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Evospace News

Indev cable system feedback



Please share your impressions of the new cable system, especially if you've used it together with transformers. I've received some complaints that it's not well thought out or that it only introduces unnecessary complexity. I'm considering moving it into a mod and leaving the old system - without resistance and electricity tiers - in the base game.

Evospace 0.20 indev

Under the Hood of a New Era




This update lays the groundwork for a new era in Evospace. We're reworking fundamental mechanics—from energy and research to map generation and recipes. This is not a full release yet, but the first step in a larger series of changes, so your feedback is especially valuable.

[h2]⚙️ Energy Revolution[/h2]
High Voltage: Wiring now has tiers, and conductivity is affected by resistance.

New transformers and HV buffers allow flexible and efficient energy networks.

Machines now consume and produce energy directly, without specifying it in recipes—simplifying setup and enabling more realistic balance.



[h2]⚙️ New Blocks & Reworked Machines[/h2]
Steam engine, high-voltage buffers, new wire types — new levels of technology await.

Visual updates for classic machines including the Assembler, Constructor, and Stirling Engine.



[h2]⚙️ Research & Recipe Chains[/h2]
Circuit progression and research systems have been overhauled: research no longer requires circuits, but they now provide a significant speed bonus.

Research costs increase exponentially, and the tech tree has been deepened.

Productivity support added: some recipes now have a base productivity bonus, laying the foundation for future efficiency systems.



[h2]⚙️ World Generation & Resources[/h2]
Map and deep resource deposits have been reworked: deposits are now part of the world structure, not discovered via scanner.

Quarries and drilling rigs updated, including optional resource depletion mechanics.

Hard metal has been replaced with a new composite tier, offering a fresh take on late-game progression.



[h2]⚙️ For Modders[/h2]
The Modding API has been expanded — blocks, items, recipes, and much more are now configured entirely in Lua, making customization easier and more powerful than ever.

The localization system has been migrated to JSON and Crowdin, allowing seamless mod localization without requiring .pak files.

Mod support now includes map generation and UI extensions.

[h2]⚙️ About the indev Branch[/h2]
The indev branch is already available to play — you're welcome to explore the new systems and help shape their final form.
Please note: several features are still being refined. Expect upcoming fixes and improvements, especially for:
  • Drone logistics
  • High-voltage power networks
  • Neutronium-era technologies


[h2]⚙️ And much more[/h2]
  • Steam engine
  • Transformers
  • Wire tiers
  • High Voltage Battery Buffer
  • High Voltage
  • Wire resistance
  • Recipes overhaul
  • Researches overhaul
  • Map overhaul
  • Ores overhaul
  • Deep deposits overhaul
  • Drilling rig overhaul
  • Hard metal replaced with Composite tier
  • Circuits progression overhaul
  • Network graph update
  • Modding API
  • Grass
  • Assembler
  • Constructor
  • Stirling Engne
  • High Voltage accessors
  • Modding Interface update
  • Mapgen modding
  • Energy input and output slots have been removed from recipes, now energy is consumed and produced directly by machines.
  • Added support for productivity boost
  • a percentage increase in crafting output.
  • Added a base productivity of 50% for the metallic parts recipe.
  • Rebalanced the blast furnace recipes.
  • Added a heat input for the oven.
  • Rebalanced fuel values.
  • Removed the requirement for circuits in research, now circuits provide a significant speed multiplier, and the cost of research increases exponentially at higher levels.
  • Refined the requirements for research.
  • The resource conductor system has been reworked to support energy production directly by machines, and the calculation of load and production should now be more accurate.
  • The settings menu has been reworked, and the settings themselves are now Lua*scripted objects, available for mod creation.
  • Improved the localization system, migrating to a JSON*based system integrated with UE5 for easier localization implementation, including mod localization without pak files.
  • Reworked quarries and deep ore deposits, now deposits are not generated by a scanner but are tied to the map, and there is also an option for resource depletion.

Update 0.20 is more than just a version bump. It’s a paradigm shift. Stay tuned for further development and be sure to share your impressions!

If you want to report a bug, suggest a game change, or ask a question – join us on Discord

Evospace 0.20 development news

[h2]Improving Recipes[/h2]
Recipes had several forms, but in general, they consisted of two inventories: an input and an output. For a recipe to be executed, the input inventory must first be consumed, followed by a wait period, after which the output inventory is created.

