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Monthly Ban Report- June 2026
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Monthly Ban Report- June 2026

EULA-abiding Capsuleers,     At the beginning of the year, Team Security began publishing monthly ban reports via social media.

Thanks to the feedback from these posts, we have decided to produce a more detailed monthly ban report for EVE Online.

This initial report will be longer than usual to explain some policies and how we issue bans. In the future, we hope the report will be briefer in its text but perhaps more expansive in its data. The report will include statistics on Team Security's policing actions and a few points on current trends.

Without further ado, here is the Monthly Ban Report for June 2026.

Offense Types

Automated Account Creation - We often see hundreds or thousands of EVE Online accounts created over a very short time, with indicators that they were created through automation. The vast majority of these accounts are permanently suspended before they can log into the game.

Macro Use bans include any offense involving automated software that violates the EULA. This ranges from software specialized to automate game content to input broadcasting to the automated spamming of chat messages.

ISK Selling - The selling of ISK, PLEX, Ships, Modules, etc. that violates the EULA. Commonly known as Real Money Transactions (RMT).

Account Hacking / Ownership Dispute - This covers accounts we detect have been accessed by a 3rd party, typically to strip the account of assets so they can be sold through RMT. It also includes accounts in which two or more players claim ownership.

Payment Dispute - Typically for accounts that have issued chargebacks on purchases.

ISK Buying - The purchasing of ISK, PLEX, Ships, Modules, etc. that violates the EULA. In these cases, we will remove the value (ISK) of the items that were bought. This often means the buyer will be left with a wallet in negative balance.

accounts banned by offense

Points To Consider

  • When an offense (e.g., botting) is committed, we will ban all accounts associated with the player, not just the account committing the offense. Therefore, if one account is being used for botting, it can result in many accounts being banned. This means that even though we may ban 3165 accounts for Macro Use (botting), not all of those accounts were actively botting.

  • Some accounts are permanently banned for a first offense (ISK Selling), whereas others receive a temporary ban for a first offense (Macro Use). Ultimately, the length of the ban is at our discretion, and we can change our policies depending upon trends and circumstances.

  • Multiple Offense Bans - One of the biggest issues in reporting bans is ensuring we issue the correct type of ban. It can be difficult, as a single offense could span multiple EULA violations - for example, if someone is using an automation to spam chat messages that promote RMT, do we issue a ban for Macro Use or ISK Selling?

  • Our ban reporting system was structured for internal reports. Now that we are being more transparent about our ban numbers, we (Team Security) need to consider making the ban types more granular to provide more accurate insights. We know players want more granular insights, such as how many Macro Use bans were for Input Broadcasting.

  • Bans by Alliance - This has been made public in the past and is often requested in the comments associated with our social media posts. It’s not something that we will be publishing for the simple reason that we don’t care what alliance or corporation a player belongs to. If they violate the EULA, they get punished, no matter what colors they fly under.

We hope you enjoy these reports. Let us know if there is anything else you would like to see.

account age distributionmacro skillpoints distributionmacro bans shipsbot reporting activityrmt isk removed

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Update to Official EVE Online Email Domains
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Update to Official EVE Online Email Domains

Connected capsuleers,

As part of our transition from CCP Games to Fenris Creations, emails relating to EVE Online accounts and services will begin arriving from fenris.com domains. During this transition, you may continue to receive some emails from our existing domains while we establish sender reputation for the new Fenris domain.

This includes account verification and security messages, such as two-factor authentication emails, as well as news, offers, and other communications. Official emails may come from domains including:

account.fenris.com news.fenris.com

These are legitimate Fenris Creations domains.

If you use email filters, allowlists, or other rules for EVE Online messages, please update them to accept emails from fenris.com and its subdomains. We also recommend checking your spam or junk folder if an expected email does not arrive.

o7

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Community Beat for 18 July
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Community Beat for 18 July

A couple of the embedded Youtube videos seem to display broken thumbnails but they work if you click play.


Hello spacefriends and welcome to the Community Beat! Let's see how much fun you can have...

... in Raptors!

FUN Inc/Even Better with Friends is celebrating their 450th Shrinkwrapped roam on 25 July. You're invited to participate in this public PvP fleet setting off from Jita at 18:30 UTC.

If you've never tried PvP before or just want to knock the rust off an NPSI (Not Purple Shoot It) fleet like this is the perfect on-ramp! No commitment beyond joining the fleet and following the fleet commander's orders is necessary, so when you get back to Jita - whether that's in your ship or your pod - you can go back to your normal life in New Eden. Although you might find once you get a taste for fleet combat in EVE you'll be craving more!

