Patch 0.10.2

Released: 19th March 2021

Edited: March 22, 2021

Due to a high volume of crashes, we had to revert patch 0.10.2. Fortunately, we’ve resolved most of the issues and we’re bringing it back! As an important note, please do not set any of the sliders in Custom Map Generation to MAXIMUM or use the PIONEERING TERRAFORMER location. Both of these have issues and will not allow you to start the game. We are working on a fix for these. Thank you to everyone for showing us so much patience and kindness!

Changes as of 0.10.2

? indicates changes due to community feedback!

You’re Never Bugging Us!

  • ? In light of the pretty serious storage discrepancies we’ve been hearing about, we’ve added a ‘resolve discrepancies’ button to the bug reporter. If you suspect you have a storage problem, simply open the bug reporter via the pause menu or the button in the upper right HUD to find the ‘resolve discrepancies’ button. Please send your save data and a bug report before doing so! The information we get from those reports is what helps us solve the problem, so we really would appreciate your reports regardless. Thank you!

I Know a Shortcut

  • Changed how the pathing of both Employees and Citizens works! Both can now take diagonals and walk across the middle of tiles, which speeds up their movement from point A to point B considerably

No More Cliffhangers

  • We’ve updated our Map Generation code!
  • Maps now have a nice border instead of just cutting off abruptly
  • New structures such as Big Sinkholes, Mountains, Large Rocks, and more now generate on maps
  • IMPORTANT NOTE: Please do not set any of the sliders in Custom Map Generation to MAXIMUM or use the PIONEERING TERRAFORMER location! Both of these have issues and will not allow you to start the game. We are working on a fix for these


  • Changed the emissive property of processors to indicate which resources are being processed
  • Changed the appearance of the Processor, Input, Output and Waste modules to be more clear. Added ‘Time Left’ text to progress bars


  • No credits to unlock that turret you really need? No sweat! Buildings all now have a flat unlock rate of 5 Red Artifacts
  • The Command Center is now unlocked by default
  • Transport Hub must be online for Truck construction to take place. If your Hub loses power while you’re building a truck, you have to wait until it’s powered again for the construction to complete
  • Dismantling an Energy-consuming building now stops the building from from consuming energy as soon as the dismantle is queued, instead of when the Employee arrives and begins the dismantle


  • ? Ships can now launch even if they have resources on the floor. Those resources will be teleported to a temporary storage located in your shipyard until they can be stored elsewhere.
  • Added an extra confirmation step to self destructing ships to prevent accidental explosions

What’s On The Menu?

  • ? Rearranged all our settings menus so that they are easier to read, more accessible, and free of duplicate settings and double negatives
  • Added ‘report bug’ to the pause menu
  • ? Pressing enter after changing the name of a manual save now automatically confirms the save
  • Added “Recommended” text to the Low-Risk Land Grant in New Game creation to guide new players

You Can’t Spell Industries without UI

  • Lots of small adjustments to UI to make it more readable
  • ? Resource icon popups under the HUD when gaining or using resources now also indicate the Tier of resource gained/used


  • Changed the Territory Overlay look by removing the blue fill for better visibility
  • Made some adjustments to the Energy Overlay to make it easier to read

Nice Weather Today, Eh?

  • Added an extra weather indicator to the time of day widget
  • Changed weather so that even if visual effects are disabled for visibility/performance issues, the simulation effects are still applied (Employees walk slower in snow, pollution is reduced during rain)

The Little Guys

  • Lowered the salary rate increases by each additional Employee by 25%
  • Reduced amount of starting workers back to 8
  • Changed the number of Employees supported by the HQ to be 12 / 18 / 24
  • Removed the ‘no Citizen assigned’ flag from Monetization Stations and Habitat Pods as it was misleading


  • Added a ‘Waste Generated per Day’ to the Citizen Management panel
  • Waste module now shows a ‘full’ warning flag when full
  • CTRL+C can now be used to copy blueprints of devices that have been placed, so that more can be placed

