[p]
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[/p][p][/p][h2]New Horizon Update
[/h2][p]Hello! We’re excited to present the major update, “The Crust: New Horizon”, which is now available for testing! It’s been a long time in the making, but we believe the wait will be worth it — a whole new journey is ready for you to embark on.[/p][p]So, what awaits you in New Horizon? Well... where do we even begin?[/p][p]First of all, construction of Outposts. In addition to extracting Helium-3, Outposts can refine regolith and store resources. Colonists can also work there to generate science points and boost production. Naturally, modules won’t function without power, so you’ll be able to build solar panels, fuel generators, and RTGs to keep your Outposts running. With the help of cargo trucks, you can maintain a steady supply of fuel, food, and regolith.[/p][p][/p][p]
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[/p][h2]Transport Cannon [/h2][p]But how do you select a territory for Outposts? For that, you’ll need the
Transport Cannon (Mass Driver). In addition to launching
Territory Probes for subsequent construction of Outposts, this module also launches Resource Probes and Anomaly Search Probes. [/p][p]
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[/p][p][/p][p]
Resource Probes are straightforward: they scan the target area for concentrations of valuable minerals, just like a Rover scanner.
Anomaly Search Probes scan for anomalies instead. After scanning, anomalies appear as colorful glowing dots. [/p][p]
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[/p][p][/p][p]These serve as modifiers — they grant special effects when you build an Outpost on them. The color of an anomaly indicates the strength or type of the buff or debuff.[/p][p]
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[/p][p]To extract Helium-3 in the Outpost, you’ll need a
Harvester. It can be built in Large Vehicle Assembly Facility.[/p][p]
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[/p][p]Looking beyond Outposts — what else is new? Quite a few exciting modules are included in the update.[/p][p]
Thermonuclear Generator consumes Energy Cells to provide a steady power supply. Each cell contains a stabilized mixture of isotopes that release a tremendous amount of energy through controlled thermonuclear fusion. This generator offers a stable, powerful, and reliable energy source under any conditions — making it a perfect solution for running energy-intensive modules![/p][p]
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[/p][p]
The AI Center analyzes scientific data gathered during lunar expeditions and generates a steady flow of two types of research points, consuming a large amount of energy in return. With this module, you’ll be able to gain passive research point income relying not only on contracts or colonists working in research labs.[/p][p]
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[/p][p][/p][p]
The Biogenerator generates electricity by burning organic materials. It works on the principle of anaerobic decomposition of biomass followed by combustion. The Biogenerator is a valuable power source in environments with limited access to fossil fuels or sunlight, making it a reliable ally in energy production. [/p][p]
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[/p][p]
The Data processing node. Just connect it to the power grid, and any excess energy will "magically" turn into Credits! To go into more detail, this module is designed for handling complex computations. It services blockchain networks on Earth and in near-Earth space, providing processing power to external clients for a fee. You can observe its work on the module panel.[/p][p][/p][p]
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[/p][p][/p][h2]Conveyors[/h2][p] The upcoming update will bring not only new modules and mechanics — in New Horizon, conveyors are getting a major rework for improved performance and convenience. Let’s dive into the details:[/p][p]– Optimization - thanks to refactoring, new conveyor logic are 90% more FPS efficient. while use of underground conveyors reduce FPS load even more. Now you can build a really huge factory on the moon.[/p][p]– The logic behind resource movement on conveyors has been changed. This means smoother animations when resources move between belts of different levels and better optimization on large bases. One step closer to full optimization![/p][p]– Programmable distributors will allow you to set priorities for both inputs and outputs in your conveyor system.[/p][p]– Storages can now have resource limits set — just note that these limits apply only to conveyors; drones will still collect resources as usual.[/p][p]– The conveyor rework will give you more space for creativity! You can now cross belts carrying different resources — no more jams or workarounds![/p][p][/p][p]
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[/p][h2]Other Features[/h2][p] Now let’s move on to some smaller — but still exciting — features that New Horizon brings to the game.[/p]
- [p]We’ve designed the Custom Settings Sandbox to give you full control of your beginning — set your starting Credits and Science points, enable infinite resource veins, let Drones run without charging, and even slow down how quickly your Colonists reach a Nervous Breakdown. A miracle? Maybe. A fun new challenge? Absolutely!