The first issue arose with large energy buffers required for certain expensive recipes, creating an unrealistic delay when the power was disconnected.

This problem was solved by introducing a special resource slot. It’s still an inventory slot, but its contents are consumed every tick, reducing the machine’s internal buffers by hundreds of times. Now, most machines stop working almost instantly when power is cut off.

The next problem surfaced some time ago during energy calculation for network production. To compute the total consumption/production, one could sum all resource slots of this type and multiply by 20 (the tick rate); however, some machines still retain a small buffer, breaking the calculation algorithm. Currently, the calculation is approximate, and this issue remains unresolved.

Another issue is that some machines can perform slight variations of recipes with different resource quantities (e.g., furnaces of different levels) or alter the resource (e.g., assemblers using player recipes and electricity as well).

A proposed solution to address both the buffer and duplicated recipes issues is as follows:

Removing Machine-Specific Recipes and Introducing General Process Recipes

For energy consumption, use the machine's consumption rate during operation. The same approach applies to energy producers, such as furnaces. Higher-level machines complete recipes faster, producing more energy as prevously. Higher-grade fuel types burn longer, better suited to high-level furnaces.

To differentiate fuel quality (e.g., good fuel vs. poor fuel), it’s suggested to use a productivity system, already implemented in version 0.20.

The best fuel would have productivity that boosts the machine's output proportionally.

For example, a level 2 furnace has a work speed of 2.0, and refined fuel has a productivity of 50%. A level 1 furnace produces, say, 1 kilowatt of energy.

Thus, the calculation would be: 1 kW * 2.0 + 50% = 3 kW

0.20 is not far away, more news with images


Improved crafter ui


Refactored world settings and save metadata


Production stats


Mod manager

And much more!

If you want to report a bug, suggest a game change, or ask a question – join us on Discord

Evospace 0.19.0

[h2] Dynamic research tree and search [/h2]


[h2]Lumen rendering[/h2]



Lumen is a fully dynamic global illumination solution that immediately reacts to scene and light changes, enhancing realism. It provides natural light and reflections across diverse environments without the need for traditional baking processes, significantly improving visual fidelity and immersion.

[h2]Block network v3[/h2]
The Block Network v3 represents an advanced iteration of interconnected systems, facilitating a network of networks characterized by highly efficient switch toggling. This architecture allows for seamless integration and communication between different network nodes, ensuring optimal performance

[h2]Save / auto save overhaul[/h2]

The save system has undergone a comprehensive overhaul, introducing a new user interface that enhances interaction and usability. With improved, predictable behavior, the system now offers more reliability.

[h2]Decorative blocks[/h2]
I have added multiple decorative blocks and working on possibility do add more with mods.

[h2]New filter/constructor interface[/h2]






0.19 is available in the indev branch. It is still in development but already stable enough to take a look.

[h2]Decorative blocks[/h2]


I am adding non-cubic decorative blocks, and there will be more in the future. All such blocks can be painted with the Paint Tool

[h2]Better rotation[/h2]


Now, rotating with R + Shift / Alt is much more predictable, and there is a visual hint for such rotation. Press Shift or Alt to see it. Also, rotation during construction with the right mouse button held down now works more predictably

[h2]Solar panels[/h2]


Power output from solar panels has significantly increased, but now it depends on their angle relative to the sun. Large panels can rotate when kinetic energy is supplied to them.

[h2]Tools inventory[/h2]


Tools are now always in a separate inventory, from which they cannot be removed, but they can be placed on the quick access panel. Shift + right click provides tool settings, for example, you can disable the digging of certain types of blocks or adjust the digging speed. There are no longer levels of Multitool, but there is research that increases its working speed.

[h2]Resource drain and Parts factory[/h2]


In versions 0.19-0.20, I plan to focus more on finite resources and balance, as blueprints will make it much easier to copy production. General components have been added, for which it makes sense to build a factory, like a gearbox. Also, recursive crafting of solar elements is a fair price, as energy production directly depends on the number of solar elements used and the space they occupy

[h2]Moddable tutorial [/h2]


I have added a beautiful and expandable solution for creating in-game tutorials/detailed tooltips. Based on this, the main mechanics of the game will be explained, and in the future, this tutorial will guide you through all the main stages of developing your base on the way to completing the game. Note that all existing tooltips are already based on a mod, and mods are already available for creation.

