Rocket Crew news: versions 0.50 to 0.59

What each version of the game brought, the newest first.

Version 0.59.3: The coin, also in the collection

  • The things of the collection that are unlocked with coins carry the coin of the game, the same on every phone, and not one that some phones drew as a grey disc. So do the guides.

Version 0.59.2: A letter of its own

  • The game has its own letters: Fredoka, round and thick, for the titles, the name of the rocket and the big numbers, and Nunito for the rest of the text. They come with the game and look the same on every phone.

Version 0.59.1: The door, on the last cabin

  • The door of the cabin is only drawn on the cabin at level 5, the one that flies, in every model.

Version 0.59.0: Collectibles for coins

  • 8 colours and 8 profile icons join the collection that the laboratory never finds: they are only unlocked with coins, from 500 to 8000 depending on their rarity. They carry a 🪙.
  • Each category of the collection is now a tight grid that fits on a phone, with marks for what is yours, locked, worn or got with coins or on the Moon, filters (all, mine, missing, where from) and, when you tap something, its sheet with what you can do with it.

Version 0.58.15: All aboard, through the door

  • Every cabin now has a door on the side of the tower, level with its upper arm. At a take-off it opens when the first of the crew goes up, they cross the arm and go in through it, and it closes once the last one is in.
  • The lift of the tower no longer comes down on whoever waits for it: they queue beside it and step in once it is down.

Version 0.58.14: The L2, a helium hauler

  • A new rocket model, the L2: a helium-3 hauler with a cluster of nozzles, pressure spheres, a cargo module and radiators instead of fins, with the cyan glow of the helium. Its five pieces are epic, found only in the laboratory of the Moon.

Version 0.58.13: The cabin goes back on the rocket

  • On the Moon and the planets after it, the cabin you landed in leaves the ground once the cabin of the new rocket is fitted (when its level 1 work is over): it is the same one, now on the rocket.

Version 0.58.12: Less helium on the Moon

  • On the Moon, 30 % of the price of parts and buildings is paid in helium-3, instead of 40 %: the rest in coins. Everything costs the same in total, but you wait less for the extractor.

Version 0.58.11: Coffee on the Moon

  • On the Moon, the hangar’s coffee machine is no longer half buried in the dust and the annex dome: it stands in full view on the front wall, left of the door, at every level.

Version 0.58.10: A wider view of the base

  • The view that turns round your base starts farther away, more so with a small rocket, so you see more of the base around it.

Version 0.58.9: Docking you can see

  • Docking: drag from anywhere in the box and the crosshair moves with your finger without being under it, its lines cross the whole box and a dashed ring around the port shows how far it still counts.

Version 0.58.8: Sound that comes back on iPhone

  • On iPhone and iPad, the sound comes back with your first touch after leaving the game in the background, also in the app on the home screen.
  • With the game in the background, it no longer shows up as playing at the top of the iPhone screen or on the lock screen.

Version 0.58.7: Your guest is on the way

  • When someone signs up with your invitation and has not verified their account yet, you get an email saying so: they will join your base as a worker once they verify it from their inbox.

Version 0.58.6: Each part of the prototype in focus

  • Picking a part of the prototype now frames that part, as with the rocket, and rings it in gold, instead of showing the whole prototype.

Version 0.58.5: A P1 of its own

  • The P1 prototype no longer looks like the P2: it is now a retro rocket, with fins round its engine, a chequered tank and a curved (ogive) nose.

Version 0.58.4: Two prototype models

  • The prototype has two models, P1 (the one it always had) and P2, a capsule with clusters of nozzles, an eight-sided tank and, at the top level, an escape tower. Both are yours from the start: pick one for each part in its sheet, below the colour, and mix them as you like.

Version 0.58.3: Five new trials

  • The test flights have five new trials, thirteen in all: Engine rhythm (tap on every beat), Alarm panel (put out the red lights and leave the amber ones), Docking (keep the crosshair on the port as it drifts), Insertion window (fire the engine as the ship goes through the window of its orbit) and Panel cables (join each plug to the socket of its colour).
  • You can practise them now in the practice flights. The daily challenge draws them from challenge #10 (29 October) on, so that no day’s challenge changes halfway.

