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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.

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 the Multi-Regolith Refinery in priority mode.
  • Fixed an issue where CRUST and UNIVERSE rockets were unavailable for research in sandbox mode.
  • Major localization fixes.


[h2]Optimization[/h2]
  • Optimized colonist job search.

Patch 0.99.78

Hotfix 0.99.78
[p]
[/p]
  • [p] Added gas icons above deposits on the base. They are visible when holding Ctrl and in Construction mode.
    [/p]
  • [p] Added global reputation gain/loss to the “Heavy Transport” quest depending on the player’s choice.
    [/p]
  • [p] 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.
    [/p]
  • [p] Fixed an issue where corruption of the latest save could cause all saves to become corrupted.
    [/p]
  • [p] Fixed an issue where the Regolith Refinery on an outpost did not function despite all requirements being met.
    [/p]
  • [p] Fixed incorrect notification visuals on modules.
    [/p]
  • [p] Fixed a visual issue in the interface of energy-generating modules where a module under repair displayed energy production.
    [/p]
  • [p] Fixed an issue where tooltips for underground objects were shown on the surface level.
    [/p]
  • [p] Fixed an issue where clicking on the surface above an underground room would open the room interface.
    [/p]
  • [p] Fixed an issue where the resource side panel could disappear.
    [/p]
  • [p] Fixed a crash that occurred when toggling overflow on one conveyor after removing a resource source on another.
    [/p]
  • [p] Fixed an issue where drones were not loaded onto expeditions.
    [/p]
  • [p] Fixed an issue where an Underground Warehouse built on a lower level created black rectangles on the surface.
    [/p]
  • [p] Fixed an issue where, in conveyor placement mode, hovering over a module through a conveyor would highlight the module.
    [/p]
  • [p] Fixed an issue where a module’s third priority did not revert to normal after construction was completed.
    [/p]
  • [p] Fixed an issue where the resource side panel was visible in free camera mode.
    [/p]
  • [p] The maximum duration of super-priority is now limited to 30.
    [/p]
  • [p] Increased the size of the resource panel.
    [/p]

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

[p][/p][p]Hello engineers and tech entrepreneurs![/p][p]We’re excited to announce that Update 3 is finally here![/p][p]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.[/p][h2]
Update 3 Highlights[/h2]
  • [p]Drones 2.0[/p]
  • [p]Improved drone movement[/p]
  • [p]Improved ground map[/p]
  • [p]New Smart Multi-Resource Warehouse[/p]
  • [p]Automation of contracts, expeditions, and unit production[/p]
  • [p]Ultra-High Priority System[/p]
  • [p]Auto-Purchase[/p]
  • [p]Delivery to the Flight Control Center[/p]
  • [p]Priorities for living quarters[/p]
  • [p]Transport Menu[/p]
  • [p]Optimization[/p]
  • [p]Industrial Kitchen[/p]
  • [p]Slag Recycling[/p]
  • [p]Underground Storage[/p]
  • [p]New Outpost Module: Smelter[/p]
  • [p]Story Campaign Continues[/p]
[p]
[dynamiclink][/dynamiclink]In our previous post, we shared details about Update 3, but over the past week we’ve added something else tasty:
[/p][h3]Slag Recycling[/h3][p]We’ve added a new technology to the game—advanced chemical processing of slag—which allows you to extract valuable oxides or rare-earth minerals from large slag deposits using a regolith purifier, which itself gains a second life in later stages of the game.[/p][p]To access slag processing recipes, you must research chemical processing technology in the engineering research tree.
[/p][h3]New Outpost Module: The Smelter[/h3][p]We are expanding the functionality of outposts by developing the concept (spoiler) of trade and transport logistics on the global map. In this update, we are adding a smelter capable of processing oxides into primary resources: steel, titanium, silicon, and aluminum. This already allows for the creation of more specialized outposts and the establishment of automated delivery routes for finished resources to the main base.
[/p][h3]Underground Storage[/h3][p]This new storage module can hold a large quantity of a single resource type by extending part of the structure underground and making maximum use of vertical space.

