 = ×15); now the bonuses add honestly (×5 + ×3 = ×7). Both bonuses still apply in full; only their combination is sane.
- Forest and Magic Essence donations earned less colony recognition than coal despite being rarer. Their values now match true scarcity: essence donors get the colony credit and XP they deserve.
- The first "Collect Forest Essence" quest now asks for 1 instead of 3. İt completes on your very first essence drop, a lighter intro that just teaches the mechanic.
- The 50,000-gem quick-select donation option was removed; the highest quick-select tier is now 10,000 gems (a larger donation is still possible via the custom-amount field).
- Unlocking the Mass Fusion research now costs less, 25 magic essence instead of 50 (gem cost unchanged). Halves the essence wall that hit players right after entering World 2.
Improvements
- The Colony Skill Tree was reforged. Three branches, three colony identities: loot-rain & offline mining (Prospectors), real coin & golden/rainbow shimmer (Gilded), twin-hatch & the secret/astral apex & +3 active pets (Ascendants). Dead fake nodes were replaced with real rewards; all your points were refunded. Re-pick your colony's legend.
- Losing your scale/exclusive pets is no longer forced. In both Paradox AND Supernova they all cross into the new timeline with you by default. In both ceremonies, after the press-and-hold ritual the new "Offering" screen opens: offer any scale pets for bonus Cores (Paradox) or bonus Nova Shards (Supernova). Everything you don't offer stays exactly as it was. (The Time Anchor node has been removed. You no longer pay for protection.)
- Auras have been rebuilt across both the menus and the world. Some were invisible, some rendered enormous, and others lost their colour entirely and collapsed into the same white haze. Every aura now holds its own identity: orbits are actually drawn, shockwaves ripple outward, raindrops leave trails, the black hole has a real event horizon, and rarer auras shine at the density they deserve.
- Opening a lootbox is completely reborn. A Supercell-grade ceremony. Rewards no longer dump out all at once as tiny cards; they reveal one at a time, worst-to-best, gems count up from zero dead-center, and the rarest prize lands last and alone in a screen-filling finale. The rarer the pull, the longer, louder and shakier the moment.
- Hatching by hand was a numb wait; taps were silent, after 4 touches the egg wobbled quietly and opened itself, and fast tappers could blow straight past the reveal without ever seeing it. It's been rebuilt end to end: every hit knocks real chips off the shell, the crack sound climbs with each tap, the 4th hit lands with a debris eruption and a jolt that says "it broke!", the shell strains audibly in sync with the chips you see flying, and the reveal now always plays out in full even under rapid tapping. Auto-hatch used to shake the egg in complete silence, the shell now cracks audibly there too. Rare eggs' growth scene came alive too: the creature's accelerating heartbeat is now both heard and seen, each beat visibly bulges the egg from the inside and knocks chips off the shell. The hard square clipping in the crack animation has also been smoothed away. World 4's egg used to visibly narrow and shrink the instant it opened, it now holds its size through the crack (the milder drift on the season and void eggs is fixed too).
- The trade screen is smooth now. The game world no longer keeps running in the background and bogging it down; and the pet picker used to show only the first page of your types. You can now page through and offer every type you own.
- TimeStar and Prism packs now show and charge in Turkish Lira (₺) for players in Turkey (they used to display USD for everyone). Plus the bigger packs now give more bonus TimeStars for the same price. The price you see is the price you pay; no balance was affected.
- The game open used to flicker. The logo, an abrupt color jump, a see-through cloud wash, then an empty world. Boot is now one continuous dark tone with a single clean cloud transition: the clouds part only once your world and pets are ready.
- When the rare traveling merchants (Elite Dealer, Mystery Trader) land, you now get a "race to it. Only 30 minutes!" push even while you're away, so you never miss the short window.
- The Shop used to sit on a blank loading screen after opening. The shelves now appear instantly and cards fill in within seconds; jumping to a section from the sidebar now lands exactly at the top of that section.
- The options when reporting a bug are no longer generic technical categories. Timebot now recognizes the screen you're on and offers suggestions about the thing in front of you, in your own words (e.g. "My egg won't hatch" on the hatch screen, "What I bought never arrived" in the shop).
- Coin packs got a pass. They're now both more generous (30 / 80 / 200 eggs of value, up from 28 / 75 / 170) and the card badge shows real value: "≈30 Eggs" instead of "5 Minutes Time Skip". Prices (40 / 100 / 200 gems) are unchanged; the bigger pack is always the better rate.
- The Colony Admin Dashboard got a full rework. Tabs are split more clearly (Command Team stands alone, Access & Rules in one place), the moderation/chat-rules/automod confusion is resolved, the audit log and reports screens are cleaned up, the relocation map fills the screen, the profile crest designer opens in a spacious modal, and the stream overlay studio was rebuilt preview-first. Owners can now configure which role sees which tab.
- On phones, unused dark bars were left on the left and right of the game, wasting 13% of the screen. The game world now stretches all the way to the screen edges, while the buttons that must stay clear of the notch remain protected. The playable area is noticeably wider.
- When you invite a friend with your referral link, the two of you now automatically become friends. The invite turns into a real social bond, with no separate friend request to send or wait on.
- The boss-fight HUD was redrawing ~10×/sec and could drop frames right in the parry window, making a dodge feel like an unfair death, the timer is now isolated, so the fight runs noticeably smoother and parries land fairly.
- The screen after founding a colony was a long 5-step narrated ceremony (and its finish button sometimes didn't work); it's now a clean, cinematic "Welcome, Captain" moment. Your crest comes alive, the colony name rises in gold, and one warm line ("a colony is only as strong as the crew inside it") welcomes you. Tapping "Enter your colony" now drops you straight into your colony (at its reactor), not back into the empty world.
- The Colony Skill Tree got an overhaul. The three paths are now genuinely distinct (Loot · Efficiency · Power). The "Gold" path gives real perks (faster hatching, cheaper eggs, longer boosts) instead of hidden damage, and the Prospectors path now grants inventory slots too. The strongest skills unlock through the Ages as your colony grows (colony level 10/25/45). The tree now shows your colony level plainly and tells you when you don't have one yet. And colony level no longer reads as 1 on some screens and 0 on others.
- Pets you hatched in The Nest were never being written to your codex. A rare species you pulled there stayed a locked silhouette, as if you'd never seen it. The Nest looked like a collection engine (every screen said "you've found 6/7 from this world") but quietly recorded none of it, which is why most players treated it as "wasted resources." Now every new species you collect from the Nest fills your codex (the silhouette turns to color and seals), and the collect screen leads with "{{count}} new species discovered." The Nest finally does its real job: the offline machine that bulk-fills your collection from worlds you've moved past.
- Notifications now respect your settings. No surprise permission popup on load (you're only asked when you tap "Enable Notifications"), if you turned notifications (or colony notifications) off you no longer get phone pushes, and a friend request now sends a single notification instead of a duplicate.
- The Weekly Sprint prize pool got stronger: even while season rewards are closed, the top of the leaderboard now earns Exclusive Eggs (10 for rank 1, tiered down through the top 10%). There's always something worth racing for.
- After a boss hit landed, the screen looked normal again but your taps were still being swallowed for a beat. You now get control back the moment the hit lands, the damage effect fades out while you're already swinging again.
- A completed quest card was easy to miss, silently stalling progress. A claimable quest now turns the whole card emerald with a breathing glow you can't overlook.
- The colony explore screen used to show everyone the same list; now it knows you. Without a colony you see alive colonies your friends are in and that you can actually join; as a member you see your colony's rank and league rivals; as a leader the "Found Colony" ad is replaced by a rival radar. Every card now tells you why it's recommended: "Ayşe is here", "+5 members this week".
- When your colony enters a duel, the Colony dashboard now shifts into a full crimson war theme; the stray floating "at war" tag is gone, replaced by a full-width war banner that shows the rival colony, the live score and a countdown, and opens the battle screen on tap.
- The Contracts screen was cluttered and everything was off-balance (a title floating dead-centre, a crammed admin button, pointless dots above empty slots, avatars overflowing their circles, hand-typed "unlocks at Lv 20"). It's been redesigned into a clean "sit at the fixer's table" scene: the character across from you is bigger and lit, with a wax seal beneath showing your standing (rank) with them; the other fixers sit up top in a compact relationship rail (locked ones show a level badge); your active contracts are a centred "your side of the table" strip. And each fixer's board is now made of their own material, switching fixers re-themes the surface into their world (Grundar's forge iron, Lumine's cosmic slate, Dayı's arena stone, Customs' official steel).
- On the Hero Journey screen (Destiny / Contracts / Mastery / Ascension), moving between tabs was slow and disjointed. A video made you wait ~5s and dimmed the screen. Now the switch is a fast, cinematic cross-dissolve: the new scene blooms into focus and settles with a warm shimmer over the cut. No darkening, no wait. Background art is sharper too.
- When auto-hatch started, eggs opened in packs of 3-5. The counter froze then jumped, with dead waits in between. The first 10 eggs of every session now open one by one in a steady rhythm, the counter ticking with every egg; no speed is lost.
- When something failed, most screens just said "an error occurred". They now tell you what actually happened, quietly fix it themselves where they can, and otherwise leave a reference code we can trace from a single screenshot.
- The Engineering Bay no longer dumps every future recipe in front of you: next to your unlocked recipes you only see the next world's locked goals, marked with their colored level star. What lies beyond stays a surprise, and new layers reveal themselves as you conquer worlds.
- Turkish used the same word for coins and for the Golden pet variant, so the "Golden Machine" opening mid-way through a "collect 8,000 coins" quest read as a coin machine. Coins keep the Turkish word, and the whole pet-type family now shares one language: Normal · Golden · Rainbow · Shiny · Astral · Nova: instead of a half-translated ladder. Rarity names stay Turkish. The machine also unlocks AFTER the coin quest now. You save first, then the place to spend it opens.
- The auto-hatch session report was titled "HATCH REWARDS" with a "CLAIM" button, even though every reward had already been credited as it hatched. There was nothing to claim. It is now the "HATCH SUMMARY" with a "CONTINUE" button. It also used to pop after a single egg when stopped from the main HUD button; it now appears only for sessions of 25+ pets.
- The egg swelled. And the pet counter raced to 1000. İn total silence. Now you hear a heartbeat from inside the shell as it grows, racing faster the closer it gets to cracking; the counter ticks like a cash counter as it climbs, and locks onto 1000 with a solid hit.
- You can now tell at a glance which machine is working. On both the hangar machine shelf and the Engineering Bay's left rail, a busy machine stays lit and shows its remaining time, and finished crafts call you with a counted claim badge.
- Two different "change your name" screens sat side by side and neither said which was which. Now it's clear: your @name is your permanent Timelands ID, the same in every Timelands game, and nobody can take it. The name you change is your display name, free once a month.
- The most valuable frames were flat images. Eleven of them are now truly alive: VIP and Loyalty frames pulse, Supernova's flames ripple, Abyssal crackles with lightning, and Gold and the S1 Trophy gleam.
- When you found a hidden egg it just sat there, and players thought it had dropped into their bag to open. Now the egg actually cracks open on discovery, the reward bursts out with an "added to your balance" note, and found eggs show a "collected ✓" seal in the collection.
- Claimable cards in Time Rewards didn't stand out from the rest. A ready card now glows noticeably stronger, gets a bolder frame and sits slightly larger than its neighbours, so it's obvious at a glance. The exclamation mark on the claim label is gone.
- The VIP tiers screen got a rework: cards now fit on one screen, each perk is a single line with its own game icon, and cosmetics are no longer just words: real previews are shown, and "View" renders the nameplates live with your own name.
- Your cobalt, tungsten, iridium and neodymium couldn't be donated to the colony. The reactor was still asking for older-world materials. All four lines' ores, ingots and components are now donatable, and from phase 61 the reactor starts asking for them. (Apex cores are deliberately left out: those stay yours, for your shuttle modules.)
- Your @username was printed next to your name in lists, rankings and chat, so every row said who you were twice. Now only your name shows, your @username stays on your profile and wherever you pick someone.
- At a visited colony's pump, the amber button instantly bought the largest amount your tank could hold, with no say in how much or how many gems. It now simply reads "BUY FUEL" and opens a screen where you pick the amount on a slider, see the price per litre and the exact gem total, and then confirm.
- The ores, ingots, essences and cores you mine never counted toward Net Worth. You could be sitting on a fortune in materials and your wealth ignored it. Now every material adds its true value to Net Worth, so your real fortune finally shows.
- The inventory's Pets tab hitched on open for players with large collections. The game was drawing every owned pet species at once, including the ones far off screen. Now only what's on screen is drawn, so the inventory opens instantly and scrolls smoothly no matter how big the collection gets.
- The Call Wall showed everyone an "I'll help" button that failed unless you were a Guide, and applying told you to add your age in your profile, where no age field existed. The button now takes non-Guides straight to the application, and the age question is asked inline, in one step.
- Once you posted a help request there was no way to take it back, even if you posted by mistake or solved it yourself a minute later it stayed on the public wall, and it kept burning one of your three open-request slots. You can now tap your own call to withdraw it, and the slot frees up immediately.
- The checkout screen and the receipt email came in English even if you played in another language. Both now arrive in your language, and your name and email are prefilled so you don't retype them.
- Other pilots at a colony dock were a cramped strip of icons; now every visitor's real shuttle is PARKED ON the platform with its own skin and tier and its pilot's name above it, ships further back are smaller, each stands on its own shadow, and they hover gently in place. Equipped nameplates now glow above the names too. And when you change your own cosmetics (ship skin, nameplate) you see it INSTANTLY, no refresh needed. The "REFRESH" button is gone; in its place a quiet static line says the port updates periodically.
- The between-wave upgrade cards showed their art as a thumbnail and repeated the same rarity on all three cards. The art is now the hero of the card and rarity reads once, meaningfully; the Field Requisition's LAUNCH button also moved out of the corner and is now a full-size commit control on the panel's centre.
- The Digsite never told you how much you were risking when you dug deeper, and on phones the "your whole haul is on the line" warning never showed up at all. You can now see exactly how many tiles cave in on the layer below before you commit, your 3 digs per layer are on screen before the first tap, and the shovel you spend visibly tears off the counter.
- The Game Guide was a small box floating in the middle of big screens with text nobody could read. The art now fills the whole screen, the type scales with it, and every chapter was rewritten.
- The Game Guide has been rewritten and redesigned as a seven-chapter cinematic. Every chapter now opens on a full-width scene, the text is far shorter, and the real story of the Timelands is told inside the guide for the first time. Outdated claims that no longer matched the game were also removed.
- The materials piling up while you mine were both impossible to tell apart and cluttered the screen as a messy wall of badges. The box clutter is gone entirely, materials now flow next to your coins as clean icon + count pairs, the rarest always sits leftmost and glows brighter the rarer it is; hovering one on desktop names it and its rarity.
- The hunt asked you to match your weapon's damage type to the enemy's weakness, but weapon recipes consume the previous tier, so you could only ever hold one damage type, you were being rewarded or punished for a choice you couldn't make. That hidden damage swing is now gone; the damage you deal is the damage you see. The daily quarry still changes which enemies you face.
- The Launch Bay read like a settings page, a collapsible briefing box and a stack of panels. It is now a real hangar: your ship is on screen with its weapon/shield/hull hardpoints fitted to it, today's quarry stands facing you, and the single word between them tells you whether your loadout works.
- The Launch Bay asked three questions at once (which mode, what's on my ship, what am I hunting) on a single crowded screen. It now asks them in order: first you pick a mode (with your permits and your rank right there, plus a way into the standings without flying), then it shows you your ship and asks if you're ready. The weapon-matchup briefing is gone, it advertised a choice the game never actually let you make.
- Buying from the Space Merchant used to happen in silence, your purchase now appears at the top of the screen exactly like it does in the Shop. Materials bound for the shuttle cargo hold say so, instead of sending you digging through your bag.
- The profile card gave you no way to change your photo or your name, you had to leave the game and dig through the Timelands Hub while staring at the very avatar you wanted to replace. You can now tap your portrait, or the "CHANGE PHOTO" / "CHANGE NAME" doors under it, and edit both right there.
- Buying a TimeStar pack popped a small box for two seconds, usually hidden behind the store screen entirely, showing the pre-bonus amount rather than what you actually received. Real-money packs now play the same full-screen cinematic celebration the in-game purchase already used: above everything, staying until you dismiss it, showing the REAL amount credited and the pack's name in your own language.
- The Research Lab got a lot more talkative, research that finishes while you're away now greets you with a welcome-back reveal, the dock's lab button shows a live progress ring plus your busy/total chambers, cards tell you how many gems you're short and how many levels remain, every research shows a finish time like "ready tomorrow at 09:15", and you can mark an upgrade as QUEUED so the advisor remembers your plan. Finished research stuck in a chamber can now also be collected with one tap.
- Finding the right tech in the Research Lab was a struggle. The screen got a ground-up redesign, a "Next Move" advisor recommends your smartest research with the reason why, categories now follow your goals (Luck, Mining, Hatching, Loot, Abilities), freshly-unlocked tech glows NEW, and everything you can afford sorts to the top.
- The report at the end of an Uzay Savaşı run read like a receipt rather than a result screen; rewards were squeezed into small rows and what you missed was invisible. The outcome word now lands huge, rewards count up inside one showcase case, and on a run where you did not clear the Apex wave the Void Alloy sits in your haul as a visibly empty slot with a one-line dare to come back for it, and tapping anywhere skips straight to the final numbers.