Join their in-game channel EBWF Public to find out more. Oh, and check out this sick promo Keacte made:

Make sure to also check out the npsi.rocks calendar which aggregates the schedules of multiple NPSI communities - there are public fleets going out all the time!

Numbers and Charts for the Veneration of Rat Cheesus

Minmatar Fleet Alliance continue to add features to their cool website and dashboard we first showcased a few Beats ago. If you like charts then you might like this! It's a comprehensive report on FL33Ts recent campaign in Etherium Reach, by the numbers!

fleet etherium reach campaign

This EVE Life

Ceema has been well known in the community for his prolific and creative posts on the EVE subreddit for some time, but he has recently embarked on a new enterprise - hosting an EVE talk show called This EVE Life. He writes:

The purpose of the Twitch show and podcast is to interview 100 folks from all walks of EVE Life; from nullsec to highsec, from EVE Online to EVE Frontier, by 2027 (if not sooner). There are a thousand stories out there and not all of them get to be heard, so I'm going in search of these tales to present them in the form of interviews with those who lived them as a way to give back to a community that has entertained me for close to 20 years now.

Ceema already has several recordings up over on his Youtube channel, and you can catch new ones as they're recorded on Twitch. A full schedule of upcoming episodes is on the This EVE Life website, with the next one all about the Alliance Tournament with match commentators Rahne and Rose being recorded live on Sunday at 20:00 EVE time so be sure to tune in!


Grab the popcorn, it's movie time

First up let's check out this catch and kill of a very rare Cybele - one of the coveted prize ships from Alliance Tournament XIX. This video from Grunt Kado shows the lead up to and execution of the kill but then goes on to break down the preparation and planning that goes into big game hunting an exotic spaceship like this.

Sticking with Grunt and Strix Ridens here's nearly 30 minutes of unbroken real time lowsec brawling with fleet comms. Grunt throws his Vargur into a group of gate campers who stand and fight. Reinforcements from his corp show up and a prolonged engagement plays out.

And still sticking with Strix Ridens (they're so prolific!) next up is a video from STRIX-adjacent capsuleer Hunter Hughes featuring a pair of engagements against WOMP which showcases their Flykiller comp.

Finally check out this this tech 3 cruiser 4 v 1 from PvP maestro iBeast. Even though it's not in English the PvP speaks for itself.


FC Bee Heading Down Under

FC Bee EVE Down Under 2026

EVE Down Under is only a few weeks away and they were recently able to announce that FC Bee will be traveling all the way from Iceland to Australia for the event. Taking place from 7 to 9 August in Melbourne, EVE Down Under has been running in one form or another since 2012. If you live in or around Melbourne or you're willing to make the trip grab yourself a ticket and spend awesome with some spacefriends!

Other Upcoming Player Meets:

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Now in NES: 3-for-2 Skill Boost Bundle Sale
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Now in NES: 3-for-2 Skill Boost Bundle Sale

Skilled capsuleer,

For a limited time, Skill Training Boost Bundles are on a 3-for-2 sale in the New Eden Store! This means you get three bundles for the price of two, making it easier to reach your goals, whether they revolve around certain ships, modules, doctrines, or anything else that requires speedy training.

Each bundle includes:

  • Unallocated Skill Points for instant progress, conveniently packaged as 648,000 SP per item — equivalent to one month of basic Alpha training.

  • Genius ‘Boost’ Cerebral Accelerators, adding +12 to all learning attributes for 12 days, or up to 24 days with Biology V.

Skill Training Boost Bundle (Target Audience)

Instant SP

Genius ‘Boost’ Cerebral Accelerators included

3-for-2 Price in PLEX

Undock (New Player)

3x 648,000 (1,944,000), 3 months worth of basic Alpha training

3

1,000

Afterburn (Recruit)

9 x 648,000 (5,832,000), 9 months worth of basic Alpha training

6

3,000

Warp (Intermediate)

18 x 648,000 (11,664,000), 18 months worth of basic Alpha training

6

6,000

Jump (Veteran)

36 x 648,000 (23,328,000), 36 months worth of basic Alpha training

6

12,000

This offer is available until 22 July (23:59 UTC).

You can read more about the thinking behind the current boost bundle design here.

Not only is this a great opportunity to utilise PLEX effectively and earn instant SP at a reduced cost, but it’s also beneficial for the New Eden economy. A deal like this will drive up the demand for PLEX on the market, so if you have PLEX but don’t need SP right now, this is a good opportunity to sell it for ISK and help fellow capsuleers get access to the deal.

