We have noticed players' feedback about the issue of owned skins disappearing.
Our team is working intensively to address this and will release an update to fix it as soon as possible~
We kindly ask for your understanding if you’ve encountered this problem~
Our events are announced publicly—there is no malicious recovery of skins whatsoever.
We sincerely apologize for the poor experience caused by this bug!!!!
Reduced the chance of customers getting stuck at the coin laundry
Adjusted SFX for carpet's staff
Adjusted the coin laundry tier display in the Amazin app
Fixed miscellaneous bugs
The November Mega Feature Update is coming soon, bringing the biggest content drops yet to Pixel Starships 2. From new ships and weapons to epic encounters and visual overhauls, this update takes your interstellar command to the next level.
The galaxy just got bigger! Level 9 ships are now unlockable, offering expanded layouts, new grid slots, and unmatched power potential. With this tier comes the opportunity to push your fleet beyond anything seen before — prepare your crew for the new upgrade.

Arm your fleet with devastating new tech! The update introduces new weapons, including the Bomb Launcher — capable of raining explosive chaos across enemy decks. Experiment, strategize, and unleash mayhem in your next PvP or PvE battle.

Want to show off your tactical genius? You now can. The Showcase Replay System has been upgraded to highlight the top battles of the day, camera options, and new filters — perfect for reviewing the most glorious victories (or learning from epic defeats).
Exploration gets a major boost with the brand-new Planet Scanning System. Discover hidden resources, secrets, and events across the galaxy. Each scan brings the chance to uncover rare loot, alien tech, or new story fragments waiting to be found.
Beware the Guardians! Powerful new mini-bosses have emerged across the galaxy. These formidable foes guard valuable treasures and unique rewards — but only the bravest captains will survive their wrath.

Behind the scenes, we’ve rolled out massive performance updates, smoother framerates, and UI tweaks across multiple menus. You’ll notice cleaner transitions, faster load times, and a more responsive interface — plus a tonne of bug fixes to keep your journey seamless and stable.
🌌 Pixel Starships 2 continues to evolve thanks to your feedback and support. Jump in, explore the new systems, and push your fleet to the stars.
The November feature update is scheduled to go live in the next 2 weeks.
See you in the galaxy, Captain. 🛰
Changelog: Demo v0.105:
-Added a run key
-Added a swim down key (in addition to the key to swim up that was already in game)
-Added an unlimited air accessibility option. This option will let players explore freely underwater, down to any areas where their equipment is strong enough to handle the water pressure. This way, the players who activate the option will still progress through the regular storyline and equipment upgrade tree, without worrying about air capacity.
-Reworked the in-game cursor to use a UI image instead of the Unity cursor system. This should solve cursor issues that some players experience after alt-tabbing back in game.
-Added a "Save Game" button in the Pause menu that works anywhere on land, in addition to still being able to save at the campfire.
-Added distant fog
-Added volumetric clouds
-Enabled transferring from storage to inventory (and vice versa) with a single click
-Increased size of item tooltip text
-Added quick movement acceleration instead of starting to move at full speed right away
-Reduced player backward walk/swim speed
-Added air bubbles when the player transitions from out of water to underwater
-Added improved warnings when in a damage over time area
-Added better indication in the early game on how to unlock crafting
-Added a message to confirm that the pickaxe can't be crafted in the trial
-Added a message to confirm that the small creature questline can be continued in the early access
-Made Glowhaze Filament easier to find
A lot of work has also been done on the Early Access content, coming out in Q1-2026!
Added a New Halloween-themed level “Pumpkin Hollow” filled with spooky surprises.
Added Spooky decorations and ambient effects across the map
Introduced new obstacles and a movable box item for creative traversal.
Replaced all coins with Candy Corn collectibles to match the season.
Added a Zombie AI enemy complete with new sound effects.
👻 Jump back in and enjoy the Halloween fun and don’t forget to wishlist Tiny Tots on Steam if you haven’t yet!
v1.0.0 is finally out! That means we're out of Early Access, and the game has all planned features from the roadmap. On the latest major update we got the final dungeon, and with this one we have the final pieces of the game: The Arena.
This is a long since planned feature, that while secondary to the dungeons, might be interesting to some players who want to push their builds to the limit (and maybe farm Soul Shards in a way that doesn't involve card battles).
We're also adding some new things, that while small, might improve player experience or offer a good challenge for those longing for it. With all that out of the way, let's take a look of the new stuff:

We finally have the long awaited Arena that was teasing players for a while with that locked, 'Work in Progress' button. It features a series of combat-only gauntlets, with three difficulty tiers and a fourth "Endless Mode".
All fighters have their name, stats, appearance and equipment randomly generated, and by defeating them you can earn some valuable loot.

All Arena fighters are guaranteed to drop a few Soul Shards, so if you want to quickly earn more of them, that's probably your best option. They also have a small chance of dropping any equipment they're wearing, so if you're lucky you can even get some pretty decent, rare gear earlier than usual, and lastly, they drop these new items shown in the above image, the Battle Essences.
These many-colored Essences are used in the new additional upgrade system, tied to the arena:

Each essence can be used to permanently raise a specific base stat of your character by a bit with each level, so if you want a little help in clearing the main dungeons, or just want to elevate your character to even higher numbers, that's a new way to do it.
Now for the other new features...