- The Uzay Savaşı launch screen scattered your ticket, your rewards and your risk into three separate corners, the leaderboard ate a third of the screen, and locked sockets never said when they open. The screen was rebuilt: what you fly, what you equip and what you earn now sit in the centre, ticket and reward live right next to the launch button, the briefing collapses to one line once you have read it, standings became a single line, and locked sockets now name the ship level that opens them and take you to the upgrade screen when tapped.
- In Uzay Savaşı your shots and enemy fire looked nearly identical, so in a crowded wave you could not tell which bolts would hurt you. Your laser now reads as a long white-hot lance while enemy fire reads as a fat dark-rimmed slug, and Prism, Ricochet and piercing shots finally look different from a normal shot, with the ricochet ring showing how many bounces you have left.
- Uzay Savaşı was played over silence; your laser fired the exact same note every time and enemy fire made no sound at all. The mode now has its own music with a quieter ambience underneath it, your laser rings slightly differently on every shot, enemy lasers are audible, and clearing a wave plays a victory cue, and muting sound mutes the music too.
- Pausing, drafting an upgrade and buying field supplies in Uzay Savaşı were three tiny mismatched boxes; the text was too small to read, a draft card's rarity was invisible, and an item you could not yet afford dimmed as if it were broken. All three now sit on one large console: the card name leads and each rarity genuinely looks different, the pause screen shows your remaining hull and shield, and an item you cannot afford stays bright and tells you how much more salvage you need.
- Your VIP membership showed up nowhere: the package list didn't even mark the tier you owned, and your membership screen showed today's date as its expiry. Now your tier is visible everywhere: your TimeStar counter glows in its colour, the shop banner greets you by name, your tier is crowned in the package list, and the membership screen shows your real renewal date.
- The screen you see after collecting your Nest eggs was tiny, flat and dashboard-like; it's now a full-screen cinematic "haul ceremony", rare pets break out one by one at full size, then the whole haul lands on a grand display.
- The VIP cancel screen was reworked, it now shows exactly what you'd give up, reminds you your benefits stay active until the period ends, and makes "keep my membership" the primary choice. You can also step down a tier instead of leaving (e.g. ULTRA→PRO), with your remaining time credited toward the new plan.
- The leaderboard and Pantheon stuttered when crowded. Colony crests and player avatars now freeze to a still frame, and animated nameplates play only for the top three and your own row, the screen is far smoother.
- The daily "Day N" streak screen was silent and lifeless. The flame now fills the screen, embers rise, the day counter visibly ticks up, and a fiery sound lands with it.
- The Cores in the Paradox and Supernova ceremonies are now alive, their energy breathes and swirls with light, and they're bigger. The Supernova core was also redrawn far more epic.
- The Colony Activity and chat tabs were rebuilt to feel like a living colony hall: the featured event is now a real spotlight moment instead of an ad banner, a quiet feed's big empty gap fills with an inviting hall floor, donations read as colorful moments of support instead of dead ledger rows, colony milestones (level-up/ship/world) stand apart from routine rows, and date dividers got lighter.
- The screen you see when you look at another colony has been rebuilt, the colony's spaceship now greets you as a huge cinematic banner with its flag on top, the leader is clearly named, its treasury (how rich it is) is on show, members appear in the same podium-and-rows leaderboard we use everywhere, and (when duels are open) the win/loss duel record and the challenge button live in one place. The distracting "join the founding crew" clutter is gone, icons are bigger, and the whole card is larger.
- The Colony Reactor was rebuilt into one clear build screen, assembly %, each material's state and rarity, and the gems needed to ignite are now framed as the "Ignition Core"; the donate button is anchored to the content, the screen no longer scrolls, and it gained a new 3D reactor-core icon plus a cinematic reactor-room background.
- The Colony Ship Hangar and ship detail screen were rebuilt from the ground up. Your active hull's payoff (crew capacity = your colony's member cap) now reads at a glance, ships are grouped by rarity (Common → Secret), locked ships present one clear unlock goal (phase + cost), a hull you can't afford shows its price in red, the ship cards feel alive and selectable, and the detail screen compares a hull to the one you fly now.
- The Colony Stats screen got a full redesign, it used to read as a flat data table that just repeated the net worth already in the top bar, and now it's a real prestige showcase: your colony's crest, rarity, name and member count lead as its IDENTITY; net worth returns once, crowned as "COMBINED MIGHT" with the "top 50 strongest members" basis finally legible beneath it; Raw DPS and Pet Score, the stats that decide wars, stand out big with a one-line "what it drives"; and exploration, donations, hatched eggs and secrets gather under a "BUILT BY EVERY MEMBER" header that makes the collective effort felt.
- The ranking screens now reveal the ranks below the podium too (with a "more below" cue), and the Weekly League clearly shows how many trophies you need to pass the rank just above you, plus the odd "#10 of 9" readout is fixed.
- The Colony Sprint League now looks as grand as the Pantheon, a podium plus a sticky "your rank" bar. And across every ranking screen, when there aren't enough players yet you see empty pedestals and open rows inviting you to climb, instead of a blank "no data" message.
- The Pantheon is no longer capped at 50, it now opens up to rank 500 as you scroll; and even far off the list, a "My Battle" strip shows the rivals right around you, with a "Top X%" standing next to your rank.
- Your profile card and hangar showcase got a top-to-bottom pass, your name is now the star of the card, badge & stat selection speaks one clear "selected" language (no more red ✕), the Design tab's dead gaps are gone, badge/stat slot order and the "3/3" limit read at a glance, and leftover English ("VIEW LOADOUT", "MISSIONS COMPLETED", "PRO NAMEPLATE") is localized.
- Your profile card is alive now, it breathes and glows in the colour of the rarest frame/nameplate/banner you wear, with light flowing across the top tiers, and it flashes that rarity with a sound the moment you equip something rare. Low Hero numbers now read as FOUNDER/PIONEER, bigger and brighter, proof you were one of the first.
- The welcome screen got smart - a half-finished sign-up now resumes right at the username step, the screen tells you your real status (your queue number if you're in line, why the gates are closed and a countdown to opening), and the queue-number ticket was straightened out and redesigned.
- The Chrono Line screen got a full redesign. The winding snake is gone, YOU now stand at the center of a straight line with your rivals beside you, and a hidden crown burning at the front. Who's leading? You won't know until you pass them.
- Ship storage is now measured by volume: one unit of iron takes the same room as one unit of cobalt, and everything draws from a single shared hold. Capacity used to be derived from a material's value, which is why cheap materials showed limits in the millions while expensive ones showed a handful. No colony lost room, for most materials it went up by orders of magnitude.
- Challenging another colony to a duel required 10 members, so young colonies could never start one. That floor is gone: a colony of any size can now send and accept duel challenges. (The level 5 requirement stays.)
- In the colony panel, "Players" is no longer a narrow slide-out, it opens in the centre as a crew wall with everyone's portrait, equipped frame and banner, a search bar on top and a contribution/level/wealth switch below. The featured event card finally shows the donor's photo. The vault card's info panel now flips open inside the card and is actually readable, and the cluttered menu under the card is gone.
- Closed features no longer generate objectives, neither in daily quests nor in NPC contracts (the Coach's board carried the identical bug), with the Arena and trading shut, uncompletable quests like "win 3 arena matches" were still showing up. The numbers are realistic now too: 350 golden pets became 20 daily, 55 crafts became 40 weekly, and each quest states plainly what to do. The daily reward card said "complete all quests" while actually asking for a set number; it now shows the real count, and the progress bar was rebuilt as one segment per quest.
- Chat no longer says "Global", it is unmistakably the chat of the world you are standing in: the world's emblem on the tab, a glowing header crowned with the world's name and number, and the panel lit in that world's colors. Even an empty channel greets you with the world's crest. The Friends sort options (wealth, level, power, pets, hatches, secrets, donations) now run on real data; donations always read zero before. Players with more than 200 friends can now see when the list is capped.
- In the TimeStar and Prism stores it was hard to tell which pack was the best deal. The "Value" pack now stands out with a glowing frame and a "BEST VALUE" crest.
- A colony's online member count was readable exactly from the outside, in small colonies that exposed when a single player was online; outsiders now see an approximate value like "5+" instead, and nothing at all for very quiet colonies, while you still see the exact count for your own colony.
- In duels your rival's trophy score stays hidden until the final stretch. But the hidden state looked like a bug. It now shows as a clear locked "???" and unmasks with a flourish in the final stretch.
- The on-screen space merchant card now wears that merchant's own space station, portrait and brand color instead of a generic blue backdrop; it shows the discount (−40%) and a live second-by-second countdown (44:59) instead of a flat "5 min left", with one tap to fly there.
- You can now mute the "traveling merchant arrived" push on its own. Settings → Notifications → "Traveling Merchant". Without turning off your other alerts.
- The Paradox "Choose What Burns" screen was redesigned. Pets now show with their real art (shiny/golden/rainbow shine, rarity glow) and a live Core at the center reveals how many Cores your offering pays; the old empty, flat layout is gone.
- In the Paradox and Supernova ceremony you now choose which pets to sacrifice first, then press-and-hold to trigger the collapse. The cinematic hold-and-detonate moment is no longer interrupted midway; it's the finale of the ritual.
- The pet info card back was redesigned. The scattered boxes are gone, replaced by one cinematic surface (rarity-tinted, chiseled values). Every pet now also shows a "Paradox Value": how many Cores it's worth at the collapse; visible on the card and as a new inventory sort option.
- When you report a bug, Timebot now recognizes which screen you're on, asks sharper questions, and writes the report as a clear, human summary that names the actual screen/feature instead of a robotic one-liner.
- When you describe a bug to Timebot, it no longer asks back what you just told it. It keeps track of what you said and asks genuinely new questions that narrow the problem down (does it happen only in that case, when did it start).
- The VIP banner at the top of the shop now has a fresh, more cinematic space backdrop.
- The shop got a full glow-up. VIP Club is now a big banner up top (new TimeStar-star art, 2X→5X rewards, all three tiers, an "join the elite" pitch, clickable), and the Offers section's ugly stone background was replaced with a warm wooden one.
- Be One help sessions now have a "Report" button, and the safety ground rules are shown to the hero asking for help too (not just the helper) at the start of every session. If someone makes you uncomfortable, report it in one tap.
- The Colony Admin Dashboard looked tiny and empty on large/2K monitors. Across every tab, text, icons, and cards now scale up with the screen so the panel fills the space.
- The Colony Admin Dashboard got polish. The left-menu icons are now one consistent set, pop-up windows (template picker, crest designer) open centered and correctly sized (they used to render tiny, left-shifted, and janky), the Announcement screen became a two-panel broadcast console, and on the relocation screen the galactic minimap no longer overlaps the location panel.
- Colony dashboard polish. The Reports tab now shows a red badge with the pending-report count, members can pre-stock the vault with gems once the reactor is full, and if you're rank 1 in the sprint league you now see a "YOU'RE ON TOP" badge instead of a confusing "Leader: <your own score>".
- Colony duels now keep a lifetime win/loss record (+ win streak). Each VS card shows both colonies' record, and when a match ends the VS screen reveals the winner with a crown and final scores.
- The inventory used to flash a "you have no pets" empty grid on first open. It now shows shimmering placeholders while loading and your collection fills right in.
- On the Eternity Tree (the Paradox skill tree), node names and descriptions showed in English, and the branch label read like "combat Skill". They're all properly localized now. Node names, descriptions, and branch headers render in the player's language with correct casing.
- The Konsey (colony challenges) cards went from big flat buttons to cinematic "VS poster" cards. Your colony on the left, the rival on the right, a gold VS seal in the middle; live matches open with a single tap.
- The Paradox screen never said what stays with you forever. A new "Forever Yours" section now lists your Discovery Score, Codex Resonance, Pantheon, gems, TimeStars, cosmetics and colony rank (broken Turkish capitalization fixed too).
- The pet inventory and pet card felt laggy. The card now opens smoothly in one go and the list scrolls cleaner.
- The Supernova ceremony only showed what BURNS (Eternity Tree, locks). Now the confession ends on what survives even this: your Discovery Score, Codex Resonance, Nova & exclusive pets, Pantheon, gems, TimeStars, cosmetics and colony rank (broken Turkish capitalization fixed too).
- Time Canvas (the live pixel-painting board) had zero mobile adaptation. The title card, controls, gallery button, and deploy bar now fit phone screens properly, the close button is correctly sized, and a bug that let zooming drag the page behind it is fixed.
- The tutorial completion screen (the graduation / "YOU'RE READY" screen) looked small on large desktop monitors. Its text, cards, and emblem now scale up to fill wide displays cleanly.
- With many active buffs the icons used to wrap onto a second row and climb up the screen. Active buffs now stay on a single row; any extras collapse into a "+N" plate that opens the full list on tap.
- The card you get when you tap a skill in the Colony Skill Tree has been redesigned. Every path used to look the same. A Prospectors skill was indistinguishable from an Ascendants one, and the card was just a few stacked boxes. It now wears its path's own colour and crest, shows how many ranks you've invested on a filling power gauge, states the benefit you're actually getting right now ("+6 inventory slots"), and. When it's locked. Spells out which Age it's waiting on with the colony level badge.
- Item-use notifications were always purple, lootbox items showed in English on Turkish, and some rare items looked washed-out gray. Now the notification glows in the item's rarity color, every item name shows in the right language, rare items appear with the correct color and order, and using an item gives a subtle haptic tick.
- The mining field feels more alive: identical-looking rocks now read apart (each gets its own mirror/size/light-tone), and valuable nodes (essence, golden, gem) now glow in their OWN identity color instead of white. So the rare tell actually stands out.
- In the intro's "+1000 pets" counter, the rarity parade flashed by too fast to read and the rarest tiers got cut off entirely. Every rarity now gets a readable beat; the rarest hold longest, with Apex landing like a finale.
- A batch of quality-of-life improvements around The Nest. Ready alert: when a batch finishes hatching you now get a "Your Nest has hatched, come collect" notification (toggle it off in Settings). So you don't forget to come back. Honest counts: the collect screen used to say "50 hatched" while showing "450 commons" beside it; the numbers now reconcile, and pets your settings auto-released show on their own line. Pick up where you left off: a batch you had to leave half-collected on a full inventory now reads "X of Y left" in the cradle (it used to re-show the full total, like nothing happened). When it's ready: a running batch now shows "ready ~15:45" / "ready tomorrow ~08:30" under the countdown. Upgrades: there's now a single "Nest Mastery" rank (Hatchery → … → Eternal Nest) and every upgrade shows a "what this level buys" preview. The 145-level climb finally feels like a goal.
- The same machine had different names on different screens. The Destiny Path said "Sacrificial Altar", the Hub said "Rune Altar" and the building card said "Dark Altar". Every feature now has exactly one name: Rune Altar, Alchemy Brew, Packer Machine, Chronicles, Season Pass, Arena.
- Your profile now has two names, a display name you write however you like (spaces, Turkish letters, emoji) + your unique @username, which never changes. We also fixed a bug where editing your profile could wipe your saved social links.
- The social area got a clean-up. The icons now use the game's own visual language and the chat list + messages read tidier. It still opens as a side panel, so you can keep chatting while you play (hatching, mining, watching the world).
- The Syndicate screen only showed a pending gem count. Now one bar shows how many heroes are ready, how many you've already cashed, and how close the next milestone reward is; when a reward is ready the bar lights up and takes you to the ladder.
- Time Rewards was drifting to the right of the screen and getting clipped on phones. İt now sits dead-centre. The screen also got a rework: the day list sits in the vertical rail on the left like on desktop instead of a cramped horizontal strip up top, the title is on one line and larger, and it shows 5 days instead of a long scrollable list: today, the run-up to it, and the next day are always in view.
- A new perk was added to VIP: VIP members hatch faster in The Nest: Plus 10%, Pro 15%, Ultra 20% faster. This was a benefit the design always promised but was never actually wired (a dead state field that never touched the timer); it now really works and is listed on the VIP screen. It's a speed perk only. The Nest is a closed economy (standard odds, Basic-only), so faster doesn't mean better or luckier pets, just the same pets sooner; active play still always out-collects. The bonus locks in the moment you start a batch, so a subscription lapsing mid-batch never re-lengthens it.
- "Are you sure?" now asks in the game's own voice. Leaving a group, removing a member, deleting a friend or logging out everywhere used to pop your browser's grey system box. That's gone, replaced by the game's own dialog. It reads properly in your language, and it's harder to hit "OK" by accident.
- You can now turn analytics off whenever you want: toggle it under Settings → Privacy → Analytics. The cookie prompt's "Reject" is now just as clear and prominent as "Accept."
- Notifications no longer burst on top of each other: simultaneous ones now slide in one by one, repeats of the same event merge into a single "×5" card, and when a feature unlocks it opens everywhere at the same instant (no more tapping a quest card, getting a "locked" error, then watching it unlock a second later).
- Some text on the Boss and Sentinel victory/defeat screens looked small on large displays and a few panels felt flat; they now read bigger and cleaner, and the boss-fight dodge prompt shows in your own language.
- "When a quest was complete the card only glowed faintly at its border and the reward you'd collect was easy to miss. The whole completed-quest card now turns into a rich, pressable green button, with the gem and XP you'll earn shown big, glowing, and front-and-center. You see exactly what you get and collect it in one tap."
- The coin bag opening felt flat. It now carries the egg-hatch suspense. The bag swells and sways, the light holds its breath, and the coins burst out in one decisive crack. The count badge was also switched to the game's standard quantity badge.
- When a colony clash ended, it revealed the winner in silence. The result now lands with sound. A victory fanfare when your colony wins, a defeat sting when it loses (matching the 1v1 duel result screen).
- Colony names show up on everyone's screen but were barely checked; names that pose as Timelands staff, render backwards or are completely invisible can no longer be created, existing colonies keep their names untouched. Profile bio and location now get the same protection.
