Just wanted to give you all a quick status update:
We are going to delay the launch of Oxygen Not Included for a bit. After working on the final major update for the game we felt that we weren’t quite where we anticipated that we would be.
We’re feeling good about the content of this final update and we really think you will like what we have cooking but if we launch as scheduled, the update would not have seen much testing and it’s just not as polished as we (or you) would like.
Rather than launch something we’re not feeling great about, we’re just going to hold off a bit. We are moving release to July and we expect to open for testing around the end of June.
Our apologies for making you all wait a bit longer and once again, thanks for all your support!
Our final upgrade in the Quality of Life series has arrived… presenting: QoL Mk III! As always, we're extremely grateful for all the detailed feedback and intense support you’ve given us. We've got some big improvements for you this time:
First off, we've overhauled the Disease system. Overall, Duplicant sickness is simpler and more frequent, and can be successfully managed with adequate medicine infrastructure and doctoring time. Germs still work pretty much how you remember them, although Duplicants’ sickness has since been streamlined. Dupes no longer have an “immune system”, but instead simply have a chance to get sick each time they encounter germs of different types. Actually being sick is also a much simpler affair: Infected Duplicants will continue performing their duties in the colony, but the side effects from the disease will reduce their efficiency until cured.
Next, we've turned Jobs into Skills. Although we liked the "job" metaphor, it didn't really match the mechanics of the system, so we renamed it to "Skills" and tweaked many of the surrounding features to be more consistent with the idea of awarding new skills to your Duplicants. Morale Expectation is now accumulated per skill earned, so you’ll get to make a meaningful choice between how specialized or general a particular Dupe's skill set will be as your colony grows!
There have also been a bunch of fixes and additions to fill gaps and correct balance issues: The Steam Turbine has had an overhaul (it condenses the steam internally now!), there is a new Ice-E Fan which replaces the Hydro Fan (with an associated Ice Maker for producing ice!) and new structures for moving solid materials around both by Duplicant-power and with conveyor buildings. Additionally, we've added some new overlays, tweaked tool filters, and fixed a whole bunch of bugs and UI issues.
And with this Upgrade now in your hands, we're full steam ahead towards release! Further details can be found in our roadmap, but rest assured we're not done with this game yet, and will continue absorbing your feedback and making the best mad science experiment urine-powered rocket factory colony management game that we can!
What's New and Improved?
Major Disease rebalance
Sicknesses are more frequent but less deadly
Immune System removed, germs have direct chance to infect
New Medical skills and hats
New Sick Bay and Disease Clinic buildings
Medicine redesigned
Food Poisoning and Slime Lung tweaked
Allergies and Zombie Spore germs and sicknesses added
Jobs/Skills Overhaul
Jobs system is now the Skills system
Experience is now gained up front and then spent on Skills
Skills Screen (formerly Jobs Screen) displays acquired skills per-Dupe
Morale Expectation is cumulative per skill learned, rather than tiered
Freely assign a Duplicant's hat from all the hats they've earned
Major Building Changes
Steam Turbine total rebuild, it now condenses steam internally, and port and power behavior is much more consistent
New Sporechid flower appears in the Oil biome, and releases harmful germs
New Skill Scrubber building to reset skill points
New Ice Maker to create ice from water
Cooling Fan replaced with Ice-E Fan, the Dupe-powered method of cooling an area
New Conveyor Shutoff Valve
New Conveyor Chute
New Automatic Dispenser
New Material Overlay screen
New Integrated Mods System
Publish and download all mods from the Steam Workshop, or install locally in your Documents folder
Support DLL, worldgen, element, codex, and strings mods
Translations still supported, with no changes to existing mods necessary
In-game menu for enabling and reordering mods
For the full patch notes, please view the full update page!
HOTFIX - 326830
Swapped in the new artwork for the Early Access message screen
Mods can now overwrite all the remaining files in worldgen (biomes, features, subworlds, etc.)
