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The Crust: New Horizon - Beta Testing Has Started!

[p][/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][/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][/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][/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][/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][/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][/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][/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][/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][/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][/p][p][/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]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]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]
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  • [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]
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  • [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![/p][p][/p]
[p]By the way, we have added some new music tracks.[/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][p]To access the Beta Test, please visit our Discord server. You will find the branch name and password in the Lunar-News section.[/p][p]
GET ACCESS[/p][p][/p][p][/p][h2]Patch notes v0.98.91.5 [/h2][p][/p][h2]Added[/h2][p][/p][p]New mechanics: [/p]
  • [p]Outposts – territories outside the main base where the player can deploy Helium-3 extraction, build research labs, or regolith processing plants.[/p]
  • [p]Ability to upgrade modular structures at outposts.[/p]
  • [p]Anomalies – modifiers for outpost zones that grant them unique bonuses and negative effects.[/p]
  • [p]Helium-3 Harvester – a new mobile unit designed to extract and deliver Helium-3 to the outpost.[/p]
  • [p]Railgun – a module responsible for launching and sending probes to any location on the Moon.[/p]
    • [p]Territory Probe – allows marking an area for building an Outpost.[/p]
    • [p]Anomaly Probe – detects anomalies in the selected area.[/p]
    • [p]Resource Probe – collects data on resources in the selected area.[/p]
  • [p]Data Processing Node – a scientific module that allows the player to convert excess energy into credits.[/p]
  • [p]AI Research Center – a module for analyzing scientific data that consistently generates two types of science points, consuming a large amount of energy.[/p]
  • [p]Thermonuclear Generator – a new energy source based on controlled nuclear fusion.[/p]
  • [p]Biogenerator – a module that produces energy from organic matter.[/p]
  • [p]Point of Interest where the player can sell drones for credits.[/p]
  • [p]Mobile Drilling Rig: extraction control changed – now you can assign a radius in which the rig will operate. Requires corresponding research.[/p]
  • [p]Cargo Dock: added the ability to set preferred resources for unloading.[/p]
  • [p]Drone construction at the Small Equipment Factory.[/p]
  • [p]Module demolition can now be canceled.[/p]
  • [p]Expedition cancellation mechanic.[/p]
  • [p]New drone excavation mechanic.[/p]
  • [p]Route mechanic enabling patrol configuration between base, outpost, and harvesters. [/p]
  • [p]Music player with track switching, pause, and favorite track marking features.[/p]
  • [p]4 New music tracks[/p]
  • [p]Expanded sandbox start settings.[/p]
  • [p]Streamer mode added to music player.[/p]
  • [p]Contracts now have a one-click capsule resource fill option.[/p]
  • [p]New conveyor distributor priority system – three levels of input and output priority.[/p]
  • [p]Color indication for conveyor priority outputs.[/p]
  • [p]Many new quests.[/p]
  • [p]Updated and expanded research tree.[/p]
  • [p]Keyword search in the research tree.[/p]
  • [p]New encyclopedia pages.[/p]
  • [p]New colonist portraits.[/p]
  • [p]New modifier for colonists – radiation sickness.[/p]
  • [p]New contracts for Hi-Tech goods, food, and medicine.[/p]
  • [p]New contracts for slag delivery across the Moon.[/p]
  • [p]Visual update of conveyor inputs/outputs when placed adjacently.[/p]
  • [p]Ore amount in a vein is now displayed in extractor UI.[/p]
  • [p]Visual update of explored points of interest.[/p]
  • [p]Global event – all modules break down with a certain chance.[/p]
  • [p]Global event – accelerated or slowed production in all production modules.[/p]
  • [p]New loading screen images added.[/p]
[p] [/p][h2]Optimization [/h2]
  • [p]Optimized conveyors, underground conveyors, and distributors. FPS boost of 70–90% on large factories.[/p]
  • [p]Resource movement optimization on conveyors:[/p]
    • [p]Complete overhaul of conveyor logic in all aspects.[/p]
    • [p]Distributors can now act as junctions – a blocked output won’t block the second one.[/p]
    • [p]Distributors now support extended priority mode.[/p]
    • [p]Conveyor resources are now hidden in certain cases, reducing load further.[/p]
    • [p]Global resource counter no longer accounts for conveyor resources due to optimizations.[/p]
    • [p]Underground conveyors now calculate cost based on distance covered.[/p]
  • [p]Optimized research calculation.[/p]
  • [p]Optimized excavation algorithm.[/p]
[h2] Fixed[/h2][p][/p]
  • [p]Fixed an issue where extracted regolith amount displayed incorrectly.[/p]
  • [p]Fixed a bug where colonists hired via the recruitment market got stuck after saving/loading.[/p]
  • [p]Fixed a bug where the Ice Harvester could go over a crater and get stuck.[/p]
