Patch 0.9.0

Released: 2nd February 2021



  • THE SOUND OF MONEY: The streets of Titan are now alive with citizens!
  • PAYDAY: Yes, you have to pay your poor employees now.
  • CALL ME, BEEP ME: Updates to the tutorial.
  • WALKING A TIGHTROPE: A huge number of balance changes!

Industries of Titan is in Early Access, which means we are actively updating and adding new content based on our roadmap and your wonderful feedback. You can expect the next major update on Tuesday, March 2nd. Update 9 will introduce another new layer of gameplay: Factories! See the full patch notes below.

Changes as of 0.9.0

? indicates changes due to community feedback!

The streets are alive with Citizens! Population Simulation 1.0 is finally here

  • Citizens now adhere to a loose schedule every day:
    • Commute to work and earn credits during the day (8pm to 4pm)
    • Wander the streets in the evening (4pm to 2am)
    • Sleep at night (except for a few night owls!) (2am to 8am)
  • Citizens will choose their own housing based on Livability factors, including proximity to jobs, pollution sources, Headquarters, and Council/Spaceport
  • UI is populated with new details about livability factors for each building. You can see these changes in the build menu under each building’s stats and in their UI selection panels
  • All buildings that contain jobs also have “Desirability” stats that are influenced by their proximity to housing and other buildings
  • Citizens wear different outfits in different colours
  • New Citizen animations to bring your city to life (and death, as it turns out)
  • ? The visual crowd density can be controlled via a slider in the Graphics Settings

Manage your newly populated city with the help of the Citizen Management panel

  • Conveniently located on the top left of the HUD alongside all your other management panels 
  • Provides information about your living spaces, jobs, vacancies, employment rate, and credit earnings
  • Displays the current time of day and what your Citizens are doing during that time
  • Lets you know the general health of your Citizens as a percentage

Have you been looking for a way to spend those credits? Get ready, because your Employees are tired of working for free (and they want backpay! Just kidding)

  • Every Employee now requires a credit salary paid out every 24 simulation minutes (once per Titan day)
  • If you can’t afford to pay, you won’t be able to convert new Employees until you pay out a full salary, even if you have the Artifacts to do so
  • You can view the timer to the next pay period in the Employee Management panel, or in the tooltip for Credits in your HUD

Call me, beep me if you want to reach me (Tutorial Updates)

  • ? Small update to the tutorial – we’ve removed the majority of the steps in the tutorial. This is in preparation for the Advisors panel to become more useful. If you get stuck, try phoning an Advisor up!

The more you mine…

  • Resource nodes now have quality degradation – the longer you mine, the less you’ll gain over time; however, they still contain infinite amounts of resources.

Updates to UI, overlays, loading screens, and SFX!

  • Added the Population Overlay! 
    • Buildings with jobs or housing display an icon above them if they have vacancies
    • Buildings are outlined depending on what kind of purpose they serve (green for living space, yellow for jobs, and a mix for buildings that contain both)
    • Tiles of your city are coloured on a gradient of green (great livability) to purple (terrible livability) to help you make better city planning decisions
    • We’ll be continuing to add to this overlay in the future! Please let us know if you find it useful or want it to change.
  • Timer on the bottom right of the screen can now be toggled to display simulation time passed or Titan time (days passed and current time of day)
  • The Jobs list now displays jobs in singular resources, rather than per tile, hopefully giving a more accurate view of how many resources need to move to a construction site or get cleaned up after a salvage
  • ? Smokestacks now have the same sliders that Mines do – you can set your Waste drop-off to be by Employee, by Truck, or by both
  • Updated the look of the Energy Overlay! The VFX for inside buildings now matches what’s seen in City view
  • A new loading screen illustration (and lore to go along with it!)
  • Updated our roadmap ingame
  • A bunch of gorgeous new SFX for devices

A HUGE balance pass! Details below:

  • Player starts with 6000 credits instead of 100 credits
  • ? Increased time until first Rebel attack
  • ? Increased time between Rebel attacks
  • Mining by hand and mining by Mine are now the same speed
  • Council now costs 2000 credits to unlock
  • Waste is generated 3x less than usual, is only produced during sleep phase
  • All building energy requirements doubled
  • Reduced credit earning rate (Citizens earn 1 credit every 9sec)
  • Decreased storage capacity 20% for Energy Depot and Fuel Silo
  • ? Tuned the effects of pollution and Xethane on livability
  • ? Increased Xethane spread rate by 20%
  • Costs to unlock Storage upgrades for Council and Spaceport decreased by 2x
  • Amount of migrants per ship increased x6
  • Increased Ship Unlock costs by x10
  • Increased Building Unlock cost by x5
  • Increased the Energy cost and Waste output of the Conversion Capsule by 2x
  • Increased costs for many buildings:
    • 30 > 32 minerals for Transport Hub, Command Center, Monument, Fuel Fabricator, Air Filter, Energy Plant and Mine
    • 20 > 24 minerals for Industrial Fan and Shipyard
    • 20 > 32 minerals for Residential building
    • 30 > 48 minerals and 2 > 4 isotopes for Office building
    • 12 > 16 minerals for Conversion Center
    • 3 > 4 minerals for Roads
    • 60 > 64 minerals for Defense Turret
  • Decreased mineral costs for some buildings:
    • 10 > 8 minerals for Storage Facility, Factory, Smokestack, Pylon, Fuel Silo, and Energy Depot
  • Decreased cost and build times for some devices:
    • 8 > 4 for Habitat Pod, build speed is doubled
    • 6 > 2 for Monetization Station, build speed is tripled
  • Increased Residential living capacity:
    • Unconnected: 16 / 24 / 32 (levels 1/2/3)
    • Connected:     34 / 52 / 70
  • Increased Office job capacity:
    • Unconnected: 32 / 48 / 64
    • Connected:     68 / 104 / 140
  • ? Increased waste storage of Conversion Center and Residential: 
    • Unconnected: 10 / 15 / 20
    • Connected:     20 / 30 / 40
  • Increased Employee Support for Conversion Center:
    • Unconnected: 8 / 10 / 12
    • Connected:     17 / 22 / 27
  • Doubled Energy requirements of Conversion Center, but doubled concurrent Conversion speed
  • Energy Plant’s required fuel and energy output increased:
    • Unconnected: 12 / 18 / 24 fuel required, but 48 / 72 / 96 energy output
    • Connected:     24 / 36 / 48 fuel required, but 108 / 162 / 216 energy output

Fixes as of 0.9.0

  • Fixed massive metadata files from ancient saves – the game now ignores metadata and rewrites on load, to avoid crashes when starting a new game if the player had really old saves
  • This is important! Older, potentially corrupted, save files from April 2020 and earlier will no longer load. It is highly encouraged to delete any old saves from launch you might have around.
  • Many, many adjustments and fixes to population simulation
  • Made some small optimizations to VFX when game is zoomed out
  • Fixed rock destruction not being cancellable
  • Fixed wording on Mine slider description
  • Fixed dismantling a resource patch while an Employee was mining causing Employee to be stuck mining forever
  • Fixed unassigning an Employee from a resource patch during their storage phase causing issues when reassigning an Employee later
  • Fixed the issue causing massive slowdown in 0.8.1
  • Fixed job issues when upgrading a storage facility while Employees were about to grab waste for the Smokestack
  • Fixed some text clipping issues
  • Fixed the loading screen getting the wrong data, causing issues sometimes when loading
  • Fixed being able to select the interior of a building when transitioning to a new view
  • Fixed another crash that occurred when placing or interacting with a pylon
  • Fixed another slowdown issue caused by truck pathing (issue is still present, but significantly less)

If you’re coming from Experimental, here are some of the fixes to expect:

  • Fixed overlay not working correctly inside buildings
  • Fixed salary deduction popup displaying a positive number instead of a negative number
  • Fixed Energy Overlay not being cleared if navigating out of the building while an Energy device was selected
  • Fixed Energy Overlay being turned off when selecting another Energy device
  • Fixed coverage area of relay not being hidden when mousing away from valid placement point