Registry dispatches · August 6, 2026

Status report 2026.08.06: the second cycle opens

The war reopened for real. The store is live, the Marketplace has stock on the shelf around the clock, and mechs finally move like they are being shot at.

Since the broadcast found its voice, the war reopened for real. The store is live, the Marketplace has stock on the shelf around the clock, and mechs finally move like they are being shot at.

The Store Is Open

  • Credit packs and subscriptions are live. The real-money on-ramp is switched on in production, with the full pack ladder and a live subscription price. Everything you buy lands in your account the moment it clears.
  • Returning Supremacy players get found properly. Connect your old wallet and the veteran matcher now sweeps every identity attached to your account, so your history is recognised even if you signed up with a different email.
  • New CONNECTIONS panel in your account. Attach, verify and disconnect emails, wallets and social logins from one place instead of hoping they linked correctly.

The Marketplace Has Stock Again

The three corporate desks used to only buy. Now they run a full operation, all day, whether anyone is online or not.

  • Desks stock the shelves from the Factory. Red Mountain, Borealis and Zenkoku buy Subsystem Factory crates, open them, and list the contents. Walk in at 4am and there is gear to buy.
  • A Relic costs what a Relic is worth. Desk pricing is derived from the published crate odds, so a guaranteed high tier is priced against the gamble it saves you, and a common is priced to move.
  • They price themselves out when you show up. Every desk purchase pushes the Factory price the same way yours does, so player demand ratchets the desks out of the way automatically. They stock the world when it is quiet and step aside when it is busy.
  • Each desk holds a target shelf size, restocks when it sells through, and clears unsold stock off the board into salvage instead of letting it fossilise there.
  • They live off their own sales. Money from a desk sale funds that desk’s next buy, so a busy Marketplace pays for more supply and a dead one starves it.

Combat & Mechs

  • Weapons finally kick. Heavy weapons now visibly rock the mech when they fire. The recoil system had been animating a part of the model with nothing attached to it, so it moved nothing at all.
  • The health bar reads at a glance. Four solid colours instead of a gradient, because the mid-gradient olive and rust sat in the same range as the ground and a half-health mech looked dead.
  • Shield regen is visible as it climbs, instead of popping full the moment something hits you.
  • OVERCHARGE and Tenshi retuned. OVERCHARGE got a pass and Tenshi shields play more aggressively.
  • House plating and house drives are being reissued. Some of you are holding Tenshi, Olympus and Enforcer gear that was never meant to leave the faction mechs. Every one of those items becomes the closest standard subsystem of the same type, at the same tier, in the same slot. You keep the item, you keep the tier, your roll quality carries across. That was our bug, not yours.
  • Fixed: mechs no longer vanish mid-battle after a long frame, tabbing away no longer kills the arena, desktop mechs can be deselected and the camera comes back, and the intro parade stopped showing the same pilot twice.

The Arena

  • Share the broadcast. A share link straight from the arena, so you can hand someone a live battle instead of a description of one.
  • Battle results are battle-scoped, so a dropped connection can no longer show you a WIN and a LOSS for the same fight.
  • The stream holds. The live battle feed no longer drops to Not Connecting mid-battle under heavy traffic, and reconnects faster when it does.
  • Paid abilities are honest about failure. Contributions are held until an ability resolves, an unfired pour is refunded, a dead fire refunds instead of charging, and a bounced refund no longer leaves you holding the loss.
  • Fixed: the mobile Tug of War BID control reads as a pressable chip again and stops hanging around between battles, and OVERDRIVE battles settle on the first attempt.

Hangar & Workshop

  • The subsystem picker tells you what gear does. Every candidate shows its description next to its name, so the four utility parts that share a display name are finally tellable apart at the moment you pick one.
  • The skin picker shows what is equipped, what is free, and that your click landed.
  • A Damaged mech’s parts say so. Slots on a damaged mech show a DESTROYED, REPAIR FIRST chip instead of an UNEQUIP button that does nothing.
  • Fixed: the camera stops clipping through the mech at full zoom, unequip stops re-arming against a slot the server already rejected, and the NEW dot on SKINS now leads to an item that is actually marked new.

Social, Clans & Referrals

  • Gamer tags. Everyone has a tag in the username#0000 style, and chat supports @mentions. Existing chat history was backfilled so old messages read correctly.
  • Clans are faction-agnostic. A clan is no longer locked to one faction; members split across factions and the clan holds together.
  • Referral board. A monthly top-five board sits at the bottom of the Referral panel, with Lucent Iron reserved as the board prize, plus a SHARE THE BROADCAST link and visible counts of who came in through yours.

Finding Your Feet

  • HOW THE WAR WORKS. A first-visit overlay explains the war before it explains the menus, reachable any time from the menu.
  • Back your faction counts what you actually did. Wagers now count toward the first step, and the label names both routes that exist instead of one.
  • DAILY OPS updates while you play instead of freezing on the snapshot taken when the game loaded.
  • Fixed: a sold-listing alert opens your listings, and an outbid alert opens the auction, instead of going nowhere.

The Registry Speaks

  • REGISTRY DISPATCHES. A new dispatch series on the site covering the first arena, the war machines, the factions and the ghost server, alongside the return article and the statement on Supremacy.
  • Corrected the record on ZHI and Red Mountain. Their combat identities were swapped at the documentation root and had propagated to the landing and lore pages. Zenkoku are the ranged specialists, Red Mountain are the heavies.

Stability

  • Fixed a wave of leaks and stalls. A per-battle goroutine and memory leak in the simulation is gone, plain chat messages send again, bug-report screenshots capture the actual battle instead of a black rectangle, and the desks stop narrating to an empty room when nobody is around to read it.

Spotted something off? Drop it in Discord, playtest feedback is shaping every one of these.