Alternatively, you can save even more by taking advantage of the ongoing PLEX Sale to get 20% off PLEX, plus Liberation Day themed Hrada Oki SKINs!

SAVE NOW

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The Future of Force Projection with FC Okami
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The Future of Force Projection with FC Okami

Hello folks, it’s time for another Okami Game Design DevBlog! This time we’re going to focus on everyone’s favourite topic… Force Projection!

But before we go any further, I want to take a little bit of time to think about and define Force Projection. This is important because there may be some people reading this who aren’t privy to what Projection is and I also want to make sure that we’re all thinking about it in the same way.

Force Projection is the combination of mobility, reach, and response time that determines how much military power a group can apply to a location outside its immediate area of operations.

Over the last few expansions, this has become the number one most talked about issue in EVE Online so far as it makes it up to us via CSM and various player feedback channels.

Why is Force Projection a problem?

It’s a problem because it means that these powerful groups can respond to activity in a space outside of their operations too quickly, effectively intervening in smaller-scale conflicts and making it nearly impossible for newer groups to get any meaningful foothold in areas of space like nullsec.

This leads to a number of hypothesized knock-on issues such as the primary means of survival for smaller groups is for them to join the larger groups which leads to more mega-scale organizations with mono-cultures and goals.

Ansiblex Coverage as of July 17th, 2026

Ansiblex Coverage as of July 17th, 2026

We firmly believe that a healthy and thriving EVE is one where new and smaller groups have an opportunity to be competitive and that is not the case today.

We also understand that there are many factors that lead to Force Projection. Everything from how Alphas are used to Wormholes, Filaments, and Ansiblex jump networks.

In a coming update, we want to begin addressing long range Force Projection via Ansiblex jump networks first because we have a few solutions at hand that we are ready to try and we believe that this will have a fairly significant impact on the issue.

Why are we doing this?

In a recent conversation with CSM20 they asked if I could be clear about what our goals and intentions with Force Projection changes are and I’ll do my best here.

Making space for smaller and newer groups to flourish is absolutely one of our primary goals. That also means that we need to create additional logistics challenges and pressure for larger organizations.

In addition to this, I see long-range Force Projection via Ansiblex gates as a solved systemic puzzle. EVE Online is at its pinnacle when you all haven’t fully figured out the universe's logistical puzzles, and it’s time for this one to get a refresher.

We’ve always believed that it’s super cool that large corporations and alliances are able to overcome the challenges that the universe thrown at them, but there should be a certain amount of logistical friction needed to maintain a large empire.

In the way Ansiblexes are currently implemented, we believe they are too strong and not applying enough tension in interesting and meaningful ways - that can be overcome, but provide unique opportunities and logistical puzzles, with opportunity for expansion, play, and counter-play.

We recognize that people use Ansiblexes for other things beside projecting force; such as navigating the day-to-day jobs required to live in Nullsec and maintain an Empire. With that in mind, we also have a goal of ensuring we don’t impact that day-to-day as much as possible, while placing tension on long-range projection.

This also represents a paradigm shift in organizational scale. Force is a product of scale and this will now begin to shift groups towards potentially optimal sizes - both on the small and large scale - and we are intentional in this decision. We’re eager to watch and see how groups acclimate and solve for these changes.

As it stands, Ansiblexes are too powerful and we want to see fundamental and dramatic paradigm shift in how they are used with a strong reduction in their capabilites from where they are in their current implementation.

Why now?

EVE is in one of the best states it’s been in, in a while. We’re getting regular balance updates with inputs from our players and the CSM. We’re hitting a confident stride in our ability to deliver regular, interesting expansions and new ships. We’re seeing the community thrive.

And while a number of issues persist that we will begin to knock off one-by-one, Force Projection continues to rise to the top and it’s clear that we can’t keep only making small tuning adjustments. It’s time for us to commit to a bigger change.

It’s also time for us to be bold and we’re ready to commit to a bold solution. If we wait to try and solve every item on the Force Projection checklist all at once, then nothing will ever happen. We have a cool idea that we back and we’re ready to iterate on - and now’s the time to do it.

We’re eager to commit to something that will have an impact on the topology of New Eden, test organizational logistics, and put some new tension on the overall layout of the universe leading to new opportunities, shake ups, wars, and alliances.

How do we plan to do it?

But Okami, why not just delete Ansis and start over?

Believe me, it’s super tempting! I’ve honestly thought about going this route a few times, but that seems like the easy way out.

The reality is that Ansis are a really cool idea and they belong in the fantasy of EVE. It’s also something that you’ve all become quite used to and I think completely removing them isn’t the way to go.

So let’s take the harder path.