[dynamiclink][/dynamiclink][/p][h2]Full Changelog[/h2][p]
[/p][h2]Added[/h2]
  • [p]Increased the available building area on the surface map. [/p]
  • [p]Added a construction grid that highlights areas unavailable for building. [/p]
  • [p]Improved drone movement on the surface: drones now have more space to navigate and move properly following the surface. [/p]
  • [p]Drones 2.0: improved drone task distribution and how they handle priorities. Most drones will focus on high-priority and super-priority tasks, while the remaining 20–40% are distributed among lower-priority tasks. [/p]
  • [p]Hauler drones now prioritize heavier loads containing 5 or more resources. [/p]
  • [p]Introduced the Super-Priority system - a fourth priority level that temporarily boosts selected modules to the highest priority for a set time. [/p]
  • [p]Added priority settings for living quarters in priority mode. [/p]
  • [p]Added a resource counter required for room construction (accessible by clicking on the room hologram). [/p]
  • [p]Multi-Storage 2.0: you can now select specific resources to store and distribute the total capacity of the multi-resource storage between them in any ratio. [/p]
  • [p]Added research for Multi-Storage that enables automatic resource supply for contracts and expeditions. Once connected to certain modules, it will automatically open outputs and provide the exact amount of resources required. [/p]
  • [p]Added deep chemical slag processing technology, allowing slag to be recycled into oxides or rare-earth minerals. [/p]
  • [p]Added an overflow button for conveyor inputs and outputs, allowing resources to bypass storage. [/p]
  • [p]Capsules can now land at the Flight Control Center and Landing Platform. [/p]
  • [p]Added auto-purchase in the Flight Control Center. [/p]
  • [p]Added a Transport menu with a full list of the player's vehicles and detailed information. [/p]
  • [p]Added an Industrial Kitchen that automates food production using conveyors. [/p]
  • [p]Continued storyline: the "New Horizons" quest, introducing building and scaling outpost, and gas extraction. [/p]
  • [p]Added the "Mutually Beneficial Cooperation" quest, introducing one of the factions (previously unavailable in the contracts list). [/p]
  • [p]Added dynamic images to wall-mounted TV screens. [/p]
  • [p]Outpost resource value is now included in total capitalization. [/p]
  • [p]Added descriptions for the Launch Station, Gas Pipe Supports, training equipment, Transport Cannon, and tables. [/p]
  • [p]Added reputation rewards in the Aurora quest. [/p]
  • [p]Added a tooltip for the colonist icon on the orbital map. [/p]
  • [p]Added an "on outposts" section to the colonist tooltip. [/p]
  • [p]Added internal storage display in the Flight Control Center, Expedition Center, and Launch Station. [/p]
  • [p]Added tutorials for Anomaly Probes and the Anomaly Scanner. [/p]
  • [p]Added research upgrades for the Biogenerator and Thermonuclear Generator to reduce organic and energy cell consumption. [/p]
  • [p]Added research upgrades for the Gas Extractor and Single Regolith Refinery. [/p]
  • [p]Added a new high-capacity storage module. [/p]
  • [p]Added an "Effects" section in vehicle upgrade tooltips. [/p]
[p]
[/p][h2]Fixed[/h2]
  • [p]Fixed an issue where rockets could not be selected for construction in the Launch Station. [/p]
  • [p]Removed an unnecessary text block in probe launch mode. [/p]
  • [p]Fixed incorrect response behavior in some dialogue options in the Private Laboratory. [/p]
  • [p]Fixed fractional values in laboratory interfaces. [/p]
  • [p]Fixed an issue with colonist information display in the Sagan Telescope interface. [/p]
