App 1465470 · Update history

The Crust

Official Steam announcements identified as patches, hotfixes, changelogs and game updates.

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Patches

85 tracked updates
  1. Community AnnouncementsBy VEOM Studio

    Patch 0.99.95

    Patch 0.99.95 Added Added a capsule with resources from CRUST in the "Place to Live" quest. Added the ability to quickly clear resources from a conveyor by hovering over it and pressing the M key. Added a tooltip about energy shortages in the Flight Control Center when in auto-trade mode. Fixed Fixed a bug where in some cases contracts would not appear in the active list. Fixed a bug where the tooltip for the purchase timer of resources, modules, or colonists would display information about resource shortages. Fixed a bug where upgrading an Underground Conveyor while holding Shift would trigger the upgrade twice. Fixed a bug where the Fuel Factory would start working incorrectly after being upgraded. Fixed a bug where in some cases the second column of the side resource panel would be empty upon opening. Fixed a bug where in some cases, after disabling the Large Vehicle Assembly Facil...

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  2. Community AnnouncementsBy IRAKLE

    Hotfix 0.99.93

    Hotfix 0.99.93 Fixed a bug where in some cases upgrading a conveyor segment would upgrade it by two levels at once. Fixed a bug where in some cases contracts wouldn't appear in the active tab until filters were reset. Fixed a bug where contracts from SCT Ltd wouldn't appear. Fixed a bug where the overflow button would turn yellow. Fixed the balance of the Fuel Generator efficiency upgrades. Balanced the starting story contracts (reduced engineering points in favor of social points). In some contracts, the engineering point reward has been replaced with social and fundamental points. Reduced the construction cost of the Medical Center and Pharmaceutical Factory. Reduced the research cost of the Medical Center and Pharmaceutical Factory. Changed the sorting of buffs in the Tech Center.

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  3. Community AnnouncementsBy VEOM Studio

    Update 0.99.92

    Patch 0.99.92 Added Added sound to the process of scanning anomalies, resources, and territories with probes. Fixed Fixed a bug where transferring overflow resources from one storage to another placed directly next to it would cause negative values of that resource. Fixed rare cases where a specific arrangement of modules and walls could cause drones and colonists to get stuck. Fixed a bug where in some cases the resource shortage tooltip would behave incorrectly. Fixed a bug where the purchase timer tooltip for modules and colonists would display resource shortage information. Fixed incorrect behavior of the side panel when entering the contracts window via the timer or the button in the bottom panel. Fixed the Pressing Module upgrade; it now provides a 20% speed boost. Changed Removed the "Symmetry" music track from Streamer Mode. Optimization Optimized colonist skeletons. Optimized...

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  4. Community AnnouncementsBy IRAKLE

    Balance and QoL Update

    Hello, community!Over the past month, we've released a number of hotfixes, addressing plenty of current bugs. However, beyond the fixes, we've also introduced many useful new features that we believe you'll find interesting. With so many brief bullet points in the patch notes, it's easy to overlook something important, so in this article we'd like to go over everything in more detail. And at the end, we'll share specifics about the balance adjustments arriving in this update. Base boosts in the Tech Center The Tech Center has received its core functionality: the ability to purchase temporary boosts for your base. These affect all key aspects of the game - production, logistics, and personnel. For instance, you can buy a boost that increases power output, allowing you to set aside energy concerns for a while and focus on higher priorities. Just don't forget to scale up your power infra...

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  5. Community AnnouncementsBy VEOM Studio

    Hotfix 0.99.90.3

    Hotfix 0.99.90.3 Fixed a bug where tooltips when hovering over anomalies were empty. Fixed the sound behavior in probe launch mode when moving the mouse with the zone limit. Fixed a bug in the "Meteorite Fall" quest where the quest would automatically progress. Replaced the video in the "Meteorite Fall" quest with the correct one. Text corrections in the AI Analyst and in tooltips when hovering over science points in the top panel. Improved the tooltip when hovering over the active contract timer at the top of the screen. Removed the statistics and achievements categories from the "Journal" section.

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  6. Community AnnouncementsBy IRAKLE

    Update 0.99.90

    Update 0.99.90 Added sorting when selecting transport in the expeditions window. Added the ability to sort the list when selecting colonists to work in modules Added display of rocket upgrades when choosing a rocket in the logistics menu. Added color indication for each connector level, similar to splitters and conveyors. Added descriptions of vehicles to small and large factories. Added highlighting for connected underground conveyors. Added highlighting for the selected category in the "Transport" section of statistics. Added 11 new unique colonists with low hiring costs and low salaries. Fixed a bug where in rare cases colonists could get stuck in the elevator. Fixed a bug where the display of resources at conveyor inputs and outputs could in some cases behave incorrectly, overlapping other interface elements. Fixed once again the bug where barter contracts weren't working. Fixed t...

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  7. Community AnnouncementsBy VEOM Studio

    Update 0.99.89

    Update 0.99.89 Added information about science point categories to the corresponding tooltip in the top panel of the screen. Added an upgrade for increased colonist movement speed inside living quarters. Added visual indicators for module inputs and outputs when a module is selected. Added a tooltip when hovering over rocket cargo upgrades in the Launch Station. Added a block on the accept contract button if no Launch Station has been built on the base. Fixed a RAM leak that occurred when on the ground level of a large save while the game was unpaused. Fixed a bug where in rare cases modules in living quarters wouldn't detect available electricity. Fixed a bug where changing colonist schedules to 0% or 10% work time could cause them to get stuck at their workplaces. Fixed a bug where module upgrade buttons would stop responding after being clicked rapidly at low FPS. Fixed a bug where...

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  8. Community AnnouncementsBy VEOM Studio

    Patch 0.99.88.4

    Hotfix 0.99.88.4 Added 18 new colonists. Fixed a bug where on older saves some anomaly descriptions could be unlocalized. Fixed a bug where the fuel production recipe using methane was not working correctly. Fixed several rare cases where a rocket set to auto-sell could get stuck on the Launch Station. Fixed an exploit in the auto-sell mechanic that allowed credits to be gained without sending resources. Fixed a bug where in rare cases drones would get stuck because they couldn't pick up a resource from a hard-to-reach spot. Fixed a bug where assigning the Flight Control Center for demolition and then cancelling it would cause a second, immobile satellite dish to appear on the module. Fixed a bug where selling energy cells was not working correctly. Balanced the upgrade costs for the Fusion Reactor.

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  9. Community AnnouncementsBy VEOM Studio

    Update 0.99.88

    Patch 0.99.88 Added a new research — AI Trade Analyst. The Analyst automatically calculates the potential profit of a contract against current market resource prices and ensures the maximum reward for early contract completion. New research to increase the number of resource types available for auto-sell and auto-buy. New research to increase the speed of all trucks in the Tech Center. Fixed a bug where modules wouldn't consume water available at the base, reporting a shortage instead. Fixed a bug where in sandbox mode with custom settings the CPU limit value couldn't be changed. Fixed a bug where the Tech Center upgrade for faster colonist training wasn't working correctly. When conveyors are connected to farms and Rare Minerals Refineries, drone maintenance is now automatically disabled, and re-enabled when they become overfilled. This behavior can be changed in the module settings....