  • [p]Fixed a bug where the Ice Harvester could get stuck on a crater when frequently switching route direction.[/p]
  • [p]Fixed a bug that prevented reaching max reputation with a faction.[/p]
  • [p]Fixed a bug where double doors could not be properly removed during construction.[/p]
  • [p]Fixed a bug where drones couldn’t finish a floor tile and froze in place.[/p]
  • [p]Fixed a bug where the resource on the conveyor distributor didn’t auto-update after configuring the warehouse.[/p]
  • [p]Fixed a bug that allowed selecting the Buravestnik-M capsule for sale without a Flight Control Center.[/p]
  • [p]Fixed colonist behavior that could cause them to get stuck in walls.[/p]
  • [p]Fixed a bug where colonist salaries were displayed incorrectly.[/p]
  • [p]Fixed a rare bug where all colonists on a level wouldn’t move.[/p]
  • [p]Fixed an issue where Ice Smelter upgrades had no effect.[/p]
[p][/p][p][/p][h2]Visuals [/h2]
  • [p]Reworked color system for all conveyor levels.[/p]
  • [p]Improved foundations for all modules.[/p]
  • [p]Added baked lighting to modules, improving visual quality.[/p]
  • [p]New visual added for modules marked for demolition.[/p]
  • [p]Shortened conveyor entries for Regolith Cleaner and Regolith Extractor.[/p]
  • [p]Vending Machine – added a colonist approach tile.[/p]
  • [p]Updated textures and model of the Expedition Center.[/p]
  • [p]Updated textures and model of the Relay.[/p]
  • [p]Updated Concrete Factory model.[/p]
  • [p]Updated Multi-Regolith Cleaner model.[/p]
  • [p]Warehouse visuals improved.[/p]
  • [p]Encyclopedia visuals overhauled.[/p]
  • [p]Updated images in the science point shop.[/p]
  • [p]Reputation visuals adjusted.[/p]
  • [p]Tracked vehicle treads animation improved.[/p]
[p] [/p][h2]Balance [/h2]
  • [p]In story mode, the amount of science points received now depends on selected difficulty.[/p]
  • [p]Increased cable laying radius from electric pole.[/p]
  • [p]Recharge time added to Charging Stations.[/p]
  • [p]Time required to research points of interest increased by 50%.[/p]
  • [p]Increased electric pole light radius from 1100 -> 1200.[/p]
  • [p]Buravestnik-M cargo capsule became slightly more cost-effective, but delivery time is 72 hours. Courier-X capsule has medium cargo and cost but the fastest delivery time. Orbiter S1 capsule is the cheapest, balanced in volume and speed.[/p]
  • [p]Large bulk storage now occupies 4 fewer tiles.[/p]
  • [p]Changed Smart Concrete Plant recipe: 1.5 -> 1 silicon, 6 -> 5 slag per unit.[/p]
  • [p]Colonists now start looking for food earlier – satiety threshold changed from 50 -> 60%.[/p]
  • [p]Changed alternative duralumin plate recipe in Constructor – now uses titanium oxide instead of silicon oxide.[/p]
  • [p]Internal storages of cleaning and production modules now hold more slag.[/p]
  • [p]Bulk storage now holds more slag: 4000 -> 5000, 40000 -> 50000.[/p]
  • [p]Microchips may now be found when salvaging certain ruins.[/p]
  • [p]Colonists now consume less satiety and energy under heavy and light work by 10–15%.[/p]
  • [p]Colonist salary payments moved to the end of the month.[/p]
  • [p]Food production time in Kitchen increased by 50%.[/p]
  • [p]Rescue mission: 2 more days added to find the first rescue capsule “Hope-2”.[/p]
  • [p]Starting robot count in new story mode increased by 2.[/p]
  • [p]Base robot speed increased from 450 -> 500.[/p]
  • [p]Base loader robot speed increased from 350 -> 400.[/p]
  • [p]Titanium vein count in guaranteed generation near the elevator increased from 1 -> 2.[/p]
  • [p]Reward for completing story stage "production automation" increased from 3000 -> 5400 fundamental science points.[/p]
  • [p]Reward for completing story stage "titanium vein scan" increased from 3000 -> 3600 social science points.[/p]
  • [p]Wear rate of all extraction and production modules reduced by 5–12%.[/p]
  • [p]Increased inflation rate and science point cost in CRUST Solution as you progress through the research map.[/p]
  • [p]Increased lower and upper bounds for resource vein volume generation by 6–14%.[/p]
  • [p]Large Hydroponics Farm now consumes less water (24 -> 14) and produces organics 18% slower.[/p]
  • [p]Carbon Fiber Factory production cycle increased from 12 -> 20.[/p]
  • [p]The following modules now require more silicon to build: Expedition Center, Multi-Regolith Cleaner, Medium Solar Panel.[/p]
  • [p]Parts Factory now requires fewer titanium plates to build.[/p]
  • [p]Mushroom Farm now consumes less water: 4 -> 3 per organic batch.[/p]
  • [p]Mobile Drilling Rig now less efficient – base regolith extraction speed reduced.[/p]
  • [p]Another research added to improve Mobile Drilling Rig’s regolith extraction speed.[/p]
  • [p]Small capsule cargo capacity reduced from 5400 -> 4600.[/p]
  • [p]Standard capsule arrival time increased from 40 -> 44.[/p]
  • [p]Number of parts needed to repair the truck in story mode reduced.[/p]
  • [p]Logistics cost with Landing Platform reduced from 4000 -> 2000.[/p]
  • [p]Cold Storage Cabinet medical storage capacity increased from 128 -> 256.[/p]
  • [p]Vending Machine size increased from 1 -> 2.[/p]
  • [p]Increased rewards for certain urgent contracts.[/p]
  • [p]Adjusted delivery times for certain contracts.[/p]
  • [p]Adjusted costs for certain research.[/p]
  • [p]Other minor balance changes.[/p]
[p] [/p][p]We wish you a smooth launch and unforgettable adventures across New Horizon![/p][p][/p]