- Colony name, motto and broadcast rejections showed raw English text, and the pre-check could approve a name that the actual save then refused. The warnings are localized now, and the pre-check and the save apply the same rules.
- Duel (Proving Grounds) is now a visible milestone on your Destiny path. You can see exactly when it unlocks (L34); and the Duel entries in the Social menu and profiles now stay locked, consistently with every other screen, until you reach that level.
- The duel result screen (VICTORY / DEFEAT) used to open in silence. Now the verdict lands with sound. A victory fanfare on a win, a defeat sting on a loss, plus medal-earn and rank-up cues when you win.
- Early-game polish pack. Undiscovered pets are fully silhouetted in Codex details; Codex header text is aligned; the intro cinematic's Nova label uses the game's real style; the "SLOT" label no longer bleeds behind active research; Time Star rewards drop with their proper name; the plus button next to coins/gems hides until the Shop unlocks; paradox sorting is hidden at early levels; restarting auto-hatch is instant no matter where you stopped it; and surprise easter eggs stay quiet during your first hours.
- Some hidden secrets were keyboard-only: impossible on phones. Every secret now works on mobile too: arrow-code secrets can be drawn with swipes, and word codes trigger just by typing them into the chat box (no need to send!). A handful of strange new secrets joined the roster, and dead unfindable ones were swept out.
- On collect, coins flew but ores and essences just silently appeared. Now every drop visibly flies to where it actually goes: ores stream onto the shuttle's dock icon, essences and items glide onto your bag icon one by one, and the icon pops and glows as they land. The S-key collect plays the same show.
- The mysterious green "+12.27K" under the coin counter never said what it was. Pending earnings now wear their own identity (gold for coins, emerald for gems, with a mini icon) and are tappable: one tap collects your harvest with a satisfying sound as the number flows into your wallet.
- The chest opening screen looked cheap: random light streaks and plain reward boxes. It has been redesigned from the ground up in the same cinematic language as the egg hatch, with one decisive crack moment and your rarest reward as the star of the scene.
- Earnings displays came alive. The in-world accrual badge now counts up in a continuous flow, with every resource popping in its own color: coins with a golden flash, gems with an emerald sparkle, essences and ores in their own hues. Collecting drains the badge smoothly instead of snapping to zero, it disappears entirely when empty, and the S shortcut now plays a collect sound. The header coin and gem counters tick up live too.
- The "All" zodiac option on the pet release screen could be mistaken for the release amount, causing accidental repeat deletions. The screen now clearly names its two sections ("Filter by Zodiac" and "Quantity to Release") and tells you exactly how many were released and how many you have left.
- The game could ask you to spend a currency you'd never seen: Time Stars only appeared with the Shop, yet research speed-ups used them much earlier. Time Stars now show up in your panel the moment they first become spendable, with their intro right then.
- Intro dialogues are shorter and sharper. Lumine and Quantulon get to the point, duplicate lines are gone, and logic slips like "hatch your first pet" are fixed (your first pet already comes from the opening, so we now talk about your first egg).
- The VIP screen got a redesign. Each tier's real value (2X/3X/5X TimeStars) is now front and center, and every perk is explained in clearer language.
- When hatching manually, the screen stayed locked until the full animation ended even after the pet appeared. You can now tap to continue the moment your pet shows up.
- Profile frames were flat images. Rare and above now catch a moving light. Each frame glows in its own colour, and the higher the rarity, the faster it moves.
- Animated avatars, colony logos and chat images were only safety-checked on their first frame. The whole animation is now scanned, images that flash dangerously fast are rejected, and unsupported file types are turned away instantly with a clear message.
- Uploaded profile photos went out unchecked; now every photo passes a quick safety check before you can confirm it, so inappropriate images never reach other players.
- Custom colony logos are now safety-checked both when you found a colony and when you change the crest later; if the check cannot run, the logo is not saved and you get a message explaining what to do.
- The "Craft" button on the pet info screen never said what it makes, so players had no idea what it was for. It now names the result: "Craft Golden", "Craft Rainbow", "Craft Astral".
- Pressing Prestige in Dream Garden no longer just silently resets the field, every flower gets cut in one synchronized wand sweep before the fresh garden opens.
- Proving Grounds (friend duels) waited until level 34, even though it's a social net-worth race rather than a combat mode. It now unlocks at level 32: two levels earlier to challenge your friends.
- The lightning that struck when you tapped the egg was thin, over-branched, and it drew straight across the egg, flattening it into the flash. Every strike now lands BEHIND the egg as one thick channel: clear kinks, fewer forks, and a white-hot core.
- Two more Engineering Bay cleanups: combat modules (weapons, shields, hull) no longer appear before you've unlocked combat, and the locked production-room card's wall of text is now one clear message ("+1 concurrent craft" + the unlock button).
- The Engineering Bay got faster and prettier. The screen no longer stutters, and locked recipes now show their goal with a colored level star in the middle of the card instead of a tiny corner tag (Paradox-world recipes carry their own Paradox color).
- In the assembler/craft screen, locked recipes looked washed-out and see-through, blending into the background; they now render solid and in full color (with a clear lock badge) so you can actually see your next goal. Higher-tier (T6+) recipes had also jumped to the very top of the list; every recipe now sits next to its own family, in tier order.
- Images sent to a group chat. And the group photo: are now safety-checked before they go out; an unsafe image never reaches the group, and if the check cannot run the image is not sent and you get a message explaining what to do.
- Usernames, colony feed cards and deck names now all pass the same name protection, nobody can take a name that poses as the Timelands team, and when a name is refused you now see why in your own language.
- In the opening cinematic the glow behind each rarity name was the wrong colour: Apex was written in red but backlit in amber. Each tier now glows in exactly one colour. The four tags on the "Hatch them all" screen are gone too, replaced by a single line.
- The Last Stand and Quantum Dash arcade games have been paused for now, temporarily closed due to low engagement, while every other arcade game keeps working as normal.
- If you left the game open for a long time, you only found out a new version had shipped when a screen broke. The game now spots the new version on its own and offers a gentle "refresh" before anything breaks. Your progress is safe, and you can dismiss it.
- The refuel window got a cleanup. The stack of fill-option buttons is gone; you now get a mark on the gauge showing what your next jump needs, one smart-pick line, and a single fill button.
- When a cache was claimed down to its last slot it vanished from the map instantly, so a late pilot arrived at empty space with no idea what had happened. A stripped wreck now lingers for 90 seconds, labelled with the pilot who salvaged it.
- The ship module screen used to show anonymous tiles and stack two popups. Now it's one screen: the module itself sits big in its own tier light with its full specs beneath it: tap and equip. A rack appears on top only when you actually have a choice. The outfitting tutorial no longer stalls halfway either. The hand guides you all the way to the EQUIP button.
- Opening the shuttle deck used to feel like the game froze for a beat. The deck background and ship icon are now pre-warmed so they appear instantly, making the open feel smoother.
- Every POI on the star chart used the same breathing halo, so cargo wrecks drowned out treasure and comet signals, and on the minimap a boss looked identical to a crate. Cargo is now a quiet marker, the minimap gives each type its own colour and weight, and POIs fade in and out instead of popping.
- Time Canvas (r/Place) has been paused for now, the canvas is still viewable, but placing new pixels is temporarily disabled.
- When something failed, most screens just said "couldn't be saved". They now tell you the real reason: if a colony name is already taken it says so, and if the payment page can't open it states clearly that you have not been charged.
- In the colony admin panel, a background change by someone else wiped the chat settings you were typing. Your edits now stay until you save, member and ban search feels instant, the no-permission message is written in plain language, and the panel reads cleaner throughout.
- A rejected colony name or emblem explained itself in Turkish to everyone, and ship loadout failures showed only a blank "Server Error"; rejections now arrive in your own language and tell you what to do about it.
- Colony chat still labelled every message with the @handle while global chat already showed chosen names. Colony bubbles now show the player's chosen name too, and image-less avatars take their initial from that name with correct Turkish casing.
- The colony dashboard was redrawing itself every single second during a colony war, and again on every incoming chat message, which made it stutter. Now only the war clock and the unread badge update. The panel stays smooth.
- On the Explore Colonies screen the "Found Colony" card had sunk to the very bottom, buried under rows of scrolling. It now sits at the top for any hero without a colony.
- The donation ranks now read as one clear ladder in Turkish, so it's obvious at a glance how big a donation was.
- In the Pantheon's Level League, levels showed twice: as a plain number in one spot and a badge in another. The podium, the rows, and your own bar now all show your level once, as the real level badge (including Paradox color and Supernova aura).
- The nameplate you own showed up everywhere except your own profile, players with no display name were labelled with a made-up "Hero", and the preview in Edit Profile showed something different from what would actually render. Your profile's big name now wears your nameplate and is styled exactly like your name everywhere else in the game (its letter-spacing and shadow changed), the preview is now the real thing, and streamer mode now also hides your avatar initial and the edit preview.
- The quote strip above a reply still labelled the quoted player with their @handle. It now shows their chosen name; quotes with no chosen name, and replies sent before this update, keep showing the @handle as before.
- Someone could bury you under repeat wave/poke notifications; the same person can no longer be pinged over and over in a short window. Incoming friend requests now also show the sender's display name next to their @handle.
- When you waved, poked or sent a cookie, the other player still saw your @handle. You now show up under the display name you chose.
- While mining, the bottom dock, objective HUD and chat were needlessly re-rendering several times a second, causing stutter and battery drain on mid-range phones. Those re-renders are gone, and chat no longer loses your scroll position or input focus while you type.
- The mouse cursor sat on top of your ship the whole time you were flying. It now hides during live flight and returns for the pause menu, the card draft, the resupply screen and the debrief.
- The Digsite spent your shovels in silence, neither the first tile you tapped nor descending a layer showed the cost, the counter just quietly dropped. Both now punch a "-1 shovel" out where you dug and float it away. The two red warning lines under DIG DEEPER have also become one calm line: it still tells you how many tiles below are a cave-in and what you are staking, just without shouting it.
- The Digsite's nine tiles announced themselves to a screen reader as nothing but "button", no way to tell an undug mound from loot you'd just uncovered, an empty hole or a cave-in. Digging one also dropped a keyboard or screen-reader player's focus entirely, throwing them back to the top of the page. And for players with Reduce Motion on, the dust cloud never stopped, quietly draining battery on phones. Every tile now says where it is and what it is ("row 2, column 3: you dug out 250 gems"), focus stays on the tile you dug (so you hear what you uncovered and can carry straight on to the next dig), and with Reduce Motion on the shaking and the dust go quiet while the ground still splits open and the pit still forms, so you can always see your dig happening.
- The Digsite's tiles were flat coloured boxes rather than drawn earth, the ground never really opened while you dug, and the moment a dig finished the tile jumped to a completely different hole. Every layer now has its own soil: the mound splits as the shovel bites, the pit opens, and when the dig ends the crater already on screen simply stays, loot lands inside that crater, and a cave-in collapses the same ground.
- The Hero Pass ticket on the welcome screen looked like a flat badge. It now reads like a real boarding pass: truly punched perforation notches, paper texture and a gold foil sheen, with your queue number bigger and far more legible.
- Damage taken was printed in blue and unsigned, so a hit looked like a pickup. It now reads as a red, signed "-20", instantly distinct from the golden numbers you deal.
- The inventory printed a header for every category, even ones you owned nothing in. Now only categories you actually have show up, and the potions tab opens on the full list by default.
- The bottom of the Launch Bay showed the two modes side by side but speaking two different languages: reward glyphs on the left, two paragraphs of text on the right, and a launch button stretched into a slab bigger than anything else on screen. Both modes now use the same layout, title, one row of readouts, buttons sitting on a shared baseline, and the launch button is sized like every other button in the game.
- In the Launch Bay the mode select was squeezed into the top third of the screen with a big empty gap under it. The two modes are now full-height doors: what a Daily Hunt pays (coins, essence, alloy) sits right on its door, where you're actually choosing. The reward strip under your ship is gone, that screen now carries just your ship, your permits, the risk and the launch button. And "All Standings" is a real button now instead of a line of text with a tiny arrow next to it.
- The Nest's upgrade cards gave their biggest text to "Level 0" and shrank the bonus you were actually buying; now the payoff is the hero of the card, the doubled-up heading at the top collapsed into a single progress line, the "Quality" branch was renamed "Luck" to match what it actually does, and every label scales up properly on large monitors.
- Strangers could keep firing wave/poke notifications at you. Waves and pokes are now friends-only, profile likes, visits and deck stickers stay open to everyone.
- Your name looked plain on your own profile. It now renders in full, exactly like in chat and the leaderboard: your VIP color, badge, and arena league beside it.
- The hatch announcer was calling out the Turkish rarity word while the screen showed the English one. The announcer is now English in every language, so the voice and the card finally say the same thing.
- The salvage you pick up during an Uzay Savaşı run wore the gold coin's icon and colour, so two different things sitting in the same row looked identical. Salvage now has its own scrap-metal icon and its own colour everywhere it appears: the HUD counter, the field requisition prices, and the pieces that burst out of destroyed enemies.
- The small labels on the star chart's command cards (BOUNTY, SECTOR, SIGNAL ODDS and friends) were pinned to a fixed, too-small size and were barely readable on smaller screens. They now scale together with the rest of the interface.
- On the invite screen the reward ladder was stuck to the left and the tier labels blurred into the background floor lines. The ladder is now centred and sits on its own shelf, so it's clear at a glance which reward comes at how many recruits.
- The Time Star intro screen looked like a plain info card and was easy to ignore. It is now a real "new currency unlocked" celebration: burst effects, sound, and one clear message, 1 minute = 1 Time Star.
- On the waitlist pass screen the button that moves you forward was a tiny bit of text, so it was easy to miss. "Continue" is now the biggest button on the screen, with share and download sitting above it as secondary actions.
- Two small clarity fixes on the Digsite. The rarity name of the loot you dig up (Epic, Legendary…) now shows on the reward card, before it only glowed in its colour with no word for the tier. And when you reopen the Digsite and land back on a dig you left unfinished, a short note now tells you that's a resume, so an in-progress board no longer reads as a broken fresh start.
- The colony feed's Featured Event card showed the exact same flat gem icon for a 100-gem donation and a 50,000-gem one. The icon now grows with the donation: a single stone, then a small cluster, a fuller hoard, and finally a grand mound for the biggest gifts, in both the Featured card and the colony chat's own donation cards.
- Friend requests now show the sender's @username under their display name, and a bug that showed an old/wrong username on some requests is fixed, so you always see the correct identity.
- People in your friends list now show their real avatars and frames, with their real names instead of "Unknown Hero". Dead buttons that did nothing (an empty Message, Help Center, Change Email) were removed, and the "Connect" label is now honestly "View".
- Your profile now has a Mastery panel, see every mastery badge's unlock state and how close you are to its next level, all in one place.
- Every notification toggle now has a one-line description of exactly what it controls; the two duplicate Fortune Wheel alerts were merged into a single toggle, and Streamer Mode now clearly states what it hides.
- Item-drop notifications used to pile up over the left-side menu buttons (Shop, Codex, Bazaar) when you entered the game. A batch of drops now collapses into one "COLLECTED" line showing how many items you got, while rare and premium (Timestar) drops still get their own card.
- The shop got a launch pass, the broken Ascension Pack and All-in Bundle were pulled from the shelf, Daily Luck now shows as a purple card, the emergency gem pack finally got the name it deserved, and the currency amounts inside packs now always display correctly, some packs could show far less than they actually grant depending on load timing.
- Before your pets learn to mine on their own it wasn't clear what was going on, some players thought it was a bug. Now they nap (with floating Zzz) until you research Auto-Miner; tap one and it cutely tells you how many levels until it starts mining for you. The moment you unlock it, they wake up and get to work.
- The Terms of Service and Privacy Policy have been updated, refunds now have two clear routes (our payment provider Xsolla's support desk, or emailing us), per-item odds disclosure is written into the Terms, and the countries where paid random rewards are switched off are listed one by one. Nothing you had was taken away; we just wrote it more plainly and added the second door you can knock on for a refund.
- TimeBot now answers questions noticeably faster, and its chat window opens dead-center instead of drifting to the bottom-right.
- The Weekly League now shares the Legends screen's grand layout, a top-3 podium, ranked rows beneath it, and a self-bar showing your own standing at the bottom. The reward cards were rebuilt too: every prize (space egg, essence, loot box) now shines in its true rarity, and the leaderboard's category buttons are tidier.
- The badge detail card was reimagined as a cinematic display case, your badge glows by its rarity, and every badge now tells a short story: tier badges show an I, X progress ladder, the level badge shows a live XP bar + prestige rank, and colony badges show your home. Special badges (level/likes/colony) look premium instead of a flat gray label, and the equip / on-showcase / locked buttons match the badge's real state.
- The Codex Hall of Fame now shows its podium and the ranking steps below it even when empty, instead of a blank "no one yet" void, an unclaimed podium stands waiting to be climbed (matching the Pantheon).
- The Colony Council is now a proper notice board. The leader's announcement appears at the top in its own card with past announcements below it, and an empty Council finally explains what it's for, the leader's announcements, incoming challenges, and live matches all gather here. The Council also has its own icon now (it used to borrow the announcements and arena icons by mistake).
- The colony top bar was a flat wall of equal-weight numbers. Now the colony name leads, level/members/coordinates collapse into one clean line, and the reactor shows a live progress bar right in the header, you can see how close the colony is to the next phase without opening it (it turns green when it's ready).
- Colonies outside the weekly race's top 50 used to read "not yet ranked", the bottom bar now shows your colony's true standing, like "#63 / 214".