[/p]
[p][/p]
- [p]Many players have asked for the ability to construct Drones, and now it’s here! Use the Small Vehicle Assembly Facility to increase the number of these small but hardworking machines on your base. [/p]
- [p]Now you can also sell drones — a special POI will appear in orbit during the game for this purpose.[/p]
- [p]New digging algorithm for drones — now drones dig intelligently, choosing the best route and the next cell to excavate.[/p][p]
[/p] - [p]Another long-awaited feature is demolition cancellation! No more watching in frustration as drones dismantle a building you selected by mistake! You can either click the button on the module panel or click the module again in dismantle mode. [/p]
- [p]Additionally, a cancellation option has been added for expeditions! [/p]
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[/p]
- [p]New Horizon also brings the improved research tree! Upgrades now have a separate column next to related modules. We've also added a keyword search to make navigating much easier![/p][p]
[/p] - [p]Updated contracts - the long-awaited resource filters have appeared in the contracts interface, in addition, contracts are now more balanced and adapt to the player's development.
[/p] - [p]Many players were tired of dragging the slider when loading Cargo Pods for Contracts. The good news is — we’ve added a “Fill All” button! Now you can load the pod with a single click. It’s a small change, but a big win for time management![/p][p]
[/p]
[p][/p]
- [p]Another feature included in the update is the ability to set preferred resources in Cargo Docks, giving you greater control over both the resources and the conveyors connected to them.[/p][p]
[/p]
[p][/p]
- [p]Love the music in The Crust? Now you can pick your favorite track or check what’s playing — just open the Moon Radio in the top-right corner! By the way, we have added some new music tracks.[/p][p]
[/p]
[p][/p]
- [p]We have filled and expanded the internal game encyclopedia, so now you can find out the production recipe with just one click.[/p][p]
[/p]
[p][/p][p]The New Horizon update also brings plenty of balance changes and fixes. Discover everything new in The Crust now![/p]
Beta Access
[p][/p]
The update is now available for open beta testing on Steam!
To join: go to Steam → game properties → beta versions → "beta - Outposts Beta 0.98.94+".
[p]
We'd love to hear your feedback and suggestions on Steamcomunity or our
Discord server. [/p][p]
GET ACCESS[/p][p][/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][p][/p][h2]UPDATE 0.99
[/h2][h2]
Added:[/h2][h3]
New Mechanics:[/h3]
- [p]Outposts - areas outside the main base where players can set up Helium-3 mining, build scientific labs, or regolith processing plants.[/p]
- [p]Ability to upgrade modules at outposts.[/p]
- [p]Anomalies - modifiers for outpost zones that provide unique bonuses and negative effects.[/p]
- [p]Helium-3 Harvester - a new mobile unit designed to mine and deliver Helium-3 to outposts.[/p]
- [p]Transport Cannon - a module that creates and sends probes to any location on the Moon.[/p]
- [p]Territory Probe - allows you to designate areas for outpost construction.[/p]
- [p]Anomaly Probe - finds anomalies in the selected area.[/p]
- [p]Resource Probe - collects data about resources in the selected area.[/p]
- [p]Two-way route (patrol) mechanic for Base-Outpost, Outpost-Outpost, and Outpost-Base scenarios.[/p]
- [p]Expanded route functionality - it's now possible to set up a route (patrol) even when no resources are currently available, similar to the logistics window.[/p]
- [p]Faction reputation system - player choices now influence their relationship with factions.[/p]
- [p]Data Processing Node - a scientific module that allows players to convert surplus energy into credits.[/p]
- [p]AI Center - a module for analyzing scientific data that consistently generates two types of science points while consuming a large amount of energy.[/p]
- [p]Nuclear Fusion Generator - a new energy source based on controlled nuclear fusion.[/p]
