






Thank You!First of all, thank you all for the support. The terrain update was a massive undertaking for us and the response from the existing community, as well as all the new players, has been absolutely amazing.
We immediately broke our all time concurrent player record and then repeated that for several more days in a row.
Recent reviews rocketed up to overwhelmingly positive which is heartwarming to see.(if you haven't already, consider going and leaving a review, it helps a lot!)
Thank you!



NOTE: if this is set higher than the “Terrain Detail” setting distant ores will appear to “float” over the terrain.



This fixes the missing map motherboard recipe.
We believe this major overhaul of Stationeers was a necessary investment to help the project reach the wider audience it deserves. However, bringing this update to you meant taking a huge risk: pausing our regular 2-3 week updates. This has a direct financial cost, as player numbers and revenue taper off immediately without them. This project has always been more than just a job; it's taught us so much about development and, most importantly, how to build a meaningful relationship with you, our community. We've always strived to be transparent, and you've repaid us by being incredibly active and supportive. We believe this update can bring in many new players and this is where you can make a huge difference:
Spread the word: Make some noise on socials like Reddit and recommend Stationeers to everyone you think might enjoy it.
Welcome new players: Continue being the engaging and welcoming community that you are.
Leave a review: If you haven't already, please consider leaving a review for the game!
Support us directly: If you want to support us in the most impactful way, please consider purchasing our DLC.
Simon Brown - Project Lead
We had to rewrite the terrain system to resolve some extremely buggy behavior as well as performance issues caused by even small amounts of exploration within the game. We did this by moving a lot of the terrain tasks to make better utilization of your GPU and have frontloaded a lot of the ram usage.There are a number of new or changed settings. Two of the major ones that have an impact on performance are Tessellation, Shadows, and Distance Shadows.

















A major cause of client-side hitching was fixed: a bug that caused unnecessary waiting for atmospheric network updates. In our tests on large bases, this eliminated a 20-30ms frame spike that was occurring twice a second.We highly recommend not connecting using Steam P2P for multiplayer as it can cause desyncs and is not nearly as reliable. If the game tries to connect via Steam P2P you will be warned in game.

















Pre-Terrain BranchWe've locked of a branch on steam called 'preterrain'. You'll always be able to go back to this if you choose.
Change Log 0.2.5903.26007This post is too long to display the change logs so we have create a pastebin containing all the changes:
Preview: Massive Terrain Upgrades (Beta Branch Coming Soon!)
The main goals of the new terrain system are to allow us to have more interesting play areas in hand crafted worlds, a better-looking terrain by reworking how it is being rendered as well as better voxel data for a much smoother terrain.
For now, here are some images and photos. These are test 4km x 4km maps, the final ones will be different and will be 8km x 8km. Keep in mind that these are all work in progress and things will be changing fast.
Walking across 1.5km across moon like crater. One of about 5 similar craters on this test map
The terrain system has been rewritten from the ground up
New level of detail system for distant terrain
Looking across kilometres of terrain on a test map
An alien world






https://store.steampowered.com/news/app/544550/view/4482864232593883517We have found and fixed the issue that caused us to roll back the last update.