- Update v1.1.11:
- Gameplay and balance
- Added additional Points of Interest that are generated during gameplay
- Reworked the Solar Flare event: it no longer drains batteries located underground
- Added a warning about an approaching Solar Flare 12-36 hours before it begins
- Changed the delay between completing the "Strategic Planning" contract and the Laser Cannon launch: its duration now also depends on the selected difficulty
- The locked rocket is now unlocked after completing the story
- Added new speed-related research options to the CRUST Solution Science Points store
- Added a new research option that increases the number of connections for an Electric Pillar to 6 and increases its maximum radius
- Improved drone priority distribution in situations with a large construction queue
- Multiple adjustments to drone priorities
- Added a system that reduces global reputation for failing to pay colonists' wages
- Rebalanced the Solar Flare, meteor shower and epidemic events: they now depend more on the game difficulty and on how developed your base is
- Improved late-game events in sandbox games with custom settings
- Rebalanced various systems, including the cost of research, upgrades and conveyors
- Interface and quality of life
- Added the ability to upgrade individual conveyor segments while holding Ctrl
- Added the ability to remove roads using the Universal Demolition tool
- Improved the visuals of conveyor routing in Planning Mode
- Added the seed number to the pause menu, with an option to copy it
- Added a status for colonists who are riding in a truck
- The tooltip for a colonist in the list now shows their skills and main profession
- Expanded the tooltip shown when hovering over the rocket on the bottom panel
- Added a tooltip when hovering over the CPU icon in the construction planning window
- Added tooltips for the new buttons in various menus
- Added tooltips when selecting the difficulty at the end of the Prologue
- Added an exclamation mark in the Research menu next to unused Science Points
- Improved the display of the estimated research time when there are not enough Science Points
- Added notifications for epidemics
- Added a temporary notification at meteorite impact sites
- The gas counter in the Cargo Dock now updates automatically
- Added a check for the presence of a Cargo Dock at the start of the Echo-7 quest
- Improved the quest log: it no longer shows completion dates, and only story missions are marked with stars
- Improved the settings menu layout
- The game now remembers the last excavation mode you used
- When a Distributor with a conveyor connected flush to modules is switched between Planning Mode and build mode, the conveyors are now switched along with it
- The resource panel no longer collapses or expands when switching between levels (crater and underground)
- The game now pauses when an urgent contract window opens
- Leaderboard
- Modified games no longer appear on the leaderboard, and you can now remove your own results from it
- Added a "My Place" button to the leaderboard in the statistics window
- Added highlighting of your position in the in-game leaderboard, matching the main menu
- Encyclopedia and tutorials
- Added new Encyclopedia pages: outpost management, Helium-3 extraction and colonist work at outposts, regolith processing at outposts and patrols, the Gas Extractor, the Shower-Toilet and the Manufacturer
- Expanded the Encyclopedia page on Science Points: it now lists every way to obtain them
- Improved the Encyclopedia page about the Launch Station
- Added a tutorial on generating Science Points at an outpost
- Improved the contracts tutorial
- Visuals, audio and localization
- Added new artwork to the loading screen
- Added 2 new tracks by our composer, Ilya Khaminov
- Improved the construction animation for the Carbon Fiber Factory
- Improved the road demolition animation
- Major updates to the Chinese localization
- Localization fixes
- Update v1.0.49:
- Added
- Added a system that reduces global reputation for failing to pay colonists' wages.
- Fixed
- Multiple adjustments to drone priorities.
- Fixed navigation for most modules to ensure drones and colonists navigate around them correctly.
- Fixed an issue where the upgrade that enables a dynamic mining radius for the Ice Harvester could not be applied after being researched.
- Fixed a rare issue where more colonists than required could be assigned to certain quest-related Points of Interest, making the quest impossible to complete.
- Fixed the incorrect display of power generation after purchasing the corresponding upgrade in the Tech Center.
- Fixed an issue where the oxide output could not be changed in the Single Regolith Refinery when the slag processing recipe was selected.
- Fixed an issue where one of the stages of the "A Place to Live" quest would trigger prematurely.
- Fixed an issue where resource icons for items that were not actually inside a Truck with Trailer could appear in some cases, causing its interface to display only part of its actual contents.
- Fixed module decals overlapping resources moving along conveyors.
- Changed
- Changed the colors of the values in the tooltip for the Gas Extractor at an outpost. Production per cycle is now displayed in white, while weekly production is displayed in green.