- [p]Bio-Generator - a module that generates energy from organic.[/p]
- [p]Manufacturer - a new module with alternative 4>1 recipes for existing resources. In the future, it will produce new resource types.[/p]
- [p]Mobile Drilling Rig: drill management has been changed, now you can set a radius for the drill's working area. Unlockable through corresponding research.[/p]
- [p]Added the ability to set preferred resources for unloading at the Cargo Dock.[/p]
- [p]Added the ability to build drones at the Small tech factory.[/p]
- [p]Point of Interest location where players can sell drones for credits.[/p]
- [p]Drone purchase and construction are now restricted if they would exceed the CPU limit.[/p]
- [p]Expanded CPU usage stats when hovering over the CPU icon.[/p]
- [p]Mechanic for canceling module demolition.[/p]
- [p]Mechanic for canceling expeditions.[/p]
- [p]New Drone Excavation Mechanic.[/p]
- [p]Capsule unloading cancellation - pressing the cancel button will cause the capsule to drop all resources. [/p]
[h3]Other Additions:[/h3]
- [p]Music Player - includes track switching, pause functionality, and the ability to mark favorite tracks.[/p]
- [p]Expanded sandbox start settings.[/p]
- [p]Streamer Mode added to the music player.[/p]
- [p]Contracts now include a "one-click" resource capsule filling feature.[/p]
- [p]New conveyor priority system - three priority levels for input and output.[/p]
- [p]Conveyor priority exit indicators with color coding.[/p]
- [p]A wide range of new quests, including “Unusual Crystal,” created by Kickstarter backer Mr. Seeker.[/p]
- [p]Updated and expanded research tree.[/p]
- [p]Keyword search in the research tree.[/p]
- [p]New video in the story campaign.[/p]
- [p]New encyclopedia pages.[/p]
- [p]New colonist portraits.[/p]
- [p]New colonist modifier - radiation sickness.[/p]
- [p]New contracts for high-tech goods, food, and medicine.[/p]
- [p]New contracts for slag delivery across the Moon.[/p]
- [p]Visual changes to conveyor inputs and outputs when placed next to each other.[/p]
- [p]Added ore amount display on the extractor interface.[/p]
- [p]Updated visual representation of researched Points of Interest.[/p]
- [p]Global Event - Failure of all modules with a certain chance.[/p]
- [p]Global Event - Speedup or slowdown of production across all production modules.[/p]
- [p]New loading screen images.[/p]
- [p]Tutorial on how drones affect CPU.[/p]
- [p]Sound cue when it's not possible to unload resources from a truck.[/p]
- [p]New sound effect added for interactions involving credits.[/p]
- [p]Colonists skill level now affects science point generation when working in labs.[/p]
- [p]Science points output is now shown when hovering over a colonist working in a science module.[/p]
- [p]Added a slag input for the Ice Extractor.[/p]
- [p]Feedback added when hovering over the Cargo Dock in truck unloading mode.[/p]
- [p]When hovering over drones in construction at the Small Tech Factory, a CPU shortage warning will now appear if CPU capacity is insufficient.[/p]
- [p]Added research to increase the number of Helium-3 harvesters at outposts.[/p]
- [p]Added research to improve Helium-3 purification efficiency at outposts.[/p]
- [p]Added research to enhance the RTG, residential module, fuel generator, and regolith cleaner at outposts.[/p]
[p] [/p][h2]
Optimization:[/h2]
- [p]Optimized conveyors, underground conveyors, and distributors. FPS boost of 70-90% on large factories.[/p]
- [p]Optimized resource movement along conveyors:[/p]
- [p]Completely reworked conveyor movement logic in all aspects.[/p]
- [p]Distributors can now act as junctions - blocking one exit does not block others.[/p]
- [p]Advanced priority mode added for distributors.[/p]
- [p]Resources on conveyors are now hidden in specific situations to reduce load.[/p]
- [p]Global resource counter no longer includes resources on conveyors.[/p]
- [p]Underground conveyors now calculate cost based on covered distance.[/p]
- [p]Optimized research math.[/p]
- [p]Optimized excavation algorithm.[/p]