  • [p]Fixed outline colors for outpost modifiers. [/p]
  • [p]Fixed an issue where science points were not awarded in the "Unusual Crystal" quest. [/p]
  • [p]Fixed incorrect reputation rewards in the "Locked In" quest. [/p]
  • [p]Removed an extra gas connection point in the Manufacturer. [/p]
  • [p]Fixed an issue where the rocket construction hologram disappeared after loading a save. [/p]
  • [p]Fixed hoverboard animations for colonists. [/p]
  • [p]Fixed drones getting stuck on the base surface.[/p]
  • [p]Fixed an issue where a colonist could not be sent on an expedition after visiting a point of interest.[/p]
  • [p]Fixed an issue allowing a rocket to land at a Launch Station where another rocket was under construction.[/p]
  • [p]Fixed an issue allowing rockets to land anywhere besides the Launch Station.[/p]
  • [p]Fixed an issue where the Laser Cannon did not progress to stage two.[/p]
  • [p]Fixed incorrect CPU values in the drone tooltip in the Small Vehicle Assembly Facility.[/p]
  • [p]Rover scan sound is now affected by volume settings. [/p]
[p]
[/p][h2]Changed[/h2]
  • [p]Reworked colonist efficiency calculations at outposts. Efficiency is now distributed across all affected modules.[/p]
  • [p]Increased resource scrolling speed in the market.[/p]
  • [p]Updated the Transport window in the Monitoring and Statistics section.[/p]
  • [p]Increased the underground height of the Conveyor Elevator.[/p]
  • [p]Improved the Kitchen model: added ventilation movement and steam effects.[/p]
  • [p]Updated plant descriptions in construction mode.[/p]
  • [p]Adjusted reputation rewards in the Hope-2 crew rescue quest.[/p]
  • [p]Removed the effect of room size on comfort.[/p]
  • [p]Increased visibility of outpost boundaries.[/p]
  • [p]Removed an unnecessary icon from the top panel on the orbital level.[/p]
  • [p]Changed territory removal from double-click to hold action.[/p]
  • [p]Improved colonist card descriptions. [/p]
[p]
[/p][h2]Optimization[/h2]
  • [p]Improved resource counter updates on conveyors.[/p]
  • [p]Optimized module construction.[/p]
  • [p]Introduced a new system for managing quality for colonists, drones, and some module animations.[/p]
  • [p]Added a new multithreaded system for calculating the visual placement of resources on conveyors.[/p]
  • [p]Optimized colonist efficiency calculations on modules. [/p]
[p]
[/p][h2]Balance[/h2]
  • [p]Increased the upgrade cost of the Fuel Generator and RTG for outposts from 30,000 to 45,000.[/p]
  • [p]Reduced the cost of some research in fundamental and engineering science points, increased in social science.[/p]
  • [p]Reduced wear on turned off modules by 4–5 times.[/p]
  • [p]Colonists at outposts now distribute their effectiveness evenly across different modules
    [/p]
[h2]Steam Reviews: Your Feedback Matters[/h2][hr][/hr][p]If you’ve been playing The Crust and have thoughts to share, leaving a Steam review is a great way to support the game. Reviews help other players understand what the experience is like and give the team a valuable perspective on what’s working well and where things could improve.[/p][p]It doesn’t need to be long or detailed. Even a short note about your experience is helpful, and the team truly appreciates everyone who takes the time to leave one.
[/p][h2]Join The Crust Community[/h2][hr][/hr][p]You can find the The Crust community on Discord and Reddit for discussion, updates, and feedback. We also post detailed patch notes on Discord for those who want to follow changes closely, You can vote for an idea that could be added to the game, or submit your own on our website: idea.the-crust.com