Let’s take a look at how the idea I’m about to share with you started, where it’s morphed, and what we’re about to do.

It All Started with Jump Fatigue

We started with an initial proposal by the CSM over the last few cycles that used Jump Fatigue. It wasn’t a bad idea!

Basically, the idea is that Fatigue would be applied as you jumped through Ansis and the amount applied would increase the further you jumped from your sov capital.

What I liked about it was that it leans on an existing mechanism and is fairly straightforward for us to implement and it touches on some of the goals around putting logistic tension on large organizations, centered around capitals.

However, this is not my ideal solution for a few reasons.

First of all, I personally don’t love gameplay systems that prevent individuals from taking actions. (ie. things like stun-locking) and Jump Fatigue somewhat falls into this category for me.

Another reason it’s not my favourite is that the user expereience around this is really difficult. Since fatigue is calculated differently for every individual based on skills, that could mean that many different members of a fleet could end up with different fatigue timers after every jump. Imagine trying to manage when your fleet could jump and needing to know where every member's fatigue was at each time.

There is some historical precendent and learnings around fatigue as well. Jump Fatigue was first introduced in the Phoebe release, and we’ve remembered and learned a lot from that time. It did put some tension on Projection but didnt solve for it. We also found it to be overly punishing and generally prevented people from moving around in space because they didn’t want to miss the next fleet.

So what else can we do?

Ansiblex Capacitor

Every structure in EVE has a capacitor but it’s not something we really expose or use mechanically very strongly at the moment. But we thought… why not lean into another systemic element that exists and is already broadly understood and used in EVE Online?

Our current design is that when a ship jumps through an Ansiblex Gate, it uses some of the Ansiblex’s capacitor. The bigger and more powerful a ship is, the more capacitor it uses. When the capacitor hits 0, no ships can jump through it until it replenishes and has enough capacitor to facilitate the jump of the ship.

The Ansiblex capacitor replenishes over time as it does on a ship.

This is interesting to me is because it removes the burden of managing fatigue off a large group of individuals and instead moves the logistical thinking to a single point - the Ansiblex capacitor itself.

Additionally, this solution opens such a vast design space for systemic improvements, play and counterplay. For example, since it’s a sov structure, we could introduce new types of upgrades that can impact Ansi cap (ie. recharge rates, totals, etc…). We even have the ability to explore more traditional play and counterplay such as cap draining as an alternative strategy to taking down structures.

We’re also introducing a new attribute to balance this cost so we don’t impact the entire ecosystem if we need to make changes to it (such as if we had decided to use mass and needed to re-balance ship mass).

Zoning

We also want to both affect organizational scale based off the sov capital and also make sure we’re not impacting the immediate day-to-day of the majority of line members.

In this design, we will be adding “zones” that affect the Ansiblex capacitor “fare” cost when you jump through it.

Zone 1 will be centered around the sov capitol and reduce the “fare” cost to 0, meaning ships can fly freely around capital regions. It will be 0-5ly from the sov capital space.

After that, there will be 4 additional zones (zones 1-5), that radiate outwards and increase the fare cost of an Ansiblex jump based on distance.

This specific system element exists to solve for long range projection and give us effective tuning levers that we can adjust in the future or expand on in interesting and meaningful ways.

Separate Travel Design Spaces

We are also going to make capital and up ships no longer permitted to jump through Ansiblex gates.

We are making this change because they have their own traversal mechanics and powers and this more neatly divides the responsibility and impact of each design space and allows us to tune them separately and build features around them more cleanly in the future.

As this elevates the importance of capital jump systems in strategic play, we’re also going to reduce the number of anchorable cyno jammers in a system from 3 to 1. This will put importance on the placement of jammers and shift advantage away from defenders, elevating the importance of captial ship jump systems being used in warfare.

The Question of ACLs

We will be changing Ansiblex Access Control Lists (ACLs) to be alliance-only. This will give alliances control over which of their members can traverse through Ansiblex Gates but constrain usage to the organizational unit of an alliance.

ACLs are another design element that has introduced a lot of convenience in EVE but has made some elements of the game too unrestrained and effective.

In trying to mitigate the scope of organizational size, this is an easy restriction on Ansiblex gates that will introduce new logistic tension.

No other structures related to navigation will have ACL or restriction changes at this time.

Other Changes

With this design we will make a few other design changes to adjust to the new environment this creates.

One is that we will be removing the need for there to be liquid ozone in Ansiblex usage (we’ll watch the market and adjust sinks/faucets as needed and redistribute their value). Since ansiblexes will have a baked in “jump rate limit” mechanic, we no longer see the need for this extra piece of complexity.

