News from the front, and a clear look at where we are headed.
This release opens two front doors. Stellarch now has a full blog, so patch notes, dispatches and deep dives all live on the site, and a new Roadmap page lays out where we are going in plain phases. On top of that, ranked wins now pay SGC, and a stack of combat, ruleset and draft fixes make every match read cleaner.
New
A blog, built into Stellarch. Browse dispatches by category, read a page for every author, and find all our release notes in one place, linked right from the header and footer.

Posts that read like real articles. Every post now has a chapter menu you can jump around, inline art and galleries, battle replays you can watch without leaving the page, card-change breakdowns, and a closing FAQ.

A public Roadmap. The new Roadmap page shows where Stellarch is headed, laid out in clear phases with art for each beat, opening on a full-bleed Fighter hero.

Ranked wins now pay SGC. Win rated matches and you build a share of a daily SGC reward pool for your league family, sized to how busy the ladder is. Claim your payout on the Play screen at the end of each day, and your match history shows whether a reward is settled or still pending.
Improved
Patch notes now live in the blog. Every past release came along for the ride, and your old changelog links still land on the right post.
The landing page leads with Play Now. Sign in and drop straight into a match, with a clear invite to register right up front.

Consistent currency names. SGC, STEL, KRED and SIGIL are now named the same way across the whole site.
Fixed
Auras read your drafted attack types. Vector Rotation now resolves after every pre-battle buff and debuff, so a buff or debuff always reads the attack types you drafted. No more guessing which Fighters an aura actually touched.
Fighters with no attack stay unarmed. A Fighter with no natural attack can no longer be handed a swing by a buff or aura it was never meant to receive. It still counts for affinity effects and can still take support actions.
Cleaner ruleset rolls. Ranked and custom drafts no longer roll self-cancelling rule combinations, and duplicate rarity-ban rules no longer double up as dead weight, so every match's rules make sense together.
Divine commanders work everywhere. A Divine commander now picks a secondary affinity in guild brawls and tournaments, just like ranked. This fixes an empty card pool in open-affinity frays.
Smoother tutorial start. Fixed a loop on the tutorial welcome screen that could trap new players before their first lesson.
More on the way
There is more coming, including a full look at how the Stellarch economy fits together. Thanks for playing the alpha, reading the dispatches, and sending us your replays.
Frequently asked
On the blog, in the release-notes category. Every past release moved over, and your old changelog links still take you straight to the right post.
Yes. Ranked wins build a daily SGC pool for your league family that you claim on the Play screen. Your match history shows whether a reward is settled or still pending.
A public page that lays out where Stellarch is headed, in clear phases with art for each beat. You can reach it from the site navigation.