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Dyson Sphere Program News

Patch Notes V0.10.29.22010

Hello engineers, we're rolling out some updates to improve your gaming journey.

[Feature]
  • Added 19 system broadcasts, including voice broadcasts, text-based tips and pinnable icons.


[Changes]
  • Changed the activation/deactivation SFX of [Warp Engine].


[Balance]
  • Increased the damage of Icarus' [Energy Shield Burst] skill.
  • Adjusted the jamming number of [Jamming Capsule] and [Suppressing Capsule] from 60 to 180, also extended the jamming effect time of slowing enemies' movement speed and attack speed.
  • Increased the ROF of [SR Plasma Turret] from 0.5/s to 0.6/s.


[Bugfix]
  • Fixed a bug while Dyson Sphere technology is unlocked and no Dyson Sphere is planned, entering the space and opening the [Dyson Sphere Panel] will cause an error.
  • Fixed a bug where a [Depot] under a [Logistic Distributor] is not built yet and placing an item into the [Logistic Distributor] would cause an error.
  • Fixed a bug where upgrading a building did not reset its proliferation progress, which could cause replicating items infinitely.
  • Fixed a bug where under certain circumstances, [Laser Turret] does not attack the Dark Fog.
  • Fixed a bug when adding an upgrade to queue, a prerequisite level is not reached, but its following upgrade can be queued.
  • Fixed a bug where under certain resolution settings, production numbers are not fully displayed in [Statistics Panel].
  • Fixed a bug of [Pile Sorter] filter logic, if the filter is set to another item, pile sorter should not continue to transport the previous item.
  • Fixed a bug when landing on a planet, changes of prebuild data might cause an error.

Patch Notes V0.10.29.21942

[h3][Change][/h3]
· Optimized Icarus' "Throw" skill controls.

[h3][Bugfix][/h3]
· Fixed a bug where removing a Battlefield Analysis Base may cause an error.
· Fixed a bug where Icarus' energy shield can take damage without apparent cause while Icarus is in space.
· Fixed a bug where pointing to a Blueprint would cause an error if its path contains curly brackets.

Patch Notes V0.10.29.21904

[Feature]
  • The setting of Fast Build in Sandbox Mode will be saved.


[Change]
  • If a newly created Blueprint has the same path as the existing one, the existing Blueprint's icon, thumbnail and description will be loaded automatically.


[Bugfix]
  • Fixed a bug where slow down effect of EM Capsule was incorrect in certain situations.
  • Fixed a bug where it may not be able to fix damaged buildings after loading a save.
  • Fixed a bug where items in the last slot of the Depot above Splitter cannot be output.
  • Fixed the VFX issue of Dark Fog units in Planetary Base.

Patch Notes V0.10.29.28154

[h2][Feature][/h2]
  • Added [Pile Sorter] and related upgrades. Upgraded "Pile Sorter" can simultaneously load and unload stacked cargos, maximizing the sorting capacity.
  • Added [SR Plasma Turret]. It is a plasma turret for ground and it uses Energy Capsule as ammo.
  • Added [Jammer Tower] and related upgrades. [Jammer Tower] can use ammo to reduce enemies' movement speed periodically.
  • Added Icarus Energy Shield Burst skill. Press and hold in [Combat Interface] to accumulate power and cast this skill.
  • Added Icarus Throw skill. Icarus can manually throw items like [Combustible Unit], [Jamming Capsule] and [Water] in [Combat Interface], deal damage to enemies or reduce enemies' movement speed.
  • In the Dyson Sphere Panel (Y), added an option to hide empty Dyson Spheres in the selection combobox.(enabled by default)
  • Added upgrade level 7 for "Inventory Capacity," providing an additional 2 columns of item inventory slots and 1 column of logistics list slots for Icarus.
  • Added interaction with Dark Fog Relay Stations in Starmap (V).
  • Added [System Broadcast Volume] setting in Audio Settings.