- Added the ability to upgrade individual conveyor segments while holding Ctrl.
- Update v1.0.45:
- Added
- Added new upgrades to the Tech Center: increased speed of all production module +10%.
- Added new upgrades to the Tech Center: increased organic growth speed in all farms +7%.
- Fixed
- Fixed an issue where the third Smelter upgrade at an outpost could not be applied after completing the research.
- Fixed an issue where drones would get stuck when saving the game after canceling an expedition they had been assigned to.
- Fixed a rare issue where unfinished conveyors could transport resources under certain circumstances.
- Fixed a rare issue where evacuated colonists could be picked up by a truck afterward, creating clones of those colonists.
- Fixed the display of the priority adjustment icon above the Manufacturer when using the corresponding mode.
- Fixed visual artifacts that appeared when selecting walls for demolition.
- Optimization
- Fixed an FPS drop in Communications Mode.
- Changed
- Upgrades for Large Solar Panels and Science Laboratories now work similarly to vehicle upgrades.
- Added a warning about an approaching Solar Flare, which appears 12-36 hours before it begins.
- The game now pauses when opening an urgent contract window.
- Added colonist specializations to the tooltips displayed when hovering over colonists in the list.
- Removed empty tooltips that appeared when right-clicking Points of Interest.
- Balance
- Rebalanced Solar Flare duration based on the selected difficulty.
- Added an additional effect to the final story research options in the Fundamental and Engineering branches.
- Increased the efficiency of all solar panels by 5–10%.
- Reduced the wear rate of all modules by 5–10%.
- Rebalanced the cost of some research options.
- Increased the construction cost of CRUST and UNIVERSE rockets by 40k.
- Increased the construction cost of rockets by 100k.
- Update v1.0.40:
- Fixed a bug where the recipe would not be set in modules whose construction was started in a previous version (1.0.30).
- Fixed a bug where, in some cases, drones could get stuck while constructing, charging, or transporting resources.
- Fixed an incorrect auto-sell status that indicated it was waiting for a resource while searching for a buyer.
- Fixed a bug where the Ore Detector had to be reselected in order to scan again.
- Update v1.0.38.1:
- Fixed
- Fixed a bug where drones assigned to the Cargo Drone Reconfiguration Module would get stuck inside it and fail to convert into cargo drones.
- Update v1.0.38:
- Fixed
- Fixed a bug where balance changes were not applied to older saves.
- Fixed one of the possible causes of a bug where, in some cases, quests would stop progressing and would all appear at once when loading a save.
- Fixed a bug where the outpost transfer button for a quest would not work correctly.
- Fixed an issue where incorrect navigation weights allowed colonists to walk through modules in living quarters.
- Fixed an issue where assigning a capsule for launch would cause the selected Flight Control Center to switch to the first one in alphabetical order.
- Fixed an issue where contract filters would reset when reopening the menu.
- If research for Large Gas Storage was completed before the module was added to the game, it will now automatically become available for construction when loading a save.
- Fixed an issue where new Encyclopedia pages would only appear after switching to the quest log and then back to the Encyclopedia.
- Fixed an issue where gas deposit icons interfered with extractor placement.
- Fixed an incorrect icon displayed on the box containing a purchased exercise machine.
- Fixed a Russian voice line for one of the scientist's lines.
- Fixed a bug where switching to probe launch mode from the Transport Cannon interface would not work correctly.
- Fixed the behavior of sliders in resource buying and selling.
- Fixed a bug where the module selection would not reset when entering various modes.
- Fixed a bug where the rover's status would not update after geological scanning was completed.
- Fixed a bug where the Fuel Factory was built with a recipe already selected, causing drones to only deliver resources there after it was reselected.
- Fixed a bug where hauler or mining drones could be sent to a point of interest, which caused various issues with reconfiguration modules.
- Fixed a bug where regolith delivered to the Expedition Center via conveyor belt would completely lose its oxide content.
- Fixed a bug where a truck could depart for a point of interest without waiting for all the drones that needed to be brought there.
- Fixed a bug where the rocket could get stuck in the waiting-for-new-loading status when the previous one was canceled.
- Fixed a bug where the rocket could get stuck during refueling if the game was saved at the moment of its landing.
- Fixed a bug where canceling a partially loaded rocket contract would cause the delivered resources to disappear.
- Fixed a bug where drones could, in some cases, fail to deliver resources to the Launch Station for departure, causing them to get stuck and preventing the contract from being completed.