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  10. Community AnnouncementsBy VEOM Studio

    Update 0.99.87

    Update 0.99.87 Added Added a research for advanced slag processing to extract rare earth minerals. Added an option to “come and scan with LPS scanner” when assigning a rover via right-click. Added a tooltip about detaching the Multi-resource Storage from a module. Added icons for Tech Center enhancements. Fixed Fixed a bug that prevented completing barter contracts. Fixed an issue in the “Black Obelisk” quest where two colonists could fail to return from the expedition while still remaining in the colonist list. Fixed an issue where during long, uninterrupted play on a save, colonists could start ignoring dining tables and neurostimulators intake. Fixed a bug where in some cases drones would not continue building a room after loading a save. Fixed a bug where in some cases drones could ignore module construction. Fixed a bug where in some cases drones could get stuck trying to pick up...

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  11. Community AnnouncementsBy VEOM Studio

    Hotfix 0.99.86.1

    Hotfix 0.99.86 Added a tutorial for automatic resource transportation using Multi-Resource Storage. Added the ability to place decor on both sides of a wall if there are living quarters on each side. Fixed an issue where the previously selected landing location would reset after launching a capsule. Fixed an issue where, in some cases, the notification about a resource stuck on a conveyor would not disappear after the conveyor was dismantled. Fixed an issue where a conveyor would not highlight again when hovered over with Shift held down. Fixed an issue where resources would stop rendering at long distances. Fixed a text line in the CPU section of the Monitoring and Statistics window. Fixed a crash that could occur when assigning a route from the Mobile Drilling Rig interface.

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  12. Community AnnouncementsBy VEOM Studio

    Patch 0.99.86

    \Hotfix 0.99.86\ Added a tutorial for automatic resource transportation using Multi-Resource Storage. Added the ability to place decor on both sides of a wall if there are living quarters on each side. Fixed an issue where the previously selected landing location would reset after launching a capsule. Fixed an issue where, in some cases, the notification about a resource stuck on a conveyor would not disappear after the conveyor was dismantled. Fixed an issue where a conveyor would not highlight again when hovered over with Shift held down. Fixed an issue where resources would stop rendering at long distances. Fixed a text line in the CPU section of the Monitoring and Statistics window.

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  13. Community AnnouncementsBy VEOM Studio

    Patch 0.99.85.4

    Patch 0.99.85.4 Added an indicator for resources stuck on conveyors. Added a notification explaining that a room cannot be constructed if it contains unexcavated regolith. Added icons for rover upgrades. Added a route assignment button to the Mobile Drilling Rig interface. Added a pause indicator to the research tree. Fixed an issue where overflow resources on conveyors would fall to the ground after loading a save. Fixed an issue where dismantling conveyors with Shift would not fully refund credits, even with the corresponding research unlocked. Fixed an issue where a non-existent Landing Platform could appear after loading a save and selecting a contract for loading. Fixed an issue with Oxygen Receiver fill speed. Fixed an issue where the construction menu tooltip would not display all required resources if there were more than six. Fixed an issue where collecting resources from a b...

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  14. Community AnnouncementsBy VEOM Studio

    Hotfix 0.99.85.3

    Hotfix 0.99.85.3 Added snapping of wires and pipes to poles within a one-tile radius. Added the ability to remove poles in wire placement mode. Added rotation to the fans in CPU Data Centers. Updated research descriptions. Added a description for the third requirement to unlock the CRUST rocket research. Fixed an issue where repeatable research at the end of the tech tree would complete instantly. Fixed an issue where active contracts might not be displayed. Fixed an issue where market prices could sometimes drop to zero. Fixed an issue where splitters could ignore conveyor priorities. Fixed an issue where, in some cases, storage would not output resources when a conveyor was connected. Fixed an issue where geological exploration could not be performed using right-click. Fixed an issue where drones could sometimes get stuck in the "Building" state. Fixed an issue where a room could be...

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  15. Community AnnouncementsBy VEOM Studio

    Hotfix 0.99.85.1

    Hotfix 0.99.85.1 Fixed an issue causing visual glitches and artifacts on AMD graphics cards. Fixed an FPS drop in the research window. Fixed a crash that could occur when rebuilding conveyors without pausing. Fixed an issue where the achievement for rescuing all colonists from Hope-2 could not be obtained. Fixed an issue where incorrect quest completion dates could be displayed in the journal. Fixed decal artifacts on the Underground Storage. Improved the rendering of bulk resources.

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  16. Community AnnouncementsBy IRAKLE

    Big FPS and QoL Update

    Hello, community!We’re happy to announce the release of a new Big FPS & QoL Update! In this one, we focused on optimization and also introduced several useful new features. Let’s go through them one by one.OptimizationIn this update, the conveyor systems have undergone significant changes. We have optimized the way resources are displayed in warehouses and on conveyors, and we have implemented a system for automatically merging and splitting conveyor sections, resulting in a significant increase in FPS—on average, approximately double that of the previous version. The exact increase in FPS depends on your device's specifications. Module namingWe’ve added the ability to assign names to modules. This makes it easier to manage capsule and rocket dispatches for contracts - simply select the appropriate Flight Control Center or Launch Station when sending resources. Flight Control Center b...

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  17. Community AnnouncementsBy VEOM Studio

    Hotfix 0.99.82.8

    Hotfix 0.99.82.8 Fixed an issue where drones could fail to complete the construction of living quarters. Fixed an issue with incorrect resource counting when resources passed through modules via conveyors. Fixed an issue where, in some cases, a truck could not be controlled after loading a save.

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  18. Community AnnouncementsBy IRAKLE

    Patch 0.99.82.7

    Hotfix 0.99.82.7 Added research upgrades for the outpost Smelter. Fixed an issue where drone navigation could break in some cases, causing them to become idle. Fixed an issue where drones could fail to complete construction of living quarters tiles. Fixed an issue with incorrect drone behavior when they were on their way to dismantle a module that the player canceled. Fixed an issue where colonists with the Cook profession disabled would still go to work at the Café and Bar. Updated names and descriptions of rocket contracts. Rebalanced the work speed of the outpost Smelter and Regolith Refinery. Rebalanced the construction cost of the outpost Smelter. Rebalanced the cost of purchasing new outpost plots.

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  19. Community AnnouncementsBy IRAKLE

    Patch 0.99.82.5

    Hotfix 0.99.82.5 Added a new module: Outpost Smelter. Super-priority now also increases colonists’ willingness to work in the module. Fixed an issue where placing a Cargo Dock with its entrance facing the edge of the navigation area would block it and prevent trucks from entering. Fixed an issue where drones could get stuck on hills. Fixed an issue where drones traveling to the Reconfiguration Module from the underground level to the surface could teleport outside the map. Fixed an issue where drones stuck at the edge of the map could not return. Fixed an issue where game difficulty incorrectly affected the amount of resources required to build the Laser Cannon.

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  20. Community AnnouncementsBy IRAKLE

    Hotfix 0.99.82

    Hotfix 0.99.82 Fixed an issue where hauler drones ignored transporting resources in amounts smaller than 5 units. Fixed an issue where hauler drones reserved a task but failed to execute it, causing standard drones to remain idle as well. Fixed an issue where, after rebuilding the Multi-Resource Storage and loading a save, the connection line would attach to a different module.

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  21. Community AnnouncementsBy IRAKLE

    Hotfix 0.99.81.1

    Hotfix 0.99.81.1 Fixed an issue that caused a crash when loading a save. Fixed the positioning of filter buttons when the Mobile Drilling Rig interface is open. Fixed an issue with moving models of the Industrial Kitchen and the Large CPU Data Center. Improved the visuals of the Underground Warehouse.