A few players gave feedback regarding the Inn, on how the system felt a bit useless since its only purpose was to heal your HP and MP back to full, and a cheaper alternative to that was simply dying to a strong enemy in a dungeon, so I came up with some changes to how the system works:
Now, when resting at the Inn, you will always get one of the three boons:
The Boon of Fortune: increases your gold rewards from dungeons;
The Boon of Wisdom: increases your experience rewards from dungeons;
The Boon of Protection: retains a percentage of your experience and gold rewards on death.
All boons last for exactly ONE run at either the Dungeon or the Arena. They start at level one, and can be improved by resting at the Inn enough times, up to level three (don't worry, they all improve together at once).
But of course, not all good things are that simple...
As a way to counterbalance how boons give you an advantage, now exploring too many times without resting will give you a curse. Curses are small debuffs that serve as a way to hinder your exploration as you get exhausted. They can stack, and after enough time you can even get all curses simultaneously.

But worry not, getting rid of curses is very simple: you just need to rest at the Inn! See how everything is tied together?
Now, for the last feature of this update, this wasn't initially a planned feature, but after a player suggested it, I thought it would be fun for the few interested:
The Ironman difficulty mode is an alternate difficulty setting tied to your character, that can be enabled on character creation. The catch with this mode is simple, really: You're locked on the 'Hardcore' difficulty setting, and permadeath is enabled, so if your character dies, it's gone for good.

Ironman mode, once enabled, cannot be disabled for the character, and as said previously, the difficulty setting also can't be changed.
The good news is that this feature is entirely optional, and doesn't have any achievements associated with it, so you can safely ignore it if that's not your cup of tea.

And that's all the new features in this update. A HUGE THANK YOU to all players who supported the game during the Early Access period, either by purchasing the game, giving feedback, or even playing the Demo and talking about it with friends. It's thanks to you all that we've been able to get the full release out two months ahead of the planned schedule.
Of course, the game will probably end up needing a few more minor patches eventually, since we have a very limited number of testers and some bugs tend to get past us, but with your continued support we hope to keep providing a good and fun game to all of you.
And now, after all that talk, here's the proper changelog for this version:
Added the "Counterfeit Coin" accessory to the shop;
Added the Boon and Curse features:
- Boons can be selected when you rest at the Inn, giving you a bonus for a single run at the Dungeon or Arena;
- Exhaustion now acumulates when you exit a Dungeon or die. Accumulating exhaustion past a certain threshold gives you a curse;
- Upon resting at the Inn, all exhaustion and curses are removed;
Added the Arena:
- You can now battle enemies and get Soul Shards, equipment drops, and essences from defeating gladiators in the Arena;
Added the Augments system:
- Essences obtained from defeated enemies can be exchanged for permanent incremental upgrades to some of your attributes;
Added the optional Ironman Mode:
- When creating a new character you can now select the Ironman Mode as a setting;
- Difficulty can't be changed on Ironman characters;
- Ironman characters will have their saves permanently deleted on death;
Added a new drop from the last dungeon's boss: "Eternal Soul Fragment";
"Eternal Soul Fragment" is now required in for the item exchange quests;
Changed the eyes on the sprite of the female elf;
Adjusted some stats of the following enemies:
- Void Elemental;
- Eternal Dragon;
- Awakened Dragonlord;
Reduced the requirements for the "Monster Bane" achievement;
Fixed a bug causing enemy Spell Damage to increase on certain conditions;
Fixed the quest "Scaleless Companion" having wrong item requirements;
Fixed certain bosses not displaying their "Boss Skull" icon during combat;
Fixed a bug that caused legacy saves to not have the "Pet Shop" questline;
I’ve added a portable campfire, making exploration way more cozy!
Sleep within the portable campfire’s light radius to set a respawn point at your current location; pick up the campfire to cancel the respawn point.
Other fun uses? Explore the game to find out!
I’ve also added some unannounced content. Explore and share your feedback anytime!
Oh, right, the nearest portable campfire is two rooms to the right from the starting room.
Now available to experience in the demo!

Today, we’ve added some new features to enhance your gameplay experience. 🛵🛵
Customers are now coming to your market, and you need to take care of them. After scanning the customers' products, you must take the payment. If you keep them waiting too long, customers will get bored and leave.

You can hire an employee to attend to customers. You can keep your employee by paying a one-time hiring fee and a daily fee that is charged every day. Remember that they will quit if the daily fee cannot be paid.

After hiring your employees, you need to assign a role to them via the "My Employees" application on the market laptop. If you don't assign a role to your employees, they will be drinking coffee or smoking in the back.
The working speed and amount of slacking off your employees do will change according to their level. High-level employees work fast and rarely slack off, while low-level employees work slowly and slack off often.
We have introduced a comprehensive level system. You will gain XP as you deliver orders. You must reach higher levels for more expensive products. This level system will form the foundation for all future updates we bring.
We have extended the game time to 4 days for you to better experience the demo.
We have set the starting bike quantity to 1 small scooter. You can buy multiple bikes of the same model and in different colors. You need to earn money to access better bikes.
We have set the nails that puncture the bike tires to be randomly scattered across the entire map. These locations change at the start of each day.
Ride safe and stay tuned! 🚴♂️
Crixel Games.