Version 0.58.2: A non-stop challenge, and a flight with more angles

  • Pass a phase and the camera cuts to the side, in slow motion, to watch the booster come off with a burst of sparks. Then each layer has its own shot: following the booster as it falls, from below, from above or wide. The trials are still played from on board.
  • The flame answers how you did: it flares white when you pass a phase (even more on a perfect one), and it coughs black smoke if you only just made it.
  • The daily challenge goes non-stop, with no buttons: each trial is told and starts by itself 3 seconds later, and a phase passed leads to the next 3 seconds later. No practice and no cashing in: it goes on until a trial is failed or the rocket reaches orbit. You can still practise and cash in on the practice flights.
  • The boosters look like part of the prototype rather than little rockets: slimmer, with a rounded cap and two clamps, and in the colours you painted it.
  • In the practice flights, before each trial you now have 30 seconds to read and practise it, instead of a minute; then it starts by itself.

Version 0.58.1: In space, only the first time

  • In the rankings, a rocket flying a route its player has already flown still shows its take-off, but afterwards it no longer says “In space”: the player is on the last planet they reached.

Version 0.58.0: New trophies

  • Six new trophies: In orbit, Perfect, Full stands, Treasures of the Moon, All lunar and Halloween 2026, which can only be won until 2 November.
  • Level and Builder have two more tiers each, Diamond and Stellar, for the ones who have made it to the Moon.

Version 0.57.5: Test flights without stopping

  • In test flights the rocket never stops: between trials it keeps climbing slowly, and it drops each booster without hanging in the air.
  • Less waiting between phases: the next trial is ready sooner after you choose to go on.

Version 0.57.4: The journey, only the first time

  • When a rocket flies a route its player has already flown, its take-off is still watched live, but afterwards visitors stay on the base of the last planet reached instead of seeing the whole journey again.

Version 0.57.3: Who is in space

  • In the rankings, a player whose rocket has taken off and not landed yet has their row framed by a quiet blue border, and it says “🛰️ In space”.

Version 0.57.2: Who takes off, at a glance

  • In the rankings, a player about to take off has their whole row framed by a beating border, amber, and red in the last hour, instead of a small light on their picture.
  • Their row says how long is left, “🚀 Takes off in 2:38:46”, and in the last hour its button becomes “🚀 Watch”, to go and see it.

Version 0.57.1: A Moon the size of the Moon

  • In the approach to the Moon, the Moon is now huge under the rocket: a wide horizon full of small craters, with the Earth rising over it, seen from any side you turn the camera.

Version 0.57.0: A journey you can look around

  • During the journey, drag the scene to turn the camera round the rocket, and pinch or use the wheel to get closer. A while after you let go it goes back to its shot.
  • More happens on the way: sparks from the engine, the first stage tumbling back towards the Earth, the Earth’s clouds, loose rocks, a satellite going by, craters with relief and the Earth rising over the Moon.
  • A new landing, 30 seconds long: the rocket brakes, lets go of everything but the cabin, and the cabin floats down under an orange and white parachute, with its shadow growing on the ground.
  • The ranking opens on Friends, and when you come back from visiting a base it is on the same list and at the same height you left it.
  • Workers who have just reached a new planet no longer walk on a pad or climb a tower that has not been built yet.

Version 0.56.55: Tidier on the phone

  • During a journey, the list of who is watching opens downwards on the phone, instead of hiding under the top bar.
  • The ranking takes less room on the phone: the button of a base you already visited today says “✓ Visit”, so names are no longer split in two.
  • During a journey you only hear the ship: the wind, the hammering and the welding of the base stay quiet until you come back.

Version 0.56.54: The journey on every screen

  • On the phone, the journey of a rocket shows it whole: no more giant rocket cut off at the edges with the Earth filling the screen.
  • When you visit a base whose rocket is travelling, the card of the scene sits at the top, with the clock and who is watching just under it.
  • On bigger screens the card of the scene no longer hides behind the panel of the base, and it never covers the nose of the rocket.

Version 0.56.53: The Moon, while a trip is under way

  • Fixed: with a second rocket in flight, picking the Moon (or another base) from the route took you back to the journey. Now you go to the base you picked.

Version 0.56.52: Version fix

  • The version shown on the web now matches the server’s.

Version 0.56.51: Treasures of the Moon

  • The Moon’s laboratory now finds things that only exist there, and you keep them on every base: 5 lunar colours (from regolith dust to glowing helium-3) and 4 profile icons.
  • A legendary ecosystem for the Moon: Earthrise, with the Earth huge and blue rising over the grey horizon.
  • The L1, a lunar rocket model: a landing nozzle, gold foil, triangular windows, a docking port and landing legs instead of fins.
  • Base decorations, a new collection: bootprints, a satellite dish, a lunar rover, a flag planted with your own flag and a descent stage. Each has its own place in your Moon base; put them there or take them away from the collection.
  • The collection only shows what belongs to the planets up to the base you are on: from the Earth, nothing of the Moon.