Much much more content are in development, i will release it in future update to not overload this one.
Trains, blueprints, mining drill rework, covers and new game mode are coming in 0.19.1 0.19.2 ...

[h2]And more[/h2]
  • Instanced pipe rendering
  • Spline block rendering
  • Block network switch
  • Emissive material for Cherenkov
  • Setting widget update
  • New save/load widget
  • Example mod with nonstop furnaces
  • Compact generator tiers
  • Basic mod loading procedure
  • Settings redesign
  • Industrial boiler heat input fix
  • Electrolyzer model scale fix
  • Auto graphics setting fix
  • Gui scale fix
  • Hungarian localization fix
  • Spanish localization fix
  • Localization archive automatic update
  • Autosave do not changing last save date
  • Do not rotate autosave for autosave
  • Separator model fix
  • Save as/load/save with one widget
  • Paint material save/load
  • Conveyor combined inventory rollback
  • Flying item from conveyor fix
  • New logger
  • Log rotation
  • stderr redirection
  • Block update collision bug fix
  • Door animation fix
  • Steampack tiers
  • Resource network update from switch fix
  • Resource graph scale fix
  • Local portal API
  • Network storage description fix
  • Window experimental glass material
  • Glass material quality switch
  • Paintable window frame
  • Paintable door
  • Painted block color save/load bug fix
  • Lod fixes
  • Constructor animation fix
  • Graphics setting close button
  • Select item widget for constructor
  • Build in line rotation fix
  • Switch with logic controller fix
  • Total raw cost calculation
  • Grass surface recipe
  • Cheaper conveyors
  • Empty sector add block crash fix
  • Stairs vertex color fix
  • Logic circuit status visualization
  • New item: gearbox
  • New item: solar cell
  • Experimental machines recipe changes
  • Building blocks: 3 ramps, 2 beams
  • Dead tree lod switch fix
  • Fps setting after lost focus fix
  • Power in description fix
  • Fermenter in aluminum tier
  • Combined research progress bar
  • Superfuel balance
  • Dirt and clay recipes
  • Battery UI percent
  • Game object name global refactoring
  • Script subscription to events
  • Battery item with recursive craft
  • Major resource network bug fix for systems with split storage and switches
  • Higher price in copper and steel, lower in tier metals
  • New achivements


If you want to report a bug, suggest a game change, or ask a question -- join us on Discord

Evospace 0.19 beta 2

Please note that many features in this selection are still in development, although many of them are already available for look in indev branch

[h2]Blueprints[/h2]


I am working on blueprints; the main functionality is already complete, and now I am working on the UI as well as ways to share blueprints. Plans include creating local storage, the ability to share using a base64 code string, and publishing blueprints to the Steam Workshop cloud



[h2]Resource drain and Parts factory[/h2]


In versions 0.19-0.20, I plan to focus more on finite resources and balance, as blueprints will make it much easier to copy production. General components have been added, for which it makes sense to build a factory, like a gearbox. Also, recursive crafting of solar elements is a fair price, as energy production directly depends on the number of solar elements used and the space they occupy

[h2]Decorative blocks[/h2]


I am adding non-cubic decorative blocks, and there will be more in the future. All such blocks can be painted with the Paint Tool

[h2]Better rotation[/h2]


Now, rotating with R + Shift / Alt is much more predictable, and there is a visual hint for such rotation. Press Shift or Alt to see it. Also, rotation during construction with the right mouse button held down now works more predictably

[h2]Solar panels[/h2]


Power output from solar panels has significantly increased, but now it depends on their angle relative to the sun. Large panels can rotate when kinetic energy is supplied to them.

[h2]Tools inventory[/h2]


Tools are now always in a separate inventory, from which they cannot be removed, but they can be placed on the quick access panel. Shift + right click provides tool settings, for example, you can disable the digging of certain types of blocks or adjust the digging speed. There are no longer levels of Multitool, but there is research that increases its working speed.

[h2]Moddable tutorial [/h2]


I have added a beautiful and expandable solution for creating in-game tutorials/detailed tooltips. Based on this, the main mechanics of the game will be explained, and in the future, this tutorial will guide you through all the main stages of developing your base on the way to completing the game. Note that all existing tooltips are already based on a mod, and mods are already available for creation.

Also, the first third-party mod has already appeared in the Steam Workshop!

[h2]Color lights[/h2]


And much more!

If you want to report a bug, suggest a game change, or ask a question – join us on Discord