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<rss version="2.0"><channel><title>Beyond Aphelion &#x2014; A Subspace Legacy Latest Topics</title><link>https://www.ssforum.net/forum/548-beyond-aphelion-%E2%80%94-a-subspace-legacy/</link><description>Beyond Aphelion &#x2014; A Subspace Legacy Latest Topics</description><language>en</language><item><title>Physics Recalibration + Continuum Controls + Zone Presets</title><link>https://www.ssforum.net/topic/27902-physics-recalibration-continuum-controls-zone-presets/</link><description><![CDATA[<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
	<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;"><u><strong>Major update</strong></u> (Videos on discord) — Ship physics now feel more authentic to the original game, every key binding mirrors Continuum's defaults (changeable in options), and the zone editor gets a full preset save/load system.</span>
</div>

<div style="border:0px;font-size:16px;padding:0px;text-align:left;vertical-align:baseline;">
	<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;">
		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">Physics Overhaul</span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• Corrected the SS→BA conversion factors. • Validated against dotproduct (1:1 SS physics) and Continuum binary analysis </span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• All 8 hull classes recalibrated: speed, thrust, gravity, gravity_top_speed, burst_speed • All SVS variant blocks updated </span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• Weapon speeds recalibrated across all 6 weapon types • Ships should now feel like actual Subspace/Continuum movement</span>
		</div>
	</div>

	<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;">
		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">Continuum-Mirror Keybindings</span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• Every key now matches the Continuum client's default keyboard layout </span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• Home=Stealth, Shift+Home=Cloak, End=XRadar, Shift+End=AntiWarp </span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">F3=Rocket, F4=Brick, F5=Decoy, F6=Thor, Shift+Delete=Burst </span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• Shift+Ctrl=Repel, Shift+Tab=Mine, Delete=Multifire </span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• [/]=Cycle consumables, Backspace=Camera reset • Tutorial overlay and HUD updated to show all new bindings </span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• Veterans can drop in and their muscle memory works instantly</span>
		</div>
	</div>

	<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;">
		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">Zone Preset System</span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• Save current zone config as a named preset (Ctrl+N) • Browse and load presets (Ctrl+P) • Import/export presets as .toml files for sharing (Ctrl+I/Ctrl+E) • Delete, rename presets from the browser </span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• Title bar shows active preset name or [Custom] if modified • Share your zone configs with other players</span>
		</div>
	</div>

	<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;">
		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">Also in this build</span>
		</div>

		<div style="border:0px;font-size:0.875rem;padding:0px;vertical-align:baseline;text-align:center;">
			<span style="border:0px;font-size:14px;padding:0px;vertical-align:baseline;">• SVS is the only reference source for ship values for testing physics. </span>
		</div>
	</div>
</div>

<div style="border:0px;font-size:16px;padding:0px;vertical-align:baseline;text-align:center;">
	<span style="border:0px;font-size:0.75rem;padding:0px;vertical-align:baseline;">Beyond Aphelion v0.5.2 </span>
</div>

<div style="border:0px;font-size:16px;padding:0px;vertical-align:baseline;text-align:center;">
	 
</div>

<div style="border:0px;font-size:16px;padding:0px;vertical-align:baseline;text-align:center;">
	<span style="border:0px;font-size:0.75rem;padding:0px;vertical-align:baseline;"><a href="https://discord.gg/XUWxsvDPmd" rel="external nofollow">https://discord.gg/XUWxsvDPmd</a></span>
</div>
]]></description><guid isPermaLink="false">27902</guid><pubDate>Fri, 03 Apr 2026 11:25:57 +0000</pubDate></item><item><title>Beyond Aphelion - What is the game?</title><link>https://www.ssforum.net/topic/27900-beyond-aphelion-what-is-the-game/</link><description><![CDATA[<p>
	<strong><span style="font-size:16px;">Beyond Aphelion — A Subspace Legacy</span></strong>
</p>

<p>
	Carrying a torch forward in a collective vision. Built from scratch in Rust.
</p>

<p>
	<strong>What is it?</strong>
</p>

<p>
	A spiritual successor to Subspace/Continuum. Same physics DNA — discrete 40-step rotation, 80-step rotation for large ships, axis-separated wall collision, gravity deceleration per hull, values pulled from .conf files and validated against 40 client. Arrow keys + ctrl. No WASD. If you've flown in SS, you already know how to fly here.
</p>

<p>
	<strong>What's playable right now?</strong>
</p>

<p>
	<u>Ships &amp; Combat</u>
</p>

<p>
	8 hull classes, 28 variants — each with unique stats from TOML config<br />
	All original ships from subspace.so that is even more ships.<br />
	Bullets, bombs (per-hull bounce count), burst lasers (wall ricochet)<br />
	Double barrel, multifire spread<br />
	Cloak, Stealth, XRadar, AntiWarp — per-hull energy drain<br />
	Repel — deflects projectiles and bombs<br />
	Strafing, cruise mode, docking<br />
	 
