The Stream starts this Thursday, the 24th, at 1500 CET. (1400 UTC).
During the stream, we'll be checking out the new Scottie's Mansion Hunt, chatting with viewers, and giving away codes for some FREE gifts! 💪🎁
You can watch it HERE on the store page or our Facebook page!

Hello board members!
Thank you all for your continued support since launch. We’ve listened closely to your feedback (and reviewed our own) to identify the biggest challenge facing our intrepid entrepreneurs. The result?
Rise of Industry 2’s first major content update!
So, what’s changed?
New Feature - Construction Manager:
Have more oversight into the jobs of your builders and quickly adjust different project’s priorities as needed and jump between sites.
Need something done as soon as possible? Push it to the top of your construction queue and freely move tasks up or down the list.
Improvement - Byproduct production:
The way that byproducts are calculated has been adjusted, to make it clearer what is being produced where and when. It should now reflect what is being output more realistically
New Feature - Contact management:
We heard your feedback with how contacts were made, maintained, and utilised. We agree that the way to navigate to your contacts and establish new connections can be quite difficult and overwhelming. As such, we have reworked the system. Reach out to other companies based on a target resource, link with new industry moguls via your employees, and network externally easier than before.
Improvement - Staff management:
You can now hire and assign VPs more easily, selecting the role you want them to fill, rather than rejecting them, or slotting them into a role they aren't suited for.
New Feature - Hotkeys:
You may be familiar with these already, but to make it simpler for you to navigate the intricate world of tycoon building, remappable hotkeys have now been added!
Changelog:
Version 1.1.0
Added Construction Manager
Added hotkeys for the following tabs (F1-F9 respectively): VP/managers, Vendor relations, Contracts, Deliveries, Reports, Investors, Production Manual, Toggle land management, and Toggle deposits view.
Clarified Byproduct production to show the amount produced and how frequently.
Added new UI for Vendor relations
All relations (Current and potential) are now sorted based on the resource they deal in
Socialize with existing partners who deal in a desired resource
Use existing contacts to introduce you to other industrialists with ease
Cold call new contacts for a chance to spread your influence
Companies can still be found through the existing company menu
Improved hiring members to your board
Hiring is initiated like normal.
The successful candidate can now be assigned to any vacant position
Added new socialisation options for other companies
Brainstorm ideas to trade research for influence.
Conduct Facility tours, which allow you to gain large amounts of influence for a price
Utility reports are now complex based. Daily capacity and usage allows for a clearer view of your factories needs.
Disconnected pipes, roads, and wires now have a separate visualization so breaks are clearer.
Limits can be set on pipe connections for sending/receiving
Various controller fixes and QoL updates
Updated the controller reticle
Some menus have updated visuals
Hops can now be moved with conveyors
\[Bug Fix] Sulfur mines were experiencing accidents too frequently
\[Bug Fix] Large game cartridge factory was unlocking based on cardboard, not cartridges
\[Bug Fix] Fixed incorrect resource in an investment goal, in St. Louis
Typo and localization fixes

Since launch, Space Tourist has been about wonder — flying across the stars, landing on mysterious worlds, planting flags, and capturing the beauty of the unknown.
I'm excited to officially announce that three new game modes are coming to Space Tourist — each offering a fresh way to play, with unique objectives and flavour, all while staying true to the game’s relaxed, immersive spirit.
This is the original Space Tourist experience. No pressure, no goals — just pure exploration. Fly. Land. Wander. Photograph. Reflect.
“You’ve been everywhere. Now it’s time to leave your mark.”
In this new mode, you’ll become a planetary surveyor.
Your mission? Complete exploration contracts — this mode gives purpose to your wanderings — and turns your journal into a badge of honour.
Release window: Later this year.
“Something’s out there. Follow the trail.”
A strange echo has been detected — a low, pulsing signal that seems to ripple across the galaxy.
No one knows what’s generating it, or why it’s moving. But one thing’s certain: it’s leaving a trail.
In this narrative-driven mode, you’ll follow a breadcrumb trail of distant coordinates, tracking the echo across carefully selected systems. Each stop offers a clue — a moment — a piece of the puzzle.
Your journey might uncover:
Abandoned research posts
Mysterious planetary events
Lost messages and encoded data
Or something far older than you expected…
This is a slower, more meditative mode — perfect for explorers who want mystery over mechanics, and wonder over weapons.
More details coming soon.
“Low fuel. No backup. Get home or die trying.”
The galaxy isn’t always gentle. In The Survivor, you’ll start with a damaged spacesuit and limited fuel.
To survive, you’ll need to land on dangerous planets, scavenge rare fuel deposits, and manage each jump carefully as you limp toward your home system.
This is a resource-light, risk-heavy challenge mode — where exploration isn’t optional, it’s survival.
These new game modes are designed to expand Space Tourist in gentle, modular ways — layering meaning and structure onto the systems you already know, without compromising the calm, meditative tone.
They’re not replacing the core game — they’re giving you new roles to play within this beautiful universe.
I'd love your feedback as we shape what’s next.
Much love,
Rhys
Grow Now!
Welcome back, Employee 627!
It has been a while since the last update, but now the update is finally here!
...
Well... At least on the unstable branch that is.
This unstable update will undergo a bunch of updated before hitting the stable branch, so always feel free to talk about it in the Discord or in the Steam Community Forum if you like something or don't like something!
A full changelog is right below!
As always, you can be part of the development on the Discord server!
Update Version 0.2.0.261U:
Disabled Nanite engine wide
Performance improvements
Added Rural Gas Station as a playable map (will be unlocked after finishing the country house)
Added OVA, the onboarding video assistant
Added simple tutorial with OVAs guidance (tutorial will start on the PC)
Added office events that OVA will interact with
Added ambient audio to office
Added interactables to office
Added somewhat still broken day counter : )
Changed office doors and furniture
Changed BSOD text to be red
Reduced clock ticking volume (again)
Changed clock to be smaller and add a background
Changed save game system
Re-enabled the continue button
Changed the corkboard in the office
Changed when going back to the office, you now spawn on the desktop instead of the player controller
Updated loading screen
Updated main menu for version differences
Updated game version overlay for version differences
Removed world lighting on office and replaced with skylight + fog
Fixed the lighting issue on the Country House windows when a light anomaly was active
Fixed (hopefully) the infinite loading bug when trying to load a map
Fixed stats not saving correctly
Fixed the mouse not showing on the end screen widget
Step into a vibrant world full of danger, puzzles, and hidden treasures. Join Nia, a brave adventurer, on her quest to recover powerful jewels scattered across mysterious lands. Dodge traps, outsmart enemies, and uncover secrets as you make your way through beautifully crafted levels.
This release marks a major milestone for our team, and we’d love your support.
Thank you for being part of this adventure!