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  22. Community AnnouncementsBy IRAKLE

    Patch 0.99.80

    Hotfix 0.99.80 Added the option to choose the subsequent difficulty at the end of the tutorial. Fixed an issue where, in some cases, the Laser Cannon would request 0 resources. Fixed an issue where contracts and the market could behave incorrectly. Fixed an issue where colonists ignored the Training Center. Fixed an issue where a rocket could be landed on a Launch Station that already had another rocket. Improved the Industrial Kitchen model and added animations. Balanced the cost of certain research items. Balanced the construction cost of some modules.

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  23. Community AnnouncementsBy IRAKLE

    Patch 0.99.79

    Hotfix 0.99.79 Fixed all known causes of drones getting stuck, including in saves where drones were already stuck. Fixed an issue where the Cargo Dock could be built outside the designated build area. Fixed an issue where, in rare cases, a save could get stuck loading infinitely. Fixed an issue with the Single Regolith Refinery recipe breaking, as well as the automatic recipe switching when upgrading to Mk.2. Fixed an issue where clicking on a module with an available upgrade and then clicking on a room under construction would display the upgrade button in the UI. Fixed an issue where the module hologram did not highlight when hovered over. Fixed the color of neon deposits on the base. Fixed an issue where neon could not be extracted from deposits on the base. Fixed an issue with floating rocks on the surface of the base. Fixed the position of priority indicators when hovering over t...

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  24. Community AnnouncementsBy VEOM Studio

    Patch 0.99.78

    Hotfix 0.99.78 Added gas icons above deposits on the base. They are visible when holding Ctrl and in Construction mode. Added global reputation gain/loss to the “Heavy Transport” quest depending on the player’s choice. Added super-priority indicators in Priority mode when hovering over a module while holding Ctrl, as well as an indicator for the priority of a room under construction. Fixed an issue where corruption of the latest save could cause all saves to become corrupted. Fixed an issue where the Regolith Refinery on an outpost did not function despite all requirements being met. Fixed incorrect notification visuals on modules. Fixed a visual issue in the interface of energy-generating modules where a module under repair displayed energy production. Fixed an issue where tooltips for underground objects were shown on the surface level. Fixed an issue where clicking on the surface a...

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  25. Community AnnouncementsBy IRAKLE

    Update 3 is Here! Ai Drones 2.0, Super Priority, Auto FCC, New Modules and more!

    Hello engineers and tech entrepreneurs!We’re excited to announce that Update 3 is finally here!Automate the loading of contracts and shipments, process slag, plant capsules on the FCC, and fully automate the buying and selling of resources. Build smelters and scale up production right at your outposts. Use the industrial kitchen and underground warehouse to optimize your production. Update 3 HighlightsDrones 2.0Improved drone movementImproved ground mapNew Smart Multi-Resource WarehouseAutomation of contracts, expeditions, and unit productionUltra-High Priority SystemAuto-PurchaseDelivery to the Flight Control CenterPriorities for living quartersTransport MenuOptimizationIndustrial KitchenSlag RecyclingUnderground StorageNew Outpost Module: SmelterStory Campaign Continues In our previous post, we shared details about Update 3, but over the past week we’ve added something else tasty: S...

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  26. Community AnnouncementsBy IRAKLE

    The Crust Update 3 Public Beta is Now Live!

    Hello, engineers and tech entrepreneurs!We’re excited to open the beta test for the upcoming update “Update 3”! You can already try it out, but first let us introduce some of the new features coming in the update - we’re sure some of them will catch your eye! Beta AccessHow Do I Take Part in the Public Beta?Every player who owns The Crust has the opportunity to download the new Public Beta version Update 3. To join: go to Steam → game properties → beta versions → "beta - Update 3 Beta 0.99.75+". We'd love to hear your feedback and suggestions on Steamcomunity or our Discord server. GET ACCESSYour feedback fuels usTell us what you think! We read every suggestion and discuss them daily on our Discord server and Idea Board. Help us shape The Crust together. Updated surface mapThe surface map of your base has been upgraded - there is now more space to build! We’ve also started working on...

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  27. Community AnnouncementsBy IRAKLE

    Hotfix 0.99.64.2

    Balance improvements to the thermonuclear generator Added descriptions with formatting to truck and scout improvements Corrected descriptions with rich formatting in rocket improvements Increased the average profit of the blockchain module (data center) by 40-45% Increased the duration of the thermonuclear reactor from one energy cell by 7% (reduced energy cell consumption) Added one new upgrade each for Gas Extractors and Helium-3 Extractors on outposts. If these modules are already built on your outposts, you will need to rebuild them to be able to apply the new upgrade. Only one Science Module can now be built per outpost. Fixed an issue where the Gas Extractor on an outpost could not be upgraded.

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  28. Community AnnouncementsBy IRAKLE

    Patch 0.99.64

    Hotfix 0.99.64 Added Added distance to target in lunar contracts. The cost of module upgrades has been added as a separate item of monetary expenditure in the statistics. The cost of module upgrades is now included in the total capitalization. Research on rocket speed improvements has been added and enabled. Research on rocket cargo compartment capacity improvements has been added and enabled. The anomaly scanner has been updated and now detects anomaly signals within a large radius. The detection visual has been changed and detection sounds have been added. Fixed Fixed neon mining at the base (to apply the fix, you need to rebuild the Gas Extractor). Fixed the Mk2 upgrade for the Mineral Processing Plant. Fixed a bug where conveyor outputs might not output resources. Fixed a bug where the tooltip when hovering over a drone would become empty after a save load. Fixed the effects panel...

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  29. Community AnnouncementsBy IRAKLE

    Patch 0.99.63

    Hello, engineers! I am very excited to present this update. It includes full-fledged interplanetary contracts, the construction of your own rockets, as well as full functionality for the launch pad refueling station. In addition, the update includes optimization of colonist efficiency calculations and warehouse processing, which adds to the game's performance for very large factories. The update also includes many balance changes, new contracts, new lighting in rooms, improved colonist behavior, an updated resource panel, new anomaly scaner, expanded expedition functionality, bug fixes, and much more. I'll also give you a little spoiler—we've already changed the behavior of the robots and their priorities, making them smarter and more flexible. They will be released in version 0.99.65, but you can already try them out in version 0.99.64 on the beta branch. Robots are now fully distrib...

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  30. Community AnnouncementsBy VEOM Studio

    Update 0.99.6: Interplanetary Contracts and Building Your Own Rockets

    Update 0.99.59 Added Added a fifth tier to the reputation bar and updated its tooltip. Added additional layers to global capitalization. Added a contract filter by delivery method: capsule, truck, or rocket. Colonist tooltips now display total salary instead of base salary. The monetary value of the rocket construction license has been added. Added research for all three rockets, along with upgrades to increase their speed and capacity. Added animations for the Gas Extractor. Added CPU values for rockets. Fixed Fixed an issue where the Mobile Drilling Rig overflow notification wouldn’t disappear. Fixed an issue where colonist salaries were deducted only starting from the second month. If there aren’t enough Credits to pay salaries, the balance can now go negative. Fixed an issue where researching the first upgrade of the Multi-Resource Storage immediately unlocked the second one. Fixe...