We’re also removing tolling from ansiblexes since they will only be applying to an alliance.

In Summary

Ansiblexes will have their capacitor consumed when ships jump through them and jumps can only be taken if they have cap. Cost will increase by zone, radiating from sov capitals.

They will have their ACLs made alliance-only and capital+ ships will be restricted. We have the agency to allow for exceptions and in our first iteration will also allow Rorquals to pass through.

All of these elements work together to put logistic tension on huge, sprawling empires. While we fully believe that empires can exist in EVE, we feel like the dominance that larger organizations demonstrate should come with increased tension and that those points of tension can and should create opportunities for smaller groups.

We are doing as much of this design as possible for the September 2026 Major Update, but things may change along the way - I’ll stay in touch and keep you informed if they do.

Economic Adjustments

We are aware that this will have significant impact on the economic zoning of alliance and specifically sov capital spaces. We’ll monitor this impact and be prepared to make adjustments along the way.

In fact, we foresee one of our next steps after releasing this will be to do a readjustment of sov resources in particular, and plan to readjust these as well.

We will give you all at least a 1-month heads up to the new planned numbers before releasing these changes so you can make those changes as necessary.

Additionally, we will explore options like rig amnesty (as we did during Equinox) for those who may want to move their organizations elsewhere.

Addendums, Disclaimers, Future Considerations

I’m going to be as honest, transparent, and open as I can with this process. Things may change due to development resources and timelines along the way, so I’ll stay in touch and make updates here and on Discord as they progress, so you can stay informed.

We’ve spent a lot of time aligning this with CSM20 and have a majority approval that we’re content with. That said, of course we will listen to feedback and concerns along the way and adjust accordingly.

Once this is live, I will commit (just like we did during the Equinox mining era) to check in bi-weekly and we’ll keep our hand on tuning. Everything here is flexible and we’ll be open to adjusting along the way based on feedback and data.

That said, we really believe in this design and think it will make a more interesting and healthy game ecosystem. I’d like to see this up and running in some tuned version for at least 6 months before we make any broader changes to it. I know it takes at least that long for a change like this to begin hitting the meta and affecting the whole ecosystem and we need to give it time to steep.

I also want to call out that this will not come out with the perfect UI/UX. It will be functional, but we’re being a bit scrappy on the implementation side. This is something we will work on in future iterations.

Thank You!

And finally thank you for your patience, your feedback, and interest in this project. I’m really excited to see how this impacts the EVE ecosystem and the new puzzles and opportunities it creates. We are committed to impacting Long Range projection and exploring what system and logistical tension on large organizations feels like in meaningful ways.

I believe this will fundamentally change the landscape of EVE and usher us into a new era. I’m tremendously honoured and excited to go along with you on this ride and see the politics, drama and warfare that is to come.

We’re in this together.

o7 and see you in space,

FC Okami

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Announcing Alliance Tournament XXII
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Announcing Alliance Tournament XXII

Arena enjoying Capsuleers,

Alliance leaders, fleet commanders, and organizers of alliances, big and small, the time to gather your top fighters, big-brain researchers, number-crunching theory crafters, and spreadsheet wizards is fast approaching. The next season of competitive arena battles and broadcasts is just around the corner, with the 22nd Alliance Tournament on the way. Do you consider yourself a bit of a gamer? Do you have what it takes to play under pressure? Do you consider yourself a meme machine, or do you just love spamming a mademoiselle to support Rote Kapelle? Then keep reading!

Alliance Tournament 22 (AT22) registrations will soon open; this season's full list of key dates is available below. Once registrations open, leaders can gather their stalwart combatants to prepare to battle it out ten vs ten in the arena for glory. Matches will feature on the Fenris Twitch channel, with the EVE community cheering teams to victory.

2026.04.12.17.35

KEY DATES:

The goal of today's article is primarily to get you all informed of the important dates for this tournament, so let's get those out of the way:

14 July – Tournament announcement, backlog of Thunderdome invites starts, talent applications open, ad submissions start. 23 July – Main tournament rules announced, team registrations open, Thunderdome is patched to mirror Tranquility, and the server becomes available for tournament account holders. 28 JulyTalent application deadline (11:00 UTC) 30 July – Team registration closes (11:00 UTC) 31 July – Teams announced, roster lock 1 opens, and merc registration begins. Prelims seed broadcast 10 August – First look: ATXXII prizes 17 August – Prelims roster lock and ad submission deadline 19 August – Team rosters announced 28 August - First weekend reminder and prize update 29 August & 30 August – Prelim tournament broadcast weekend 1 5 September & 6 September – Prelim tournament broadcast weekend 2 12 September & 13 September – Prelim tournament broadcast weekend 3 16 September – Roster submission 2 opens 2 October – Post-prelim roster lock closes, and flagship submission begins 5 October – Revised team rosters announced 9 October – Flagship lock deadline (ad submission deadline for the main tournament) 12 October – Flagships announced 31 October & 1 November – Alliance Tournament XXII finals broadcast

As you may have noticed, there’s a significant change to the broadcast days; more details below.