- Fixed incorrect stacking of helium-3 extraction modifier bonuses.
- Fixed the generation of contracts for other objects in the Solar System.
- Optimization
- Optimized the updating of values in gas-related interfaces.
- Reselecting the Cargo Dock or Gas Storage modules now clears their previous data.
- Changed
- Improved the module recipe-switching system. If the raw materials remain the same after switching recipes, they will no longer be dropped on the ground. This also applies to Mk.2 upgrades.
- Slightly increased the brightness of resources on conveyors.
- Reduced the delay before the story continues after completing the "Strategic Planning" quest.
- Changed the positions of the required and available bed counts in the colonist tooltip.
- Added highlighting for the current player's position in the in-game leaderboard, matching the main menu.
- Expanded the information in the tooltip when hovering over the rocket on the bottom panel.
- Reduced the time before the meteorite impact notification appears.
- Added a temporary notification at meteorite impact sites.
- Improved the quest log. It no longer shows quest completion dates, and only story missions are marked with stars.
- Balance
- Rebalanced the costs and durations of interplanetary contracts and urgent interplanetary contracts.
- Rebalanced colonists' starting skills.
- Slightly increased the cost of Tier 5 conveyors: 7750->8000 per segment.
- Rebalanced the research cost for Tier 5 conveyors.
- Rebalanced the research cost for additional auto-selling slots in the Flight Control Center.
- Rebalanced the flight time for interplanetary contracts to Titan.
- Update v1.0.30:
- Added
- Added a new encyclopedia page: Manufacturer.
- Fixed
- Fixed a bug where colonists remained assigned to deleted workplaces in the Kitchen.
- Fixed a bug where negative gas values could be obtained in some cases.
- Fixed a bug where a truck could rarely get stuck in the Expedition Center.
- Removed the ability to build a gas pipe support on a road.
- Gas pipe support holograms now turn red when hovering over an area unavailable for construction.
- Major Spanish localization fixes.
- Changed
- Improved the contracts tutorial.
- Added unlocking of the locked rocket after completing the story.
- Update v1.0.26:
- Added
- Added a new module: Large Gas Storage.
- Added additional points of interest generations that trigger during gameplay.
- Added new encyclopedia pages: Gas Extractor, Shower-Toilet.
- Fixed
- Fixed an issue where trucks in Patrol mode would not collect all resources.
- Fixed an issue where the total colonist count did not include colonists sitting in trucks, as well as an issue with the incorrect personnel count displayed at the orbital level.
- Conveyor connections from Distributors to modules that are placed directly adjacent to each other are now upgraded together with the Distributor.
- Fixed incorrect updating of the total colonist count after staff die at an outpost.
- Fixed a bug where the epidemic event could trigger when there were no colonists at the base.
- Fixed a bug where, in automatic drone maintenance mode, a module's closed exit would not open after its internal storage overflowed.
- Fixed a bug where, after switching a contract from rocket to ground with a Launch Station selected, a nonexistent Flight Control Center was substituted.
- Fixed a bug where planned conveyor belts connected to modules would disable drone maintenance.
- Fixed a bug where canceling a truck's route before it left the base would remove the colonists sitting in it from the list until the menu was reopened.
- Fixed a bug where the Connector appeared available for construction without the corresponding research.
- Fixed the collision of the Rare Minerals Refinery.
- Localization fixes.
- Changed
- Improved the auto-sell system. Now, when a trade is canceled while a capsule is being loaded, not only subsequent sales are canceled, but the current one as well.
- Blocked the ability to select an outpost while in the route assignment window.
- Now, when switching a distributor with a conveyor belt connected flush to modules from planning mode to build mode (and vice versa), the conveyor belts are switched along with it.
- Added a "My Place" button to the leaderboard in the statistics window.
- Added skills to the tooltip when hovering over a colonist in the list.
- Balance
- Added transparent aluminum to some points of interest.
- Reduced food weight 40->30.
- Reduced the base market price of food 400->300.
- Reduced the number of cook positions in the Kitchen 2->1. It now operates at maximum efficiency with a single cook.
- Industrial Kitchen — reduced water consumption 6->5.
- Industrial Kitchen — increased base efficiency 3->4.
- Updated the description of the Battery upgrade.
- Increased the base maximum amount of Water Ice that can be found at a single deposit on the global map 4000->5000.
- Increased slag processing time for the "Deep Processing" alternative recipes by 100%.
- Increased the number of hidden Points of Interest by 15–30%.