Patch 0.96.40

[h2]Added[/h2]
  • Added new research to reduce module degradation, increase the speed of organic growth and boost carbon fiber production speed
  • Added new loading screen images


[h2]Fixed[/h2]
  • Fixed a bug that prevented proper removal of a double door during construction
  • Fixed a bug where the resource on the conveyor splitter wouldn't automatically change after storage configuration
  • Fixed colonist behavior that could cause them to get stuck in a wall
  • Fixed a rare bug where all colonists on the level could stop moving
  • Fixed other minor issues


[h2]Balance[/h2]
  1. Changed the recipe for producing duraluminium plates in the Hi-Tech Factory: titanium oxide is now required instead of silicon oxide
  2. Increased rewards for some urgent contracts
  3. Adjusted delivery times for certain contracts
  4. Balanced the cost of some research
  5. Reordered some research items in the Fundamental and Social branches
  6. Other minor balance changes


Patch 0.96.30

[h2]Added:[/h2]

  • Added a new research: Gravi-Trackers, increasing colonist’s movement speed by 25% and reducing fatigue.
  • Added new contracts for food and medicine.
  • Added new contracts for slag delivery on the Moon.
  • Updated the research map.
  • The Vending Machine technology is now available when researching High Voltage Power Systems, allowing colonists to access food before studying Food Growing and Cooking Technology.
  • In the story campaign, the number of science points obtained now depends on the chosen difficulty.


[h2]Fixed:[/h2]

  • Fixed an issue where colonists hired through the employment market would get stuck after saving and loading.