TALENT RECRUITMENT

After the successes we saw and the plethora of incredible talent applying in 2025, we’ll be opening applications once again to find experienced community members to join us as analysts and commentators to help break down the tournament content for viewers and (hopefully) offer helpful advice on who to put their channel points on to win even more prizes.

B93A4525

As we strive to improve the viewing experience, we'll also be opening up applications for "Observers" from the community to join us, both on location and this time, also remotely - for those unfamiliar with the lingo, more commonly known as in-game "3D mouse and camera operators". Got a steady hand and an eye for a good shot? Know the difference between a Bhaalgorn and a Barghest and a good play from a bad one? Show us some of your previous handiwork, and you might be joining the broadcast staff.

The final broadcast this year will be in Nottingham, UK, so if you're interested in joining us, please make sure you're available and free to travel between 27 October and 3 November. Community talent will be invited, in a paid role, to join FC staff to broadcast the event live as the main tournament matches happen. We've created a form with all the details here for you to check out!

PRE-SEASON & SIGNUPS

For the last few tournaments, a pre-season registration method has been used, with individual team members responsible for requesting a tournament account and access to the Thunderdome server rather than the captain exclusively. For those unfamiliar with the Thunderdome server, it's our dedicated tournament server, separate from Tranquility. It has different rules and additional publicly available tools to help teams practice competitive play with greater ease and security, encouraging a more level playing field.

The prelims tournament (the tournament to decide who gets to play in the main tournament) takes place on Thunderdome, whilst the main AT matches take place on Tranquility. This means that any teams participating in the prelims tournament, aside from the entry fee and time commitment, won't incur any additional costs due to ship or module loss. But when it comes to the main tournament, teams will have to prepare for matches on Tranquility, where they'll be brought directly into tournament systems before being returned to their original station.

The pre-season and access cycle to Thunderdome has been established as the standard for our tournament. It will continue this year, so once the rules are published, Thunderdome access will open, and anyone interested in participating can start practicing there. This will allow individuals to begin tournament practice right from the moment the rules drop.

2026.04.12.17.49

If you have participated in prior tournaments, access couldn't be easier: the login details you previously supplied when you requested access will work as before, and you'll get instant access. Do not re-request access.

If you haven't ventured onto the Thunderdome server before, fear not; you can request access using this form. The process isn't automatic; invites are usually sent out once a week, with the first wave set to go out later today. They can also be monitored in the EVE Online Discord, as well as in the #thunderdome-invite-status channel. Remember to poke your alliance executors to make sure they register your team on time.

Updates throughout the tournament will also be communicated via the official EVE Online Discord:

#at-announcements for important tournament updates. #tournament-questions or #tournament-general channel for any questions. #at-dates-and-info will track key dates and #thunderdome-status for any known issues or downtime for the tournament server.

SPONSORSHIP & PRIZES

After the sponsorship and ad-ridden broadcast of Alliance Tournament XXI, the IGC opted to take on a more imperial sponsor this year. Rumors of the sponsorship deal were leaked not long after the conclusion of the recent Anger Games tournament, and the IGC is proud to confirm that the sponsor for Alliance Tournament XXII will be the Amarr Empire!

For now, we can confirm that the IGC’s engineers have received a small batch of Sentinel and Curse hulls from the Amarr Empire and have begun scoping out adaptations to be made to the ships. It's been advised that on 10 August, they should have the design draft ready for wider publication.

Amarr 3840x2160

AD SUBMISSIONS

One of the fun things about every Alliance Tournament is seeing the exceptional player-created adverts made for it. These are great opportunities to just tell people who you are/what you do/what services you provide, in a fun and engaging way. Think of it as next-level billboards!

The ad submissions for this year’s Alliance Tournament open as of today, and you can find more details on this link here.

TOURNAMENT UPDATES AND CHANGES FROM ATXXI

The format for Alliance Tournament XXII has had some rather substantial changes following feedback from the previous tournament. 10v10 team battles, where ships have specific point values, remain the core design of the tournament. One of the largest recurring requests from previous tournament participants is the opportunity to play more matches, with teams facing more opponents before being knocked out of the tournament, as well as the request for additional best-of-rounds. To accommodate this request, some switches have been made from the standard double-elimination format to a more conditional format.