- The colony's left nav was redesigned, every section now shows its name clearly (no scrolling, one clean column), grouped into a natural journey (Build → Compete → Prestige), with the section you're in strongly highlighted.
- The Colony Skill Tree got a polish, skill points are now branded "Sigils" with their own icon, the lock/"seal" section of each skill's detail card was rebuilt into a premium embossed seal medallion, and the redundant "view only" label is gone.
- The colony screens got a pass, the Vault now shows the treasury's total value (gems + the gem-worth of all cargo) as a clear banner huge at the top, so it grows the moment you donate anything; the cargo cards have even bigger icons, tapping one opens the donate screen for that material, and materials the current phase needs glow amber; the ship catalog now shows a price even on locked ships (the padlock icon is gone, the level label stays) and ships now unlock spread across levels instead of piling up; in Stats the "Discovery Vitrine" name is fixed, the clipped "Net Worth" label and the vague footer line now read cleanly, and the colony's level badge now sits on its crest.
- The header metrics picker was redesigned, your active metrics sit on the left, and the library you add and remove from now lives in a tidy panel on the right.
- The delete-account flow was redesigned to match the game's dark, cinematic look, a serious but heartfelt farewell instead of a generic dialog.
- Lifeguard help chats now open as a conversation right inside your Messages instead of a separate full-screen world. The help-session screen was cleaned up to feel like a normal DM (the scattered buttons are consolidated into one menu), and serving Lifeguards now show a beacon next to their name in general chat.
- Time Heroes isn't ready for mobile play yet. On a phone or tablet you now get a clear "desktop only for now, mobile is coming very soon" screen, and you can still join with your email to be first to know when mobile opens. Desktop play is unaffected.
- The Paradox screen is honest now. The Cores you'll earn read clearly and positively (we removed the confusing arrow between the label and the number that made "+148" look like something bad). We also cleaned two false entries out of the "kept forever" list: because a Paradox resets your net worth, your Pantheon rank actually drops, so Pantheon is gone; and "Colony Rank" is now the only colony thing that truly survives, "Colony Membership".
- The profile card's light sweep (shimmer) only moved on the very top rarities and sat static below them, it now flows on every Rare-and-up rarity, sweeping faster the rarer the cosmetic you wear.
- The reactor donation experience was rebuilt. The donate screen is no longer a tiny box, it's a full-screen, immersive station with the reactor faintly visible behind it, materials laid out with room to breathe, the cluttered stat boxes replaced by one clear "this much value → this much XP" strip. And donating now plays a smooth full-screen celebration: your cargo falls with real weight into the reactor, one hard impact ignites the core, and your XP surfaces right after. The old busy, overlapping burst is gone.
- The ship-inspect screen in the hangar is cleaner, the wordy member-capacity caption is gone, the storage value is easier to read, and the broken apex-core icons on high-tier ships now render correctly.
- In the Ship Hangar, grouping ships by rarity left most rows with just 2 ships and a big empty gap on the right, the posters are now centered and balanced, so that ugly gap is gone.
- When you share an idea with TimeBot it no longer grabs it and goes quiet, it has a quick back-and-forth to pin down what you actually want, passes it to the team, and lets you share as many ideas or bits of feedback as you like, one after another. The chat window and its text are also bigger and easier to read on small screens (14" laptops).
- A batch of UI fixes, the Activities button badge now shows the COMBINED pending count across all three activities (wheel, dig, chest) instead of just the wheel; the Research Lab's "Next Move" card was removed and the "Queue this" button now also appears on cards in compact view; the Paradox screen's "L40, L60" text is now the World Header's star level badge; the profile "Visitors" button is clickable again and your Lifeguard badge shows top-right if you're one; and badge translations (Level, Colony Member, etc.) and ship skin names are fixed.
- The Colony Vault is easier to read: materials now sort by world-discovery order (rare Quartz no longer jumps to the top), each material shows its real rarity via color + label, a small info button reveals which world it drops from, a material's gem number now reads clearly as its WORTH (not spendable gems), and storage capacity is shown consistently with your ship.
- The material donation screen was rebuilt: the crate wall and the transfer panel now sit side by side, choosing and confirming are one glance apart, and there are finally sound effects. The "confirm transfer" cinematic used to be squeezed into a thin strip down the middle of the screen; it is now a full-width horizon wave with shock streaks and material streaming into the core.
- The "Collect" button on daily quests looked like a washed-out strip. It's now a real, pressable gold button, claiming your reward feels properly satisfying.
- The music, language and graphics buttons on the welcome screen were thin outline symbols drawn in three different styles, and the graphics one said "BATTERY / ULTRA" even to players reading Turkish. All three now use the game's own icons, state their status in your language (On/Off · TR/EN · Ultra/Battery), and the language button shows a real flag. The back arrows, confirmation ticks and avatar tab icons in the sign-up flow now match the same family.
- The top bar had two different tooltip designs; they are now one. Hovering the level bar shows your level, XP progress and the next feature you will unlock; hovering your profile brings up a card summarising who you are. World names are now written in their own world's colour. The glow on essences out in the world was rebuilt from scratch, better looking and lighter on performance.
- The Explorer badge advertised a "Rocket Speed" bonus that did nothing, the fake bonus text is gone and the badge is now honestly just a recognition badge.
- On the space map, clouds looked pinned flat onto the planet's face, they now orbit around its rim and wrap it like a real atmosphere.
- In the Leaderboard's Canvas Gallery, each archived canvas used to take up one giant full-width row on mobile. Now shown two-up in a grid that's easier to browse.
- Tapping the Codex sometimes looked like nothing happened for a moment. It now responds instantly with a loading screen and the Codex appears right away.
- The "Craft Items" objective now shows a forge/anvil icon instead of a brew cauldron. It reads clearly as crafting.
- Signing up no longer shows an extra verification box. Protection now runs entirely in the background (invisible, Supercell-style); enter your email, enter the code, done.
- The Syndicate "Earn Together" benefit cards now have deeper, more premium depth; their colored hover glow works correctly (one card's was doing nothing) and the text reads clearer on large screens.
- Defeating a boss now opens a cleaner sector reveal, the fake latitude/longitude line that never belonged in the game is gone.
- The lightning that strikes the intro egg on tap looked thick and hand-drawn. Bolts were rebuilt: realistic forked lightning with a thin white-hot core that tapers toward the tip.
- When a cosmetic purchase failed, the warning showed up as a small flashing red line under the button, it now arrives as the same standard notification the rest of the game uses, so it's much harder to miss.
- Reward and value screens sometimes showed a number as "1,500" and elsewhere as "1.5K", and TimeStar's color drifted between screens. Amounts and their currency color are now consistent everywhere.
- The interface icons got a pass. The settings gear is silver now (gold is reserved for rewards, coins and trophies, so the settings button stops shouting over what matters), the chat back button is a real arrow instead of a hairline, "leave group" and "log out" carry a proper door icon, and the emoji button sits as calmly as the one beside it. The group header also says "1 member" instead of "1 members".
- A few screens showed mismatched rarity colors (profile badges, shuttle-upgrade labels, share cards, minigame glows). Rarity now shows the same correct color everywhere, including the shuttle L7-L9 upgrade labels that used to render colorless.
- The Syndicate screen's bottom bar repeated the same gem number already shown in big right above it. It now shows the total gems your Syndicate has earned you all-time instead.
- Cleaned up leaderboard tabs that always showed "0". The no-longer-tracked "Discoveries" metric (removed from Hero/Colony/Friends boards) and the daily/weekly/monthly tabs for "Total Hatched" (only "All-Time" is backed by real data). You now only see tabs that show real numbers.
- Event banner cleanup. The title now speaks the player's language ("… is live!") instead of hardcoded English, the countdown shows just the two largest units ("1 Day 22 Hours") instead of ticking seconds (switching to minutes+seconds only in the final hour), and the "2x XP" badge is now crisp white.
- Turkish-only wording polish. The shop's "free" badge now uses a more polished word (no change in English).
- Grundar's hangar welcome line was too long to read in one breath. It's now trimmed to two short sentences: same warmth, faster to read.
- On the mining screen's pending-loot preview only the coin count had a grounded shadow; essence and ore counts sat flat on the grass. Essences, ores and gems now get the same shadow as the coin, so every count reads crisp and lifted.
- The Synthesizer in the Evolution Hub got its identity back, its card now shows the actual cyan crystal chamber you enter (it used to be an unrelated pink portal), and its button speaks its own verb like its siblings: "SYNTHESIZE" instead of a generic "CRAFT".
- The name and cause on a colony request now pass the same name check as the rest of the colony surfaces, an unsuitable name never reaches the approval queue, and if it is refused you see why straight away.
- The desktop app invite looked like a cookie banner. It now uses the game's own dark panel, a gold download button, and one plain sentence explaining why the app is worth it.
- In the Engineering Bay, the recipes you can actually craft now lead the list: locked goals trail behind, and a newly unlocked recipe jumps to the front.
- Trying several avatars or colony logos in a row showed "scan failed, check your connection". Your connection was fine, you were just going fast. It now says what actually happened instead of retrying for nothing.
- Refueling now sounds right too. The old unrelated blip is replaced with a real pump: fuel glug, a rhythmic pump churn, and a satisfying valve clunk when the tank fills.
- The VIP/Season Pass showcase interrupted players at level 13, while they were still in World 1. And several of its perks (Bazaar, Nest) weren't even unlocked yet. It now appears just once per season, at level 30 when the Nest unlocks. From level 13 the pass stays reachable from the shop and the Season Pass screen, it just no longer interrupts you.
- The colony broadcast bar could be turned into an ad board anyone outside the game could read. Broadcasts can no longer contain links, put your Discord in the colony's social links and invite people in colony chat.
- We were under-valuing what's inside the ENDGAME MATERIALS pack. It was a better deal than it looked. Same 999 ⭐ price, same 12 items; the discount badge now tells the truth: 31% off, not 14%.
- The Faction War and Chrono Line podiums labelled the top three with their @handle instead of the name they picked. Podium pedestals and rank rows now show your chosen display name, and your @handle stays on the profile the pedestal opens.
- A shuttle's combat stats wore a different icon on every screen. The Engineering Bay even showed a mining pickaxe for laser damage. Damage, fire rate, shield and hull HP now use the same icon in the hangar and on the between-wave upgrade cards.
- The treasure cache broadcast card fell back to a generic blue space backdrop instead of showing its own scene the way the comet card does. It now carries the golden vault sky of the place you are actually flying to.
- The colony gem-donation screen now shows how much of your daily donation allowance is left before you donate (with a reminder that it resets at midnight UTC once you're close to the wall).
- The pause, upgrade and field requisition windows in Uzay Savaşı could not be navigated with a keyboard, Tab escaped to the screen behind them. All three now behave as real dialogs: focus starts inside, Tab stays inside, and focus returns to where you were when they close. The Launch button at the bottom also no longer gets cut off when the cards do not fit the screen.
- The desktop-app invite was a makeshift box that didn't look like the rest of the game. It's now the same card you see in the Player Hub, with its own icon and the same card design.
- The desktop app invite in the bottom-right corner used to open with a paragraph selling you on it. It is now just the download button, take it or dismiss it.
- The egg count in an incubating chamber sat below the egg in a one-off label that looked unlike the rest of the game; it now uses the game's standard quantity badge, in the egg's top-right corner.
- Some Research Lab upgrades used different icons than the rest of the game used for the exact same concept, "Pet Damage" was a pickaxe in one place and something else here. 13 upgrades now wear the same icon everywhere.
- Auto-Delete settings are now truly one single list, leftovers from the old per-world settings were cleaned up. Wherever the old worlds disagreed, the game errs on KEEPING your pet rather than releasing it; nobody loses a pet from this cleanup, at most you keep more than before.
- Deck stickers are now a friends-only gesture, you can leave a trace on a friend's deck, not on a stranger's.
- Your account stats (account age, linked apps, level, gems) now show on desktop in the Timelands Hub too, they used to be mobile-only.
- The Timelands Hub now has a Friends tab on mobile, reach your friend requests and list right from your phone (it was desktop-only before).
- The four-leaf clover (luck) icon came from a tiny low-resolution file and blurred wherever it was shown large; it now uses a crisp high-resolution version everywhere.
- The shop's "support your colony" pitch has been removed, the claim that part of your purchase reaches your colony's creator no longer applies. Nothing you spent is affected: your balance and everything you have bought stay exactly as they are.
- In the Evolution Machine, the "Fuse All" confirm button showed a generic blue/purple that didn't match its machine; it now carries the same machine color as the main "Fuse" button. The Nova machine's button also shows its own cyan instead of purple.
- The Evolution Machine got an accessibility pass (screen-reader announcement, reduced-motion support, a bigger touch target) and the Nova fusion now shows its own cyan reveal instead of borrowing Astral's purple.
- Small polish on the wheel screen, the Space keyboard shortcut no longer clashes with focused buttons, screen readers announce the free-ticket moment, and the spent ticket/star name now shows localized in every language.
- Photo sending has been removed from group chats, group chats now support text, emoji, and emotes only.
- Some numbers on the Nest's claim reveal could show a thousands separator that didn't match your language; every count now matches your chosen language, and the reveal can be navigated by keyboard and read by screen readers.
- The Paradox and Supernova ceremony backgrounds were still images. They now come alive in code, the cosmos slowly breathes and light currents drift across it. (Stays still for players with reduced motion on.)
- The "coming soon" season card in the player hub has a new background, a more cinematic, mysterious deep-space vista. It keeps the intrigue alive without hinting at what the next season holds.
- An empty colony/group chat now shows a warm, time-themed welcome instead of a faint "no messages", "THE BEGINNING OF TIME: this chat is yet unwritten, say the first word." It invites the first message.
- The Council's duel cards only showed a bare "Honor" that no one understood. The stake now reads as a clear plate, a prestige duel is a crowned "Honor Match", a gem-wager duel shows its gem pool, and the empty Council screen now states what it's for (your colony's war council).
- The colony panel's top-right ⋮ menu gained real actions, Edit Crest (admins) and Copy Coordinates (share your colony's location); the chat panel's "member online" row and controls got a cleaner look, and the left nav now shows names properly (no mid-word breaks, no scrolling).
- Safety: real-money purchases now require a registered account (guest checkout is blocked. Your purchases always stay tied to a recoverable account). The age selector now starts at 13.
- TimeBot now has real personality, its face shifts with the moment (thinking, worried, cheerful), and you can share not just bugs but ideas and suggestions with it too; it passes them straight to the team.
Bug Fixes
- Dozens of screens looked tiny or overflowed on phones. Contracts, Codex, Colony, Syndicate, Profile, Bug Hunt, Bazaar, Time Rewards and more now render readable, tappable, and with their desktop layout on mobile; close buttons also shrank to a size that no longer dominates the screen; also fixed an inconsistency that made some landscape phones open a screen in the wrong (desktop) layout.
- Buying TimeStar, gems, or a gamepass in the shop threw an error the moment you hit "buy". This is fixed and every purchase opens smoothly again. Your balance and payments were never affected; only the checkout screen was blocked from opening.
- Skill points you invested in the Colony Skill Tree were doing nothing. The points were spent, but the bonus never applied when hatching, and reopening the screen made your investment look like it had vanished. Now a rank applies its bonus the moment you invest it, and the tree shows exactly what you put in.
- Opening the Activities (Arcade), Leaderboard, or Colony screen could make the whole game appear to restart from scratch. A transient error inside those screens was taking the entire game down with it. Now such an error only affects that one screen; the rest of the game and your session keep running untouched.
- The destination bar you see before launch was force-uppercasing colony names, which mangled them: a colony called "iron legion" showed up as "İRON LEGİON" for Turkish players. Player-written names now render exactly as they were typed; only the game's own labels get the uppercase treatment.
- When hatching eggs manually, a single tap could sometimes charge you for multiple eggs, the extra pets never showed on screen, and a ghost "0 DPS" pet could appear. Fixed. A manual tap now always opens exactly one egg; you only pay for the egg you see.
- Signing in with email failed with a "Server error" and locked you out. The verification code delivery is fixed and sign-in works again.
- Most colony donation celebrations were never actually reaching anyone. The server works out how big a deal each donation is, but never sent that to the client. So only enormous (10,000+) donations produced a celebration, mid and large ones passed in silence, and the scrolling marquee celebration had literally never been seen. On top of that, a single small donation would lock out every later celebration for the rest of the session. Every donation now triggers the celebration it earns: a marquee across the top for mid-sized ones, a fullscreen ceremony for big ones, and material donations show the donated material's own icon.
- Some Nest batches got stuck when you collected them, and retrying always failed at the same spot. That lock is gone. Every batch now opens all the way through.
- The Golden Pet crafting tutorial could hang forever for players with no pets left. And the pet it gifts only appeared after a page refresh. The gift now lands in your inventory instantly, and if no pet card shows up the tutorial rescues itself by granting a starter pet, so it can never lock you in place.
- When a Guide picked up your help request you were never told, and you had no way into the conversation, so you could never thank them either. You now get a notification the moment it's claimed, the chat opens in one tap, and confirming the help finally credits your Guide.
- Flying back down to an earlier world left the egg behind: the header showed that world's name, but the egg you cracked, the price you paid and the pets you got were all from your highest world, so farming the world you travelled to was impossible. The egg now follows where you actually are; the art, the price, the pet and the name on screen all agree. Nothing was overcharged, you were simply being sold the wrong world's egg, from now on you pay the price of the world you are standing in.
- Some players with a linked account were told to "create an account first" and could not buy anything at all. Fixed, if your account is linked, checkout now opens normally. Players who genuinely have no account are taken straight to account creation instead of an error, and nothing is charged.