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  31. Community AnnouncementsBy IRAKLE

    Patch 0.99.56

    Update 0.99.56 Added Conveyors, resources, gas pipes, power cables, and outposts are now included in capitalization in the Monitoring & Statistics window. Colonists now gain experience while working at outposts. Researching the Gas Extractor now unlocks pipe placement mode. Added a button to move the camera to a point of interest in the global Laser Cannon quest. Added new research upgrades for the Large Solar Panel. Added an upgrade for the RTG, increasing its maximum output to 40 units of power around the clock. Added research that increases colonists’ movement speed indoors. Fixed Fixed the generation of gas veins on the surface. After this fix, veins will be regenerated, so you may need to rebuild Gas Extractors. Fixed the display of gas amounts in storage. Fixed a bug that allowed copying a purchased but unresearched module. Fixed the second upgrade for the Fundamental Science La...

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  32. Community AnnouncementsBy VEOM Studio

    Patch 0.99.55

    Balance Update 0.99.55 Added Colonist hiring costs have been added to capitalization statistics. A new loading screen image. New settings options to disable LODs for regolith walls, living quarters walls, and modules. Fixed Fixed the Hoverboard Trainer hologram. Balance Late-game contracts have been rebalanced. Plasteel and Transparent Aluminum have been removed from the construction cost of the Flight Control Center; Nanotubes were added and the required amount of Steel was increased. Base price of Plasteel increased from 1000 to 1025. Truck price in the CRUST Solutions store increased from 190,000 to 195,000. Data Processing Node price in the CRUST Solutions store reduced from 669,000 to 534,000. Construction cost of the Data Center reduced: Control Units decreased from 12 to 5, and Composite was replaced with Titanium Plates. Construction cost of the Large Vehicle Assembly Facility...

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  33. Community AnnouncementsBy IRAKLE

    Now Available: Update 2 - Gas system, Colonists, Auto trading and interplanetary

    Hear ye, hear ye!The wait is over: Update Two for The Crust is now live! We're excited to announce the release of the Update 2 for The Crust, as well as the biggest discount for the winter sale — 45% off!The update, dubbed “Update Two,” adds a whole new level of strategic depth. Learn more about the new gas system, auto trading, colonist upgrades, interplanetary flights, and other innovations in this news article. Update Two HighlightsNew gas harvesting system and gas-based production recipes5 new production resources (in addition to 3 new gases)Auto-trade mode for the Flight Control CenterNew modules: Sagan Telescope, Medical Center, Launch Pad, sports and entertainment modulesComfort, education, entertainment, and medical systems for colonistsRefactoring the colonist system, resulting in a significant increase in FPSHoverboards for colonists that speed up their movement outside the...

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  34. Community AnnouncementsBy IRAKLE

    The Crust: Update Two Public Beta Now Available

    The wait is over: the Update Two Public Beta for The Crust is now live! This major update introduces a brand-new layer of strategic depth. In The Crust, colonists reach a new level, with the addition of a gas system, an automatic trading system, interplanetary contracts, and much more. Learn more about the Update 2, as well as the other major features and improvements in the 99.50 update, in this Dev Blog - and don’t forget to check out the full changelog in the game main screen. Here are just a few things waiting for you in this update: • New gas harvesting system and gas-based production recipes• 5 new production resources (in addition to 3 new gases)• Auto-trade mode for the Flight Control Center• New modules: Sagan Telescope, Medical Center, Launch Pad, several sports and entertainment modules• Comfort, entertainment, and treatment systems for colonists• Refactoring the colonist s...

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  35. Community AnnouncementsBy VEOM Studio

    Patch 0.99.15

    Patch 0.99.15 Fixed Fixed a bug with incorrect regolith saturation percentages. Fixed a bug where the Helium-3 Extractor displayed the status “working” even without power. The cancel task button on vehicles now only appears when there is an active route. Fixed the calculation of colonist efficiency at outposts. Balance Reduced the number of anomalies generated on the orbital map. Reduced colonist efficiency at outposts. Reduced the amount of science points gained from anomalies.

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  36. Community AnnouncementsBy IRAKLE

    The Crust Soundtrack Pack Update

    Hey guys! While we're working on the next update, we'd love to share something special with you - an updated original soundtrack created by our talented composers Ilya Khaminov and Alexander Kosyakov. We've added 10 new tracks - that's nearly 40 minutes of music - inspired by The Crust's unique atmosphere, to make your lunar adventure even more immersive and memorable! The tracks will be added to the game for the owners of The Crust Complete Soundtrack Pack. May your space journey become even more unforgettable!

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  37. Community AnnouncementsBy VEOM Studio

    Update 0.99.14

    Update 0.99.14 Added New research options: storage capacity upgrade, kitchen upgrade, drone mining efficiency upgrade, and organics growth acceleration. 10 new soundtracks (available to owners of The Crust Complete Soundtrack Pack). Notification added when a vein is depleted. Colonist professions are now displayed in route setup. When hovering over an outpost module, additional effects now include anomaly modifiers and the bonus from the number of Harvesters. Notification added when an outpost lacks resources or power. Notification added when the Cargo Dock is full. Contracts profit is now affected by CPU. Added visual highlighting during transport selection when assigning a route. Contracts preview now shows how many days the science point reward will cover. New outpost artwork. Added a check for the presence of a Diplomat for the “Locked In” quest. Harvesters movement sounds. Monthl...

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  38. Community AnnouncementsBy VEOM Studio

    Patch 0.99.12

    Patch 0.99.12 Fixed Fixed resource delivery to modules with pass-through conveyors. Fixed resource display on the market when adding them to the cart. Restored missing resources in contract filters. Removed the “Producing” status when the Helium‑3 Extractor is idle. Fixed an issue where the sound for clicking on points of interest ignored volume settings (this time for sure). Removed decimal values from production display on outposts. The game now pauses when entering the Commercial Center from the Orbital Map. Fixed filter reset on a distributor if another distributor without filters was placed after it. When selecting the first conveyor point, right-clicking now cancels the selection instead of exiting conveyor placement mode. Minor localization fixes. Added Added a confirmation prompt for colonist evacuation when attempting to demolish a Living Block on an outpost. Added a conveyor...

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  39. Community AnnouncementsBy VEOM Studio

    Patch 0.99.07 - 0.99.11

    Hotfix 0.99.07 Fixed a critical crash caused by dismantling buildings. Hotfix 0.99.08 Fixed an issue where colonists could become stuck. Fixed a bug where storage would lock itself and refuse to distribute resources via conveyors. Fixed outpost power generation bug that caused total power loss. Fixed an issue where colonists could teleport into walls. Hotfix 0.99.09 Fixed power-related issues in outposts - this patch should resolve all known problems. Fixed incorrect tooltip information in the outpost module selection window. Fixed resource display inconsistencies in the Route Selection UI. Patch 0.99.10Interface Changes Fixed filter behavior on the Contracts screen. Fixed the display of effects in tooltips when upgrading outpost buildings. Moved the “Fill Order” and “Clear Order” buttons in the contract UI. Added tooltips showing buying and selling prices for resources. Balance Chang...

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  40. Community AnnouncementsBy VEOM Studio

    Patch 0.99.06

    Patch 0.99.06 Added Display of routes to the outpost during the outpost-construction stage Research for Warehouse Upgrade and Science Module Upgrade Italian translation for the new strings Sounds for the Biogenerator and Thermonuclear Generator Colonist skills are shown in tooltips when hovering over an outpost and in the route interface Maximum underground zoom distance for the default camera increased: 3100 → 4200 Maximum UI scale in settings raised to 0.7 Optimizations Several algorithms in research calculations ( +15–20% FPS) Power, water, and oxygen calculations ( +5–15% FPS) Skeletons on modules Skeletons on vehicles Improved Fuel Generator Optimization Skeleton for the Large Solar Panel Resource distribution between tightly-adjacent warehouses Fixes: Player base sometimes missing in the Route Constructor (also fixes old saves) Colonists ignoring areas marked *Fun* Music hotkeys...