Version 0.56.50: A quicker start, and a soft landing

  • The first guide is much shorter: 12 steps instead of 55, only to build your prototype and make its first flight. Its parts are assembled in a few seconds, and you will find the rest of the game as you play.
  • When a test flight ends under its parachute, the rocket no longer seems to blow up: the striped parachute opens, the rocket comes down whole, swinging, and you watch it land on its test pad.
  • New sounds: a chime for every trial passed, a parachute that sounds like cloth, and a fanfare when the prototype’s first flight is done.

Version 0.56.49: A laboratory on each planet

  • Each base’s laboratory now keeps its own researches: researching on the Earth no longer stops you from building the Moon’s laboratory, nor takes up its places. Results are looked at from the base where they were researched.

Version 0.56.48: Inside, shaking

  • Right after the take-off looks down at the base, it cuts to two seconds inside the cabin, shaking hard with the engine, before the climb.
  • The crew now lie back in their seats, looking up at the nose of the rocket, as real astronauts do on the way up.

Version 0.56.47: More fire, more smoke

  • The take-off has a much bigger flame: it lights up a moment before zero, opens up at the take-off and spreads in a ring of fire over the pad.
  • Much more smoke: a big cloud rolls over the ground, lit orange by the flame, followed by a thick column and the trail in the sky. Less on devices that struggle, so the game stays smooth.
  • The shot of a visitor now cuts straight to the back of the visitors’ stands, with the crowd below and the rocket rising over them.

Version 0.56.46: Keeping an eye on the economy

  • Behind the scenes: the game now keeps count of the coins and helium-3 it hands out and that players spend, so prices can be tuned with data, and watches for signs of cheating.

Version 0.56.45: The countdown in one line

  • On a computer, the countdown to the take-off of a base you visit now fits in one line at the top, with the time still in big.

Version 0.56.44: The take-off from the stands

  • On a base you visit, the countdown to its take-off is amber, and red in its last hour. On the phone, the clock and who is watching move down to the corners, just over the card, and let the landscape show through.

Version 0.56.43: Take-offs in the rankings

  • In every ranking, a player with a take-off counting down has a small light beating at the corner of their icon: amber, and red in the last hour. Hover it to see when they take off.
  • The countdown of your trip under the route ribbon turns red in the last hour.

Version 0.56.42: Stars in an arch

  • The stars of your level badge are now small and go in an arch over its ring, one more for each stop of the route you complete: all nine of the route fit.

Version 0.56.41: More in the route ribbon

  • The route ribbon now says, on the planet you are at, the day of the station and how far its base is from everything at its maximum, with a ring that fills; the names of the other stops show in full whenever they fit.
  • The clock leaves the ribbon for a corner of the scene, small and see-through, with who is looking at your base in the other corner.
  • Your level badge fills its ring as the next level comes: on the phone it takes the place of the thin bar under your name.

Version 0.56.40: A red share button

  • In the strip of the trip, the Share button is now red and sits right next to the text, instead of yellow at the far end.

Version 0.56.39: Every take-off, live

  • When a rocket takes off from a base that is not the last planet reached (a new rocket from the Earth to take three more), a minute before the take-off the page of the base switches to that base, so visitors watch it live with the owner.

Version 0.56.38: The trip strip on computers too

  • On a computer the trip now has the same strip as on the phone, under the route ribbon: where it goes, the time left, the button to share it and a line that fills as it goes.

Version 0.56.37: The guide shows you where things are

  • In the guide, when a part of your prototype starts being built, and before you collect the solar panels and the fuel, the camera goes there for a moment with nothing in the way, so you see where it is on your base.

Version 0.56.36: Ecosystems of the Moon

  • Each planet now has its own ecosystems. The Moon brings four: Sea of Tranquility (the one every Moon base starts on), Lunar highlands, Polar crater and a secret one.
  • The ecosystems of a planet are studied in the laboratory of your base there, and worn from that base. The Earth keeps its own, and yours stays as it was.

Version 0.56.35: Stands within reach

  • The visitor stands ask for fewer visits to grow: 3, 8, 20, 45 and 100 in all for each level (before, 3, 10, 25, 60 and 125).

