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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

Path 0.96.10

- Miner robots can now extract oxide from veins, even if the vein is occupied by an installed extractor. This allows for rapid acceleration of the extraction of the required oxide when a large number of robots are available.

- The cost of online market research and landing platform research has been reduced
- Edits in localization
- Fixed an unnecessary write-off of the cost of a capsule containing robots and resources bought at the market
- Fixed a rare visual bug that occurred when building multiple drone reconfiguration modules
- Fixed a bug in the animation of completed missions

Balance Fix 0.96.07

- Increased the base number of robots when starting a new game in Story Mode by 2pcs.
- Increased base speed of robots 450->500
- Increased base speed of loader robots 350->400
- Increased the number of titanium veins in the mandatory generation near the elevator 1->2
- Increased reward for passing the story stage of production automation 3000->5400 fundamental science points
- Increased reward for passing the titanium vein scanning story stage 3000->3600 social science points

Update 0.96 - Expanding and balancing the story campaign



[h2]Added[/h2]
  • Visualization of transport construction has been added and configured: the hologram now dynamically displays construction progress.
  • Added sounds for purchasing and selling resources.
  • Replaced some sounds.
  • Changes in the names of construction menu categories.
  • Localization updated.


[h3]Changes to the storyline event chain:[/h3]
  • The events of “Hope-2” now occur later, allowing for an early-stage development of the production base. Several intermediate tasks were added.
  • Increased part requirements for repairing the storyline truck.
  • Balanced science points awarded for completing storyline quests.
  • Added delays for the appearance of some side quests after researching the storyline repeater (“Lost Convoy,” “Hope Wreckage,” “Searching for Survivors”).
  • The market trade tutorial quest starts earlier.
  • Adjusted conditions for starting the “Strategic Planning” (Charity) contract: players now have more time to prepare for the next major task (requires completing the “Hope-2” storyline and researching the Assembler and Multi-Regolith Refinery).


[h2]Fixed[/h2]
  • Fixed errors in creating points of interest at the orbital level that caused issues with expeditions and quest task completions.
  • Fixed a market error where the cost of orders with drones was deducted twice.
  • Prices no longer increase when selling large quantities of the same goods; instead, they decrease.
  • Corrected MDR behavior when starting movement in the crater.
  • Fixed an error where oxygen did not appear in reconstructed rooms.
  • Addressed a rare situation where science points were incorrectly awarded after completing a geoscan.
  • Fixed a situation where idle transport in the crater was unavailable for assignment in the expedition interface.
  • At the beginning of the storyline, a notification about insufficient energy allowed movement to the underground level. It no longer appears until the elevator is repaired.
  • Restored the sound of idle science points.
  • Fixed a bug with infinite science points granted after completing one of the side quests.
  • Resolved a rare situation where a dialogue in a side quest was skipped automatically with sound turned off.
  • The POI “Meteorite” is now researched correctly.


[h2]Balance[/h2]
  • Increased minimum and maximum resource vein generation limits by 6-14%.
  • Increased inflation of science point costs in CRUST Solutions as the research map progresses.
  • Added new contracts for slag delivery.
  • Increased rover speed in a discharged state from 0.05 -> 0.125.
  • Adjustments to the costs of various research (e.g., the Rolling Mill no longer requires Fundamental Science Points, and the Assembler is cheaper).
  • Reduced hunger rate of colonists working on jobs by 7%.
  • Added fuel to some ruins.
  • Reduced cargo capacity of small capsules from 5400 -> 4600.
  • Increased flight time for regular capsules from 40 -> 44.
  • Increased required resources for repairing the quest MDR.
  • Balanced resources in the POI “Aerodynamics Lab.”
  • Reduced science point rewards for studying the first quest POI “Lost Convoy.”
  • - MDR is now less efficient; the base regolith mining speed has been reduced.
  • - Added one more research option to improve MDR regolith mining speed.
  • - Some modules now require more silicon for construction: Expedition Center, Multi-Regolith Refinery, Medium Solar Panel.
  • - Reduced wear rate of all mining and production modules by 5-12%.
  • - Large Hydroponic Farms now consume less water (24 -> 14) and produce organics 18% longer.
  • - Mushroom Farms now consume less water (4 -> 3) when producing organics.
  • - Carbon Fiber Factory production cycle increased from 12 -> 20.
  • - Component Factory now requires fewer titanium plates for construction.


[h2]In Progress - Update One[/h2]
  • New Helium-3 scanning mechanics
  • New Helium-3 extraction mechanics
  • Helium-3 Harvester
  • Expanded MDR extraction mechanics
  • New modules: Railgun to launch probes, Thermonuclear Generator, Biogenerator, Blockchain module, AI science module (names are subject to change)
  • Advanced sandbox settings from the menu