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  41. Community AnnouncementsBy VEOM Studio

    Hotfix 0.99.02

    Hotfix 0.99.02 Changed skill levels display in expedition UI Fixed mismatch for recipe in recipe change menu and actual recipe Connected how much resource consuming Ice Melter Added Black Obelisk to quest pool, now it should start appearing in your playthroughs Fixed in sandbox custom resource selection UI button being cropped off with higher UI scale values Fixed monthly report close button being cropped off Fixed CPU wasn't decreasing after modules dismantle, CPU would be forced to be recalculated after first load Outpost now display colonist effectiveness Fixed output issues for fast belts Fixed appearing duplicates in music player Fixed inital CPU values, that was causing a mismatch in counter and details Actualized missed localization strings

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  42. Community AnnouncementsBy VEOM Studio

    The Crust — New Horizon Update s live

    Hear ye, hear ye! The wait is over: Update 0.99 for The Crust is now live! Nicknamed the New Horizon update, it adds a whole new layer of strategic depth. Learn more about the brand-new Outpost System, FPS boost and other key additions in this news, then dive into the full changelog below — or on our server. New Horizon highlightsOutpost System — create mining nodes beyond your main base, set up logistics, build processing plants and living quarters, send colonists for research and production efficiency boosts. New content — 5 new modules unlocking features such as probe launches or automated credit and science income. Performance optimization — reworked conveyors and distributors deliver up to 90 % higher FPS, better stability and lower RAM usage. QoL updates — flexible route planner, smart resource filter, expanded storage & cargo-dock options, build hotkeys and contextual tooltips....

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  43. Community AnnouncementsBy VEOM Studio

    Patch 0.96.40

    Added Added new research to reduce module degradation, increase the speed of organic growth and boost carbon fiber production speed Added new loading screen images Fixed Fixed a bug that prevented proper removal of a double door during construction Fixed a bug where the resource on the conveyor splitter wouldn't automatically change after storage configuration Fixed colonist behavior that could cause them to get stuck in a wall Fixed a rare bug where all colonists on the level could stop moving Fixed other minor issues Balance Changed the recipe for producing duraluminium plates in the Hi-Tech Factory: titanium oxide is now required instead of silicon oxide Increased rewards for some urgent contracts Adjusted delivery times for certain contracts Balanced the cost of some research Reordered some research items in the Fundamental and Social branches Other minor balance changes

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  44. Community AnnouncementsBy VEOM Studio

    Patch 0.96.30

    Added: Added a new research: Gravi-Trackers, increasing colonist’s movement speed by 25% and reducing fatigue. Added new contracts for food and medicine. Added new contracts for slag delivery on the Moon. Updated the research map. The Vending Machine technology is now available when researching High Voltage Power Systems, allowing colonists to access food before studying Food Growing and Cooking Technology. In the story campaign, the number of science points obtained now depends on the chosen difficulty. Fixed: Fixed an issue where colonists hired through the employment market would get stuck after saving and loading. Balance: Adjusted the balance of urgent contracts — extended the delivery time for some contracts on the Moon. Reduced research costs for the following: Auto-Repair, Online Market, Smelter Upgrade, Fuel Generator, and Beds. Decreased the number of parts required to repai...

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  45. Community AnnouncementsBy VEOM Studio

    Patch 0.96.17

    Improvements and fixes Increased the radius of pole lighting by 10% Improvement in Ui production modules - the robot logistics management section is now open by default and saves the last state when closing a Ui module. Fixed a rare bug of robots stopping or not being able to delete a production module due to fractional resources Small improvements to the Ui of mission rewards. Fixed cargo visuals on the large cargo pod. Fixed a rare bug when loading the game after changing the game mode story mode->sandbox. Ice digging slag production was restored. Balance Added 2 days to search for the first escape pod in the main Story mode storyline. Internal storage areas of purification and production modules now hold more slag. Bulk stores now hold more slag 9000->10000, 40000->50000 Microprocessors can now be encountered when disposing of some ruins. Increased reward for “Strategic Planning” c...

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  46. Community AnnouncementsBy VEOM Studio

    Dev Diary #24: Major Update - New Horizons

    {STEAM_CLAN_IMAGE}/41126789/3084c9c47a7d198b1e0fe38993f072815670e860.jpg Hello community!!! The development fields of The Crust are bustling with work, and we're already preparing for the release of New Horizons. This massive update will bring new mechanics, new modules, a second story chapter, fresh music tracks and a bunch of handy QoL improvements to the game. Let's break down what's in store for you! Story Chapter II At the moment, the final point of the story can be considered the building of the laser cannon and saving the Earth - but it was a temporary plug with increased difficulty. Now, however, the story will continue, and it's up to you to figure out what really happened during the Explosion on the backside of the moon. Spoiler (but not really): the research will lead you to a new fusion technology based on Helium-3, which will open up new possibilities in the research tree...

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  47. Community AnnouncementsBy VEOM Studio

    Path 0.96.10

    - Miner robots can now extract oxide from veins, even if the vein is occupied by an installed extractor. This allows for rapid acceleration of the extraction of the required oxide when a large number of robots are available. - The cost of online market research and landing platform research has been reduced - Edits in localization - Fixed an unnecessary write-off of the cost of a capsule containing robots and resources bought at the market - Fixed a rare visual bug that occurred when building multiple drone reconfiguration modules - Fixed a bug in the animation of completed missions

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  48. Community AnnouncementsBy VEOM Studio

    Balance Fix 0.96.07

    - Increased the base number of robots when starting a new game in Story Mode by 2pcs. - Increased base speed of robots 450->500 - Increased base speed of loader robots 350->400 - Increased the number of titanium veins in the mandatory generation near the elevator 1->2 - Increased reward for passing the story stage of production automation 3000->5400 fundamental science points - Increased reward for passing the titanium vein scanning story stage 3000->3600 social science points

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  49. Community AnnouncementsBy VEOM Studio

    Update 0.96 - Expanding and balancing the story campaign

    {STEAM_CLAN_IMAGE}/41126789/dfaea1609af2464dd5ba583d6dfa8d2b2b4ea2e1.jpg Added Visualization of transport construction has been added and configured: the hologram now dynamically displays construction progress. Added sounds for purchasing and selling resources. Replaced some sounds. Changes in the names of construction menu categories. Localization updated. Changes to the storyline event chain: The events of “Hope-2” now occur later, allowing for an early-stage development of the production base. Several intermediate tasks were added. Increased part requirements for repairing the storyline truck. Balanced science points awarded for completing storyline quests. Added delays for the appearance of some side quests after researching the storyline repeater (“Lost Convoy,” “Hope Wreckage,” “Searching for Survivors”). The market trade tutorial quest starts earlier. Adjusted conditions for st...