- Dying in Space Combat froze the screen, the debrief never opened and the run's rewards were lost, the ship's death now plays out, the debrief opens, and the rewards land.
- Admin and bot accounts hidden from the boards could still collect some event rewards and push real players down a rank, now closed across faction wars, the HUNT season, colony gem pools, arena seasons, the Exulon Top-10 nameplate and the chrono race. Rewards now match the board you see, everywhere.
- Accounts created with email or Google didn't show up in anyone's friends list, friend requests or block list, and appeared to everyone as "Hero #0". New accounts now carry their name and hero number correctly.
- In the new-player tutorial, if you missed a step's time window, Quantulon would say "hold the planet" while a dimmed overlay blocked that exact tap, and refreshing dropped you right back into it. Tutorial hints layered over the live game no longer swallow your taps.
- Sprint payouts were still counting the admin and bot accounts hidden from the board, so every player received the reward band one place below their own. Payouts now match the rank you actually see.
- The coin line inside real-money packages was paying a small flat amount instead of the world-scaled amount it advertises, so a Starter Pack delivered only a fraction of the coins shown in the shop. Packages now deliver the full, world-scaled coin amount. Players who were short-changed will be compensated separately.
- Waiting in the tutorial used to mark objectives as done for you: you could finish the whole tutorial without breaking a single rock, collecting a single coin or hatching a single egg, missing your first pet moment and the guaranteed rare. Breaking rocks, holding to collect coins and hatching now wait until you actually do them, and Quantulon steps in with clearer guidance if you get stuck. The tutorial also makes sure you really have 150 coins before telling you that you can afford an egg, and now runs the same check before the second egg.
- Coming back to the game sometimes opened an error screen instead of the game, because screens asked for data before your session finished connecting. The game now waits for the connection and opens straight up.
- After opening several inventory eggs (e.g. leaderboard reward eggs) back-to-back with Auto-Open, the whole game world could, in rare cases, go dark and stay gone on every screen afterward. Fixed the root cause; the world now reliably comes back once the batch finishes.
- For some players who had an active timed contract running, the game refused to open and got stuck on a blank screen. It now boots cleanly for everyone.
- You could plot a course to a signal the map still showed but that was already taken or gone, and burn 10-17 minutes plus fuel for nothing, now you're stopped before launch and not a drop of fuel is spent.
- During a duel your trophy score could freeze at 0 for minutes and then jump all at once. It now ticks steadily through the race, and start/finish scores are counted exactly.
- When you win a duel, your rank rating and win count now update instantly. No more waiting up to 30 seconds to see your victory land.
- When two different destinations shared one coordinate (say a Sentinel and a merchant), picking the new one could leave the old course armed in the launch bar, you could burn fuel flying somewhere you never chose. Changing target now always clears the old course.
- In a trade, if the other side changes their offer after you've readied up, both players' confirmations now reset. Nobody can bait-and-switch you at the last second. And the "partner didn't respond" countdown no longer freezes at "0s". It now resolves exactly when it reaches zero.
- Some details you typed when reporting a bug looked like they got dropped from the summary. Now the AI summary keeps the concrete specifics you gave (numbers, error text, conditions like "only happens when…") instead of trimming them away, so none of your info is lost.
- Contracts you signed could sometimes vanish. Showing up neither on the contract board nor in the active-contracts strip on your main screen. Now every contract you sign appears in your list instantly.
- Faction War rewards are fairer now. You can no longer hop onto the winning side at the last second with zero contribution and collect the team bonus, and exact-tie contributions now resolve by who joined earlier instead of at random.
- The Traveling Merchant never showed up after midnight, visits scheduled for the day's final hours were silently dropped; it now arrives at every hour it was scheduled for.
- Net worth screens, trophy counts and pet valuations could disagree (Quantum pets even showed 0 in places). They now all read from one formula and always match.
- Opening the Shop on phones used to reload the game. Root cause found and fixed (the Shop's back-button integration corrupted browser history and cold-booted the game); heavy screens now pre-load while the game is idle, the Shop shows a loading indicator instead of a blank screen, several latent crash risks (Dig Site, Fortune Wheel, Ascension) were hardened, and hold-to-collect now shows the teleport pad on phones too.
- After a Paradox (prestige), the essence you mined wasn't landing in your bag. Now every essence you collect post-Paradox stays in your inventory instantly.
- The top-right objective card could get stuck on a paradox "P3" look that did nothing when tapped, and it showed prestige players the final paradox goal instead of their real next step. It now always shows the genuine next objective (next world / boss / feature unlock) and opens the right screen when tapped.
- When someone in the galaxy hatched a Quantum or Apex, almost nobody saw the celebration, nine out of ten announcements vanished before they could be shown. Every rare hatch that happens while you're in the game now reaches you.
- The sky ribbon was announcing the rarest pulls under the wrong name: even a 1-in-150,000 Quantum was broadcast as a "Legendary", and the line was English for everyone. The announcement now names the pet's real rarity and shows up in your language.
- When a new version shipped, some screens (e.g. Manage Subscriptions) could error out and lock the game. You now get a clear "New version ready, refresh" card, and your progress stays safe.
- The Timebot window's close button was impossible to find (a tiny red dot up top) and the yellow/green dots did nothing. There's now a clear, easy-to-tap close (X) at the top-right, and the window sits properly on phones too.
- When a trade completed, the player who confirmed first could see a wrong bag for up to ~5 min. The items they gave still showed, the items they received didn't (and re-offering the given ones threw a "you no longer own enough" error). Both sides' bags now update correctly the instant the trade finishes.
- The essence counter on the boss gate could sometimes show "0/50" and block boss entry even when you had enough essence in your inventory. The counter is now verified against your real inventory. If you have the essence, you can always enter the boss.
- The Colony Skill Tree got a makeover. Node names now show real text, boost icons were fixed game-wide from one central source (DPS is no longer a pickaxe, every boost carries its correct emblem), and the node-upgrade popup went cinematic: each power's value glows huge, and you press-and-hold to charge the upgrade with a rising sound effect.
- If you finished a daily/weekly task but closed the app before tapping Claim, the reward was lost at the nightly reset. Now every task you complete is auto-granted at reset even if you never claimed it, so no earned reward is ever lost.
- Brand-new players were being force-shown an old "new update" screen they never actually missed. Now a fresh player only sees updates published after they joined.
- Colonies on the star chart were nearly impossible to tap, a nearby world boss swallowed the click area, and it got worse the further you zoomed in, and they drew as a plain dot, without their crest's pattern or rank colour. Colonies are now noticeably bigger on the map, wear their real crest pattern and rank rim, and a tap selects whatever you actually clicked closest to; the name sits right under the crest and the yellow dot covering it is gone.
- Some players who finished every Level 3 and Level 7 quest still couldn't level up. Clearing a level's quests now completes that level cleanly. Also fixed the XP bar overflowing for max-level (250) players.
- On phones, opening screens like the Shop, Activities (Arcade), Colony, or Leaderboard could sometimes trigger a sudden full restart. Found and fixed three separate causes: (1) a request firing before the screen's data was fully ready, (2) edge-of-screen taps triggering the phone's native back gesture, and (3) these four screens now properly handle the phone's hardware/swipe back gesture. So swiping back just closes that screen instead of resetting the whole game.
- Two Nova Tree capstone nodes were doing nothing. The shards you invested were wasted: "Infinite Coffers" (+100% coin income) never touched your income, and "Patron's Favor" (−15% gamepass price) never discounted anything. Both work now. Your coin income actually doubles, and gamepass prices drop both in the shop and at checkout.
- Some tutorial objective cards showed English text and the guide's lines were out of order in a few steps (asking "feel the difference?" before you'd mined, pointing to a next section that no longer exists). All fixed; the flow now reads correctly start to finish.
- New players can no longer get stuck on a tutorial step. If you're confused, the game now gently moves you to the next step after a short wait.
- On the infinite climb (P6+), the Paradox ceremony promised MORE cores than it paid. The number on screen (e.g. 5000) didn't match what landed (e.g. 3645). The ceremony now applies the diminishing-returns dampener in the preview too: the number you see is the cores you get.
- The "50 Gems Welcome Bonus" promised to new players who join via an invite link wasn't actually being paid. It now really lands on their account on first join. Only a one-time grant to invited newcomers; existing balances are unaffected.
- The Syndicate invite reward ladder (3/5/10/25/50 recruits) was display-only and paid nothing. Now every tier really grants gems (100/250/500/1000/2500) with a Claim button on the ladder. No balance was touched; this only adds a new way to earn.
- Trading with certain older accounts failed with a "Server Error" and never completed. Trades now finish cleanly and pets change hands correctly.
- Two tutorial steps showed a "+5 gems" and "+10 gems" reward that the server never actually granted. The gems now really land in your balance.
- The rest screen's gem counter was lying. It showed how long you'd been resting, not the gems you'd actually earned. Once you'd used up your daily allowance the counter kept climbing while nothing reached your vault; that's the "I'm not getting gems" you reported, and you were right. The counter now shows exactly what the server actually granted you, with your current earning rate underneath it (full / slowed / minimum) and when it resets once it runs out. Your balance was never affected. The gems you earned were always in your account; it was the number on screen that was wrong.
- A banned player could keep posting in colony and group chats, the account ban now applies on every chat surface, so a ban actually silences.
- Colonies on the Star Chart stayed locked as "undiscovered" forever. Now flying your shuttle to a colony actually discovers it on arrival and unlocks its card.
- The aura you equipped never appeared on your deck pet, not for you, and not for your visitors. It now orbits your pet on your own deck and on the screen of everyone who visits you.
- The desktop app kept playing music after you switched to another window. Audio now goes quiet while the game is in the background and picks up where it left off when you come back, instead of restarting. Prefer to keep listening? Turn on "Background Audio" under Settings → Audio.
- Right after the tutorial, the first quest "Break 15 rocks" already started at 13/15. It now starts from zero, so all 15 rocks are genuinely yours.
- "The quest counter froze while you were breaking rocks or hatching eggs and then jumped straight to complete. It now ticks up instantly with every rock and every hatch."
- The "hatch pets" quest counter wasn't showing your real total. It could stick at 9/10 no matter how many you hatched; it now counts every pet you've hatched and lets you claim the moment you've earned it.
- Someone you blocked can no longer spam you with notifications by tagging your name ("@you") in chat. Mention notifications from players you've blocked are now fully silenced (both the in-app badge and the phone push).
- Sometimes breaking a rock and collecting right after: or hatching an egg at the same moment: silently voided that batch's rewards (coins, gems, materials, quest progress). Everything you earn is now safe. The anti-cheat is exactly as strong; it just no longer punishes honest players.
- Buying the level-20 "All-in Bundle" from its pop-up used to charge your Time Stars but deliver none of the bundled gamepasses. Now everything you pay for is granted in full, and you're never charged for anything that can't be delivered (instant rollback if so). The same offer is now available to every player (it previously errored "not available to you" for most). It also no longer charges you for passes you already own. You pay only for the ones you're missing (same as the shop card), and any purchased boost applies to your DPS immediately.
- After a Paradox/Supernova reset, your first two eggs treated you like a brand-new player. Every luck bonus (shiny, golden, rainbow, astral, secret) was zeroed and the result was force-rolled Uncommon/Rare. Your lifetime hatches are now remembered, so full luck applies from your very first egg of the new cycle.
- A few screens were showing raw code instead of real text (the account deletion error, a Fortune Wheel warning, the auto-hatch notice, the rarity unlocked banner on level up, and the arena squad panel). They all read properly now.
- When a hero you recruited prestiged, your Syndicate counter dropped and you could lose a milestone reward you had already earned. And it only ever happened with friends who were deep enough in the game to reach level 60. A hero that has counted once now counts forever.
- Some tutorial steps froze the game for several seconds, swallowed your taps, then silently gave up on the lesson. The screen no longer locks while a tutorial is waiting.
- Five VIP fixes. Trial subscribers who upgrade to a paid plan no longer stay stuck on the "TRIAL" label and now receive their full paid month plus loyalty rewards; your first-day gem stipend no longer gets eaten when you go VIP; a nameplate you bought from the shop now stays yours after VIP lapses and can be equipped without VIP; and the daily VIP gem stipend now reliably pays exactly once per day in every scenario. (Money assurance: no balances were removed or reduced. These fixes deliver under-delivered entitlements and pin the daily stipend to its designed once-per-day.)
- Players arriving through an invite link were given a 50-gem welcome bonus, but the welcome screen never mentioned it. The gems just landed silently. The welcome screen now shows the bonus.
- The first welcome screen a new player sees (especially one arriving through an invite link) was entirely hardcoded English, so it never followed the player's language. The whole screen is localized now.
- Astral-type special pets (Exclusive/Prime/Apex/Quantum) were still scored at the old power on one calculation path despite the 2026-07-17 Astral buff; they now hit at full strength, matching the DPS shown on the pet.
- During a boss fight, switching to another tab or app could unfairly cost you hearts, even lose you the fight, from an attack you never saw; now leaving the tab or app safely pauses the fight, and it picks back up with a fresh, fully-visible attack when you return, with no unfair damage.
- The first quest "Break 15 rocks" counted tutorial rocks and opened at 13/15. It now starts at 0/15 the moment it appears. All 15 rocks are fresh.
- The Colony Clash score was frozen at 0-0, colony emblems weren't loading and it was unclear what the race counted. Now hatched eggs are scored live throughout the match, real emblems load, and a big egg icon instantly tells you what the race is about.
- When someone joined a colony, no "joined the colony" welcome card appeared in chat. Now a new member's join shows up in the colony chat for everyone to greet.
- On free (prestige) colony duels the berserker "prepare for battle" cinematic never fired, and a no-contest or cancelled duel left the "MATCH LIVE" card hanging forever. Prestige duels now get the full duel experience: the battle cry plays, and the card closes cleanly when the match ends.
- The colony event on the Rankings screen shared the "Weekly League" trophy icon and got stuck on "Waiting for standings" when a duel started. It now has its own icon, reads clearly as "Colony Duel · Vs a rival colony" during a duel, and the scoreboard fills in right away.
- While visiting a colony, or parked at a Sentinel or a discovery point, opening settings or having a tutorial hint fire would silently dump you back in your old world, with no way back short of refreshing the page. Your location now stays put: close whatever opened on top and you're still there.
- The colony dock pilot list showed some players under their old username, and left others out entirely. Everyone now appears with their correct @handle.
- In a Faction War "Hatch Marathon", doing a Paradox (prestige) mid-war zeroed your contribution. And dropped what you'd already earned from your faction's total. Your hatch count is now tracked lifetime (Paradox-proof), so every egg you open during the war counts correctly.
- The coin bag and potion gifted during the tutorial could take minutes to appear in your inventory. Gifts now land in your bag the instant they're given.
- In many reward and purchase flows (season pass, traveling merchant, world boss, contracts, Codex, minigames, offer packs and store purchases) items seemed to reach your inventory minutes late. They now appear the moment you earn them.
- After flying to a world, mining could get fully stuck: you'd tap but nothing broke and no rewards came in. The game now trusts your shuttle's real location and auto-corrects itself, so mining keeps going instantly.
- A round of honesty and discovery fixes in The Nest. Discoveries now light up: the 7-rarity strip on the egg-pick screen showed every species as a silhouette forever, even ones you'd already discovered, the heads now color in to match your codex. The quoted time is the real time: your VIP speed perk and Eternity Tree investment never showed in the "how long will this take" estimate; the quote now equals the timer the machine actually runs (VIPs finally see their benefit on screen). The collect screen stopped lying: when your settings auto-released the WHOLE batch it claimed you "collected" everything, it now reports collected, auto-released, and still-on-the-way counts truthfully. Skip all: on big batches you can skip the whole Epic+ reveal parade with one tap instead of clicking through dozens.
- Collected Forest Essence sometimes stayed invisible until a page refresh. Essences now hit your bag and quest counter the moment you collect them.
- If the auto-delete tutorial started during auto-hatch, the guide hand pointed at empty space. The tutorial now safely stops the session first and points at the real toggle; the odd hand wiggle is gone too.
- Pet Score could show three different numbers in three places and even visibly drop. The toast, quest card, and header now always agree on the real number, and the net worth display matches its detail screen exactly.
- "\"Break N rocks\" quests could show CLAIM but refuse the reward (the counter lagged behind on the server). Claiming now commits your pending breaks first so the reward lands on the first tap, and a mistaken counter instantly corrects itself to the real value."
- Quest counters could get stuck for some players. The coal quest showed 0/14 even after completion, the copper counter dropped back after reaching claimable, and copper ore silently failed to bank; the desync between the two quest progress stores has been repaired and counters now reflect real progress. Copper and iron quest texts also showed the wrong target (27/30 instead of 18). They now match the real goal.
- The Research Lab could reject an upgrade claiming "not enough essence" even though your bag showed plenty (freshly-mined essences counted in late). Now everything you own counts instantly, and if an unlock fails you finally see the reason on screen.
- During the tutorial, claiming your Time Reward left the "Keep playing" screen hanging for ~20 seconds (as if the game never noticed the claim). It now advances the instant you claim.
- Items claimed from Time Rewards took minutes to show up in your inventory (the reward was granted, but the bag refreshed late). Your item now appears the instant you claim it.
- If you claimed your Time Rewards before the tutorial caught up, the screen could freeze for several seconds. The guide now recognizes what you already did and moves on instantly.
- When Auto-Crack unlocked, the "Time Star" intro panel and Quantulon's dialogue landed on top of each other and you couldn't tap "Got it". Now the dialogue finishes first, then the Time Star panel opens. The button is always clickable.