- Update v1.0.22:
- Added
- Added new Encyclopedia pages covering Regolith processing at outposts and patrols.
- Added new artwork to the loading screen.
- Fixed
- Fixed a memory leak caused by module interfaces remaining in memory after being closed.
- Reduced the number of calculations of the total number of built modules.
- Changed
- Updated the description of the "Advanced Trading License" research.
- Balance
- Simplified the alternative recipe for Titanium Plates: Titanium Oxide 4->2.
- Simplified the alternative recipe for Duralumin Plates: Aluminum Oxide 12->10.
- Rebalanced the impact of production and decorative modules on room beauty. Decorative modules now provide more beauty, while the negative effect of the Kitchen, Industrial Kitchen, Carbon Fiber Factory, and laboratories has been reduced.
- Reduced the cost of laying pipes per segment 4500->4000.
- Rebalanced meteor shower intensity based on base size and game difficulty.
- Update v1.0.21:
- Fixed a memory leak caused by completed timers being retained in the system.
- Fixed an issue where vehicle upgrades would not be applied if they were purchased before the vehicle first left the base.
- Update v1.0.20:
- Added a restriction preventing saves while marking out living quarters.
- Fixed an issue where resources on conveyors would move despite the game being paused after loading a save.
- Fixed an issue where a specific sequence of actions could cause a crash when attempting to upgrade a conveyor.
- Fixed an issue where living quarters could be built without the required research.
- Fixed an issue where, in some cases, meteorites would fall underground upon impact.
- Fixed the behavior of the sliders used to select the amount of resources to buy or sell.
- Fixed an issue where more resources than the capsule could hold could be assigned to auto-trading. This would block buying and selling and prevent the module's mode from being changed.
- Changed the delay after completing the "Strategic Planning" contract before the Laser Cannon launches. The duration of the delay now also depends on the selected difficulty.
- Improved late-game events in sandbox games with custom settings.
- Update v1.0.19:
- Added
- Added new Encyclopaedia pages covering outpost management, Helium-3 extraction, and colonist work at outposts.
- Added a status for colonists who are sitting in a truck.
- Added tooltips when selecting the difficulty at the end of the Prologue.
- Added a check for the presence of a Cargo Dock at the start of the Echo-7 quest.
- Added automatic updating of the gas counter in the Cargo Dock.
- Added the game title to the pause menu.
- Fixed
- Fixed issues with rooms introduced in the previous patch. Affected saves have been restored.
- Fixed a memory leak that occurred when opening the Contracts menu with unlocked factions.
- Fixed an issue where, in some cases, trucks would plot their routes while ignoring roads after loading a save.
- Fixed an issue where auto-trading statuses were displayed incorrectly when selling or buying using multiple slots.
- Fixed an issue where the time remaining until research completion remained displayed after cancelling research.
- Fixed an issue where the amount of Helium-3 at an outpost could become desynchronised after loading a save.
- Fixed the displayed cost of hiring colonists.
- Fixed an issue where wall decorations could increase the comfort level of an adjacent room instead of the room they were in.
- Fixed an issue where removing modules that increased comfort did not reduce the comfort level accordingly.
- Fixed an issue where the required resource counter for planned module construction could behave incorrectly when construction was cancelled while drones were delivering resources.
- Fixed an issue where resources could be unloaded from trucks under modules.
- Fixed an issue where a low-power notification would briefly appear after repairing a module.
- Fixed an issue where, in some cases, no notification would appear when a colonist was ready to level up their profession.
- Fixed an issue where the Rover's Geological Scan tooltip incorrectly stated that research was required when it had already been completed.
- Fixed an issue where, in rare cases, the icon in the Flight Control Center interface could shift out of place.
- Fixed an issue where, in rare cases, drones could move outside the map boundaries with certain configurations near the edge of the map.
- Localisation fixes.
- Changed
- Improved the tooltip displayed when hovering over the outpost demolition button.
- Removed the "Scout" button from the right-click menu for Points of Interest that have already been researched.
- Improved the display of the estimated research time when there are not enough Science Points available.
- Improved the road demolition animation.
- Replaced some artwork.
- Improved the construction animation for the Carbon Fiber Factory.
- Expanded the Encyclopaedia page about Science Points. It now lists all available ways to earn them.
- Balance
- Increased the cost of the Rover's Geological Scanner upgrade 35000 -> 65000.
- Update v1.0.13:
- Added
- Added the ability to remember the last excavation mode.
- Added a button to drop resources to the ground in the distributor interface.