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  50. Community AnnouncementsBy VEOM Studio

    Hotfix 0.95.96

    - Fixed a bug that could cause the ice harvester icon to disappear. - Fixed change of robot volume on the market after purchase

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  51. Community AnnouncementsBy VEOM Studio

    Patch 0.95.95

    Added: - Changes to the Expeditions interface - Tooltip display adjustments for resources in the "Bring" panel and the "Prerequisites" panel. - Updated the design of the "Prerequisites" panel. - Adjusted the icon sizes in the POI interface in the "Required resources" panel. - Fixed stretching of the colonist button in the "Prerequisites" panel. - Added a warning in the expeditions interface when selecting colonists for escort if no colonists are available. Fixed: - Resource settings added for conveyor outputs in the Expedition Control Center and the Flight Control Center. Conveyor connection zones are no longer hidden inside the modules. - Identified and resolved rare cases where orbital-level expedition quests did not progress after completing one of the stages. - Optimized conveyor logic for low and medium FPS scenarios. - The tutorial now transitions smoothly into the story campaig...

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  52. Community AnnouncementsBy VEOM Studio

    Hotfix 0.95.88

    Edited colonist notification warnings Fixed concrete plant decals Edited localization of several languages Small minor changes

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  53. Community AnnouncementsBy VEOM Studio

    Patch 0.95.85

    ## Added: Updated visuals and animations for the Regolith Refinery Added a new model and animations for the Repeater Added a conveyor input to the Large Hydroponic Farm New research for converting Science Points into Credits The Heavy Capsule is now available for selection only if a Flight Control Center is built on the base. In this case, the landing site will be selected automatically Added a new button to go to CRUST Solutions from the research window Added a tooltip when hovering over the warning icon in the colonist list Localization updated ## Fixed: Fixed an issue where the quest to build the Laser Cannon did not progress after delivering resources to complete one of its stages Fixed a crash when trying to connect the Ice Melter to electricity if the building's construction was not completed Restored collision for modules with foundations: areas around these modules are now pro...

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  54. Community AnnouncementsBy VEOM Studio

    Hotfix 0.95.67

    - Ice Melter bug fix (Note: for Ice Melter module to work correctly on pre-release save files, you need to rebuild the module, delete and build it again) - Minor fixes and balance adjustments

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  55. Community AnnouncementsBy VEOM Studio

    Hotfix 0.95.65

    - Fixed a bug that prevented resources from being delivered when completing a Laser Cannon mission - Fixed a bug causing colonists to get stuck in the elevator - Fixed a bug that could cause colonists to get stuck when exiting the transoprt - Revamped the logic of colonist notifications, they now show the correct up-to-date status. - Major changes in capsule balance - Different difficulty levels now have different starting CPU limit - Ice Melter now consumes power correctly and shuts down when it is low on power - Chinese and French localization fixes - Corrected RW-46 POI description (there were irrelevant resources) - Added new art to the loading screen - Minor fixes

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  56. Community AnnouncementsBy VEOM Studio

    Balance Hotfix 0.95.59

    - Balanced arrival time of capsules of different types - Increased starting CPU capacity of the main elevator 250->300 - Slightly increased CPU points consumption of equipment - Increased the volume of ice deposits on the poles by two times - Slightly increased durability of regolith extractor, press and smelter

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  57. Community AnnouncementsBy VEOM Studio

    Hotfix 0.95.58

    Balance: - Increased rewards in science points early on in Story Mode - Increased the upper limit of science point generation by Rover Fixed: - Improved rover data collection mode performance - Adjusted correct display of science points in vehicles - Visual: Raised the connection point on the top elevator - Visual: Fixed Ice Melter selector - Visual: Added foundations for some modules being built on the surface - Visual: Fixed crater description text on orbital level - Fixed invoking wire mode via hotkey in menus - Fixed some bugs in the transportation interface - Small fixes in localization

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  58. Community AnnouncementsBy VEOM Studio

    Patch 0.95 - refactoring, improved expeditions and optimization

    {STEAM_CLAN_IMAGE}/41126789/7c90b4765b6df71267dd8cede90d8ca797f65b4b.png Hello engineers, We’ve just released version 0.95.54. This is an interim version ahead of Update One, featuring numerous fixes and expanded functionality for cargo docks, expedition centers, and trucks. We’ve also added colonist notifications, improved their behavior algorithm, and optimized FPS for bases with a large number of colonists. This build was created from a new branch that underwent significant refactoring and structural improvements, so old saves are guaranteed to cause issues. We urge you to start a new game, and appreciate the innovations for what they are. Patch 0.95.54 Added: Optimization: - Significant performance improvement by refactoring outdated code in the logic of transportation, contracts, colonists, and other game elements that negatively impacted performance. - Removed cyclic dependencie...

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  59. Community AnnouncementsBy VEOM Studio

    Hotfix 0.94.57

    - Fixed incorrect operation of conveyor distributor in situations when they stand close to each other - Fixed heavy capsule visual after loading a save

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  60. Community AnnouncementsBy IRAKLE

    Patch 0.94.55 - New music tracks, QoL improvements, and localization fixes

    Hello Crusties, Today we released Patch 0.94.55 as we continue progressing toward the major Update One! This patch improves colonist AI behavior, adds mirror flipping for certain modules, introduces new music tracks, fixes numerous bugs, and enhances localization across all languages. Patch Notes 0.94.55 Added: Introduced the Heavy Cargo Pod: visuals, animations, and sound effects updated; Added 4 new music tracks; Replaced cargo pod icons; Updated UI localization for the following languages: French, German, Spanish, Portuguese, Polish, Italian, and Japanese; Refined material for the Backer Monument; Enabled selectors for large modules; Added mirroring functionality for the Smelter and Rolling Mill. Fixed: Improved colonist AI behavior: Colonists now better interact with modules, considering factors such as full storage and power connection; Colonists vacate modules marked for demolit...

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  61. Community AnnouncementsBy IRAKLE

    0.94.37: Rebalancing Update

    Hi Crusties, We're back from a little vacation and getting to work. Today we are releasing a new patch that rebalances some game parameters, expands the Laser Cannon mission, adds a new Pioneer Monument module and a new cargo pod model. Here’s more about the rebalansing Patch 0.94.37 Added: A monument dedicated to Kickstarter backers has been added. The quest for building the Laser Installation has been expanded: The "Laser Cannon" mission now activates at a later stage, after completing the main storyline. A new stage with a contract offering science points as a reward has been added to the "Laser Cannon" mission. The "Laser Cannon" mission now features new dialogues between characters that occur at each stage of the construction process. A timer for confirming module deletion has been added—deletion now requires holding the demolition button for half a second. Fixed: Fixed the logic...

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  62. Community AnnouncementsBy IRAKLE

    New update 0.94.12 is available in BETA branch

    {STEAM_CLAN_IMAGE}/41126789/a2dea1064b736f0b18d064d86a1e5851dac2f9b9.png Hello Crusties, We have been working on this build for a long time on a separate branch and we managed to increase fps on large bases by about 2,5 times. In addition, in this build optimized work with RAM that allows you to play without problems on machines with 8GB RAM even with large bases. Also in this build there are some changes in the research map, changes in the balance and added experimental function of acceleration of trucks with fuel. We will tell you more about it in the packnote after the release of this version in the main branch. To try the BETA, please follow these steps: Open Steam Right-click on The Crust in your library Select Properties Go to the BETAS tab Choose "BETA 0.94.12+ (pre-release)" from the "Beta participation" drop-down list Wait for the game to update the files (if nothing happens,...

