News
News from building Nova Protocol
One post per release, in the spirit of Factorio's Friday Facts - candid about what shipped and why, with the highlights, screenshots, and the occasional video. Patch releases fold into their feature post; for the terse, complete list of every version see CHANGELOG.md.
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v0.12.0 - Build the mission
The editor holds the whole mission and saves it as a mod, every key and pad button rebinds from Settings, and combat learns it happens in a vacuum.
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v0.11.0 - Ships come apart
Ships wear damage and tear into wrecks, every round and torpedo gets a readable purpose, derived skins give hulls four identities, the editor becomes visual, and bullets leave the physics world.
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v0.10.0 - Nova demonstrates itself
Nova gains proof-bearing automated runs, semantic ship parts with explicit structural mates, typed scenario lifecycle edges, reproducible captures, and clearer ownership throughout the engine.
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v0.9.0 - Cockpit and command
The cockpit becomes a NOVA OS ship computer: a phosphor CRT terminal with command output, apps, sound and power controls. Combat gets allegiance markers and neutralized ships, scenarios browse by campaign, and the website adopts the same phosphor skin.
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v0.8.0 - The campaign finds its voice
The base campaign is finished and learns to talk - two new chapters close the arc and the whole mainline breathes between beats. The Ledger mod grows a stealth run, a forking finale and a reward chapter, Gauntlet becomes a time-trial, and the new nova_probe run-harness verifies a playthrough is still correct.
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v0.7.0 - A game you can win or lose
Scenarios can declare victory or defeat, a second base chapter and a full campaign mod land, fights get smarter with cover and reloads and earned locks, RCS docking thrusters arrive, and a real Settings menu ships.
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v0.6.0 - Mods over the wire
A static mod portal and an in-game Explore online tab install and update mods over the wire, dependencies resolve end to end, a Scenarios picker lands on the main menu, and particles return to the web on WebGPU.
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v0.5.0 - Lock, look, and a front door
Passive targeting gives way to deliberate radar locking with a live viewfinder and kill cam, the Shakedown Run teaches the first minutes, typed damage arrives, and the game gets a menu and a home on the web.
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v0.4.0 - The flight toy learns to fight
Guided torpedoes, a targeting arc, turret auto-aim, a faction model, an AI wave that fights back, and the first audio and combat juice.
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v0.3.0 - Where and when it hurts
Zone lifecycle events for richer scenarios, the torpedo bay with area-of-effect blast damage, per-section health, and sharper shaders - then the Bevy 0.19 jump in 0.3.1.
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v0.2.0 - A reason to fly
A data-driven events and queue system, the first scenario and modding capabilities, and procedurally destructible asteroids. Video devlog included.
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v0.1.0 - A cube learns to fly
Where it started: thruster-driven modular ships, PD-controlled steering, turrets that shoot, and sections that shatter into chunks. Video devlog included.