Hooked up proper animations for the Automatic Dispenser
Fixed Duplicant scaling on the new game mode selection screen
Dupes printed from the portal (not starter dupes) come with 1 skill point
Tooltips on the skills screen should no longer go off the bottom of the screen
Deprecated buildings can no longer be copied
QOL2 saves which were upgraded to QOL3 will no longer show hearts on every skill
Door state is copied when copying settings between doors
Medical hat variants show correctly on the Skills screen
Logic timing should scale properly with game speed now
Skill Scrubber sounds added
Sneezing no longer interrupts errands, they will resume after the sneeze completes. (A few more emotes are underway to be fixed too!)
Duplicants who were in rockets in a QOL2 save will have their skill points properly upgraded. (If the colony has been loaded and saved in QOL3, the points can no longer be restored.)
Highly germ-susceptible Duplicants will no longer get other Duplicants sick when they are exposed to germs.
Selected hat displays correctly in the Skills screen
It's now been over two years since the first public Beta for Oxygen Not Included, and it's finally time to fully launch the game! The third Quality of Life Upgrade is coming to you on Tuesday April 16th, and then there will be one last update to complete Early Access.
In late May, we will be coming out of Early Access with new content (3 new biomes, new creatures, new buildings, and more), and official mod support, making it possible for players to create game content of their own.
With that, we feel Oxygen Not Included is ready for a full launch. After we've officially launched, we will continue to make quality of life improvements and bug fixes, while the bulk of the team will be moving on to building DLC for the game, where we can explore further ideas and expansions to ONI's world.
All in all, it's been a rather surreal journey for the team. The game is extremely intricate, with so many moving parts; when we first designed it, we weren't sure how many people would be interested in embracing their inner scientist, but 1.5 million players later, we're happy to say the experiment has worked out.
Thank you so much for playing our game. Thank you so much for all your bug reports, your feedback and all the wonderful support you have given us during this journey. We look forward to launching this game with you.
We're keeping the improvements train rolling today with the release of our latest Quality of Life Upgrade, QoL MK II! Our team has continued to scour their bug lists and review all the feedback you've given us here in the forums, and we've been working hard to improve our game systems and overall game performance.
A high level of focus in QoL Mk II has been directed toward adding tools to communicate how Duplicants are choosing jobs or moving around your base, giving you better, more efficient control of your colony. We've also added a whole batch of unusual Space Artifacts for you to display on your Pedestals, and some exciting new upgrades to the Printing Pod's capabilities. And we've knocked out all kinds of bugs and crashes thanks to your reports!
Throughout the rest of the QoL Upgrades we will be continuing to monitor your feedback for more information on how we can improve the game. We've made some serious progress on bugs and polish this update, but there's still lots more to come! We've got even more systems to balance and optimization to perform.
As of the QoL MK II release, Oxygen Not Included is now also available on the Epic Game Store. The game is still in Early Access, and we plan to follow the same Testing/Release schedule on Epic that we currently do on Steam. We're supporting both platforms that the Epic Game Store supports, currently PC and Mac.
A big thank you to everyone who participated in our open testing branch, we hope you enjoy QoL MK II!
What's New and Improved?
Printing Pod can now print objects other than Duplicants, to give your colony that little extra boost
Added a new priority to the Priority tool, "!!". This will make a highest-priority errand and put the base into Red Alert mode until the errand is complete
Added a new side screen for Duplicants which shows all the chores they can perform, and what order they will perform them in
Added a new "Errands" tab for buildings (other objects coming soon!) which shows what chores are available there and which Duplicants can work on those chores
Reports Menu now shows a more accurate and better categorized breakdown of where Duplicants are spending their time
Reports Menu now shows how many errands have been created and completed each day
"Long Commute Times" notification if Duplicants have a high percentage of travel time in a day
New Artifacts can be returned from space missions, either by astronauts or space tourists -- display them on Pedestals for high decor!
Eggs can now also be placed on Pedestals
Rocket modules now have a "Launch Tower" background that shows where the rocket will land even after it has taken off
There have also been many bug fixes and minor improvements.