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  63. Community AnnouncementsBy IRAKLE

    Patch 0.93.26

    Bug Fixes Resource Flow Fix: Resolved an issue where resources would be dropped on the ground when an output was blocked by a distributor. They will now continue as expected. Distributor Settings: Fixed a bug where distributor output settings were not saved unless the output was set as a priority. Research Hardlock: Addressed a hardlock in research progression for older saves caused by balance changes. Robot Functionality: Corrected the robot behavior when starting a new game to ensure they operate smoothly. Fixed a rare bug causing a huge refund for rebuilding conveyors Fixed story softlock that occurs in the quest after getting the Rover (was only in version 0.93.25). Updates Localization: Updated project localization for a more seamless experience across languages. New Quest: Added a new quest titled "Mining Outpost". New Colonists Available for Recruitment: The total number of ava...

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  64. Community AnnouncementsBy IRAKLE

    Patch 0.93.22

    Fixeds: Fixed an issue where Distributor filter settings would reset upon loading. Money shake exploit - when Conveyors would "refund" money in certain situations. Issue where money was being deducted for Conveyor upgrades in Planning Mode. Added Cargo Dock output settings — requires rebuilding the Cargo Dock for proper functionality. Fixed Rare bug causing Hauling Drones to completely freeze during loading. Module repair progress display corrected. Corrected the calculation of generation figures in Battery notifications. Changes: Tooltip with Drones added to the Global map interface. Number of Drones now displays correctly in the Global map interface. Commercial Center interface reworked for more accurate display across different UI scale settings. Adjusted the logic for minor notifications: when the notification queue is full, older notifications will now shift left to make room for...

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  65. Community AnnouncementsBy VEOM Studio

    Great Early Access Launch, Scaling Up, and Details of the Next Update

    {STEAM_CLAN_IMAGE}/41126789/4b5591d6ee0488d059fa590b7fcc527fe839ff21.png Hello everyone! It has been a month since our Early Access launch, and we’ve finally been able to catch our breath after endless crunches, reflect on our progress, and start planning the future development of The Crust. Despite some initial challenges, the Early Access launch of The Crust went great! We sold 70,000 copies of the game and gathered over 300,000 wishlist additions! We also received an incredible amount of feedback and support from our community, which allowed us to rapidly update and improve the game. Over the past month, we have released 12 patches with bug fixes and several major updates that significantly enhanced The Crust in various aspects. For example, we unlocked the research tree, added a work schedule management mode for colonists, expanded the cargo dock capabilities, introduced new point...

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  66. Community AnnouncementsBy IRAKLE

    Patch 0.93.20

    Fixed Module wear out rates have been adjusted. Cargo capacity checks have been corrected when sending capsules. Transport selection now functions correctly across all levels when clicking on a notification. Landscape objects that could cause drones to get stuck have been adjusted. Issue with corrupted module upgrades caused by rapid double-clicking on the upgrade button has been resolved. Rare issue with colonist deaths during expeditions has been fixed. Drones getting stuck while attempting to dismantle modules or retrieve resources from inaccessible areas has been fixed. Fixed a rare cargo drone bug where robots would not move after loading a save Improvements Enhanced the Commercial Center interface for widescreen monitor formats. Added hints about the sources of science points on the orbital level. Added information about accompanying drones in the expedition settings. Added a pl...

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  67. Community AnnouncementsBy IRAKLE

    Hotfix 0.93.18

    Fixed a bug where drones would get stuck Fixed the visual display of cells in excavation mode Fixed an issue with modules wearing out too quickly

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  68. Community AnnouncementsBy VEOM Studio

    Patch 0.93.15 - Game Performance Optimization

    Hello Crusties, We have just released a new version of The Crust 0.93.15, which optimizes several important systems, resulting in improved FPS performance on large bases. Additionally, we’ve fixed some bugs and improved the balance of the economy, colonists, and fuel generators. If you’ve experienced FPS drops on your large base, try continuing your saved game in Beta version 0.93.15 or start a new game. Full list of improvements: Performance Optimized task allocation for cargo drones. Optimized logic for wear and tear updates. Optimized solar panel rotation and energy generation functions. Optimized water and electricity notification logic. Optimized production capability update logic. Added Added additional conveyors for the Expansion Center module. Added conveyors for the Small Equipment Factory. Added hints for module upgrades. Added conveyor outputs for the Large Equipment Factor...

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  69. Community AnnouncementsBy VEOM Studio

    Patch 0.93.02 Fix Save Crashes and Optimization

    Hey Crusties, This version fixes the crash on save and a few other issues, it has improvements in the save algorithm - now you can save the game during the dialog box and load it in the same place. Also this version adds a few QoL improvements and a small FPS optimization for very large factories. Added Added confirmation to exit to the main menu and from the game Improved saves - now dialog boxes are saved at any stage. Fixed. Fixed save error - LowLevelFatalError FMemoryWriter does not support data larger than 2GB. Optimized storages, with disabled drone logistics Small optimization of logistics Fixed significant increase in maximum length of underground conveyors after loading Fixed loading of Battery and Rieteg improvements Story contracts can now be accepted even if the limit is reached Other changes Increased the timer for researching a plot repeater Increased the amount of oxyg...

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  70. Community AnnouncementsBy VEOM Studio

    Update 0.92.99

    {STEAM_CLAN_IMAGE}/41126789/1ff63594899d2ce34ebbf061f0cba2560d7e57b8.jpg Hello Crusties, We have worked on your feedback and brought new update. In this version, we have expanded the number of outputs for regolith in the Cargo Dock, increasing its maximum throughput capacity by 4 times. Soon, we will add the ability to build multiple Cargo Docks and Exedition Centers. This update also fixes several bugs, including the save menu issue, introduces several QoL improvements that have been actively discussed, and brings many balance changes. The campaign with the construction of the laser cannon is now smoother and more predictable. It looks like we have managed to fix a major issue that caused crashes when saving large bases. To solve it, we had to make significant changes to the save architecture, so this version is still under testing and will be available by default soon. Also today, w...

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  71. Community AnnouncementsBy IRAKLE

    Patch 0.92.84

    Hi Crusties, I have good news, we have fixed the three causes of crashes that were causing the vast majority of problems, as well as optimized RAM and improved performance in wireframing mode. Crash Fixes: Resolved the main reason of crashes related to the digging queue, cargo drones, and upgrading underground conveyors. Room Detection: Fixed a critical bug that was completely disabling room detection. Optimization Improvements: Significantly boosted performance for conveyor connector widgets. Enhanced performance in wiring mode. Quest Completion: Fixed a bug that could prevent quests completion. Module Registration: Adjusted the update process for modules inside rooms. Resolved the problem with the "Harsh Driller" achievement. Fixed small issues in the colonist settings interface.

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  72. Community AnnouncementsBy VEOM Studio

    Update 0.92.75 - New colonist time management UI and bug fixes

    {STEAM_CLAN_IMAGE}/41126789/0694545597e776b1627c25ef09c21f1aed8736b2.png Hello Crusties, Today we are publishing v0.92.75 update, which includes many bug fixes as well as an experimental expansion of the colonist management functionality. You can now balance the mode of each colonist to get the most out of your production and research base. 0.92.75 Fixes Fixed a bug with robots getting stuck when demolishing a resource elevator Fixed indoor navigation errors, so colonists no longer get stuck on their way to some modules Fixed game freezing in some situations when there are no free cells in the rooms Fixed a crash when loading equipment factories with resources Fixed problems with robot priorities when working with warehouses after loading saves The priorities of robots in relation to the expedition center have been corrected; now robots correctly perform other tasks during the constru...