- Fixed
- Fixed the navigation zones of the Cargo Dock and Expedition Center, which could cause trucks to take incorrect routes.
- Fixed an issue that could, in rare cases, cause drones to fail to complete the construction of Living quarters.
- Fixed an issue where colonists sitting in a truck but not assigned to an expedition were not displayed in the Personnel list.
- Fixed an issue where repeatedly building and demolishing roads would award credits.
- Fixed an issue where selected professions were not saved correctly in the Colonists menu.
- Fixed an issue where drone logistics would only update after clicking the module again when enabling or disabling it.
- Fixed an issue where demolishing a section of a conveyor in the middle would not refund the credits for the demolished section.
- Fixed an issue where roads were displayed with an incorrect cost.
- Fixed an issue where a road could be demolished along with a Electric Pillar and cable if they were under the cursor.
- Fixed an issue where the adjustment step was incorrect when setting a colonist's individual working hours.
- Fixed an issue where demolishing an underground conveyor refunded more credits than intended.
- Fixed an issue where the construction button was not centered on the Shower module.
- Fixed an issue with delivering Dr. Keller to the base.
- Fixed a missing Russian voice line for the mechanic in the Anomaly Scanner tutorial.
- Fixed the names and descriptions of some research options.
- Fixed the description of the Fuel Generator at an outpost.
- Major updates to the Japanese and Korean localizations.
- Improved pillar placement accuracy in Cable Routing Mode.
- Changed
- Replaced some artwork.
- Removed the ability to mirror the Beacon of Hope.
- Improved the visual appearance of conveyor routing in Planning Mode.
- Reduced the brightness of road lights.
- Balance
- Increased starting credits by $25,000 at all campaign difficulty levels.
- Increased starting credits by $50,000–500,000 in the custom sandbox settings.
- Adjusted the description of the Large Truck speed upgrade.
- Increased the base power output of the Fusion Generator from 700 → 1000.
- Increased the construction cost of the Fusion Generator: Modular Terminals 40 → 60.
- Reduced the Fusion Generator upgrade bonuses from 15 → 10% and 30 → 20%.
- Reduced the research cost of the Technocenter.
- Reduced the research cost of the Large Machinery Factory.
- Reduced the research cost of High-Voltage Transformers.
- Reduced the research costs of Level 1, 2, and 3 Regolith Extractor upgrades.
- Reduced the research cost of drone production.
- Reduced the cost of Level 2 and 3 Regolith Extractor upgrades.
- Reduced the number of randomly generated POIs on the global map by 10–15%.
- Update v1.0.12:
- Added
- Added a recipe copying system to the module and storage interfaces.
- Added new speed-related research options to the CRUST Solution Science Points store.
- Added medical supplies to the second Hope-2 capsule.
- Added a new research option that increases the number of connections for an Electric Pillar to 6 and increases its maximum radius.
- Fixed
- Fixed an issue where disabling Planning Mode could result in an additional module being scheduled for construction.
- Fixed colonist statuses while they are in the shower.
- Fixed an issue preventing modules that do not require CPU from being moved from Planning Mode to construction when the current CPU exceeds the allowed limit.
- Fixed UX issues that could, in rare cases, prevent roads from being demolished.
- Fixed the name of the speed setting in the controls menu.
- Fixed an issue where unfinished or planned Electrolysis Plants could, in rare cases, start producing oxygen.
- Fixed the number of workplaces displayed in the tooltip for all farms and the Carbon Fiber Factory.
- Fixed the name of the research mentioned in the scientist's voice line about underground mining.
- Changed
- Swapped the positions of the current number of beds and the required number in the colonist tooltip.
- Improved the encyclopedia page about the Launch Station.
- Added a new image to the News section in the main menu.
- Updated research and upgrade descriptions.
- The resource panel no longer collapses or expands when switching between levels (crater > underground level and vice versa).
- Localization fixes.
- Balance
- Reduced the research cost of the Medical Center.
- Simplified the requirements for researching roads.
- Increased the amount of Science Points awarded for reaching a new level of relations with organizations.
- Increased the capacity and cost of the Large Capsule: 9000->9800 units, $5850->$6400.
- Reduced the research costs of the Large Storage and Large Bulk Storage.
- Reduced the research costs of the Small Vehicle Assembly Facility.
- Reduced the research costs of the Cargo Dock.
- Reduced the research cost of the Robot manufacturing technology.
- Reduced the research costs of Roads.