Once again able to build Pitcher Pump in front of back wall buildings
Fix gas leaking if Airflow Tiles or Mesh Tiles are built as replacement tiles
Fix priority on Neural Vascillator so Dupes with raised priorities will actually use it
Fix crash when building wires and pipes
Fix crash when destroying a Geyser in sandbox mode
Fix crash when Dupes are Rummaging
Increase the priority of Rummage errands
Wrangle Tool now correctly sets priority
Fix crash when one of the Dupes in a conversation disappears for some reason
HOTFIX - 311032
Fix crash when changing Dupe names with Chinese input
Fix crash when building plumbing/vents on single-core computers
Fix Duplicants getting stuck in a delivery loop if a locker set set to !! priority
HOTFIX - 311694
Red alert no longer prevents Duplicants from catching their breath (They will however, hold it for longer than usual)
Dupes in Red Alert will get the correct "holding breath" face when holding their breath
Can now set emergency priority with the '0' key the same way the other number keys set normal priorities.
Fix Filtered Output Pipe icon on the plumbing overlay
Fix liquid/gas input incorrectly updating liquid flow if the entire mass was consumed
Fix crashed caused by Errand time reporting
Cleaned up which systems were responsible for Red Alert from Emergency
Priority errands. Now it's controlled directly from the building's priority, so setting the building priority will immediately toggle Red Alert on or off, regardless of whether there is an active chore. This makes it more consistent in all cases and improves the feedback of toggling the building's priority.
Buildings and other objects with emergency priority now have a "!!" status item visible in the main game view
If a building was only temporarily prioritizable (e.g. because of a Repair errand), it will stop causing Red Alert when that errand is finished.
Several temperature and mass related crashes were actually recoverable, so just put a warning in the output log and keep running the game.
Fix a crash then the Med Bed is set to emergency priority
Duplicants are allowed to remain in a med bed during Red Alert
Fix the priority numbers on the Minion Todo List being off by one.
HOTFIX - 312373
Fix for Sweeper Arm sometimes not being able to reach any storages even when they're in plain sight
Add some additional checks to try and track down invalid Errand crashes
Fix another crash with input with IMEs such as Chinese
Updated Korean and Chinese translations
Fix a crash when setting Dupe priority to "disabled"
The Quality of Life Upgrades continue to roll out as our team scours their bug lists and reviews all the feedback you've given us here in the forums! We're also still working hard to improve game performance and systems.
A high level of focus in QoL Mk 2 has been directed toward adding tools to help you understand what work your Duplicants are doing around the base and how they're moving through it. We've also added in Space Artifacts for you to display on your Pedestals, and some exciting new upgrades to the Printing Pod's capabilities. And of course, we've knocked out all kinds of bugs and crashes thanks to your reports!
For those who missed it in the previous Upgrade: A public Testing Branch for this Upgrade will once again be available as they have been in the past, with the change that testing periods will now run for 3 weeks instead of the regular 2. Our intention is to provide additional time for your feedback to be heard before these changes go out to the world. (Please note that the Testing Branch will continue to have additional crash reporting enabled and will impact your game’s running performance. Finalized performance improvements won't be noticeable until the Upgrade releases to everyone.)
We look forward to reading your thoughts and opinions on the Suggestions Forum.
Thank-you!
This update is absolutely massive - for more details and update notes, head on over to the official forums.
[Game Update] - 306581 - 2/1/2019
Deconstructing toilets and other assignables no longer crashes
Fix door access controls not being loaded correctly or modifying the pathfinding correctly.
Cleaned up tooltips for chores on the Duplicant ToDo list
"Sleeping" status is properly bolded and first in the status screen
Big change to the Duplicant Time reports on the reports screen: Shows as percentage of the day, time categories have been revised, a few new categories, and the whole screen has been better organized.
Fix several overlapping or badly wrapping text problems -- thanks for pointing these out!
