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Steam announcementView the game on SifterSeptember 22, 2026

Update 1.0.13

Patch 1.0.13

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%.

MacOS

  • Fixed an issue where the cursor would not properly hover over buttons, making them difficult to click.

Patch 1.0.12

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.

Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.