[h2]Balance:[/h2]

  • Adjusted the balance of urgent contracts — extended the delivery time for some contracts on the Moon.
  • Reduced research costs for the following: Auto-Repair, Online Market, Smelter Upgrade, Fuel Generator, and Beds.
  • Decreased the number of parts required to repair the cargo truck in the story campaign.
  • Reduced logistics cost when using the Landing Platform from 4000 to 2000.
  • Reduced point costs for Beds and Electrolysis Plant.
  • Increased science point rewards for completing tasks related to building the Components Factory and Rolling Mill, as well as for automating the conveyor network.
  • Increased the storage capacity of the Refrigerated Cabinet for medicines from 128 to 256.
  • Reduced the cost of researching some early technologies.
  • Vending Machine — added an additional access cell for colonists, size increased from 1 to 2.

Patch 0.96.17

[h2]Improvements and fixes[/h2]
  • Increased the radius of pole lighting by 10%
  • Improvement in Ui production modules - the robot logistics management section is now open by default and saves the last state when closing a Ui module.
  • Fixed a rare bug of robots stopping or not being able to delete a production module due to fractional resources
  • Small improvements to the Ui of mission rewards.
  • Fixed cargo visuals on the large cargo pod.
  • Fixed a rare bug when loading the game after changing the game mode story mode->sandbox.
  • Ice digging slag production was restored.


[h2]Balance[/h2]
  • Added 2 days to search for the first escape pod in the main Story mode storyline.
  • Internal storage areas of purification and production modules now hold more slag.
  • Bulk stores now hold more slag 9000->10000, 40000->50000
  • Microprocessors can now be encountered when disposing of some ruins.
  • Increased reward for “Strategic Planning” contract 400->1000 reputation with an organization, and 1->5 global reputation index
  • Colonists now look for opportunities to eat sooner (50%->70% satiety).
  • Colonists now use 10-15% less satiety and energy when working hard and working light.
  • Changed the recipe for food production. Food production now requires 3 more organics to produce food.
  • Food production time in the Kitchen has been increased by 50%

Dev Diary #24: Major Update - New Horizons



Hello community!!!

The development fields of The Crust are bustling with work, and we're already preparing for the release of New Horizons. This massive update will bring new mechanics, new modules, a second story chapter, fresh music tracks and a bunch of handy QoL improvements to the game.

Let's break down what's in store for you!

[h2]Story Chapter II[/h2]
At the moment, the final point of the story can be considered the building of the laser cannon and saving the Earth - but it was a temporary plug with increased difficulty. Now, however, the story will continue, and it's up to you to figure out what really happened during the Explosion on the backside of the moon.
Spoiler (but not really): the research will lead you to a new fusion technology based on Helium-3, which will open up new possibilities in the research tree. And beyond that, CRUST-related intrigue and preparation for the new, epic goals of Chapter III.



[h2]New mechanics[/h2]
The lunar deposits of Helium-3 won't just give themselves away, so we had to develop a whole system of new, unique mechanics to scan, mine, and process it.

[h3]Mineral Scanning and Helium-3[/h3]
Mass Driver is added to the game, a structure that looks a bit like a railgun, but instead of projectiles, it shoots geological probes. They come in two types:
  • Mineral Probes - search for rich deposits of silicon, metals and rare earth elements.
  • Helium-3 probes - analyze surface regolith and determine the concentration of the isotope.




Minerals are scanned using mechanics similar to how a rover works: the probe lands, a circular scan is triggered, and you see a gradient of resource density on the map.

But the search for Helium-3 is trickier. To get accurate data, you need to deploy 3-5 probes and wait for them to cross-scan the selected area. And in order not to waste expensive probes, you will have an audible indication: when you choose a place to scan the noise changes in frequency and intensity, hinting where exactly buried..... Yes, it's a kind of moon-hunting - find the zone, hear the “right” sound, launch the probe.



[h3]Zones and outposts[/h3]
After a successful scan, the player can build an outpost in the most promising zones. However, if the field is poor, the cost may not pay off: construction requires a large investment, including thermal stations.

How it works:
  • Thermal stations heat the regolith, releasing adsorbed gases (including Helium-3).
  • The gases are then collected and separated to produce a pure isotope.
  • If logistics are in place, selling Helium-3 energy cells makes a tremendous profit and keeps your base energized.









[h2]Structure of outposts[/h2]
An outpost is not just a point on the map, but an autonomous base where you can build:
  • Mining facilities for Helium-3 and minerals.
  • Gas processors and regolith purifiers.
  • Warehouses and transportation automation modules.
  • Science modules (they give science points, but require scientists on watch, food and medicine).