- Quantulon could start talking over the welcome screen before you even entered the game, and the tutorial would advance on its own. The tutorial now patiently waits until you're actually in the world.
- Players who muted on the welcome screen had no way to turn the music back on. Settings → Audio now has Music and Sound Effects on/off switches, and raising a volume slider from zero unmutes automatically. Your audio preference is now saved to your account: mute it on your phone and it stays muted on your desktop. The non-functional "Hide Media Player" setting was removed.
- Equipping a module from cargo always targeted slot 1, so with slot 1 full you got a "slot occupied" error even when slot 2 was empty. It now fills the first free slot, and tells you clearly when there is none.
- Messages containing a double hyphen ("wait -- what?") could not be sent on any chat channel, and instead of a reason you got a meaningless server error. Ordinary punctuation now goes through untouched, and when a message really is refused you see a readable reason instead.
- The fullscreen celebration for big colony donations often never played: especially when the donor was another member, in which case nobody saw it at all. It now fires the moment a big donation lands, on everyone's screen, and back-to-back donations play one after another. The size of the celebration is also based on the donation's real value now: a pile of cheap ore no longer counts as a "massive donation", while a small stack of a high-tier material gets the celebration it deserves.
- In a rare server-error case, a colony gem donation could have deducted your gems without crediting the colony. Now, if that error happens, the whole donation is cancelled, either your gems go through and the donation counts, or nothing happens at all; your gems are never lost.
- The "Spin the Fortune Wheel" quest turned claimable just from opening the wheel, without ever spinning. It now completes only after you actually spin.
- Unlock announcements like "Faster Hatch Potion unlocked" showed the item's art at hero size, so players thought the potion had landed in their bag and then couldn't find it. These now say plainly that you can find and use the item but it wasn't added to your bag: while genuine starter gifts still show their gift block as before.
- Donating a big pile of MATERIALS to your colony played a "purchase" cinematic on your screen: as if you had bought something, when you had actually given something away, and the rest of your colony was seeing a completely different celebration. Material donations now trigger the exact colony celebration everyone else sees: your avatar, the colony crest and your donation tier. It also shows the donated material's own icon and name (everything used to sit next to a gem icon), and the size of the celebration follows the pile's real value: 10,000 units of cheap ore no longer earns the biggest celebration, while a small stack of a high-tier material gets the one it deserves.
- Changing the volume in Settings while music was playing could sometimes cut the music off entirely: or briefly stop and restart it with a noticeable hiccup. Adjusting the volume now keeps the music playing smoothly, with no cut-off or stutter.
- The retired "All-in-One" bundle was still popping up as a limited-time offer for some players, and the TimeStar top-up window opened hidden behind the offer. Retired packages can no longer be offered or purchased anywhere (no money is ever taken), and the top-up window now always opens on top.
- Deleting your account could leave you stuck with a meaningless "Server error" when you tried to sign back in. The game now cleans up the leftover session on its own and lets you in; and if anything does go wrong, you see a clear message telling you what happened and what to do: with a reference code support can use.
- Sprint and duel scores could sometimes freeze in place and stop updating. The scoring pipeline is now hardened. A single bad record can no longer stall the whole board.
- If you raced ahead of a tutorial and reached the destination on your own (e.g. already inside the Fabricator while it still said "open the Shuttle"), the pointing hand stayed stuck on the old step. Tutorials now detect where you are and catch up to you.
- If you jumped to an objective yourself from the quest card, some tutorials didn't notice and kept pointing at the wrong place (Codex, Research Lab, Golden Machine, Time Rewards, inventory and the egg screen). Every tutorial now recognizes "you're already there" and picks the lesson up from where you are.
- In some tutorials (ship upgrade, golden machine, auto-hatch) waiting out the timer made the tutorial pretend you did the action: fake congrats and quest completion included. Tutorials now wait patiently and only continue when you actually do it.
- When a new version went live the game sometimes showed a "Connection Issue" error screen, as if something had broken. It now shows a clear "New Version Ready" screen instead, and one tap drops you into the latest build. Your progress is safe.
- During travel between worlds the warp screen could stay blank white. No stars, no approaching planet; colony logos also failed to appear. The warp scene now renders reliably every flight, and your colony emblem drifts by as intended.
- The readouts on the deep space, treasure, cargo and colony screens were painting over your inventory, the shuttle and every window you opened, and sometimes they never showed up at all. They now behave exactly like the world's "hold anywhere to collect" hint: on top of the world, never on top of anything you open.
- Scrolling back through chat yanked you to the bottom on every new message, Shift+Enter sent instead of adding a line, Enter sent the message instead of picking the @mention you were choosing, and reactions on direct messages never showed up. All fixed, and the "new messages" pill now actually shows how many you missed.
- "Players who ran out of essence on the Codex Resonance quest were stuck for good. The missing essences are now topped up automatically, Lumine sends exactly what you still need."
- When someone spoke in colony chat, the toast sliding out of the colony crest either never appeared at all or showed a message from about 50 messages ago, usually with the wrong player's name. It now always shows the genuinely newest message with the right sender and avatar, and its sounds respect the chat sound toggles. The pet toast also stops leaking the English words "hatched / crafted" to players on other languages.
- If a colony ban's expiry was malformed the ban silently stopped applying. The panel still showed the player as banned while they could walk back in. An unreadable expiry now keeps the ban in force, and a lapsed ban reads as lapsed in the panel too.
- Colony chat was swallowing events: the welcome line never appeared when someone joined, the note attached to a smaller donation was dropped, a material donation took minutes to show up, and a visiting pilot's arrival line appeared in English for Turkish players, as a message bubble as if the pilot had typed it. They all read correctly now, the arrival line in the same shape as the welcome line for a new member.
- Colony net worth showed as 0 for everyone on the discovery screen, leaving the list in a meaningless order. It now shows the real value, and the ranking matches the other colony leaderboards exactly.
- Docking at your colony showed a pitch-black backdrop, the daily-fuel and pump buttons never appeared there, and the colony name was drawn twice. The darkening band over the sky is now gone entirely, so the dock sits under a real deep-space view, the fuel buttons sit right beside DONATE, and the colony name is written once, as the big world title you know.
- Colony feed cards were stuck reading "just now" for hours, a few labels stayed untranslated, and the donation line read in the wrong word order in Turkish. Timestamps now tick correctly, those labels are localized, the donation line reads naturally, the cards are calmer and cleaner, and the gem price on the donation confirmation is now big and unmissable.
- The colony feed froze whenever the cursor sat on a card, you could only scroll in the gaps between them. Scrolling now works anywhere on the feed, and it no longer jumps when you scroll back up past the tall donation cards.
- After taking your colony's daily fuel the button came back on every refresh and answered "you already took it", now a spent draw shows when it resets instead of a dead button. And when a colony's pump has nothing for you, the screen says why: closed, out of stock, or no room in your tank.
- The colony admin panel failed to open for colonies whose owner had configured tab permissions, and colony pages were carrying more information than they should. The panel now opens cleanly for every owner, and colony pages show public information only. Payout and verification records are visible to the colony owner alone. No balances or funds were affected.
- The 3x Cosmic Style Keys pack could deliver keys that only opened one specific case. It now always delivers 3 universal Cosmic Keys, whichever route the purchase came through.
- The Space Merchant arrival announcement was slipping underneath the top bar, and during auto-hatch it never appeared at all, while at other times it covered your open inventory or shop. It now drops in clearly above the top bar, and never on top of anything you have open.
- Names containing certain numbers, 525 and friends, so birth years, plates and jersey numbers, were being refused as "inappropriate"; numbers are read as numbers again and those names are free.
- A limited pack bought from an offer popup wasn't registered by the shop, so its card stayed there and the pack could be bought a second time. Popup purchases now count on the shop too: "one per account" really means once. Nothing was clawed back from anyone who bought twice before this; no balance or item was touched.
- When lots of players redeemed the same code at once it started failing, and past a certain point the code could break for everyone, on screen it just looked like "invalid code". Codes now hold up no matter how many people redeem at the same time.
- After firing the reactor nothing changed on screen for up to 30 seconds and the bar still read 100%. The result now shows instantly, and a double tap no longer sends two launches. Founding a colony also stopped re-rolling your map coordinates while you were looking at them.
- Using a single salvaged part used to stamp an entire production batch as un-donatable, all 84 barrels of fuel locked because of one barrel of crude oil. The stamp now covers only the share that actually traces back to salvage, and raw ore, ingots and fuel can go into the colony vault even when they came from a wreck (finished high-tier components still stay with your own ship).
- When the last share of a cargo hold or treasure cache was taken, it lingered on the map as a wreck for 90 seconds, and you could still plot a course to it: real fuel, a 10-17 minute flight, and an empty vault on arrival. That launch is now refused before a single drop of fuel is spent (you can still fly to the coordinate itself if you want to).
- Opening a player's menu left an invisible strip beside it that locked the colony feed and chat, you could neither scroll there nor click the rows underneath. The strip is now fully transparent, so the list keeps scrolling while the menu is open.
- The colony VIP badge is meant to be cosmetic only, but it was accidentally opening the door to some moderator actions. Moderator tools are now limited to owners, admins and moderators, as intended.
- Trophies earned right after the weekly reset were being dropped. The new week wasn't actually starting for a while. The next week now opens before the old one closes, so hatches at the reset moment count again.
- Auto-hatch would sometimes stop on its own, silently, so you'd come back to nothing hatched. The main cause is fixed, and if it ever does stop it now tells you why on screen.
- On startup the game briefly appeared as a small box in the middle and then snapped, clouds and all, to full screen. The opening now fills the screen from the very first frame, and the cloud curtain no longer jumps.
- When your saved avatar failed to load for any reason (a stale photo link, a deleted colony crest), your face was replaced by a coloured circle with your initial. It now falls back to your assigned agent portrait instead, no screen drops you to a letter any more.
- Buttons across the game were rendering narrower than intended, confirm buttons meant to span the panel shrank to the width of their label. Every button now renders at the width it was designed for.
- Players in a region who play in another language could be quoted the wrong country's price at checkout, the country was being guessed from the UI language. Checkout now prices by where you actually are, whatever language you play in.
- When a colony fuel purchase or the free daily fill was refused, the screen showed nothing but a generic error. You now see the real reason, pump closed, not enough stock, daily fill already taken, tank already full, and the button correctly disables once your daily fill is spent.
- Ship explosions in the hunt were far too loud and always the exact same sample; the big-kill cue was the loudest sound in the mode and stacked harshly when kills landed together. Explosions now rotate through three variants, sit below the rest of the mix, and no longer pile up when several ships die at once.
- Turning animations off in settings had no effect inside Uzay Savaşı: camera shake, the damage flicker and the accelerating strobe warning from kamikaze enemies all kept running. The setting now reaches the combat screen too, both the battlefield and the draft and requisition screens.
- The big titles on the sprint reward, duel and quest screens were rendering behind a solid pale-purple box that swallowed the text. They render as clean gradient lettering again.
- Server-wide donation shoutouts never showed up in most worlds; now the celebration reaches every player, whichever world they are in.
- Some gradient titles, the rarity text on egg hatches, pet and colony names, reward screen headings, could render as a solid colored box instead of text. They now paint as proper gradient lettering everywhere.
- Players who had not picked a display name yet saw their name start with "@" on the profile and social cards. The name now renders plain; the "@" stays where it belongs, on the permanent Timelands ID.
- On long lists the wheel did nothing while the cursor sat on a card, the page only scrolled in the gaps between them. Lists now scroll wherever you point.
- Enemy formations (wave 2 especially) were settling right beside your ship and spilling off the screen edge, leaving you no room to react. Enemies now stay out of your lane and inside the playfield, including on their way in.
- Some notifications were sent to everyone in a single language (colony duels, secret eggs, colony creation requests, friend requests, gifts, chat mentions, profile likes, report bounties); every player now reads them in their own language. Also fixed notifications showing a raw code like `Notifications.Mention.Title` instead of real text in the header inbox.
- On phones the colony dock's bottom console sat on top of the home indicator (an upward swipe opened the phone's home screen instead of hitting the button), and the colony egg view's back arrow hid under the notch. Both now keep a real distance from the edge and are comfortably tappable.
- The profile screen was popping open by itself right after you entered the game. You now land straight in the world, the profile only opens when you open it.
- Hatching sometimes didn't count toward your quest and contract progress at all, eggs hatched, rare/legendary/shiny counters, zodiac contracts, and it got worse the more active quests you were holding. Every hatch now registers.
- If you pressed Paradox while a research was still running, that research chamber could stay occupied forever. The Lab kept saying every chamber was busy and refused to start anything new. Leftover research from the old timeline now clears itself and frees the chamber.
- Research Lab failures showed an untranslated, vague error. They now read in your own language and name the exact material you are short of, with your amount and the amount needed.
- If a tutorial step started while a lootbox or coin-bag reveal was on screen, the tap needed to dismiss it was being swallowed and you were stuck on the reward screen. Full-screen reward ceremonies now stand the tutorial layer down while they're open.
- In Uzay Savaşı an enemy ship could spawn directly into the lane you were flying in and ram you in the opening second of a wave, on phones it happened on nearly every run. Your home lane is now completely off-limits to enemies, so no wave opens with free damage.
- Enemy ships in Uzay Savaşı spawned stacked on top of one another, making individual ships impossible to see or target in a crowded wave. Formations, boss escorts and the endless swarm now keep a real berth from each other, and fold into extra rows instead of piling up when they run out of space.
- In Uzay Savaşı a click that landed beside the upgrade cards fell through to the eject button behind them and ended your run. Clicks outside the draft, pause and requisition screens no longer reach through, and after you pick a card the ship no longer drifts toward wherever the cursor was resting.
- Flying Uzay Savaşı with the keyboard reached through the screen into the world behind it: steering with WASD secretly started and stopped mining, S collected income, P opened the Shop underneath the pause menu, and Escape closed the shuttle hub behind the overlay. None of those shortcuts leak through during a run any more, and a key you were holding when you paused no longer yanks the ship sideways the moment you resume.
- The ship module outfitting tutorial could get stuck, the intro dialogue arrived late, the screen locked up, and the tutorial never advanced. It now catches up with you no matter how you reach the shuttle, completes instantly if your modules are already equipped, and can no longer lock the screen.
- The Auto-Delete confusion is gone, the ✕ marks on the rarity strip now show the truth on every world, tapping a rarity circle in the Nest instantly toggles auto-delete instead of opening a separate screen, and the do-nothing "master off switch" was removed (only your grid choices decide what gets released now).
- Your own rank badge on the sprint board could read worse than your real place because it also counted accounts hidden from the board. It now matches the board exactly.
- During the tutorial the "HOLD" prompt was landing on top of the collection counter, making both unreadable, worst on large monitors. The two lines now stack cleanly at every screen size.
- Several screens could come up blank, the mobile active-buff badge, the donation line in the colony activity feed, social settings, the nest bay, the update notes and the colony war screen. They all open correctly now.
- With the phone in landscape, the "ENTER WORLD" button on the world unlock screen was cut off outside the card and unreachable, on all ten worlds. The button now stays visible at every screen size, and the content above it scrolls instead.
- Changing your avatar from the profile editor could still show your old avatar (or a letter) on leaderboards and colony lists. Your chosen avatar now shows everywhere, instantly and consistently.
- After rescuing a pet with gems in the evolution machine, you couldn't attempt the fusion again without refreshing; retrying now works instantly.
- The Privacy and Blocked tabs in Social settings crashed when opened. They now open correctly.
- After evolving a pet to the next form (e.g. golden→rainbow), picking that new pet as the base in the next machine left EVOLVE dead until you refreshed. Freshly crafted pets are now instantly usable for the next evolution.
- Toggling the graphics-quality setting while the star map was opening could crash the screen. The map now opens cleanly every time.
- Purchase history was redesigned. Some prices showed wrong (e.g. "$4999.00" instead of $49.99, "$9999.00" instead of $99.99), now correct. Each row shows the ACTUAL art of the pack you bought, the cards are clean and readable, and the window is a fixed size. Abandoned checkouts (where you left before paying) no longer sit "pending" forever, they auto-close. Note: you were always charged the correct amount, only this screen's display was off.
- The colony stats screen now shows real numbers, Raw DPS, Donations and Exploration were stuck at 0 and are fixed; the big "Net Worth" number that was clipped top and bottom is fixed too.
- The colony weekly Sprint's Donation tab used to sample only the first 100 members (by join order) in big colonies, hiding generous late joiners, the weekly donation ranking now counts EVERY member, and the participant count is the real number.
- The wheel's ticket counter sometimes counted tickets you couldn't actually use, it showed "2 tickets" while the wheel refused to spin, and still showed 2 after you'd used everything. The counter now reflects only the tickets you can really spin, previously stranded tickets are made usable again, and when you're out of tickets/stars the wheel tells you why instead of just sitting there.
- In the Evolution Machine, tapping Fuse sometimes did nothing at all (especially right after selecting a freshly hatched/crafted pet). The button now greys out until that pet's data has synced, and shows a short heads-up if you tap too early.
- The Lifeguard system got an end-to-end fix, the repeated oath/rules screen is gone entirely (no more re-reading the same rules every time you open a chat), "alert me when someone needs help" now actually pops a notification, when the other person ends the call you're taken out too (no more sitting in an empty room), the helper's Lifeguard badge now shows next to their name, and the thank-you form is now clear about what it does (one tap = one thank-you that raises their ★ score).
- On launch the "Streak Alive" screen clashed with the offline-rewards popup, it flashed in, got interrupted, then re-appeared with its sound a second time after you collected. Now the offline reward shows first, then the streak, each in order, exactly once.
- The Tasks panel was slow to fill and briefly (and falsely) showed "no tasks today". Tasks now load right away, and while loading you see a shimmer instead of the empty message.