Version 0.56.34: The space route

  • The route between planets is now called the space route: its stops are planets, moons and dwarf planets.

Version 0.56.33: An even shorter card

  • On the phone, the card of a base you visit is shorter still: the notice of your visit is one thin line, being friends is a 🤝 beside the ranking, and the phrase of the commander goes in its own row.

Version 0.56.32: More base, less card

  • On the phone, the card of a base you visit is shorter: the trophies of its commander go in one line of their own, and the notices take fewer lines.

Version 0.56.31: Everyone sees your prototype

  • Whoever visits your base now sees your prototype on its test pad, as you do, even before you build the pad.
  • A trial can only be saved as it can be played: nothing of the rocket or the base before the first flight of the prototype.

Version 0.56.30: Your visits on every planet

  • The visit counter by the stands is now on the base of every planet, not only on the Earth, with the total of your rocket.

Version 0.56.29: A prototype on every planet

  • Each planet has its own prototype: on the Moon and the planets after it, it starts from nothing and is built there, with its engine, tank and fuselage.
  • As soon as you pay for its engine, the test pad shows up on that planet.
  • To fly there (the test flights and the daily challenge) you need the prototype of that planet with its three parts, as on the Earth.

Version 0.56.28: A whole rocket on every planet

  • On a new planet, the parts of the rocket you are building no longer look hollow or cut from above or behind when there is nothing on top of them yet (the A2 tank, and the cockpits from below).

Version 0.56.27: Each stop where you tap it

  • On the map of the route, tapping the name of a stop (not only its icon) takes you to it: before, tapping the name of the Moon could take you to the Earth.

Version 0.56.26: More of the journey on the phone

  • On the phone the card of the journey is now two short lines (scene, destination, time left and the way back), so the scene shows almost whole; tap the title to read the story and see who is on board.

Version 0.56.25: A winding route

  • On the map of the route the stops are no longer evenly spaced in a line: the way winds, and each stop is about as far from the next as it really is, a moon close to its planet and the planets far apart.

Version 0.56.24: The map of the route

  • The ten stops of the route are now on its map instead of a list: it opens zoomed in on where you are and the next stop, you zoom with + and −, and you move it by dragging it.

Version 0.56.23: The ten stops of the route

  • The route now has ten stops in the Solar System, planets, moons and dwarf planets, and each one shows when you land on the one before. The ribbon says which stop you have got to (2/10) and the page of the route lists all of them, with the ones still to be discovered as empty places.

Version 0.56.22: Each planet, a step further

  • The game now grows the same way from planet to planet: each one costs 2.5 times as much as the one before, its works last 1.5 times as long and it produces twice as much. On the Moon, besides the workers, the solar panels now give twice as many coins, each visit to the base gives twice as much and its hangar holds twice as much.
  • Each take-off already made from a base now also makes the next take-off from it dearer, as it already did its rocket (×1.5 each time, up to ×5).

Version 0.56.21: Inside the cabin

  • The climb of the take-off now goes inside the cabin twice, for a few seconds: there are three seats, one ahead and two behind, each with its console and screen, with the workers who travel in their suits; the camera is to one side and, at the back, a small round window shows the sky of the height they are at. The first time everything shakes; the second, already in space, it is quiet and a pencil floats by.

Version 0.56.20: Share your take-off

  • There is now a Share button for the trip: right after you program the take-off, in the strip of the trip on phones and in the card of the trip on the route page. What goes with the link follows the state of the trip: the day and hour while it is far, the minutes left when it is close, “taking off now” and, in flight, how long is left to land.

Version 0.56.19: The guide to sharing, up to date

  • The guide to sharing your base says when it was last updated: today, with the new name of the Rocket tab.

Version 0.56.18: The sound comes back

  • Coming back to the game after leaving it in the background, the sound works again at once: on a computer by itself, and on a phone with the first touch, the ambience and the music included. Before, it could stay silent for a while.

Version 0.56.17: Braking over the Moon

  • In the fourth scene of the trip, the approach, the rocket now comes down on the Moon tail first, nose up and braking with the flame of its engine towards the craters (before, the flame came out of the nose), and it is closer and clear of the text, on phones and on computers.

Version 0.56.16: The Rocket tab

  • The “My rocket” tab is now called “Rocket”, in the bar and in the help that points to it.

Version 0.56.15: A fix for the demo

  • Internal fix: the demo of the game stores the take-offs of a base in its own way again, so the build goes through.