Updated description for Smooth Hatch
Clicking a Dupe on the building Errands tab will jump to that dupe
Fix text styles being broken when game language is changed
Added in "not existing" dupe time reporting for more accurate daily totals when a dupe is printed or dies
Reduce the boldness of bolded text
Add missing compostable string
Correct Water Geyser typo
More accurate Telescope description
[Game Update] - 306670
Hey friends! Wanted to get out a fix for the med beds before the weekend. Have a good one! :)
Fixed med bed errand priority to Personal Needs so bedridden dupes will actually get out of bed to pee.
Some balance changes to the portal Care Packages
Some portal Care Packages are now gated by discovery, others have had their minimum cycle altered
[Game Update] - 306910
Duplicants should no longer get stuck in place if they have to hop down on to a horizontal door
Text alignment/spacing fixes to the Pedestal screen, Jobs Screen dropdowns,
Fix crash when spawning a new Care Package
Pedestals correctly set decor on load
Fix crash when Duplicants are thinking about their next errand
Fix crash when clicking a care package and then a Duplicant on the Printer Pod screen
Building errand list and Duplicant ToDo list now show available errands in realtime, along with better messages for why a dupe can't perform the errand at a building (instead of just being blank).
Current errand on the ToDo list is shown at the top
Fix cases where a Dupe would incorrectly pathfind or get stuck at a access controled door if they approached it from a diagonal.
Ladders can now directly replace other ladders
[Game Update] - 308684
Fixed issue where pre-printing and post-death time logs were inaccurate
Liquid Fuel Tank background now shows up
Report Screen headers are now translatable
Airflow Tiles and Mesh Tiles now block gasses and liquids from escaping into space
All doors now prevent gasses and liquids from escaping into space (art coming soon!)
Gasses render in front of background buildings like Drywall
All doors can be walked on top of, in either orientation, open or closed.
Hotkeys are explicitly inserted into many strings now instead of appended at the end (for Translators)
Puzzle Cube artifact displays properly
Conduits placed across multiple Hydroponic Farms should no longer block liquids from flowing down the pipe
Emergency priority creates notifications to make it easier to find those Errands
Games there were saved while a Care Package was in the process of being printed will no longer crash
Fix several cases of Duplicants repeatedly picking up micrograms of ore
Duplicants will prefer to run across the tops of ladders rather than climbing across them
Bunker Doors should no longer animate while the game is paused
Anti Entropy Thermal Nullifier no longer incorrectly gets "Too Cold"
Fix a crash when trying to save invalid temperatures
Updated artwork for many of the rocket module backgrounds
Improved some logging for Errand errors to help us track down bugs
[Game Update] - 309354
Added background art to all doors to indicate that they prevent gasses from leaking into space
Fixed layering on gas rendering. Now all pipes and other background objects are partially covered by gasses, drywall and world background are fully covered.
Fix for Dupes incorrectly binge-eating tiny amounts of food
Duplicant Errand list correctly hides errands the Dupe would be unable to perform
Clicking certain notifications no longer moves the camera to the top left of the world
Remove redundant hotkeys in some tooltips
Revised artwork for rocket towers
Made several previously-untranslatable strings translatable
Fetches for micro-amounts are forced to complete
"Errands" tab shows on more than just buildings, e.g. digs, critters. Let us know if it's missing from anything still!
Fixed more text layout/wrapping bugs
Fix a crash when deleting a Duplicant or Critter with sandbox tools
Adjust height of the Critter Lure so that it has room for the bait
Proper fuel meter shows on the Liquid Fuel Tank
Liquid Oxidizer tank meter no longer stays behind when the rocket launches
Liquid/Gas/Solid cargo bay meters are hooked up.
Adjusted wordings on Rocket checklist to make it more clear when there are problems
Red Alert no longer prevents Emergency chores from being completed
Fixed priority of Find Somewhere Safer chore
Added tooltip for Emergency priority
Added priority values into tooltips on the Priorities screen
Today we're happy to bring you the first edition of our new "Quality of Life" Upgrade series! This series will differ slightly from Upgrades we've released in the past, as we shift our focus toward a new stage of development dedicated to evaluating all game content to date. This means looking at improving performance, filling in remaining holes in content, and rebalancing existing systems (hooray!).