We wish you a smooth launch and unforgettable adventures!

--[/p][p]Veom Studio team

[dynamiclink][/dynamiclink][/p]

The Crust Update 3 Public Beta is Now Live!

[p][/p][p][/p][p]Hello, engineers and tech entrepreneurs![/p][p]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!

[/p]
Beta Access
[p][/p]
[p]How Do I Take Part in the Public Beta?[/p]
[p]Every player who owns The Crust has the opportunity to download the new Public Beta version Update 3. [/p][p]To join: go to Steam → game properties → beta versions → "beta - Update 3 Beta 0.99.75+".[/p]
[p]
We'd love to hear your feedback and suggestions on Steamcomunity or our Discord server. [/p][p]
GET ACCESS[/p][p][/p][h2]Your feedback fuels us[/h2][p]Tell 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.

[/p][h2]Updated surface map[/h2][p]The surface map of your base has been upgraded - there is now more space to build! We’ve also started working on new lunar maps that will be available with the 1.0 release.
[/p][p][/p][p]To make construction more intuitive, we’ve also added a grid so you can see exactly where modules can be placed.
[/p][p][/p][h2]Improved drone movement[/h2][p]Along with the improvements to the surface map, we’ve also refined drone movement. They now have more space to move freely, which should help prevent them from getting stuck. We’ve also fixed a visual bug where drones would sometimes move through terrain instead of properly following the surface.[/p][p]Thanks to the increased movement space, drones no longer need to go around the large hill on the lunar surface - they can now pass through the narrow pass between the two larger hills.[/p][p][/p][p][/p][h2]Drones 2.0[/h2][p]Speaking of drones: we’ve redesigned their task distribution system and how they handle priorities. Drones now distribute tasks more evenly: most of them focus on high-priority and (spoiler) super-priority tasks. The remaining 20–40% are assigned to other, lower-priority tasks to cover the rest of your base’s needs, including repairs, dismantling, and construction.[/p][p]In addition, hauler drones will now consistently prioritize heavier loads containing 5 or more resources. [/p][p][/p][h2]Smart Multi-Resource Storage, contracts automation[/h2][p]Multi-Resource Storage gets a long-awaited feature many players have been asking for: automatic filling of contracts and expeditions![/p][p]A new research unlocks the ability to connect it to the Flight Control Center, Expedition Center, Railgun, Large and Small Vehicle Assembly Facilities, or the Launch Station. Once connected, the Multi-Resource Storage will automatically open its outputs and dispense the exact amount of resources required for a contract or expedition, then close again (automatically, of course).[/p][p]Long live full automation![/p][p] [/p]
[p][/p]
[p][/p]
[p] [/p][h2]Super-priority system[/h2][p]Super-priority is the fourth priority level that temporarily boosts selected modules to the highest priority for a set time (1 click = 1 game day). Only repairs and dismantling outrank it.[/p][p]Need to quickly load resources for a contract or feed starving colonists? Just set super-priority for the relevant modules - for example, for 5 days - and focus on other things, like scaling up your production![/p][p][/p][h2] [/h2][h2]Priority setting for living quarters[/h2][p]Previously, players couldn’t set priorities for living quarters, which sometimes made building them difficult. That changes now - you can finally manage them!
Just enter Priority mode and adjust the priority for the entire room. And yes, you can set super-priority too!
[/p][h2][/h2][h2]Delivery to the Flight Control Center[/h2][p]Another handy feature we announced earlier but that didn’t make it into the previous update is the ability for capsules to land at the Flight Control Center. Resources delivered this way are fed directly onto your conveyors and go straight to the production line.[/p][p][/p][h2][/h2][h2]Autopurchase[/h2][p]The game already has an autosell option - but what about autopurchase, you might ask? Well, we’ve finished it, and it’s now available in the game as well![/p][p]The setup will feel familiar: select a resource, set the price, and define the minimum and maximum volumes. This feature lets you catch the best market prices or buy up all available resources each day.[/p][p]You can also combine autopurchase and autosell to make a profit. It’s up to you to choose which strategy best suits your playstyle![/p][p]
[/p][h2] [/h2][p][/p][h2]Transport menu[/h2][p]Another handy feature introduced in this update is the Transport menu. It allows you to see all your vehicles along with their current status, tasks, arrival times, and cargo. The menu also lets you jump directly to any vehicle on the map![/p][p]
[/p][h2]Optimization[/h2][p]Right now, optimization is one of our main priorities, and we’re doing our best to keep improving the game’s performance.[/p][p]Here’s a list of systems that were optimized in this update:[/p][p]- Resource counter updates on conveyors;
- Module construction;[/p][p]- A new system for managing quality for colonists, drones, and some module animations;[/p][p]- A new multithreaded system for calculating the visual placement of resources on conveyors;[/p][p]- Colonist efficiency calculations on modules.[/p][p] [/p][h2]Industrial Kitchen[/h2][p]A special module designed to automate large-scale food production for your colonists. You can connect an input conveyor supplying organics and set up an output conveyor to transport prepared food to refrigerators, as well as send it to outposts or sell it on the market.[/p][p][/p][p][/p][h2]Underground Storage[/h2][p]This new storage module can hold a large amount of a single resource type by extending part of the structure underground and making maximum use of vertical space.

[/p][h2]
Slag Recycling[/h2][p]We’ve added a new technology to the game—advanced chemical processing of slag—which allows you to extract valuable oxides or rare-earth minerals from large slag deposits using a regolith purifier, which itself gains a second life in later stages of the game.[/p][p]To access slag processing recipes, you must research chemical processing technology in the engineering research tree.

[/p][p][/p][h2]New Outpost Module: The Smelter[/h2][p]We are expanding the functionality of outposts by developing the concept (spoiler) of trade and train logistics on the global map. In this update, we are adding a smelter capable of processing oxides into primary resources: steel, titanium, silicon, and aluminum. This already allows for the creation of more specialized outposts and the establishment of automated delivery routes for finished resources to the main base.[/p][p][/p][h2]Story Campaign Continuation[/h2][p]The story continues to expand the player’s interactions with the CRUST and UNIVERSE and brings the narrative closer to its conclusion.[/p][p]This new stage of the story will make use of gameplay mechanics introduced in the New Horizon and Update Two updates, including building and scaling outposts, gas extraction, constructing your own rockets, and sending interplanetary contracts.[/p][p]
[/p][p]This update also includes various bug fixes, as well as visual and balance improvements.[/p][p]
[dynamiclink][/dynamiclink]We wish you a smooth launch and unforgettable adventures![/p][p] Veom Studio team
[/p]
[p] Discord [/p]
[p] Reddit [/p]
[p] X [/p]
[p] Facebook [/p]
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