2026.04.12.21.16

In times of old, the Alliance Tournament was a tournament where players could buy their way in rather than earn their way in through the hardships of what we used to call the feeder tournament, but we're renaming it to the prelims going forward (short for preliminary/preliminaries). One of the advantages of that system was that, from the get-go, it was decided the tournament would be a 64-team double-elimination tournament; there was no custom drawing to figure out how to match an unknown number with a known one. Below 64 teams would get a bye; above that number, names would go into a draw, and those that didn’t make it would have their entry fee returned (and preference into the following year).

For the last few years, the Alliance Tournament has seen around 50 teams participate. So, this year we’re going to try a flexible format. “Swiss” format tournaments increase the volume of tournament matches, providing teams with multiple additional opportunities for redemption and a way to balance team capabilities through matchmaking. For those unfamiliar with the Swiss format: match winners are matched against winners, ties against ties, and losers against losers. With that in consideration, we are governed by how many matches we can realistically fit within a broadcast day, so depending on the number of participants this year, we’ll strive to reduce the time between matches and adjust between a Swiss or a double elimination format, with the preference for a Swiss format if the volume of participants is similar to what we’ve seen across the last few years of tournaments.

This, in turn, will also reduce the time between the team submission deadline/closure and the draw, so teams will know sooner who they’ll be matched up against first and can find good practice partners sooner!

This also means that the second request, for additional best-of-rounds, can be provided in the “Live broadcast” element of the Alliance Tournament, whereby the final weekend is reduced from a top-32 team tournament to a top-16 tournament. The upside of this is that each match during the broadcast is an interleaved best-of-series game. For those curious about what it looks like, and to help see what time those matches would be, the initial match bracket and schedule for that is here.

The day of the finals will also offer a unique experience for anyone who wishes to attend the tournament broadcast in person. The studio in Nottingham (in the United Kingdom), where the broadcast is set to be transmitted from, offers a range of seating for attendees to watch the whole event live alongside our talent and production team, along with food, drink, and various other activities throughout the day. More details, including where to get tickets, will be announced closer to the broadcast date.

As with previous Alliance Tournaments, we continue to strive to make the tournament diverse and fun to both play in and watch, and emphasize pilot skill and team capabilities.

2026.04.19.19.21

We’ve been happy with the quality over the last few Alliance Tournaments. The prelims tournament allows teams to earn their way into the main tournament while keeping the cost and barrier of entry low for new groups. As such, we'll be maintaining this as the standard going forward. The price of admission will remain at 4,000 PLEX. Given the changes to the format of Alliance Tournament XXII, teams that finished in positions 1-4 in Alliance Tournament ATXXI will not receive direct entry into the final broadcast. They will, however, be able to enter the tournament free of charge, but will still be required to complete the registration process to signal interest in participation.

Watch for further details about the submission process in the rules and format post next week!

Here are some of the rule changes you can look forward to this year:

  • In Alliance Tournament XXI many of the battleship-end ships saw a decrease in value; subsequently, battleship core-comps became increasingly commonplace. A few adjustments are being made to address this:

    • The maximum number of ships of a given hull that a team can field was adjusted from 4 to 3 in Alliance Tournament XXI. 3 will remain the maximum number, with the exception of battleships, where 2 will be the maximum number.

    • Their point value has also increased a small amount (greater than Alliance Tournament XXI but less than Alliance Tournament XX)

    • All battleships will be allowed to fit a maximum of 1 Armor Plate or 2 Shield Extenders of any size

    • Navy Ships, which are traditionally discounted for the sponsoring faction, will have battleships excluded from this range.

  • The Amarr Empire prides itself on its passive armor fit ships and their capabilities. A ship not conducive to that philosophy is the Cenotaph, which has been banned for this tournament.

  • The Odysseus and recently released ORE ships will also be banned.

  • The recently added Navy Destroyers will be available.

  • Points for Caldari ships discounted last year will be restored to levels comparable to their peers. Several Amarr ships will be discounted as part of this years ship sponsorship deal.

  • An adaptation to last year's point inflation rule will be applied. For every additional duplicate of a ship, points will be added depending on the ship's specific hull’s point cost, varying in range depending on hull size.

  • The “Avalanche Ban” system introduced for the best-of-series in the Anger Games, will be adopted for this tournament.

  • The Imperial Navy contributed to the creation of the Zarmazd and recognized its capabilities as an incredible armor-repairing platform. To reign that in somewhat, the only high-slot module allowed on the ship now is a single mutadaptive repair module.

