This Issue has now been resolved.
Thank you all for the excellent response, feedback, and helping us work the issue.
We really appreciate the Stationeers community!Due to a critical issue we've had to roll this patch back.
Not everyone was experiencing this issue but enough that it justifies rolling back until we can resolve the problem.
This update is still available on the Beta branch.
If you have been playing on Default and have any of the new items(any of the 3 new plants or the Icarus suit) then you will need to switch to beta.
The update will be available on Default branch as soon as we have a solution.

We would like to roll this out to all kinds of things the game but have started with something smaller to prove the concept. Being able to define completely new devices purely from XML would be the ultimate goal but we will see how this goes before making any decisions.





















Save Game ErrorLast patch had an issue that could cause some saving loading issues. This issue has been resolved but if you continue to have issues with this then please let us know.
Upcoming LARrE ChangesYou may have noticed a large number of changes in the patch notes that refer to LARrE. These changes will not take affect in this update but are a work in progress for the next patch.




Upcoming LARrE ChangesYou may have noticed a large number of changes in the patch notes that refer to LARrE. These changes will not take affect in this update but are a work in progress for the next patch.



Stationeers went through several types of tutorials, with the first being hard coded. These were often buggy and hard to maintain because the writer had to consider everything the player might do to change the state of the world they were tracking. In stationeers, there are many different ways to accomplish the same objective. Multiple iterations of a single tutorial level with this approach took weeks of time.
The next approach to tutorials involved generic events spread across the whole game. These were also somewhat hard to maintain, and their distributed nature cluttered up the project. Large reworks, such as the multiplayer refactor, phase change, or the rocket update, all broke large sections of this approach.
Somewhat separately, the tutorials created during this time, were very polished, and pretty looking; they even came with embedded video clips. This level of polish took months of time to accomplish. Unfortunately, they failed to teach players what to expect while actually in the game. They also suffered from utilizing unrealistic bases, and designs that didn't represent normal gameplay. Your grandmother could follow the very detailed steps, and not get 'stuck', but then have no idea how to start the game once left alone on the moon with a lander.
With our newest approach, we've taken a step back, and let go of the players hand. The things we're trying to teach are far simpler than before. Bases are made from walls and frames, things need to be connected, air exists and can be moved, etc. As much as we would love to try and teach every little nuance of the UI, tips and tricks of some devices, or time saving shortcuts, new player that are initially overwhelmed just aren't ready to hear them. You have to be able to build a small base before you'll appreciate lessons about pressure regulators, or want to know the pros and cons of multidimensional solar tracking.
We'll be looking for feedback to ensure this approach of teaching works for Stationeers. Our current goal with the tutorials is to give new players a better expectation of how they might play. If the reception to this style is positive, this system also allows us to easily create more specific tutorials that cover intermediate and advanced concepts in the game, in a much straightforward and maintainable way than in the past.
- Mason 'Timberfox' Henrickson, Design Director