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  73. Community AnnouncementsBy IRAKLE

    Patch 0.92.63

    Fixes Fix for older saves where Private lab disappeared Colonists now eat and sleep correctly Fixed colonist getting stuck when moving to some modules Fixed visual issues in tooltips for water/oxygen/batteries Adjusted conveyor building mode placement Balance changes Adjusted balance of colonist stats depletion Adjusted weight of expensive resources Adjusted prices of cargo capsules Adjusted balance of different market characteristics Reduced research cost and construction cost of the Expedition Center

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  74. Community AnnouncementsBy IRAKLE

    Patch 0.92.59

    Hey Crusties! We're continually working to improve your experience. Check out what's new in version 92.59: Fixed: - Some save-load game crashes, related to Vehicle Workshops bug, that was causing the crash. Later! P.S. It might says 58 version, do not pay attention to it.

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  75. Community AnnouncementsBy IRAKLE

    Patch 0.92.57

    Fixed: Expedition functionality has been fixed Balanced robot priorities when working with the expedition center Fixed the issue of too frequent notifications about energy shortages Fixed a rare crash when a normal robot and a robot loader collect the last piece of regolith Electricity shortage notification now works correctly Improved: Added detailed descriptions for each energy parameter Visual improvements to titanium oxide and silicon oxide

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  76. Community AnnouncementsBy IRAKLE

    Patch 0.92.54

    Fixes Fixes broken POIs after loading saves from previous versions of the game. Drones and resources can now be bought together. Now the sell button will not be blocked if the resources sent in the selected capsule recoup its cost. Now resource veins do not appear very close to the elevator Ballance The time to find and deliver colonists to the base has been increased in the colonists rescue task. The base battery capacity of the rover's battery has been slightly increased Reduced cost of conveyors of all levels Slightly increased cost of underground conveyor Slightly reduced % of slag in regolith refining The probability of high % of aluminum and titanium in resource veins is slightly increased. Reduced the number of complex urgent contracts in the early stages of the game Balanced food and energy consumption by colonists

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  77. Community AnnouncementsBy IRAKLE

    Patch 0.92.50 and Developer Appeal

    Hello Crusties, In the last few days, we have seen an overwhelming number of people joining our social channels, Discord, and playing our game. To all of our fans, new and old ones, we would like to say thank you so much from the bottom of our hearts. Your support means a lot to our entire team. Months prior to the release, we were working non-stop and overtime to deliver the best possible experience to all the fans of the genre and everyone who waited for the game's release. At some points, we even thought that once the game was released, we would be able to breathe again. Well, we were wrong. It seems like the amount of work has now quadrupled, but all this overwhelming support keeps us going and keeps us motivated. You guys are amazing and awesome. We will do our best to provide the best possible experience for you in our game and continue developing the game along with all of you...

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  78. Community AnnouncementsBy IRAKLE

    Patch v0.92.35

    Patch 0.92.35 Corrections Starting from this version, the tutorial can be skipped after you completed it once. in the tutorial, the appearance of a highlight hint where you need to build solar panels has been corrected, now it appears together with the dialogue Replaced all fonts in the game with more readable ones. Fix for modules registration in a room while loading. Fixed loading a save if saving occurred during cinematic. Fixed a bug where the main menu did not open after the intro video. Fixed truck getting stuck in ECC if the truck was full upon arrival. “Paid laboratory” has been renamed to “Private laboratory” In the story, the launch of the “Private Laboratory” was moved to the moment immediately after studying the “Repeater” point of interest Fixed Medical block module production Balance changes CRUST Solutions now opens before starting the "laser gun" quest, after completin...

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  79. Community AnnouncementsBy IRAKLE

    Hotfix v0.92.32

    Fixed: Russian voiceover now is only where it should be is easily replaced when restarting the game Added Added Spanish Latin American localization Added Japanese localization

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  80. Community AnnouncementsBy IRAKLE

    The Crust Early Access Release & First Update

    {STEAM_CLAN_IMAGE}/41126789/9f44133986329b9e802c41bc80fc3e2fdc1e8259.jpg Hello, Crusties! Only 3 days left until the release, and we are very excited. We've been working on The Crust for 5 years, and this is a very important milestone for us. Today, we want to share with you the details of a major update that will be added to the release version on July 15 at 8:00 am PST | 10:00 am CST | 11:00 am EST | 3:00 PM UTC | 17:00 CET. As a small team, we've poured our hearts and souls into this project, working tirelessly to bring you the best experience possible. Thank you for your support! The update includes Story Mode Localization in 12 languages New Content Hauling Drone New Module – Railgun Advanced Conveyor Elevator Settings Advanced Storage Settings New Priority Assignment Tool Conveyor Outputs for Large Modules Underground Conveyors on One Line Improved Multi-Resource Storage New Mod...

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  81. Community AnnouncementsBy VEOM Studio

    Patch 0.91.13

    Changes Interface and Visual Changes Overhauled Vehicle UI New icon for Tier 5 conveyors. Added hotkey tips for demolition mode. Added interface to display colonist productivity. Colonist information now appears in module tooltips on the construction panel. Distance display added to the contract proposal interface. Bug report button removed from the main interface. New models added for Tier 5 conveyors. New visuals for locked research items. Hover visual added for the base if the transport is in the crater. Fixed collision issue with the constructed melting furnace. New sound when switching the camera to orbit. Added new interface sounds. Updated sounds for some modules. Fixed the size of the CPU data center. Gameplay New tutorial for building an extractor in sandbox mode. Selecting a colonist is now reset when switching to orbital level. Now selected priority would reset on building...

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  82. Community AnnouncementsBy VEOM Studio

    Update v0.91.00

    Welcome to the Kickstarter Beta Access Update! As we launch our Kickstarter beta access, we're excited to present a major update filled with new features, improvements, and lots more! Update highlights: Overhauled Oxygen Management: Experience our reimagined oxygen system where electrolysis factories fill rooms with oxygen, and oxygen tanks take on the role of collection and dispensing, making oxygen dispensers a thing of the past. Voice-Activated Ledger: Our deal-pushing character is now fully voice-acted. While he insists on his contracts, he also provides helpful tutorials for navigating the market interfaces. Research Roadblock: Now you actually have to do the research for every module upgrade. Sorry, no free rides. Fuel Plant Comes Alive: The fuel plant now boasts a lively new animation. New Language Options: Now offering translations in Chinese, Spanish, Polish, Portuguese, and...

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  83. Community AnnouncementsBy VEOM Studio

    Major Update 0.90.65

    The conveyor system has been completely overhauled! Each tier now has a unique and visually distinct appearance. Your production lines have never looked better! Important Note: Saves created before this patch will no longer be loadable. New Features & Additions New visuals for each conveyor tier: making it easier to identify and manage your logistics. Complete Conveyors Culling Between Levels: Optimized performance with improved conveyor culling. Meteorites for Sandbox Start: Salvage valuable resources from meteorites in sandbox mode to kickstart your progress. Big Solar Panel is now animated! Added tooltips to the Conveyors panel buttons, now displaying conveyor throughput for easy reference. Added a new notification about unused science points. Urgent contracts now will show their location type on the Contract Offer UI. Fixes Yep, you guessed it. We fixed those conveyor corners that...

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  84. Community AnnouncementsBy VEOM Studio

    Hotfix 0.90.43

    Hotfix 0.90.43 Fixed Fixed a bug that caused the veins to now show up when after a new game start Fixed a bug that caused modules breaking on pause Adjustments Reduced probability of quest appearing

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