The intent of QoL Mk 1 is to begin working through the important issues that have been brought up by users on our forums (thank-you for your feedback and reports!), as well as eliminating major game-impacting bugs, and improving the quality of Oxygen Not Included's early game for new users. As a result, QoL Mk 1 introduces new recipe queuing UI options, more building copy settings, and a bunch of new content expanding the decor system such as varieties on existing paintings, sculptures and flower pots (plus a whole assortment of crash fixes and performance tweaks).
Throughout the rest of the QoL Upgrades, we will be continuing to monitor the forums and your reports for more feedback on how we can improve the game. We've made some serious progress on bugs and polish this update, but there's still more to come! We've still got even more systems to balance and optimization to perform.
In addition, the team will be taking a two week break over the holidays and getting back to it in the New Year. The next update will be on schedule in 8 weeks, coming out February 7th.
Thank you to everyone who participating in our open testing branch, we hope you enjoy the decor!
After their first exciting foray into space the Duplicants have been eager to learn more about the universe in which they live. Their dedicated space research has brought on a wave of technological innovation, and using the rocketry advancements now at their disposal the Duplicants can fly further into the unknown than ever before. They might even bring some strange new things back for their trouble!
Introducing: Oxygen Not Included - Space Industry Upgrade!
What's New?
An expanded starmap means Duplicants can venture even further out into space, reaching far off locations until now unseen where several powerful new materials are waiting to be collected.
Key Features
New Rocketry options for more ways to get into space
Steam Engine and Liquid Hydrogen Engine for increased rocket power
Solid Fuel Thrusters to improve rocket thrust
Research Modules to gather research data from space
Expanded Space Destinations with rare materials
Larger space map
New destination types
Space research, which reveals artifacts and materials
New surface-dwelling creature
Shove Vole can now be found on the surface, munching Regolith and waiting for your love!
Advanced material fabrication pushes the limits of physics
New Molecular Forge converts rare materials into industrial supermaterials
New Thermium, used as an industrial super conductor material
New industrial-grade Insulation
New Fullerene-based Super Coolant
Gelatinous, kinetic energy-dampening Visco-Gel
Jet Suits enable extreme Duplicant mobility
Duplicants take to the air in new Jet Suits!
Jet Suit Checkpoints and Lockers added for Jet Suit management
Revised late-game research
Telescopes can now analyze Starmap destinations
Research Modules produce Data Banks during rocket missions
New Virtual Planetarium turns Data Banks into research
Rocketry automation allows for larger, more dynamic spaceports
Command Modules are now automatable
Space Scanners can signal incoming rockets as well as detect meteor showers
And more!
Neural Vacillator recharges
Robo-Miner buildings for automatic digging
What's Next?
As mentioned in the previous update, we will be shifting gears for the next while. Please read the Updated Roadmap for full details and discussion!
Thank you to everyone who participating in our open testing branch, we hope you enjoy your improved journeys to space!
Since breaking through the surface of the asteroid our Duplicants have developed a curiosity for the endless cosmos that exists outside their little space rock. That’s right, the Duplicants have begun developing their very own space program!
They’re now able to build massive rockets, train as astronauts, and journey on missions into space to bring back the resources they find.
A big thanks to everyone who participated in the testing branch. You’re helping to make the game better and we always appreciate that effort.
What’s New in the Rocketry Upgrade?
Key Features:
Rockets: Several new “Rocket Module” buildings for spacecraft construction.
Command Module
Petroleum Rocket Engine
Liquid Fuel Tank
Solid, Liquid, Gas, and Biological cargo containers
New buildings to support rocket-related research and development
Research Telescope
Space Cadet Centrifuge
Oxylite Refinery
A new UI screen for interacting with your fleet of rockets and their missions
Five mission destinations
A new critter and plant which can be brought back from space
Gassy Moo
Gas Grass
Several new Codex entries to unlock over multiple playthroughs
New elements which affect Steel and Natural Gas production
Sour Gas
Fossil
Sulfur
Buildings for gas bottling and emptying
Canister Filler
Canister Emptier
Buildings for storing gases and liquids
Liquid Reservoir
Gas Reservoir
A couple new settings for custom games
Hunger rate setting
Morale stress setting
The "No Sweat" game mode preset has been added to help tailor your experience to your preferred playstyle.