  • The desire for Alliance Tournament ships to feature in Alliance Tournament matches has been a recurring request. Several attempts have been made in previous tournaments to provide teams with an opportunity to use these ships, but at a cost, in such a way that teams shouldn’t feel like they must have an AT ship to be competitive in the tournament. Additional changes have been made to this tournament to test a new method for potentially using these ships; full details will be in the main rules post.

Should anything change and any of these details require adjustment, keep an eye on the EVE Online Discord, where we will keep you apprised.

2026.04.11.19.02

We look forward to seeing you in the arena!

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Save 20% on PLEX + Free Hrada-Oki SKINs
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Save 20% on PLEX + Free Hrada-Oki SKINs

Capsuleer,

Now is the time to stock up on PLEX at a 20% discount, and get amazing Hrada-Oki Offender SKINs for free.

The Hrada-Oki Offender line is for capsuleers who think “military surplus” looks better after a few questionable modifications. These Spikey Boys™ bring a rough, backwater war-convoy vibe with abstract camo, caravan markings, battle-scarred hulls, and other improvised upgrades. In flight, the ships come alive with custom lighting that reacts to kills, warp, and docking, along with speed bars and heat-reactive attachments that respond to how hard you’re pushing them. Basically: loud, mean, improvised, and probably not Concord-certified.

Until 25 July, you can get these deals:

PLEX Bundle

FREE Hrada-Oki Offender SKIN(s) included for the following hulls

Price* (base -> 20% off)

1,000

Stiletto

$45 -> $36

2,000

Stiletto, Bifrost

$65 -> $52

3,000

Stiletto, Bifrost, Loki

$120 -> $100

6,000

Stiletto, Bifrost, Loki, Claymore

$240 -> $192

12,000

Stiletto, Bifrost, Loki, Claymore, Tempest Fleet Issue

$420 -> 336

20,000

Stiletto, Bifrost, Loki, Claymore, Tempest Fleet Issue, Nomad, Ymir

$650 -> $520

* All prices in USD.

SAVE NOW

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Liberation Day Gift and Special Offers
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Liberation Day Gift and Special Offers

Liberated capsuleers,

Liberation Day is here, which is the perfect time to show your support for the Minmatar Republic!

In that spirit, a gift* has been left for you in the New Eden Store!

Inside your Minmatar-themed crate you’ll find fireworks, SKINR components, a new character background, and 10 free PLEX!

*This gift is available to all of you who played for 12 hours or more between 10 July 2025 and 9 July 2026.

Screenshot EN 1920x1080

In Rust We Trust SKINs are back

While you’re in the NES, you can further show your Minmatar allegiance by picking up classic SKINs, available for individual purchase for a limited time and with a 50% discount. If you’ve always wanted to give your ship that old-school “I haven’t serviced this thing in years” look, now is your chance!

Get these rusty old SKINs until 24 July:

Ship Hull

Price in PLEX

Jaguar

250 -> 125

Wolf

250 -> 125

Sabre

250 -> 125

Svipul

250 -> 125

Muninn

250 -> 125

Loki

250 -> 125

Hurricane

250 -> 125

Hurricane Fleet Issue

250 -> 125

Sleipnir

250 -> 125

Vargur

390 -> 195

Naglfar

695 -> 347

Hel

695 -> 347

Minmatar Pilot Expert System

If you truly want to get into the spirit of the Republic, you can choose from a multitude of Minmatar ships to fly, and the NES is now offering a new Minmatar Pilot Expert System, which gives access to 64 skills to fly 15 different T1 Minmatar sub-capital ships for 7 days.

Minmatar ships are recognized for their exceptional speed, high manoeuvrability, and versatile use of Projectile Turrets. With a signature industrial aesthetic, they offer pilots high tactical flexibility.

This is a fantastic way to try out Minmatar vessels before committing to the full training queue. The Expert System will remain available in the future as well.

Happy Liberation Day!

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Monthly Economic Report - June 2026
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Monthly Economic Report - June 2026

Economic Capsuleers!

The Monthly Economic Report for June 2026 is now available!

Economic Trends

  • Production and Mining Values are rising again.

  • Mining activity in High Sec increased.

  • Production in Low Sec continues to trend upward.

  • Gas Volume Mined in Wormhole increased compared to last month.

  • Active ISK Delta turned positive in June, a pattern commonly seen following expansions as previously inactive players become active again.

You can download all of the raw data used in this report here. Each image can be enlarged by clicking on it.

To join the player discussion, please visit the official thread on EVE Online forums.

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