- [p]Optimized work with RAM for large factories.[/p]
[p] [/p][h2]
Fixed:[/h2]
- [p]“Agro Culture” point of interest was repositioned to avoid blocking the search for the second Hope-2 capsule.[/p]
- [p]Fixed a bug where cargo drones consumed less CPU than intended, causing incorrect CPU load data.[/p]
- [p]Fixed a bug where resources would get stuck when a storage was placed directly against an elevator.[/p]
- [p]In the route setup interface, only resources currently present at the base are now shown.[/p]
- [p]The Vehicle Hangar has been renamed to Tech Center.[/p]
- [p]The Data Center has been renamed to Data Processing Node.[/p]
- [p]Fixed a bug where zone rent was charged even if no Outpost was built in the rented area.[/p]
- [p]Fixed a visual bug where, in rare cases, hover feedback wouldn’t appear for points of interest or Outposts.[/p]
- [p]Fixed a mismatch in the research name required for the “After Explosion” quest.[/p]
- [p]Fixed a bug where drones could mine an infinite resource vein.[/p]
- [p]Underground conveyors now have distinct models and colors based on their speed tier, matching the visuals of above-ground conveyors.[/p]
- [p]Fixed a situation where the amount of mined regolith was displayed incorrectly.[/p]
- [p]Fixed a bug where colonists hired through the recruitment market would get stuck after saving and loading.[/p]
- [p]Fixed a bug where the Ice Harvester could leave the crater and get stuck.[/p]
- [p]Fixed a bug where the Ice Harvester could get stuck at the crater after frequent route changes.[/p]
- [p]Fixed a bug that prevented reaching maximum reputation with a faction.[/p]
- [p]Fixed a bug where it was impossible to delete a double door during construction.[/p]
- [p]Fixed a bug where drones could not finish building a floor tile and got stuck.[/p]
- [p]Fixed a bug where the resource in the conveyor distributor wouldn't change automatically after setting the warehouse.[/p]
- [p]Fixed a bug that allowed you to choose the "Burevestnik-M" capsule for sale without constructing the Flight Control Center.[/p]
- [p]Fixed colonist behavior that could lead to them getting stuck in a wall.[/p]
- [p]Fixed a bug where colonists' wages were displayed incorrectly.[/p]
- [p]Fixed a rare bug where all colonists on a level could stop moving.[/p]
- [p]Fixed an issue where ice smelter upgrades had no effect.[/p]
- [p]Fixed a bug with empty contracts for new organizations.[/p]
- [p]Reworked conveyor color system for all levels.[/p]
- [p]Improved foundations for all modules.[/p]
- [p]Modules now have baked lighting for better visual quality.[/p]
- [p]Added new visuals for modules marked for demolition.[/p]
- [p]Shortened conveyor inputs for Regolith Cleaner and Regolith Extractor.[/p]
- [p]Vending Machine - added an approach grid for colonists.[/p]
- [p]Updated textures and models for the Expedition Center.[/p]
- [p]Updated textures and models for the Repeater.[/p]
- [p]Updated model for the Concrete Factory.[/p]
- [p]Updated model for the Multi-Regolith Cleaner.[/p]
- [p]Reduced the 3D model size of the Tech Center.[/p]
- [p]Improved storage visuals.[/p]
- [p]Reworked encyclopedia visuals.[/p]
- [p]Updated images in the Science Points store.[/p]
- [p]Corrected reputation display visuals.[/p]
- [p]Changed the movement of the tracks on large machinery. [/p]
[h2]
Balance:[/h2]
- [p]Rebalanced zone construction costs, rental prices, and the price growth curve based on Outpost size and number.[/p]
- [p]Balanced the increase in contract volumes based on the player's factory growth.[/p]
- [p]Reduced the impact of drone quantity on CPU consumption.[/p]
- [p]Balanced the CPU consumption of basic starting modules.[/p]
- [p]Achievement "Survive X years" adjusted 100->50.[/p]
- [p]Lowered the base price of composite 7000->6900.[/p]
- [p]Rebalanced Outpost building upgrades.[/p]
- [p]Reduced research cost for territory expansion 25->20.[/p]
- [p]Rebalanced production costs for drones and other small vehicles.[/p]
- [p]Rebalanced territory price drop curve based on global reputation.[/p]
- [p]Adjusted colonists’ food consumption at Outposts.[/p]