What's Next?
We feel the rocketry upgrade content has opened the door to further space industry related content. We’re looking forward to expanding that stage of the game further. We intend to expand the space industry content and systems in the next update.
We’re also getting close to completing the pre-launch features we planned in last year’s roadmap. We feel it’s approaching time to shift our focus to polish, usability, and content backfill. There is plenty of work to be done in those categories.
Though originally thrown together by cruel cosmic circumstance, the Duplicants of the colony have weathered incredible hardships together and come out the other side as stronger friends for it. Armed with their new talents of self awareness, compassion and extreme friendliness, our intrepid Dupes are now fully committed to supporting each other through life in the colony - the good times, and the bad.
But mostly they'll just chat about cute Hatches.
What's New in the Expressive Upgrade?
Duplicant Interactions
Duplicants have new powers of self expression and are now more aware of the colony, themselves, and even their peers. New animations, expressions, and interactions have been added to help the Duplicants convey what's happening to and around them.
Key Features
Reaction Animations: Duplicants will now visibly react when they gain new status effects and notice when important things happen around them.
Interactions: Duplicants will greet their friends in the halls, chat a bit while working, and compliment each other on a job well done. Turns out they're not alone on this asteroid!
Conversations: Do you like Mushbars? I like Mushbars! Mushbars are pretty good. You're such a good listener, you know?
Scheduling and Personal Time
As part of their new self-awareness, Duplicants have become concerned about about their Morale. Just because they're buried under miles of rock and slime (and half of them have embarrassing GI problems) doesn't mean they can't be happy!
Key Features
Scheduling: Colonywide schedules can now be adjusted, not only to give the Duplicants much needed Downtime at the end of the day to socialize and unwind, but also to ensure they empty their bladders before they run off to work!
New Recreation Buildings: While the most basic of breaks can be accomplished by hanging out by the Water Cooler, Duplicants can really let loose at the local Jukebot or Arcade Cabinet!
Morale Expectation: Job expectations have been unified into a single Morale rating, which encompasses Duplicants' food, lodgings, activities, and whatever else on the asteroid that they find fulfilling.
And More!
New Mini Transformer: A new Mini Transformer has been introduced to improve technological progression through the Research Tree. Pick up the mini version for a quick start into Transformer usage, then build the full Transformer for a real challenge!
Discoverable Lore Entries: What was "Gravitas", and what was their purpose? How did the Duplicants end up on the asteroid? Inspect buildings, critters, and more to fill your Database and start unraveling the mystery!
Completed Animations and Sounds: The rest of the Critter animations, including babies, wrangling, and morphs have been completed, along with a number of buildings which previously had been silent.
Tons of bug fixes, rebalances, QOL additions, and more!
We'd like to thank everyone who participated in the Expressive Upgrade Test Branch, submitted your crash and bug reports, and gave your feedback in our Suggestions Forum. We're always grateful to hear your thoughts and thank you for the time spent playing our game.
ArcadeMachine plays unique player one, player two, and co-op anims.
Recreation buildings now list their morale effects.
Water cooler and espresso machine now list their mass requirements.
Roles Screen: Show expectations on unemployed dupes; make dupe tooltips pop from the dupe name as well.
Rooms now explicitly mention the effects they have.
Storage lockers are now considered full if they have less than 0.5kg of space left. This should prevent dupes from attempting to top off storage lockers with just a few grams.
[GAME HOTFIX] 280243 - 8/1/2018
Fix for graphical corruption happening in the main menu on Linux.
[GAME HOTFIX] 280216 - 8/1/2018
Fixed a crash that could occur when dupes walked through an area that previously contained suit lockers.