Once built, an outpost becomes a player-controlled territory that can be developed and defended.



[h2]New Modules[/h2]

[h3]Thermonuclear Reactor[/h3]
Generates colossal amounts of energy using energy cells produced from Helium-3. But the reactor requires engineers and scientists to maintain.
But, if everything is set up, you can make good money by channeling excess energy into an AI science module or Blockchain Center.



[h3]Blockchain Center[/h3]
Uses computing power to convert surplus energy into credit, serving blockchain networks on Earth. Who says you can't mine on the moon?



[h3]Biogenerator[/h3]
Another generator that produces energy from organics. Capable of burning excess organic matter or the bodies of unwanted colonists to power a moonbase, in the most critical situation. (well, survival is a priority).



[h3]Ai Science Module[/h3]
Generates a constant influx of science points by analyzing materials and data from moon rovers and lunar science expeditions. Requires a large amount of energy for its operation.



[h3]Rocket Launch Table[/h3]
In the first iteration, this module will serve as a kind of refueling station for rockets from different organizations. Fuel and energy cell production can be automated, refueling and maintenance can be priced.
It consumes energy and also requires engineers to operate.
In the future, this module will gain functionality to build your own rockets for missions to other solar system objects, scientific expeditions and long-term contracts (cargo to Mars, Jupiter satellites, etc.).




[h2]QoL improvements[/h2]
New Horizons has been in development on a separate, isolated branch for several months now and has already received several QoL improvements that our wonderful community requested in Discord and suggested as ideas, on our website: https://idea.the-crust.com/.
For example, now capsules with purchased resources can be planted directly on the desired platform or Flight Control Center, which will send goods to the output conveyor, from where they go directly to the production lines. In this way you can conveniently close a sudden shortage with the help of the market.
We have also added the possibility to mine oxides directly with Digging Robots, even if the regolith extractor is already working on a vein. This makes the start of the game more flexible and allows you to close accelerate mining late in the game when there are a large number of robots.
A few more mechanic and UI improvements will hit this update, as well as new 3D building models, improved animations and vfx. More details will be available in the pachnote.

[h2]Advanced Sandbox Mode[/h2]
Sandbox mode gets a large amount of customization at the start of the game. Now we will be able to customize the game according to our preferences, choose the starting location, enable or disable some mechanics, select and customize the late game crisis.


[h2]What's Next[/h2]

[h3]Chapter III and Release 1.0[/h3]
We've picked up a good bit of momentum and are planning to hit Release 1.0 in the second half of this year. To do this, right after the launch of New Horizons, we are going to rethink the robot prioritization system, improve conveyor distributions and logistics, which could give a performance boost of another 2.5-3x.
Release 1.0 will include a story Chapter III, in which the player will have to reach the finish line of the main epic goal for his company and the entire humanity. And here, tough decisions and complex challenges await him.

[h2]What to expect after the release?[/h2]

[h3]Transportation system with trains[/h3]
One of the most anticipated mechanics - trains!

The logistic network on the global map will connect the base with outposts and cities, as well as provide supplies for units in the combat system.



Cities and automatic trade
Imagine small cities, manufacturing and research bases of other factions on the moon, with which we can conduct automatic trade. We plan to implement one of two concepts:
- Automatically selling goods from outposts,
- or building warehouses/stores in cities with automatic sale of goods in a dynamic system of supply and demand.

[h3]Battle System and Politics[/h3]
Outposts will serve as the basis for a combat and political system in which we will compete with other factions for particularly rich territories. Outposts will be expanded with defense and repair modules, as well as transportation hubs to supply combat units.



[h2]Thank you, community![/h2]

We read all your suggestions, collect them into an idea chart, discuss them and implement them into the game. Over the last month, with your help, we've killed a bunch of bugs and seriously improved the balance.
You guys are the coolest! 🚀

[h2]Beta Testing[/h2]

When ready, New Horizons will be sent to beta testing in two stages:
- The first to get a chance to test the update will be kickstarter backers who backed our company on kickstarter before the game's launch.
- Anyone can get into the second wave of testing, just join our Discord server and follow the announcements.


We are waiting for your feedback on New Horizons and further development of the game!
Join discussions: https://discord.com/invite/the-crust

Post ideas: https://idea.the-crust.com/

Veom Studio team