- Two blockers fixed, submitting an idea from TimeBot's suggestion box used to error out and now goes through cleanly; and during an egg's opening build-up you couldn't tap things on screen, which no longer blocks you.
- Crafting in the Brew, Synthesizer, Packer and Rune Altar was failing with an error and rolling your materials back. Crafting now completes properly and the item lands in your bag.
- Colony and player names were being force-uppercased on several screens, which mangled them: the same colony read "NİGHT FLEET" to a Turkish player and "ISTANBUL FILOSU" to an English one. Names now render exactly as they were typed. A handful of leftover English labels (Customize, Start Fighting, Highest League, Coming Soon and the search section headers) are localized too.
- Leaving the Research Lab open pinned your CPU, spun up the fans and drained the battery, the lab was endlessly re-rendering itself. It now sits open quietly.
- Two quests were showing a code string instead of their name (the first-module quest at level 15 and the 150-relic dig at level 56). Both now have a proper name, description and target, and read like every other quest.
- With the Fortune Wheel open, scrolling the page could shift the whole screen out of place and clip its content. The page no longer scrolls while the wheel is open, so it stays locked in place.
- With the hamburger menu (Command Hub) open, scrolling the page could shift the whole panel sideways and clip the card text. The page no longer scrolls while the panel is open, so it stays locked in place.
- In the Time Rewards day strip, milestone (day 7/14/30…) and not-yet-unlocked upcoming-day labels showed as raw untranslated text. They now correctly read "GOAL" and "SOON".
- The flight plan and the in-flight screen printed anomaly destinations as a raw internal name ("rogue swarm"), they now show the same proper name the command card uses ("Rogue Swarm").
- The coin bag reveal showed a confusing "duration" figure (it shrank as you got stronger, and got weirder after a DPS potion). That misleading readout is gone; you now just see the clean coin amount.
- The colony card on the star chart was showing Turkish text to English players. It now reads in English, with member counts formatted for your language.
- After starting an essence-based craft in the Engineering Bay, your bag's (and the world-unlock card's) essence count could read too high for up to 5 minutes. It now drops to the correct amount the instant the craft starts.
- Numbers followed your browser's language instead of the one you picked in-game, an English player could see "1.234"; thousands separators now match your chosen language everywhere ("1,234").
- The "Enable Drops" and "Smart Hatching" upgrades in the Research Lab were showing in English instead of the player's language. Both now display their name and description localized.
- On the star chart, selecting a planet stamped the selection ring as a small blob in the middle of its face, the ring now sizes itself to whatever you picked and encircles it.
- Rarity names did not match across the game: the same pet could read "Quantum" on one screen and "Kuantum" on another, and "Uncommon" appeared under two different Turkish names. They now use one name everywhere.
- Colony chat moderation hardened. The device ban now actually works (a banned user can't slip back in with a new account on the same device), and faking someone else's name in a reply quote is now blocked.
- The colony panel showed "Admin" twice (both the top-right gear icon and inside the menu). The gear was removed, so it now opens from one place, the three-dot menu.
- Fixed a few colony-screen snags. The crest designer and the create-colony wizard no longer reopen with stale values, the dashboard now shows a loading spinner instead of a blank screen while your colony loads, and the online-member count and the members list now always agree.
- When crafting revealed a newly discovered species in the Evolution Machine, the bonus XP shown could read far higher than what was actually granted for prestiged/Supernova players. The reveal now shows exactly the XP credited to your account.
- Polished a few rough edges on the evolution & crafting screens, the Nova machine header now shows its real title, a failed "Time Reversal" no longer fails silently (you get a clear message), machine upgrades only celebrate on a real success, and the "Shiny pets are 2x stronger" tip is now correct.
- TimeStar and Prism packs now deliver exactly the amount shown on the card. No more, no less; nothing is removed from your balance, only the delivered amount now matches the card 1:1.
- The featured colonies list now actually shows the biggest colonies by member count. Before it returned an arbitrary order.
- On iPhone, empty space could sometimes appear on the screen's edges. The game area could compute its size incorrectly right after rotating to landscape; it now re-checks and corrects the size properly after rotation.
- Some screens (leaderboard, duels, minigames, season pass and more) could feel unresponsive on the first click. A loading indicator now appears instantly while the screen gets ready.
- On the create-listing screen, a fixed 5% fee was shown before the real rate arrived from the server. And since the fee is adjustable, that could show sellers an amount the server would never charge. It no longer invents a number while loading; a brief loading state is shown instead. Your balance and listings were never affected. This only concerns the accuracy of the figure on screen.
- Fixed two crafting bugs, a Nest batch could very rarely get stuck as un-collectable (every batch now delivers correctly), and Mass Fusion now advances rarity-specific craft quests (e.g. "Craft N Golden Rare/Epic Pets") just like crafting one at a time does.
- Three honesty fixes in the Nest, prestige players now see the real (prestige-scaled) coin price on the load screen instead of a lower number they'd then be charged past, the odds strip shows exactly the rarity chances you'll roll (it used to overstate some), and the "finish sooner" button works without erroring after a partial speed-up.
- The online indicator on profile cards (duel face-off, trade screen, colony notifications) was permanently stuck showing everyone as offline. It now reflects each player's real, live status.
- With reduced motion on, the prestige ceremony still played its full screen-shake, and on Paradox it closed before your reward appeared, the ceremony now plays a calm version and the Cores / Nova Shards you earned are clearly shown.
- For players who shifted timelines (prestige), the mastery quest bar filled against the wrong target. The title said "collect 40" while the bar filled to 10 and pinned at 100%; the bar now shows the real scaled target.
- Two hatch quests (at levels 16 and 19) looked "stuck" on screen even as you made progress. Your progress now counts correctly and the quest reads as complete on time.
- Approval-gated surveys were mispaying their gem reward. The full amount a survey promises is now granted correctly on approval too (it previously dropped to a flat 50 gems).
- On the Time Canvas, every zoom in/out made the canvas vanish behind a "Synchronizing Canvas" loading screen. The canvas now stays on screen while you zoom, and the loading text only appears on the very first load. The labels that were still stuck in English (No Selection, Cooldown, Deploy, Gallery) are now translated.
- Buying a TimeStar pack showed no success celebration or instant balance bump for any of the current packs (the TimeStars were always credited correctly, just shown late). It now appears immediately for every pack.
- Tutorial reward pop-ups now show exactly the amount actually added to your balance. The number you see is the number you get.
- Some players were getting a spurious "New Update" banner that force-reloaded the page. It now only appears (correctly) for players genuinely running an outdated build.
- The rest screen was counting eggs you'd already hatched before resting as "hatched while you rested". It now shows only the eggs from that rest.
- The Cosmetic Bazaar now opens instantly, empty tabs (no emotes/cases/auras) show a proper "nothing here right now" message instead of a blank grid, and an empty default Pack tab no longer blanks the whole storefront.
- In the first-egg intro the growth kept stalling, the egg dipped then suddenly snapped bigger, and the explosion caused heavy lag. The egg now grows continuously, stays anchored, and the explosion plays smoothly.
- Switching colonies left the old colony's chat behind, warping worlds left the old world's global chat behind, and leaving a colony left your old donation cards stuck in the feed. Chat and feeds now switch to the correct room the moment you change colony/world, and the old one is cleared.
- In colony search, the Hall of Fame, and the race VS poster, some colonies showed as "Common" no matter which ship they were flying. Every surface now shows the colony's real rarity (its equipped ship's rarity).
- When you discovered a new species from an exclusive/sponsor egg, the "+XP" shown could read higher than what you actually gained (most noticeably after Paradox). The number on screen now matches exactly the XP added to your profile.
- Suggested heroes all showed a net worth of 0 (now the real value), and the reason labels under them ("same colony / similar level") were English, now localized. Player search was also made lighter (fewer, more focused results).
- Sending a message to a group pinged you with a "new message" badge for your own message. Your own messages no longer notify you, and the badge now only lights up when someone else writes.
- The inventory capacity label showed the wrong word in some languages and the delete button rendered incorrectly in Turkish; arrow-key tab navigation could also land on an empty tab. All fixed.
- The quick-search menu showed English names to Turkish players. Every row is now localized, and a few entries were renamed to match the screen they actually open (Astral Machine, Packer Machine, Alchemy Brew, Fortune Wheel, Showdown Arena).
- The "Report Player" window didn't fit on phone screens. İt overflowed and got clipped at both edges, which made the form awkward to fill in. It now scales to the screen like every other popup, so the whole thing is visible.
- Hatching a Season (Exclusive) pet could have its colony-feed celebration silently swallowed. Season pets now land in your colony with their proper celebration.
- When a Shop purchase failed to complete, the dialog showed a raw code like "Dialogs.PurchaseFailed" instead of a message. It now shows a proper explanation.
- Brand-new players could get a survey invite before even finishing the tutorial. Surveys now never appear during the tutorial, and untargeted surveys only reach players past a minimum progress bar.
- The Syndicate benefits screen quoted the wrong milestones ("bonus at 5, 10 and 25". The real ladder is 3, 5, 10, 25 and 50) and promised a "Syndicate Boss title" that never existed. The screen now shows only what's real: your friend's 50-gem welcome bonus, and the two of you becoming friends automatically the moment they join.
- The Time Canvas screen still showed its title, colour names and toasts in English (one alert was even half-Turkish), and its zoom and epoch buttons had no accessible name. The screen is now fully localized and those buttons read correctly to screen readers.
- A few tutorial steps could hang forever if the thing they were waiting for never happened. If you were short on coins for your first egg, Quantulon simply never spoke again; every step now has a way out and the tutorial moves on.
- The welcome screen could scroll on wide laptop screens (like 14"), letting you arrow up and down. It's now locked to a single screen at every size. No scrolling.
- The avatar (agent) picker stuttered and the faces loaded late. The art was ~35× larger than it needed to be; the screen now opens instantly and smoothly.
- Some labels in the colony admin panel and crest designer showed English or blank instead of your language. They are now properly localized.
- On the colony discovery screen the "Friends" row header rendered in English with broken uppercasing. Every category header now reads in proper localized text.
- After donating to your colony, the in-colony donation leaderboard didn't refresh right away (it could lag by minutes). Your donation now shows up in the ranking instantly.
- The shuttle cargo counter on the world dock double-counted each collected ore and showed an inflated number until you opened the shuttle. İt now always shows the real cargo amount.
- "While opening an egg, mashing the space bar would blow straight past the pet the instant it appeared. You never got to see what you hatched. Space now only cracks the egg; once the pet is on screen it no longer skips the reveal, so you actually see your hero. (You can still click to move on quickly if you want.)"
- On iPhone (Safari, without the game added to the Home Screen), tapping "Enable Notifications" in Settings did nothing: because iOS only delivers push to apps added to the Home Screen. That button now opens the Add-to-Home-Screen guide and explains you need to install to receive notifications.
- The new-pet discovery notice could pop before the egg even opened, spoiling the surprise. It now fires exactly when your pet appears on screen.
- Notification settings fixes, turning a toggle off (e.g. "Traveling Merchant") now actually sticks (it used to snap back on after a reload), a setting that fails to save now shows an error instead of silently lying, and the stray "allow notifications?" prompt that popped up mid-game is gone.
- When something in your profile was rejected, all you saw was "failed to save", you never learned why, so you'd retry the same name forever. Now we tell you: the limit if a name is too long, which characters can't be used, or whether it's your bio or location that wasn't accepted. For names that simply can't be used, you get a clear "that name isn't available, pick another one."
- In the Research Lab a card could look unlocked but throw an "unlocks at Level X" error when you tapped it. The card now stays locked until it's genuinely ready, so tapping it always works.
- Shop section backgrounds (the wood textures behind Daily Deals, Gem packs, etc.) had vanished: they're back, and hardened so they can't silently disappear again.
- Potion-use error messages could appear untranslated and the duration-boost bonus never updated the potion card text. Every message is now localized and the card shows your real (boosted) duration.
- At the start of the tutorial, the "Hold to collect" prompt overlapped the on-screen coin badge and became unreadable (especially on phones). The prompt now stays pinned at the top and the badge stays below. No more overlap.
- Three VIP improvements. (1) When you move to a lower VIP tier, the higher tier's exclusive cosmetics (e.g. the Ultra-only star aura, frame, nameplate) are now correctly reserved for that tier. A Plus subscriber can no longer keep wearing Ultra's exclusive look, so the top tier's prestige stays exclusive. (2) The VIP membership management + cancel screens are now fully localized in Turkish (previously English), and a cancel error shows a clear message instead of a raw technical one. (3) The store's VIP promo banner now shows Turkish players the starting price in ₺ (instead of $), so the banner price matches what you're charged. (Money assurance: no balance or purchased cosmetic was removed: only the tier-exclusive, free-granted cosmetics were pinned to their correct tier.)
- A "Arcade unlocked!" celebration was firing at level 21 even though the Arcade had been open since level 16. That misleading popup is gone, the Arcade and its games unlock at exactly the same levels as before, they're just announced honestly now.
- Cancelling the "kick reason" dialog when removing a colony member used to kick them anyway, cancel now actually cancels. The ban/kick reason prompt also opens in the game's own design instead of your browser's grey system box.
- Some messages, group names and photo captions could slip past the content filter; every chat surface now goes through the same rules, and muted players can no longer post through images either. Messages in Turkish, Arabic, Persian and messages with emoji still send exactly as typed.
- Colony moderators trying to delete an activity card in the colony feed (donation, craft, discovery, etc.) always got a "Message not found" error, those cards can now be hidden properly too.
- The colony donation celebrations were still hardcoded in English: "FROM" and "GOLD DONATION" on the fullscreen ceremony, "donated to..." and "Colony Support" on the marquee. All of it is localized now, and the marquee shows the donated material's own icon instead of a gem icon for material donations.
- Changing the graphics setting while an egg hatch animation was playing could rebuild the scene mid-reveal and break it. The animation now plays uninterrupted; the new graphics setting kicks in on your next hatch.
- Cleaned up Engineering Bay category filters that opened empty results; in the craft panel a module's payoff no longer blends into the material list. The misleading gem icon on the fuel-capacity row was fixed, and thrusters, fuel tanks, and cargo modules now explain what they actually do.
- On some players the XP text on the level bar was overlapping into a bold, tangled blur. It now renders as a single, crisp label on every device.
- Saving an invalid website link on your profile only said "failed to save profile"; it now tells you the link is the problem and that links must start with http:// or https://.
- When a pet was revealed, the "Rest Mode" button awkwardly shrank and slid down onto the bottom dock. It now simply fades out in place during the reveal and fades back when the card clears. No more distracting motion.
- A few scale pets' power could drift slightly depending on where the game recalculated it. It now shows one correct value everywhere.
- When your session expired, some screens left you stuck on an unresponsive dialog instead of taking you to a clean sign-in. It now routes you to sign in properly every time.
- While traveling through hyperspace, the shuttle deck window still showed the world you'd LEFT, frozen outside. Now the window shows the open-space vista during transit and reveals the new world when you arrive.
- The tutorial pointing hand used to awkwardly change its height and over-squash when tapping a button (most visible on the ship-upgrade step). It now does a clean, natural tap on every character's hand.
- The glow and pulse effects in the Bazaar were ignoring the Animations setting and following the Blur setting instead, so players who turned animations off still saw the effects while low-graphics players lost effects they were entitled to. Both settings now do their own job. The instruction lines on the Quantulon signal screen and the Escape Room puzzle are also translated into Turkish.
- Five fixes in the colony depot. In colonies whose leader had never opened the Depot settings, members could never see the free daily fuel button, even though they were entitled to it from the start; it now shows. In large colonies, members' free daily fuel was eating into the visitor pump's daily sales allowance, at 100 members the pump died outright, and the day's last members were turned away from their own colony's full stock. The two are now separate: a member's draw no longer blocks the pump, and the pump no longer blocks members. When a member with a nearly-full tank drew their fuel, the colony's stock lost far more than that member's allowance, a member now costs their colony at most their stated daily allowance. Buying at the pump counted toward the daily colony donation limit but was never actually stopped by it; it now is. And when a Depot setting failed to save, the switch silently snapped back, it now tells you why.
- The colony profile showed the rarity label untranslated, printed every duel record with the Turkish letters "G / M / B", and mangled the letters of colony names while forcing them to capitals. Rarity and duel records now read in your own language, and a colony name shows exactly as it was written.
- A batch of colony screen defects: the duel invite and policy buttons rendered colorless, English players saw two duel refusal messages in Turkish, double tapping the vault dump confirm deleted twice the chosen amount, double tapping save on the payout address fired two requests, the revenue transaction dates were locked to English formatting, and the colony name was mangled by uppercasing on the founding screen. All fixed, and the revenue panel now loads only the tab you actually open (it opens faster).
- Leaving the Fortune Wheel open for a long time could show a stale board: the prizes refresh every 3 hours, but the wheel on screen didn't, so the slice under the pointer could differ from the prize you got. The wheel now refreshes the moment its board rotates. What the pointer lands on is what you win.
- The fuel tank could end up holding more than its capacity in some cases; the tank now never exceeds capacity, and refuelling is no longer possible while the ship is in transit.
- Unused Pass tickets in your bag counted as zero Net Worth. A 30-day ticket worth 6,000 ⭐ was treated as if it didn't exist. Every ticket now counts toward your wealth at the full value of the Pass it unlocks.
- The Hall of Fame ignored the avatar you picked and showed your Google account photo instead; now everyone appears with the face they actually chose, and heroes who never picked one get their own stable agent face.
