Dominion Update
This page is about Upcoming Information
Any info found on this page is subject to change before release.
| Dominion Update | |
| Release Date | |
|---|---|
| 20 June 2026 | |
| Previous Update | |
| Supercapital Update | |
The Dominion Update is the third major content update of Horizon's End.
The update added a new space system, adding new regions, with the previous space systems being the core world of a new region, with 26 new claimable systems available. Dynmap will no longer show live positions of anyone holding a clock.
The traditional ship classes are now Tech 1 ships, with a new Tech 2 class of ships added to the game, that have special resource requirements, new reactor cores, as well as specialized abilities.
Credit printing will also be added, allowing non resource blocks to be printed using credits instead of the physical blocks. Remote ordering from bazaars is now 10x, and only bazaars in the same region as the player are available for remote orders.
Hauling has been reworked, rebalancing the rewards based on risk.
A new nation power system has been introduced, along with maintenance costs for having nation claims
Map
The map will be split into Regions, with the pre-update systems now becoming the core world of each region. The 5 new regions are Breach, Fracture, Monolith, Spine, and Ward.
A new change included in the update is making the Asteri system a complete safe zone, including all planets in the system.
Deep space
Each region will have four deep space system types. The types are: core world, claimable system, Ost system (unclaimable), border system (unclaimable).
Deep space worlds vary between 2,500x2,500 and 10,000x10,000 blocks in size.
Ost system
Border system
Border systems are unclaimable regions with abundant mining resources available.
Regions
Breach
Core world: Trench
- 2 border systems
- Horizon will be one of the breach worlds
Fracture
Core world: Regulus
- 7 claimable systems
- 1 ost system
- 2 border systems
Monolith
Core world: Ilios
- 10 claimable systems
- 1 ost system
- 1 border system
Spine
Core world: Sirius
- 9 claimable systems
- 1 ost system
- 2 border systems
Ward
Core world: Asteri
- 3 border systems
Dynmap
Players will only be visible on dynmap if they meet one or more of the following conditions:
- Within 500 meters of a gate
- In combat
Contact range
Contacts on the sidebar will only be visible within 2,500 blocks in core worlds, and 1,250 blocks in deep space.
Ships
T1 Ships
T1 ships are the successor to the standard ship classes in HE before the update. they are weaker than T2 ships, and intended as beginner ships with more limited capabilities.
Changes
Weapon
Tri turrets are unchanged from before the update
Light turrets have been removed
Swarm missiles have been removed
Phaser slightly weaker
Other weapons much weaker
Other
Shields are weaker
Power modes have been removed
Colonist ships only require 10% concrete
Gravity wells have been removed in lieu of Disruptors and Interdiction Wells
T2 Ships
T2 ships are a new feature in the Dominion Update. They are designed to be more powerful versions of some of the T1 ships with specialized functions. All new T2 ships require new reactor cores and magazines. All T2 ships above
Mini Reactor Core
Scrambler
Size: 350-500 blocks
T1 Equivalent: Starfighter
Multiblocks: Magazine, Disruptor
Light weapon: Scram: short range with high damage and wide weapon arc. Scrambles target's contacts sidebar.
Heavy weapon: EMP Missile: Tracking missile dealing heavy shield damage
Role: High speed, high damage, low shields, low regen. capable solo or fleet support.
Recon Fighter
Size: 350-1,000 blocks
T1 Equivalent: Starfighter
Multiblocks: Magazine, Disruptor, Jump Beacon, Probe Launcher
Light weapon: None
Heavy weapon: None
Role: Has no conventional weapons. Jump beacon: allows ships equipped with a Jump Field Generator in same fleet and same region to jump to the recon fighter, locks the ship in place. Probe Launcher: upon use can find players in the same system within 7500m. The probe launcher reveals distance, heading, and exact coordinates. The ship has fast jump warmup, and contact range of only 700 meters. Designed to be stealthy with utility, but effectively useless in actual combat. Useful for fleet support or solo travel.
Interdiction Gunship
Size: 1,500-2,500 blocks
T1 Equivalent: Gunship
Multiblocks: Magazine, Interdiction Well
Light weapon: Pulse Cannon
Heavy weapon: Heavy Laser
Role: Essentially a T1 gunship with the Interdiction Well, which acts the same as the gravity well from before the update. Useful in fleets needing interdiction support
Assault Gunship
Size: 1,500-2,500
T1 Equivalent: Gunship
Multiblocks: Magazine, Disruptor
Light weapon: Gauss Turret
Heavy weapon: Neutralizer, EMP Missile
Role: Strong against capital ships, Gauss Turret: higher damage version of the heavy turret. Neutralizer: slows opponent's shield regen. EMP Missile: same as scrambler. slow regen. useful in fleets with logistics ships to boost regen.
Small Reactor Core
Blockade Runner
Size: 2,500-4,500 blocks
T1 Equivalent: Light Freighter
Multiblocks: Fuel Tank
Light weapon: None
Heavy weapon: None
Role: Fast warp, 2x crate capacity, higher jump strength. Thin shield and no weapons make it incapable for combat.
Stasis Corvette
Size: 2,500-4,500 blocks
T1 Equivalent: Corvette
Multiblocks: Fuel Tank, Magazine, Disruptor, Probe Launcher
Light weapon: Autocannon
Heavy weapon: Artillery, Webifier
Role: Autocannon- fast firing, short range, counters small ships Webifier- Slows non-supercaps on hit, high damage. Weak shields, weak regen. counters subcapitals
Assault Corvette
Size: 2,500-4,500 blocks
T1 Equivalent: Corvette
Multiblocks: Fuel Tank, Magazine, Disruptor
Light weapon: Gauss Turret
Heavy weapon: Neutralizer
Role: Gauss turret- higher damage heavy turret Neutralizer- regen slow. Larger assault gunship, more health but still low regen.
Interdiction Corvette
Size: 2,500-4,500 blocks
T1 Equivalent: Corvette
Multiblocks: Fuel Tank, Magazine, Interdiction Well, Jump Beacon, Jump Field Generator
Light weapon: Pulse cannon
Heavy weapon: Heavy laser, Tri Turret
Role: Interdiction (gravwell) support. Effective for fleets.
Logistics Corvette
Size: 2,500-4,500 blocks
T1 Equivalent: Corvette
Multiblocks: Fuel Tank, Shield Command Burst, or Skirmish Command Burst
Light weapon: Logistics Cannon
Heavy weapon: Shield Command Burst or Skirmish Command Burst
Role: No weapons, Logistics cannon can heal any ship, friendly or otherwise. The Logistics Corvette can be equipped with either the Skirmish or Shield command boost, which will either boost shield or speed of the fleet by 10%. Weak shields, high regen. Only useful in fleet situations where healing or boosts can be helpful. Not viable solo.