</p>

<p>
	<u>Enemies</u>
</p>

<p>
	9 types with boids flocking behavior<br />
	Chase, converge, rally when sectors clear<br />
	Deployable turrets with configurable ranges
</p>

<p>
	<u>World</u>
</p>

<p>
	Galaxy map with sector-to-sector warping<br />
	Conquest — destroy stations, claim sectors<br />
	Frontline war with counterattack waves<br />
	Galaxy simulation — sectors fight each other off-screen
</p>

<p>
	<u>Editor</u>
</p>

<p>
	In-game sector editor<br />
	.lvl import — fly your old Subspace maps<br />
	All tuning in TOML files, just like .cfg
</p>

<p>
	In game config editor.;
</p>

<p>
	<u>Multiplayer</u>
</p>

<p>
	TBA 
</p>

<p>
	Single player is the zone editor. Build sectors, place enemies, tune your settings. Multiplayer is the game. Fly what you built with other people.
</p>

<p>
	I am back in school currently for computer science. I have 2 other silent partners helping develop as well in their spare time. 
</p>

<p>
	More updates coming. Happy to answer questions.<br />
	<br />
	Come join our discord. <a href="https://discord.gg/XUWxsvDPmd" rel="external nofollow">https://discord.gg/XUWxsvDPmd</a>
</p>
]]></description><guid isPermaLink="false">27900</guid><pubDate>Sun, 29 Mar 2026 00:23:48 +0000</pubDate></item><item><title>Beyond Aphelion 2026 roadmap - Website online -</title><link>https://www.ssforum.net/topic/27901-beyond-aphelion-2026-roadmap-website-online/</link><description><![CDATA[<p>
	<u><strong><span style="font-size:16px;"><a href="https://beyondaphelion.com/" rel="external nofollow">www.beyondaphelion.com</a></span></strong></u>
</p>

<p>
	Beyond Aphelion — Development Roadmap 2026<br />
	Tracking every feature — built, in progress, and planned. Beyond Aphelion is a 2D space combat game carrying the legacy of Subspace/Continuum into the modern era.
</p>

<p>
	<br />
	✓ = Done  →  = In Progress  ○ = Planned
</p>

<p>
	PHASE 1 — Ship Systems &amp; Physics  ✓ COMPLETE
</p>

<p>
	✓ 8 hull classes — Scout, Fighter, Frigate, Destroyer, Cruiser, Battleship, Carrier, Capital<br />
	✓ Subspace-authentic rotational thrust (not WASD)<br />
	✓ Discrete 40-step rotation (9° per step, matching Continuum)<br />
	✓ Per-hull gravity deceleration toward top speed<br />
	✓ Axis-separated wall collision (slide along walls, not stick)<br />
	✓ Cruise mode with energy drain<br />
	✓ Strafing (Z/X keys)<br />
	✓ Afterburner — Shift held for 1.5x thrust/speed, drains energy<br />
	✓ Docking system (F dock at stations, G undock)<br />
	✓ Unified energy pool — weapons, abilities, cruise share one bar<br />
	✓ Per-hull energy recharge rates and max energy<br />
	✓ 6 upgrade tiers (engine, shield, armor)<br />
	✓ Ship hangar — own up to 8 ships, switch while docked
</p>

<p>
	PHASE 2 — Weapons &amp; Combat  ✓ COMPLETE
</p>

<p>
	✓ 6 weapon types — Laser, Plasma, Railgun, Missile, Ion Cannon, Flak<br />
	✓ Mk1 / Mk2 / Mk3 weapon tiers with damage/speed/range scaling<br />
	✓ Hardpoint-based weapon mounting (per-ship turret configs)<br />
	✓ Double barrel fire mode (per hull)<br />
	✓ Multifire spread shots (configurable angle per hull)<br />
	✓ Bouncing bullets off walls (per-hull bounce count)<br />
	✓ Bomb system with configurable bounce count<br />
	✓ Bomb shrapnel on detonation (24–70 fragments per hull)<br />
	✓ EMP bombs — energy drain + engine shutdown<br />
	✓ Mine laying (reverse thrust + Tab, per-hull limits)<br />
	✓ Deployable turrets with tier scaling<br />
	✓ Brick walls — temporary obstacles blocking ships and projectiles<br />
	✓ Repel — deflects projectiles and bombs<br />
	✓ Safe zones — tile-based invulnerability, 3x energy recharge
</p>