The word "EggShell" should now be translatable.
Moved Morale next to stress in the vitals panel.
Added some Morale related tips.
Fixed missing string reference: "Any".
Fixed filter status item not showing the correct element.
Fixed a crash that could occur after a Dupe died.
Updated Korean and Russian translations.
Fixed a crash that could occur on Linux when generating worlds and when loading previous save files.
Fixed dupes getting stuck animating in place.
Improved Morale display in consumables screen.
Fixed a crash that could occur when using the sandbox stamp tools.
Fixed a crash that could occur if a creature fell off the map.
Fix for the great hall room type sometimes not getting recognized until you reloaded your save file.
"Neutral" morale gives a stress bonus
The stress from low morale comes on more gently (but has the same maximum)
Custom game settings for morale only apply to negative stress effects (and retuned a bit)
[GAME HOTFIX] 279899 - 7/30/2018
Fixed an issue where certain objects such as doors were not loading properly if they were saved in the open state.
[GAME HOTFIX] 279738 - 7/27/2018
Fixed an issue where ONI log files were getting flooded with warnings.
[GAME HOTFIX] 279674 - 7/27/2018
Duplicants now choose a random dance each time they dance
Repair various missing/inaccurate strings
Duplicants now get disease from the water in a Water Cooler/Espresso Machine
Sand should correctly fall through Bunker Doors
Espresso machine is now 3 tiles wide
Duplicants will no longer appear to drink water from the wash station if headed to the water cooler.
Fix a crash when loading queued Refinery orders
Fix a crash in generating the Database
Fix a crash when loading some pipe networks
New Custom Game Setting to tweak the amount of stress gained from insufficient morale
Added a popup when loading an existing save game to help players transition to the new morale system
"Space" just got bigger--literally. Miner Duplicants have broken through the crust of the asteroid, revealing the entire big ol' cosmos beyond! This stellar discovery has spurred new material innovations as the Duplicants rush to exploit the frontier while defending themselves from the uncaring vacuum (and unsightly freezer burn) of space.
The truth is out there!
What's New in the Cosmic Upgrade?
Space Biome
"Look at me, Liam! I'm on top of the world!" The surface of the asteroid is a source of abundant natural resources along with new hazards for your Duplicants to navigate.
Key Features
Solar Light: The abundant energy of a nearby star can be harnessed for electricity with Solar Panels. Your poor cave-dwelling Duplicants will appreciate the warm natural light as well, provided they don't roast!
Meteor Showers: The good news: free resources! The bad news: they're traveling at 16 kilometers per second. Protect your surface infrastructure with meteor-proof walls and shutters, along with the new Meteor Detector.
New Elements: Improved material science has enabled the production of Steel, Ceramics, Glass, and other basic materials.
Windows and Walls: Now your Duplicants can build a room with a view. Transparent windows allow light and decor to pass through, while keeping your precious gasses and liquids right where you want them. Back walls offer protection against the greedy vacuum of space for those who dare to build on the surface.
Critter Additions
Like a swarm of Shine Bugs, the ranching opportunities continue to expand with new buildings and improvements.
Key Features
Updated Egg Economy: An Egg Cracker building makes planning your next omelet as easy as pie, which is a good thing because eggs have undergone some mass changes, as well as becoming unviable if left in storage for too long.
Updated Critter Artwork: Completed eggs, babies, wrangled, and trapped artwork for all critters. Hooray!
Automated Pen Management: Before, your Duplicants merely kept critters. Now, they're ranching them! Pen limits, as well as automatic wrangling and transfer, lets you build the coal-producing machine of your dreams.
And More!
Powered Door Finally Powered: It's nice and zippy when it's plugged in, but make sure you've got enough batteries charged to keep it working!
Power Production Rebalance: With the addition of solar power, numerous tweaks have been made to the electricity economy.
Performance Enhancements!
Tons of bug fixes, rebalances, QOL additions, and more!