- Reduced the research costs of the Programmable Conveyor Distributor.
- Reduced the Press's CPU requirement from 4->3.
- Update v1.0.11:
- Modified games will no longer appear on the leaderboard. We've also added the option to remove your results from the leaderboard.
- Added tooltips for the new buttons in the conveyor mode.
- Added sounds when toggling planning mode on and off using the button.
- Added alphabetical sorting to the list of landing sites in the logistics window.
- Fixed an issue where conveyors could behave incorrectly in some cases when modules were placed directly adjacent to each other.
- Fixed the faction description display when selecting a faction.
- Fixed an issue where colonists sitting in a truck but not assigned to an expedition were not displayed in the personnel list.
- Adjusted the tooltip when switching display modes in the Mobile Drilling Rig.
- Improved drone priority distribution in situations with a large construction queue.
- Improved the leaderboard layout.
- Localization fixes.
- Update v1.0.10:
- Added tooltips for the buttons used to assign drones to extract oxides from resource veins.
- Added a tooltip when hovering over the Planning Mode toggle. Added sounds when a faction reward dialog appears.
- Added the seed number to the pause menu, with an option to copy it.
- Fixed an issue where the Truck could not be purchased from the CRUST Solutions store despite having enough credits.
- Fixed an issue where the incoming meteorite notification and Solar Flare timer disappeared after loading a save.
- Fixed an issue where the Regolith Refinery at an outpost would not work in some cases.
- Fixed an issue where the timer for a completed contract would rarely fail to disappear.
- Fixed an issue where demolishing underground modules could also remove roads located above them in some cases.
- The Monthly Top 100 leaderboard now displays the values.
- Fixed an issue where, in some cases, leaderboard values would not be recorded after starting the story campaign, and some achievements could not be obtained.
- Fixed an issue with one of the faction assistance objectives during the construction of the Laser Cannon.
- Made the portraits of colonists assigned to a module but not currently at their assigned positions more transparent.
- Fixed the behavior of shipping surplus items from warehouses to the conveyor when exits are closed.
- Update v1.0.9:
- Added localization for subtitles in the Prologue cutscenes.
- Reworked the Solar Flare event. Batteries located underground are no longer drained by it.
- Fixed a crash that could occur in some cases when loading a save due to an error initializing road data.
- Fixed the LODs for the Ice Melter.
- Fixed the Russian voice line for Alice when starting a sandbox game.
- Adjusted the shading settings for underground objects.
- Replaced some artwork.
- Changed the icon for the Mk. 2 Single Regolith Refinery upgrade.
- Major updates to the Chinese localization.
- Update v1.0.8:
- Added notifications for epidemics.
- Added a tutorial on generating Science Points at an outpost.
- Added a tooltip when hovering over the CPU icon in the construction planning window.
- Added an exclamation mark to the Research menu next to unused Science Points.
- Fixed a rare crash that could occur when loading save files containing a large number of rooms.
- Fixed an issue where the Conveyor Elevator output interface could be displayed incorrectly in some cases.
- Fixed an issue where the Fuel Factory could store an unlimited amount of the produced resource in some cases.
- Fixed an issue where assigning colonists to a Point of Interest required a double click.
- Fixed an issue where hovering over question marks on conveyor outputs from modules could display an incorrect tooltip in some cases.
- Fixed an issue where the visual indicator for a Mk.2 upgrade on a module disappeared when loading a save.
- Fixed the description of the RW 45-17/2075 Point of Interest.
- Updated upgrade descriptions.
- Limited the UI scaling range.
- Improved the timer display during a Solar Flare.
- Reduced the cost of the Hydroponic Farm upgrade from 45k to 35k.
- Reduced the research cost of the Rare Minerals Refinery.
- Reduced the research cost of the Microcircuits Factory and Smart Concrete Factory.
- Update v1.0.7:
- Reduced the volume of the credit-receipt sound
- Removed the error sound when using universal demolition
- Sequential connection now works without holding Shift
- Update v1.0.6:
- Changes
- Added 2 new tracks by our composer, Ilya Khaminov.
- Added the ability to remove roads using the Universal Demolition tool.
- Increased the radius of generated resource veins.
- Fixed road demolition. It now correctly refunds the credits spent.
- Fixed an issue where pressing Esc when an urgent story contract appeared prevented the quest from progressing.
- The credit deduction sound is now linked to the audio settings.
- Improved the settings layout.
- Localization fixes.
- Updated some artwork.
- Shower balance.