<p>
	PHASE 3 — Abilities &amp; Items  ✓ COMPLETE
</p>

<p>
	✓ Cloak — invisibility toggle, per-hull energy drain, disrupted by damage<br />
	✓ Stealth — hidden from radar, per-hull energy drain<br />
	✓ XRadar — detect cloaked/stealthed enemies<br />
	✓ AntiWarp — prevent nearby enemies from warping<br />
	✓ Prize system — 6 powerup types spawn on enemy kills<br />
	✓ Weighted random prize selection, 30-second temporary buffs<br />
	✓ Consumable generators — auto-produce items over time<br />
	✓ Cosmetic engine trails — 14 effects (Inferno, Cryo, Plasma, Void, more)<br />
	✓ All balance values in game_settings.toml — zone owners tune everything
</p>

<p>
	PHASE 4 — AI &amp; Galaxy  ✓ COMPLETE
</p>

<p>
	✓ 9 enemy types — Aggressive, Defensive, Elite, Carrier, Bomber, Interceptor, Sniper, Support, Swarm<br />
	✓ Behavior-aware targeting (bombers prefer large targets, interceptors hunt small ships)<br />
	✓ Carrier fleet warp-ins (1 carrier + 10 escorts)<br />
	✓ Boids flocking for swarm drone formations<br />
	✓ Boss encounters<br />
	✓ Enemies rally to center when sector is cleared<br />
	✓ Hunt-down system — patrol centers drift toward player<br />
	✓ Off-screen galaxy simulation (sectors fight while you're away)<br />
	✓ Frontline war — counterattack waves from neighboring sectors<br />
	✓ Conquest — destroy all enemy stations to claim a sector<br />
	✓ Galaxy map with warp gate travel between sectors<br />
	✓ 6 enemy difficulty tiers with health/shield/speed scaling<br />
	✓ Station-based fleet spawning with configurable caps
</p>

<p>
	Currently In Progress
</p>

<p>
	MULTIPLAYER — Securing the Netcode
</p>

<p>
	✓ 60Hz tick rate, Subspace-style correction, projectile sync<br />
	✓ Trailing state anti-cheat, economy validation, warp validation<br />
	→ 2-client stress testing of all security systems<br />
	→ Server-validated hit detection<br />
	→ Server-validated health/shield tracking<br />
	→ Per-slot weapon fire refactor<br />
	○ Server browser / direct connect UI<br />
	○ Host your own zone from the in-game menu
</p>

<p>
	WEBSITE — beyondaphelion.com
</p>

<p>
	→ Account registration + login<br />
	→ Steam &amp; Google OAuth<br />
	→ Family pilot system (5 pilots per account)<br />
	→ Cosmetics store with Stripe checkout<br />
	→ Player moderation (bans, warnings, reports)<br />
	○ Live server status widget<br />
	○ Leaderboards + match history<br />
	○ Stats API
</p>

<p>
	3D VISUALS &amp; AUDIO
</p>

<p>
	✓ Render-to-texture 3D ship proof of concept working<br />
	→ Expand 3D models to all 8 hull classes<br />
	○ 3D turret weapons on ship models<br />
	○ Toggle 2D sprites vs 3D models<br />
	○ Roll/bank animation on 3D ships<br />
	○ Sound effects (weapons, explosions, engines, shields)<br />
	○ Music (ambient + combat tracks)
</p>

<p>
	What's Coming Next
</p>

<p>
	ZONE SHARING
</p>

<p>
	○ Embed sector editor into main game<br />
	○ Embed ship designer into main game<br />
	○ Zone bundle export — package your zone as a shareable file<br />
	○ Zone import — load and play someone else's zone<br />
	○ Community zone gallery / browser
</p>

<p>
	GAME MODES &amp; SYSTEMS
</p>

<p>
	○ Flag / Capture the Flag<br />
	○ Team &amp; frequency system<br />
	○ Bounty system — accumulate on kills, lose on death<br />
	○ Wormholes &amp; portals with gravity wells<br />
	○ Timed door system<br />
	○ Rocket consumable<br />
	○ Asteroid mining &amp; trade routes
</p>

<p>
	SOCIAL &amp; PROGRESSION
</p>

<p>
	○ In-game chat (public, team, private messages)<br />
	○ Friends list<br />
	○ Guild / squad system<br />
	○ Tech tree &amp; faction reputation<br />
	○ Missions &amp; contracts<br />
	○ Achievements<br />
	○ Ship skins, paint jobs, decals
</p>

<p>
	THE FINISH LINE
</p>

<p>
	○ Stable sessions without crash ( Doesn't crash now)<br />
	○ Full audio pass<br />
	○ Public alpha release<br />
	○ Community feedback cycle<br />
	○ Ongoing balance tuning<br />
	<br />
	<a href="https://discord.gg/XUWxsvDPmd" rel="external nofollow">https://discord.gg/XUWxsvDPmd</a>
</p>
]]></description><guid isPermaLink="false">27901</guid><pubDate>Sun, 29 Mar 2026 19:54:07 +0000</pubDate></item></channel></rss>