We'd like to thank everyone who participated in the Cosmic Upgrade Test Branch, submitted your crash and bug reports, and gave your feedback in our Suggestions Forum. We're always grateful to hear your thoughts and thank you for the time spent playing our game.
Ore no longer gets absorbed by the world when entombed. Instead we store ore in a much more efficient system which should imrpove the load times of worlds that have a significant amount of entombed ore.
The warning to upgrade your audio driver should properly popup if the game starts without sound.
Fixed a memory/performance leak that was also causing looping sounds to play quieter over time.
Fix for portraits not showing up in the roles screen.
Fixed a bug where liquid could leak through tiles on load.
Fixed a bug where gas could leak through gas impermeable tiles when displaced.
[GAME HOTFIX] 274778 - 6/22/2018
Improved load times.
Fixed one of the issues with hatches not going to groom stations.
Uprooting a plant will no longer cause a plant death notification.
Ore that gets entombed into the same element will now add itself to the world.
[GAME HOTFIX] 274564 - 6/21/2018
Slight increase to dust comet damage.
Dust comet is now regolith.
Tweak the comet dirt spawning rules to prevent the dirt from stacking up.
Fixed a crash that could occur if a comet hit a building that didn't have an audio category setup for it.
Fixed a crash that could occur if a liquid droplet fell outside the world.
Fixed a crash that could occur when FMOD failed to initialize.
Fixed a crash that could occur if you had more than the maximum autosave files by making your own copies.
Fixed a crash that could occur on shutdown.
Fixed a crash that could occur when placing gases using the sandbox tools.
[GAME HOTFIX] 274307 - 6/20/2018
Fixed a crash that could occur when pressing backspace on an input text field that had localized text in it.
Fixed a crash that could occur when hovering a light outside of the simulation grid.
Fixed a crash that could occur when loading some old save files with some bad assignment data.
Fixed a crash that could occur when trying to play a missing sound.
Sandbox tool temperature ranges are now clamped to the max temperature supported by the simulation.
[GAME HOTFIX] 274136 - 6/19/2018
Fixed another temperature crash.
Fixed crash that could occur if a piece of ore was emitting at the edge of the world.
Added some more error info for a crash that is occuring when using input fields in a localized version of the game.
[GAME HOTFIX] 273961 - 6/18/2018
Fixed a crash that could occur if a pipe's content's temperature was NaN.
[GAME HOTFIX] 273908 - 6/18/2018
Fixed weird building temperature behaviour.
Fixed showers overheating and destroying the whole world.
Fixed sandbox tools spawning buildings with incorrect temperatures.
Fixed deconstruction of Themal Plates/Wallpaper opening up wholes into space.
Fixed a crash that could occur when Aggressive dupes tried to punch space.
Fixed a crash that could occur when building doors at the edge of the world.
Fixed a crash that could occur when FMOD failed to initialize using the default audio device. This is usually caused by third party software interfering with the audio device but instead of crashing, the game will start with no audio.
[GAME HOTFIX] 273742 - 6/15/2018
Fixed for the loud humming sound.
Potential fix for the black anim outlines showing up on certain older graphics cards.
[GAME HOTFIX] 273690 - 6/15/2018
Fixed some mismatched POI strings.
Fixed typo in "Invalid Location".
Shearing station can only be built on the floor.
Refinery was only fetching the first ingredient for multi-ingredient recipes. Now it fetches all of them.
Space art tuning.
Mesh and airflow tiles no longer invincible to comets, now take proper damage.
Sneezing now actually plays the full sneeze animation.
Valves now say that they're manually operated.
Kiln/Shearing station sound effects.
Fixed crash when attempting to build wires outside the simulation grid.
Updated thermal block art.
Fixed a crash that could occur when harvesting hatches as they are being groomed.
Fixed a crash that could occur when deconstructing travel tubes.
Fixed a crash that could occur when you decided to keep all your Pacus at the edge of space.
Kiln recipes now require coal.
New egg cracker art.
Fixed crash when using the sandbox sample tool outside the simulation grid.