- [p]In the storyline campaign, the number of science points gained now depends on the chosen difficulty.[/p]
- [p]Increased the wiring radius of electrical poles.[/p]
- [p]Added recharge time for Charging Stations.[/p]
- [p]Increased the time required to research Points of Interest by 50%.[/p]
- [p]Increased the light radius of electrical poles from 1100 -> 1200.[/p]
- [p]The Burevestnik-M cargo capsule is now slightly more profitable, but its delivery time is 72 hours. The Courier-X capsule has an average cargo volume and cost, but the fastest delivery time. The Orbiter S1 capsule is the cheapest and balanced in cargo volume and delivery speed.[/p]
- [p]The large bulk storage now occupies 4 fewer cells.[/p]
- [p]The recipe for Smart Concrete Factory has changed: 1.5 -> 1 Silicon, 6 -> 5 slag per unit of concrete.[/p]
- [p]Colonists now start searching for food earlier (satiety reduced from 50 -> 60%).[/p]
- [p]The alternative recipe for producing duralumin plates in the Constructor now requires Titanium Oxide instead of Silicon Oxide.[/p]
- [p]Internal storage in extraction and production modules now holds more slag.[/p]
- [p]Bulk storages now hold more slag: 4000 -> 5000, 40000 -> 50000.[/p]
- [p]Microprocessors may now appear when recycling certain ruins.[/p]
- [p]Colonists now consume less satiety and energy during heavy and light work (10-15% less).[/p]
- [p]Colonist wages are now paid at the end of the month.[/p]
- [p]Food production time in the Kitchen has increased by 50%.[/p]
- [p]Rescue Operation: Added two more days to find the first Nadezhda-2 rescue capsule.[/p]
- [p]Increased the base number of robots at the start of a new game in storyline mode by 2.[/p]
- [p]Increased the base speed of robots from 450 -> 500.[/p]
- [p]Increased the base speed of cargo robots from 350 -> 400.[/p]
- [p]Increased the number of titanium veins generated near elevator 1 from 1 -> 2.[/p]
- [p]Increased reward for completing the "Automation of Production" storyline stage from 3000 -> 5400 fundamental science points.[/p]
- [p]Increased reward for completing the "Titan Vein Scanning" storyline stage from 3000 -> 3600 social science points.[/p]
- [p]The mandatory Silicon Vein now appears closer to the elevator in sandbox mode.[/p]
- [p]Increased the base price of robots on the market from 40,000 -> 43,000.[/p]
- [p]Reduced the wear rate of all mining and production modules by 5-12%.[/p]
- [p]Increased inflation growth and the cost of science points in CRUST Solution as you progress through the research map.[/p]
- [p]Increased the lower and upper limits of resource volume generation in veins by 6-14%.[/p]
- [p]The large hydroponic farm now consumes less water (24 -> 14) and produces organic matter 18% longer.[/p]
- [p]The Carbon Fiber Factory production cycle has been increased from 12 -> 20.[/p]
- [p]The following modules now require more silicon to build: Expedition Center, Multi-Regolith Refinery, Medium Solar Panel.[/p]
- [p]The Components Factory now requires fewer titanium plates to build.[/p]
- [p]The Mushroom Farm now consumes less water (4 -> 3) when producing organic matter.[/p]
- [p]The Mobile Drilling Rig is now less efficient, with the basic mining speed for regolith decreased.[/p]
- [p]Added another research to improve the drilling speed of the Mobile Drilling Rig.[/p]
- [p]The small capsule's cargo volume has been reduced from 5400 -> 4600.[/p]
- [p]The arrival time of the standard capsule has been increased from 40 -> 44.[/p]
- [p]Reduced the number of parts required to repair the truck in the storyline campaign.[/p]
- [p]Reduced logistics costs for using the landing platform from 4000 -> 2000.[/p]
- [p]Increased the storage capacity for medicines in the Refrigerator from 128 -> 256.[/p]
- [p]The size of the Vending Machine has been increased from 1 -> 2.[/p]
- [p]Increased rewards for some urgent contracts.[/p]
- [p]Balanced delivery times for certain contracts.[/p]
[p] [/p][p]We wish you a smooth launch and unforgettable adventures across New Horizon![/p][p][/p]