Version 0.56.14: Tabs that open where you want

  • The Ranking tab now opens on your crew (on the global top for someone just trying the game), and the Activity tab always opens on My base (before, it remembered the last half you used).

Version 0.56.13: The trip strip on phones

  • On phones, the trip no longer squeezes the top bar into two lines: it has a thin strip of its own under it, with the time left to the take-off or the landing and a line that fills as the trip goes on. Touch it to see the journey.

Version 0.56.12: Building the rocket again

  • After a take-off the base stays without a rocket, and the one you assemble next is now seen while the trip lasts (before, its parts were hidden). Each take-off from a base makes the parts of the next rocket 1.5 times dearer, up to 5 times.

Version 0.56.11: A look up from on board

  • Halfway through the climb of the take-off to the Moon, as it goes into space, the camera is on board for a few seconds, looking up at the nose and the stars, so the climb is not one long shot and what is up there does not appear out of nothing.

Version 0.56.10: A longer take-off

  • The take-off to the Moon goes on for a minute more: after looking down at the base, the camera flies beside the rocket, as on a test flight, up through the mesosphere and the thermosphere into space, until it fades to black. The shots no longer cut: the camera flies from one to the next, the rocket in the middle of the picture, and the engine sounds louder. At the very end the camera stays behind and watches it go.

Version 0.56.9: One phase per booster

  • Each booster takes the prototype up one phase: a flight climbs as many phases as it has boosters, and only with 5 or more does it reach orbit. Without boosters it does not fly: upgrade a part of the prototype to strap on the first one.
  • When the prototype reaches orbit by passing the last trial, the boosters it still has come off one after another, and it leaves on its own engine.
  • The prototype’s first flight does not reach orbit: it stays in the third phase and, once its last trial is passed, its parachute opens and it comes down.

Version 0.56.8: Boosters for the prototype

  • Every upgrade of the prototype straps one more booster on, up to six with every part at level 3. You see them on the test pad and they burn in the flight, dropping off one by one as you pass each phase. A part’s sheet tells how many you have and how many the upgrade adds, next to the flight bonus.

Version 0.56.7: Pay, and it gets built

  • When you pay for any upgrade (a part, a building or an extra, on any planet), your best free worker goes to it at once: no more tapping “Assign” afterwards. With nobody free, the work waits for one as before.

Version 0.56.6: The prototype comes first

  • Until the prototype’s first flight, it is the only thing to buy, with the guide or without it: its engine, tank and fuselage, once each. Its next levels, the base, the extras and the laboratory wait for that flight, and the daily missions ask for nothing else.
  • In the first guide, when it is time to pay for a part or give it the worker, the finger is on the button and only the button responds: tapping the rest of the card no longer opens its sheet and leaves the guide behind.

Version 0.56.5: Security update

  • The game runs on the latest Node.js security release and on updated libraries and web server. Nothing changes in how you play.

Version 0.56.4: The base never stays blank

  • Coming back to “My rocket” from another tab, or opening a base, shows the loading rocket until the base is drawn, instead of a still, empty screen.

Version 0.56.3: The countdown, the right size

  • The countdown to a friend’s take-off is back to its box with the time in big on computers, and a little larger on phones.

Version 0.56.2: Live, like a stream

  • Who is watching a base is now shown like in live streams: a person and the number, in red.

Version 0.56.1: A countdown that lets you see

  • On another player’s base, the countdown to their take-off is now one thin line right under the clock, so the rocket can be seen.

Version 0.56.0: Who is watching

  • Beside the clock, an eye says how many others are looking at the base right now. Touch it to see who: the players by name and the rest counted together.
  • The countdown of a take-off says how many are waiting for it, and how many are watching it.

Version 0.55.2: A quieter new level

  • A new level no longer takes the middle of the screen: a small card comes in beside your badge, top left, with the badge of the new level, its number rolling up and a few sparks. When it brings a new rank, it says so.

Version 0.55.1: The rocket that waits with you

  • Every wait of the game (opening it, your base, a friend’s base, the scenes, the rankings, the community) shows the rocket of the logo floating, with its flame and a planet going round it.

Version 0.55.0: Your notifications, your way

  • In Profile → Notifications you choose, by category, what reaches your phone and what reaches your email. Nothing goes by email unless you turn it on.
  • When a friend is about to take off for a planet they had never reached, you are told 2 minutes before, so you can go and watch it live.
  • The result of the daily challenge now reaches your phone too, without opening the game.