Industrial Re-pollution

  • Updated the pollution overlay to have a new colour for Industrial Fans and Air Purifiers (they were previously displayed as polluting)
  • ? Reduced pollution damage to citizens by 50%
  • ? Trucks now pollute 33% less
  • Optimized how pollution and xethane spreads to slightly improve performance
  • Xethane emission rates reduced by 33%

Fixes as of 0.10.2

  • ? Fixed the map-gen crash from the first time we tried to put this patch out!
  • ? Fixed the priority drag and drop widget refocusing OBS if using Window Capture
  • Adjusted many building meshes to prevent clipping with construction scaffolding when connecting buildings
  • Fixed dismantling a crew pod with an Employee inside, in a game with more crew pods than Employees, and all Employees assigned to crew pods, causing some unexpected behaviour
  • Fixed tile selection being saved but not the UI panel (now no selection loads at all)
  • Fixed camera’s ‘starting position’ being reset on load, causing city bounds to be offset if the game was saved while camera was not centered on the HQ
  • Fixed crate not disappearing when the last resource was picked up from a resource patch
  • Fixed a crash that occurred when loading due to a delivery failing to load
  • Fixed cancelling a road construction while scaffolding was going down wasn’t refreshing roads correctly, causing incorrect assets to appear
  • Fixed names of destroyed buildings scaling incorrectly
  • Lots of small adjustments to UI to make localization efforts smoother
  • Fixed crew pod reflective material being too reflective
  • Fixed generators in a disabled factory still appearing to consume fuel in the UI
  • Fixed waste being allowed to generate inside an under construction device if the construction was placed on top of waste to begin with
  • Fixed the flag filters not working correctly
  • Fixed Energy Overlay not displaying the radius for pylons and relays that were still holograms or under construction
  • Fixed manually disabled buildings that still had Energy incorrectly displaying the ‘no energy’ flag
  • Fixed appearance of dismantle tooltip on rocks
  • Fixed allowing hotkey to spam enable/disable on Energy devices
  • Fixed storage jobs being cancelled when the source storage is destroyed and an Employee is already carrying the resources
  • Fixed Citizen meshes not updating correctly when zooming in and out
  • Fixed a storage discrepancy when a storage device finished construction in a disabled factory
  • Fixed resuming a paused device construction while an Employee was still putting away their tool causing the Employee to get stuck in the job
  • Fixed pausing and resuming a device construction while the game was paused queuing multiple delivery jobs, which could cause Employees to be incorrectly assigned to a job and get stuck
  • Fixed tooltip wording on connected buildings
  • Some small memory usage optimization changes (preventing a specific case of memory overuse)
  • Fixed Employees sometimes getting stuck underneath a shipyard when placed on top of them
  • Attempted fixes at a handful of rare, unreproduced crashes
  • Fixed Industrial Fan showing up as a source of pollution in the pollution overlay
  • Fixed resource patch harvest VFX missing a material on load
  • Fixed continue tooltip still not showing most recent save
  • Fixed the Employee Management tab to always show city when in the city, and always show current ship when in a ship
  • Fixed CTRL+C not working with devices anymore
  • Fixed flickering flags on ruins
  • Fixed energy overlay displaying in the background of the shipyard
  • Fixed Processors not completely highlighting when moused over
  • ? Fixed buildings disappearing and downgrading if a shipyard was built at a specific rotation and location, and then the game was saved and loaded
  • Fixed time played not going over 100 hours
  • Fixed a crash that could occur when a building was destroyed as the player was entering it
  • Fixed a crash caused by dismantling a device under repair in the shipyard
  • Fixed trucks getting stuck on the road if a job was paused and then cancelled before the truck arrived, and then the game was saved and loaded
  • Fixed some storage jobs being lost in a handful of very specific cases
  • Fixed Employees getting stuck if a resource patch was mined to completion
  • Fixed Employees not being unassigned from jobs correctly in some cases
  • Fixed Energy Overlay travelling between floors in a building incorrectly
  • Fixed a failsafe creating extra storage jobs for resources that were being stored already
  • Fixed the supported Employees total to be calculated every change instead of based on a number that sometimes didn’t update correctly
  • Fixed Ship priority list not being autoselected when inside a ship, and fixed it not going back to city when exiting ship