[h2][Change][/h2]
  • No longer display upgrades for [Sorter Mk.III] and it can no longer be upgraded for "cargo stacking" (saved upgrades will retain their values).
  • Modified the automatic material cache quantity for each production facility (based on the recipe, producing duration, and producing speed).
  • Added tips about "Output per Base" in the Dark Fog drop rate information panel.
  • Icarus can now set weapons to "auto fire" and/or "manual fire."
  • Refactored construction and repair system code, reducing performance overhead when laying out large-scale blueprints.
  • Construction/repair tasks will prioritize dispatching drones from the nearest object (mecha or Battlefield Analysis Base). Repairing attacked buildings is more stable and reliable.
  • Optimized prebuild model of Conveyor Belt and it optimized performance overhead of rendering massive Conveyor Belt prebuild.
  • After picking up items, the Battlefield Analysis Base will prioritize placing them into slots with the same item.
  • The red slots of the Battlefield Analysis Base (limited automation input) have been changed to blue slots. Items placed in blue slots cannot be retrieved by automated facilities. Base cannot put picked items in blue slots either.
  • A non-copied built Battlefield Analysis Base will default to 10 blue slots at the bottom.


[h2][Balance][/h2]
  • Now, [Core Element] will only drop after [Antimatter Fuel Rod] is unlocked.
  • Changed the maximum loot quantity from a single Dark Fog drop from 1 stack to 20 stack.
  • Icarus space shield radius multiplier: 5x->10x. The Energy Shield Burst damage in space is related to its radius.
  • Ammo amount of [Plasma Capsule] and [Antimatter Capsule] sprayed by Proliferator Mk. III will be rounded off to 13.
  • Ammo amount of 3 Ammo Boxes: 20 -> 30. Reduced the amount of raw materials of these ammo boxes.
  • Blast radius of Shell Set: 13m -> 11m; blast radius of Crystal Shell Set: 13m -> 15m.


[h2][Bugfix][/h2]
  • Fixed a bug where the [Battlefield Analysis Base] on a planet might fail to recall combat drones when the number of buildings exceeded 32767.
  • Fixed a bug where threat monitoring entries disappeared when a Dark Fog Space Hive was not completely destroyed (despite the Hive building being fully destroyed while units like Lancers still existed).
  • Fixed a bug where an attacking Dark Fog Planetary Base on non-local planets had a higher aggression.
  • Fixed a bug where the last grid connection of a conveyor belt would become excessively long when pulled far.
  • Fixed a bug where the prompt panel after a Space Hive assault might get stuck without ending.
  • Fixed an issue where missile turrets might lag under certain conditions.
  • Fixed a bug where ETA calculation for navigating to a Seed was incorrect.
  • Fixed a bug where right-clicking to extract liquid from a Storage Tank automatically returned two items to the backpack.
  • Fixed a bug where the space navigation did not display the hive's name.

Celebrate the 3rd anniversary of Dyson Sphere Program!

Hi engineers,

Good morning, good afternoon, and good evening.

It's been three years since the launch of Dyson Sphere Program. Time flies, but our adventurous journey among the stars continues. What fades away with the passage of time is only time itself, while the great miracles we collectively forged stand eternal in the cosmos.

It starts with every small step. The first miner, the first smelting, the first Electromagnetic Matrix, the first launch of solar sails, the first operational space transport – countless firsts have made the Dyson Sphere Program a reality. Thank you all.

With the update of the Rise of the Dark Fog, the combat system has been introduced. The upcoming Dyson Sphere Program will be even more exciting.

In the next phase, the Dyson Sphere Program will revolve around "Vehicles" (we haven't defined a name for this version yet) and "Space Stations". Of course, Dyson Sphere Program is an automation factory game, so updates in this part will continue to appear.

"Vehicles" and "Space Stations" will have extremely high freedom, providing engineers with the joy of freely constructing. This is a major update that requires much development time. So, be patient and continue to contend with the Dark Fog.

You can get a sneak peek through the images below.



At the same time, with the arrival of the Spring Festival, we will be taking a break. After the Spring Festival, our team will kick off an internal game development competition lasting two months.

This is a tradition in our team to maintain the vitality of exploring new ideas (perhaps ideas for future new projects) and improve our production capabilities. Please look forward to us creating more interesting content. During this period, functional updates will be paused, but optimizations and bug fixes will still take place.

As for updates, we have prepared a substantial update before the Spring Festival, including new sorters, new defense towers, Icarus's new skills, and more. Please stay tuned for further information.

Finally, thank you once again for your support. Wish you an Happy New Year in advance.