Version 0.54.0: The game on your phone

  • On your second day of play, a card offers to install the app and turn the warnings on, with one button that does the next step: two taps at most.

Version 0.53.5: Works with a limit

  • A worker shortens works by 1 % per level up to level 20, then half a point per level, up to 40 %. With the control center at its top, a work is shortened by 65 % at most.

Version 0.53.3: Golden coins everywhere

  • The prizes of the daily challenge ranking and the entries of Activity show the game’s golden coin, instead of a grey disc on some phones.

Version 0.53.2: Missions with a challenge

  • The test flight mission is now “Play the daily challenge”: any result counts. A test flight no longer counts for the missions.
  • The chest for finishing every mission of the day is now called the reward.

Version 0.53.1: A card with your rank

  • The picture that goes with the link of your base has a new look: it takes the colour of your rank, shows your level badge as in the game with your rank beside your name, your workers and visits with their icons, and a brighter button to visit you.

Version 0.53.0: Higher ranks, harder earned

  • From level 25 on, each level asks for more experience than the one before, and more each time: level 26 starts at 1,876 XP, 38 at 4,816 and 50 at 11,083. Up to 25 nothing changes, and nobody loses a level they had reached.
  • The level badge takes the colour of your rank, from slate for a Cadet to gold for a Lord of the Galaxy. The highest ranks shine, and Cosmic Legend has a rainbow ring that turns. The ranks guide shows every colour.

Version 0.52.6: No more gusts, and your own time

  • The gust of wind trial is gone: each flight draws its five trials from the other eight. The daily challenge loses it from tomorrow’s on.
  • When the game says something comes back at the change of day (the visits, the missions, the daily challenge), it says it in your own time instead of 00:00 UTC.

Version 0.52.5: A card worth visiting

  • The card of a base you visit has a new look: the commander up front, the place in the ranking as a medal, the figures in one bar with their icons, and a clearer button to build your own rocket. It takes no more room than before.

Version 0.52.4: Coffee, properly drunk

  • The workers hold their coffee at the chest and bring it up to their mouth for a sip, each at their own pace, instead of raising their arm over their head.

Version 0.52.3: A steady hangar

  • The foot of the hangar walls no longer flickers where they meet the ground, on the Earth and on the Moon.

Version 0.52.2: First steps, in the right order

  • The first-steps guide now follows the real order of the game: the prototype and its three parts, its first flight, and then the real rocket.

Version 0.52.1: The level, explained

  • The first-steps tour has a new step about your level: everything you do gives experience, and filling the bar takes you up a level.
  • The workers screen and the guides no longer tie a worker’s level to their rocket: it is their player level, the one their experience gives.
  • The guides say where the ranks really come: Admiral before you finish the Earth, and Fleet Admiral on the Moon. The level trophy is now just “Level”.
  • The first-steps guide starts with the prototype, which is what you build first.

Version 0.52.0: Your place among your own

  • On a phone, the Ranking tab at the bottom shows your place among your crew and your friends next to its name (Ranking #3); the number of workers goes the same way next to Team, so neither looks like an alert.
  • The place that was in the top bar goes away and the bar is lower, leaving more room for the rocket; tap the level badge to see your figures.

Version 0.51.1: Tidier top bar on phones

  • On a phone, the number of workers moves from the top bar to the Team tab at the bottom, as a quiet counter on its icon; its alerts stay where they were.
  • On a phone, the clock sits in the middle of the route bar whenever there is room for it.

Version 0.51.0: Six new ranks and a star for every planet

  • Admiral is no longer the end: Grand Admiral (38), Fleet Admiral (50), Star Commander (63), Star Marshal (75), Lord of the Galaxy (100) and Cosmic Legend (125).
  • Your level is now a badge: the game’s icon with a gold star over it for each planet your rocket has taken off from, and the number under it.
  • Beside it, your rank, the experience bar and the level your next rank comes at. On a phone, the badge sits next to your rocket’s name, with a thin experience bar under it: tap the badge to see your rank.
  • The guides explained the level the old way, as 25 per planet: they now say it comes from your experience.

Version 0.50.0: Experience and levels

  • Everything you do now gives experience (XP): every upgrade by its price and its time, every research by its rarity, and visits, harvests, missions and flights up to a limit a day.
  • Your level comes from your experience: a bar shows how much is left to the next one, a «+XP» pops up whenever you earn some, and a new level is celebrated.
  • Nobody goes down: you were given the experience of everything you had built, and never less than your level asked for.

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