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Mindustry News

Build 141

This is a minor release aimed at fixing various bugs and balancing issues with 7.0.

  • Fixed many various crashes
  • Fixed world message being replaceable
  • Fixed various Serpulo sectors having no waves
  • Fixed inaccessible resources under blocks appearing in sector resources info
  • Fixed units following wrong team when assisting
  • Fixed liquid puddles not syncing in multiplayer
  • Many other minor bugfixes
  • Improved loading speed of maps with many power graphs
  • Improved performance of entity removal (should make effects/bullets less laggy)
  • Made Oct shield an octagon
  • Made block statuses flash when low on power/liquid instead of staying green
  • Disabled campaign research/state syncing across multiplayer due to confusion campaigns should be completely separate now
  • Decreased Scathe fog uncover range (75% of range -> 40% of range)
  • Increased Quell build cost
  • Nerfed Locus, buffed Vanquish, Conquer, Cleroi
  • Added rule for unit crash damage

Mixing factory management, Tower Defense and RTS - Mindustry 7.0 is out now

Easily one of the best open source games around, Mindustry from AnukenDev just had a MASSIVE new release out that took quite some time to make.

Read the full article here: https://www.gamingonlinux.com/2022/11/mixing-factory-management-tower-defense-and-rts-mindustry-70-is-out-now

Mindustry 7.0 Released

7.0, an update that has been in development for more than 1.5 years, is finally here.

As with earlier major updates, there are too many changes to list in a single post - these are just the highlights.



The Erekir Campaign


  • An entirely new planet, with its own tech tree, units and blocks
  • 100+ new blocks to research
  • Significantly more streamlined and linear then the Serpulo campaign
  • No procedural sectors, only 17 larger hand-made maps, with optional sectors to be added later
  • Attack fully functional enemy bases with smarter, dynamic unit AI




New Units


  • 15 new units to research and construct on Erekir; 5 new naval support units on Serpulo
  • A new payload-based unit construction system for higher tiers
  • A new class of tank units
  • A new variant of insectoid walkers
  • Hovercraft units with unique weapons and abilities




New Production Blocks & Turrets


  • 10 new turrets on Erekir
  • Missile launchers, lasers and artillery with unique firing patterns and animations
  • A new heat system for powering or boosting certain blocks
  • An entirely new resource production tree
  • Power production utilizing new liquids, items and terrain
  • Two new reactors with their own "meltdown" mechanics




New Transportation


  • Ducts, a higher-throughput transport block
  • Directional bridges with no configuration
  • Routers with 3 output directions, no backflow, and sorting capabilities
  • Drone item transport for long-distance delivery
  • Payload mass drivers for shooting units or containers across points
  • Orthogonal beam nodes as a different way of transferring power




New Unit Controls


  • Units can now be selected and commanded to positions or enemy targets, similarly to other RTS games
  • Formations have been removed - simply select units instead
  • Command centers have been removed - as a replacement, select all factories (shift+h) or all units (shift+g) to command them all to a point
  • Serpulo support units now have several "modes" depending on capabilities - repair, mining, rebuilding, and player following/assisting
  • While this system is still quite primitive, more features (hotkeys, waypoints, etc) may be added later


Conclusion & the Future of Mindustry


Overall, this has been - in terms of raw new content and mechanics - the largest update in Mindustry history. It has taken more than a year to complete, and turned into quite the ordeal.

I'll be blunt: This game has been under development for more than 5 years now, with the updates getting bigger and bigger every time. I am feeling rather burnt out after this update, and I don't think I will be able to implement anything beyond "maintenance" for a while - a few months, at least.

I will still be interested in providing bugfixes and minor QoL changes to Mindustry. I do not plan on "ending updates" anytime soon, but right now, I need a break from any sort of significant content development.

There are still a few loose ends in the Erekir content. Those of you who have dug through the game files will know that there are several unused liquids, items, blocks and units. These may be expanded upon with future updates... eventually. I can't give any timeframe for when this will happen.

In the meantime, there is still plenty of community content in the form of new side-maps that can be inserted into the campaign.

Special thanks to the community members who helped create maps for use in the campaign:

  • Mechanicalfish
  • ThatOneBepis
  • hhhi17


Mindustry v7 Beta + Full Release Date

The Beta


Mindustry v7 is now in Beta. While this does not change anything about how the version is accessed or distributed, it signifies that v7 is 'feature-complete', and will be seeing very few major changes after this point. In terms of complete-ness, the only things left for v7 are the 5 (or so) final campaign maps, polish, balancing, and bugfixes.

At this point in development, I will need extra help from users to report bugs and suggest balanacing/feedback on Github (or the balancing channel in the Discord). Most content has not been extensively tested, and as such there are sure to be balancing issues with anything past the current campaign tech tree (T4-5 units, especially).

[h3]Switching to the Beta[/h3]

To use this beta version of Mindustry, right-click Mindustry in your library, click Properties -> Betas and select v7-testing from the dropdown box.



A v7 Release Date


With the beta finally here, and v7 being in development for more than a year, it's time for me to finally decide on a firm release date: November 11th (2022). This should provide enough time for the remaining campaign maps to be finished, and any serious bugs/balancing issues to be squashed.

Build 136: Erekir Alpha Release

The first Erekir build is finally here.



This is a massive update that brings with it an entirely new planet - Erekir - with a completely new tech tree. It would take too long to list all the changes and additions in this build, but here are the highlights:



- A new, separate (but incomplete) campaign on the planet Erekir with its own mechanics.
- 100+ new blocks
- New units
- New items
- New factories, turrets, distribution blocks, support structures, etc
- New systems for "scripting" maps with logic blocks and objectives
- A fog-of-war system, available as a custom map rule and enabled on Erekir
- Countless tweaks, improvements and QoL changes
- Countless bugfixes... and probably even more new bugs



The old command center and formation mechanics have been replaced with a 'RTS' command system. Holding [Shift] places you in 'Command Mode', which gives you RTS-like control over your units. Left-click to select groups of units, and right-click to order them to locations or targets.

Note that there is currently no way to RTS-control builder/support units present on Serpulo, like Poly or Mega.

Please keep in mind that the Erekir campaign is still completely unfinished, and covers less than half of the tech tree. While Erekir is nearly complete in terms of block/unit content, most things not covered in the campaign are completely unbalanced, and should be treated as such! Damage/speed/reload/etc values of end-game content are essentially untested placeholder values.

For an introduction to the new systems introduced in this build, play the campaign first. The content added in this update has not been properly tested in custom maps or PvP yet.

To test this build, you must switch to the v7-testing branch by right-clicking Mindustry in your Steam library, then, clicking properties -> Betas -> v7-testing.