- When a Void Hunt failed to launch or a run report failed to send, you always saw the same "Couldn't launch the hunt" line. It now tells you why: out of permits, daily runs used up, the run expired, or the rewards already landed in your hold.
- Three fixes in the rankings. Rivals in the Weekly League "My Battle" list were missing their level badges even though the Apex list showed them, and now both match. The big numbers in the rankings header followed your browser's number format instead of the game's language, so they no longer disagree with the numbers right below them. And switching between Glory, Level and Donors in the Pantheon used to rebuild and jolt the whole list, which is now a smooth crossfade.
- The colony chat mention toast still showed two untranslated labels ("Mention" and "Colony Chat"). Both are localized now.
- The Space Merchant arrival banner used to slide in on top of an open bag, shop or trade. It now waits its turn, the merchant is still listed on the broadcast deck, so nothing is missed.
- When you hatched something rare, your own hatch could bounce back at you as a "someone just found something rare" celebration, most often in the first seconds after opening the game. Your own hatch is never replayed to you as someone else's news any more; that moment is already yours.
- If you closed the incoming trade request window, the request simply vanished, nothing reminded you it was still waiting. An unanswered trade request now sits in a small card at the bottom-left: the sender's name and @username, with accept and decline one tap away.
- On leaderboard podiums with fewer than three contenders, the champion drifted off-centre and the runner-up sat in the centre spotlight. Unclaimed steps now stand in place, so the champion always holds the centre.
- The "come back" reminders for players who had been away were reaching almost nobody, the system kept re-scanning the same oldest accounts every day. It now works through everyone, starting with the most recently lapsed.
- Closing the new-stage unlock screen quickly still let its reveal sound play afterwards, and the sting could double up. The sound now starts and stops with the screen.
- The Timelands Hub dashboard opened in English whatever your language setting was, the greeting, the summary line and all four stat labels now follow your locale.
- When Last Stand or Quantum Dash was paused, it still showed up (and could still be opened) in the Activities Hub; now a paused game is removed from the hub entirely while it's off, and if one is already open when it pauses the player sees a clear message instead of a dead end.
- When a chat message was blocked you often got an unreadable English warning. You now see a clear reason in your own language, including how many seconds are left when there is a cooldown.
- A deleted colony chat message stayed on screen, and moderators who tried again hit an error. Deleted messages now disappear immediately.
- When a colony settings change was refused (name taken, name too short, no permission) you only saw "couldn't save". Every refusal now tells you the actual reason.
- The Digsite's "How to dig" card opened as a narrow ribbon, ran off the screen and would not scroll, on short screens the GOT IT button was pushed out of reach entirely. The card now fits the screen, the text sits at a comfortable reading width, and the steps scroll inside it while the title and GOT IT stay put.
- Pressing Escape with a window open closed that window *and* the screen behind it, dismissing the Arena also dropped you out of the shuttle screen underneath. One Escape now closes exactly one window.
- Players with more than 200 friends could never open the friends screen, the list, incoming requests and badge counts stayed stuck loading forever. The screen now opens normally.
- The small tiles in the Player Hub were cutting their own names off, things like "Desktop Appl…". Long names now wrap to two lines instead of being clipped.
- Expired donations were briefly flashing on screen every time you entered a colony, fixed; a caption typed alongside a GIF now shows together with it in the donation celebration too.
- On phones some panels (friend picker, trade history) opened far smaller than intended, barely a sliver of the screen, with the content not fitting. Panels now open at their designed size on every screen.
- A few numbers on your profile and dashboard were fabricated. Your showcase badges are now the ones you actually picked (not random), your join year is real, your connected-app count is real, and an empty profile no longer shows an invented name or figure.
- Sharing a pet produced a link card whose rarity and type names didn't match the game (a pet shown in-game as "Legendary" appeared as "Efsanevi", and "Golden" showed up as "ALTIN"). The share card now uses the exact same names as the game, so a pet you send someone is called the same thing on both ends.
- When the between-wave upgrade cards opened in Uzay Savaşı, everything went silent after the first note and the reveal cue cut out halfway. Every sound on the draft screen now plays through from start to finish.
- Finishing a sponsor survey after you had already hit the daily gem cap played a gem-reward animation even though nothing was granted. Only gems actually paid are animated now, your balance was never affected, the animation was simply lying.
- Weapon info cards still claimed each faction was weak to one damage type and told you to check a threat board, but neither that bonus nor that board exists. The damage-type tooltip now tells the truth: the type is the weapon's identity, it does not change your damage.
- Short captions (like "sa") on donation cards and the fullscreen donation celebration used to look lost inside an oversized box; the caption box now sizes itself to the message length. Long captions now wrap instead of getting cut off.
- The donation composer's "next tier" hint always said a hardcoded "10K+", even when an admin had live-tuned the real server-wide shoutout threshold to a different value; the hint now shows the real, live threshold.
- Server-wide donation celebrations could take several minutes to reach other players; they now arrive on everyone's screen the instant they happen.
- Some Exclusive-rarity pets in the colony hatch feed were overflowing past their card edge and getting clipped. Every rarity now fits cleanly inside its card.
- On a few screens the rarity names were upper-cased with the wrong Turkish rules (EPİC, MYTHİCAL, CELESTİAL). On the pet info card (including the equipped aura's rarity), the valuable-pet delete warning, and the rest-screen "best find" line they now render correctly.
- The Mystery Chest's "what can drop?" panel showed four near-identical potions on every rarity row; each row now shows that tier's real variety, a potion, a coin bag, a box, a rune.
- The green "online" dot on your friends list used to freeze at whatever it was when the list first loaded (a friend who logged off stayed green, one who logged on stayed grey), it now reflects real, up-to-date presence.
- Rewards in the offer screen now show their rarity underneath, and gamepass tickets no longer render in a grey "Common" card by mistake, the monthly Secret Hunter ticket now shows in its true Legendary colour.
- Multi-question surveys were ignoring their target audience, level requirement, date window, and response-cap settings. They now reach the right players at the right time, just like the short surveys already did.
- The Supernova card and the Supernova art on the Destiny Path were mistakenly showing the Nova Machine's background. They now show the real Supernova nebula, the same place the ceremony opens into.
- Closed a loophole where a banned account could use "delete my account" and return clean with the same identity, bans now survive account deletion.
- The colony dashboard overflowed on small/14" screens, side-menu labels like "Benefits" were cut off, podium scores were hidden, and a full reactor's donate buttons plus the "awaiting admin approval" note didn't fit; all fixed now.
- NPC portraits on the Contracts screen (Lumine, Grundar, the Customs Officer, Dayı) were spilling outside their circular frames. They now stay cleanly clipped inside the frame.
- On the large donation card in the colony feed (Visionary tier), the timestamp ("4m ago") was clipped at the bottom edge, and the resource emblem bled off the side looking cut off. The card now has proper padding and a contained emblem.
- The TimeStar count (for members) and the world-header pet counter were rendering colourless/white. TimeStar now always wears its own cyan hue, and the pet counter shows the world's readable colour.
- A batch of visual fixes, the TimeStar count next to a membership star no longer clashes with the red/green star (it goes platinum); the washed-out World Info panel got its per-world colors back; the badge screen now says "Earned ✓" for badges you own (the false "Not Exist" is gone); the broken deck-skin labels are fixed; and the Colony nav "Sprint" is now Turkish "Yarış".
- Player avatars in the leaderboard and sprint rows were center-cropped, so faces looked cut off and off-brand; they now use the game's canonical top-anchored crop, so avatars look consistent everywhere.
- The sign-in code email arrived with Turkish and English mixed together. Now the whole email comes in your own language.
- The Core on the Paradox Threshold screen had a broken-looking animation. It's now a clean, static icon.
- The "WORLD" label above the world name could tuck under the top bar on 14" laptops and looked washed-out white on some worlds, it now clears the header cleanly and reads in each world's own colour.
- Even with Battery mode on, the glow around an active TimeStar in the corner of the screen kept pulsing, Battery mode simply wasn't being applied there. It now is: the glow stays put but stops breathing, so your device isn't working for nothing.
- The map spot suggested while founding a colony could be rejected by the server, failing the creation with a "too close to a world" error. The suggested spot now comes straight from the server, so the place you are shown is always a place you can claim.
- The tip cards in the Net Worth breakdown showed a raw code instead of text for English players. They now read properly.
- The colony material donation screen looked broken and showed a confusing gem conversion. It was rebuilt, cargo hold and transfer dock in one centered stage, the dock now names the colony reactor you're loading, and the reward reads as a clean +XP.
- The full-screen wait message shown while your account is being checked during sign-in always read "Loading..." in English, whatever language you were playing in. It now speaks your language.
- The Traveling Merchant was showing on the map, and allowing purchases, for pilots who had not reached its unlock level yet; it now stays hidden until the unlock, so no fuel gets burned on a locked stop.
- The low graphics setting did nothing on the space map, turning it on now genuinely lightens the map too, easing battery and CPU load.
- Polished a few small display glitches in the colony dashboard. An unnamed donor now shows as "A hero" instead of "?", and nav labels read cleanly instead of raw slugs while loading.
- Small clean-ups on the crafting & evolution screens, the Synthesizer card now says what it does ("Essence Fusion") instead of "Evolution Tier 4", the stat breakdown shows the nova tree's twin node as "Twin Echo" (no more raw English), and the Research Lab could crash for some players after a research update, it now closes safely instead.
- When the game was opened over an insecure connection (some in-app browsers and local test links), unique-ID generation could crash and restart the game. İt now works correctly in those environments too.
- Dayı's Story Tower contract showed a generic icon and "Objective" title on the task card. It now shows the real Tower icon and a "Tower Floors" title.
- Before the Cosmetic Bazaar unlocked, some "Go to Bazaar" buttons dropped you onto a store you couldn't use, now they show a locked "LVL 20" state and tell you when it opens.
- The Bazaar's sort options stayed in English for Turkish players. They now show up translated.
- The "friend came online" toast was mistakenly showing the blue "info" icon. It now appears green with a Friends icon, matching a positive presence event.
- Going through a Paradox used to reset your all-time hatched count. Your lifetime tally now stays where it is.
- Refreshing the game mid-flight could land you at a neighbouring point instead of the one you chose, your destination is now remembered across a reload, so you arrive exactly where you aimed.
- Celestial (tier 7) potions lasted shorter than the tiers around them (75 min). They now last 85 min, in line with the ladder, so upgrading no longer shortens the timer.
- On the Hero Journey, the Quantum Dash unlock showed the wrong generic "arcade cabinet" icon. It now displays its own neon runner icon.
- The Settings screen is now fully keyboard-operable: the "Advanced" section (Clear Cache, Request My Data, Delete Account) and the clickable account cards (e.g. the Timelands ID link card) could only be opened with a mouse or tap. Keyboard and screen-reader players couldn't reach them. They now all open with the keyboard (Tab + Enter/Space).
- The "50 Gems Per Hero" card in the Syndicate benefits screen also showed a TimeStar icon, but that reward only ever pays gems. The misleading icon is gone.
- The 3-key bundle in the Bazaar had an untranslated name ("3x Cosmic Keys") and a recolored icon that looked like a different key, now it shows the correct name (3x Cosmic Style Key) and three of the same key.
- The opening cinematic showed the starter pet's power (DPS) as 10 by mistake; it now shows its real value of 1.
- A couple of tips and the FAQ were stale. The evolution chain stopped at "Basic → Golden → Rainbow" and Shiny was listed as "3x". They now show the full chain (…→ Astral → Nova) and the correct Shiny power (2x).
- Display names are measured properly now, fully invisible (blank-looking) names and stacked glitch characters are refused, while emoji names count as one character each, so they can be longer than before.
- The "Dream Garden" stop on the Destiny path was showing the wrong name (Farm Frenzy) and the wrong icon. İt now shows its real name "Dream Garden" and its own logo, matching everywhere else in the game.
- The "Verifying your email" screen briefly flashed an old look (white icon + wrong branding) during email sign-in. It now opens in the game's dark Timelands ID design from the very first frame.
- The Rankings screen's left sidebar had a wide dead gap left over from a mobile pass. The menu now lines up with the header and that empty band is gone.
- The "NEW" seal on pet reveals was green and sank into the green nature backdrops. It's now the game's signature teal: clearly readable on every background.
- The Paradox Engine node on the Destiny path was showing the wrong level (the next world's). İt now shows Paradox's real gate level (Lv 60, the wall before Frozen Reach).
- If you pressed Paradox with a ship upgrade in progress, the shuttle got stuck showing a phantom "upgrade in progress" and could send a false "Ship upgrade complete" notification. The reset now clears the in-flight upgrade cleanly. No phantom UI, no lying notification.
- The "New Research Unlocked" toast was landing on top of the big dock button, making it hard to dismiss. It now appears clear above the dock.
- While the Shuttle was quest-locked, the dock showed "SHUTTLE" twice. It now shows "SHUTTLE" up top with a clear "LOCKED" status below.
- The error and sign-in screens ("Access Restricted", "Signal Lost", "Connection Issue", "Component Error", etc.) were hardcoded in English and their uppercase titles rendered incorrectly under other languages. They're now fully localized and cased correctly.
- When collecting rewards on screen occasionally failed, there was no warning at all, it just silently failed. Now you get a clear notification when that happens.
- When comparing yourself with another player, the team pets showed up without their auras, both sides' auras now render in the comparison screen.
- The error screen was drawn at a fixed desktop size, so on shorter windows its lower part and buttons could get cut off. It now fits any window size.
- On the Time Rewards screen the day medallions sat to the left of the vertical rail line; they now sit centered right on the line.
- A few Hero Academy lessons showed the wrong count in their title (e.g. "Fabricate 3 Wiring Coils" but it completed at 2): 5 lesson titles now match their real objective exactly.
- If your colony shared a coordinate with a stripped wreck, docking there showed an empty pilot list for 90 seconds. An exhausted wreck no longer counts as a live node, so the roster shows up as it should.
- One-time packs (the Starter Pack and the Magic Hollow Pioneer) now truly stay one-time. Previously, if that pack's moment ever triggered a second time on your account (for example when you climbed back through the same level after a Paradox), the discounted pack could be sold to you again, even though it was announced as a single limited purchase. Now a second attempt simply says "already purchased" and charges you nothing. Nothing was ever wrongly deducted from your balance; your original purchase and everything it delivered are untouched.
- Redeeming a code with a broken pet reward used to burn the code without giving you the pet. Now nothing is spent. The code stays yours and works once it's fixed.
- Adding a pet to a trade while some copies were listed or locked in another trade sometimes showed only "Something went wrong". The reason is now stated clearly.
- A colony's oldest chat message (and some join/donation rows) showed a generic, blank-looking placeholder icon instead of a real profile picture. These rows now display a proper avatar, just like every other message.
- Donating materials in colony chat could show a broken image where your profile picture should be. A real avatar now always appears.
- Small donation lines in colony chat showed an unnecessary "@" next to the donor's name. It now displays just the name, matching every other message in the feed.
- In colony chat's gem donation panel, the small icon that reflects your donation tier showed a generic chat-bubble or plain globe glyph on some tiers instead of the game's own art. It now shows proper Time Heroes iconography at every tier.
- The close button on the colony member-list panel was small and read like a bare icon. It is now larger and looks and responds like a proper button.
- Finishing an Uzay Savaşı run and immediately starting another could carry a leftover banner from the previous run onto the new one. Those banners are now cleared when a run ends.
- The faction crest and module-slot initials in Uzay Savaşı rendered a dotless "I" where Turkish needs an "İ". Initials now render correctly.
- The Nest's Rainbow and Shiny/Golden chance descriptions were leaking the English word "coin" into Turkish text, now they correctly say "altın"; the Rainbow chance's name was also made consistent with the other rare variants.
- In the shop, the "Personalize" section mascot (the fox) was downloading at desktop size on phones, the huge desktop image was mistakenly used for mobile too. It's now a proper phone-sized image, so the shop loads faster.
- On the Ascent (XP sources) screen, "Donate Materials" and "Use Potion" showed the wrong icons, one was gems, one was a brewing cauldron. They now show the correct icons: an ingot and a lucky potion.
- When TimeBot couldn't help, it pointed you to "Be One" by its old name. It now suggests the network by its right name, Lifeguard.
Rewards
- The Day 1 opening reward in Time Rewards was too weak (150 gold + 1 gem). The first reward on Day 1 is now a guaranteed "welcome" gift. A handful of gold + 10 gems. The lowest reward tiers were also nudged up, so no more tiny "1 gem" payouts.
- Your first Time Star pack now delivers double the stars: once per account, on whichever pack you pick. You pay exactly the listed price; the stars are doubled.
New-Player Experience + Research & Syndicate (Beta)
New Features
- New-player experience rebuilt, The intro cinematic, first steps and guide flow were redesigned; getting into the game is far smoother.
- The guide now holds your hand, Auto-hatch, the golden machine and objective hints show up step by step, at the right moment.
- We started rebuilding the mobile experience, We're reworking the game for phones. Still polishing, but the first pass is already much better.
Changes
- Bonus pet XP now comes from Research, To earn the extra XP from hatching, unlock the matching research in the Lab.
- Syndicates unlock earlier, They now appear right alongside your first iron steps, early in the game.
Bug Fixes
- Egg hatch scene was going dark, The scene now stays visible to the end at every rarity.
- The Farm Frenzy wheel overflowed at high numbers, fixed, rewards are now clean every time.
- Dream Garden auto-collect sometimes stalled, its pacing is fixed.
Improvements
- Rewards waiting for you (Paradox, Supernova, a new patch note) are now hinted with a small trail in the top corner.
- The update screen and Player Hub were redesigned, cleaner and easier to read.
- Patch notes now show in your game language: English players read English, Turkish players read Turkish.
