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Patch 0.92.50 and Developer Appeal

Hello Crusties,
In the last few days, we have seen an overwhelming number of people joining our social channels, Discord, and playing our game. To all of our fans, new and old ones, we would like to say thank you so much from the bottom of our hearts. Your support means a lot to our entire team.
Months prior to the release, we were working non-stop and overtime to deliver the best possible experience to all the fans of the genre and everyone who waited for the game's release. At some points, we even thought that once the game was released, we would be able to breathe again.
Well, we were wrong. It seems like the amount of work has now quadrupled, but all this overwhelming support keeps us going and keeps us motivated. You guys are amazing and awesome.
We will do our best to provide the best possible experience for you in our game and continue developing the game along with all of you and your suggestions. By the way, did you know that you can leave your suggestions on our website: https://idea.the-crust.com/? Once we take care of all the critical issues and bugs, we will start working on your ideas, and the most voted ones will be prioritized, of course. So make sure to leave your vote and feedback!



Now, we know that some of you have experienced issues with certain elements of the game, and we are doing our best to fix them as soon as possible. Some things take a little time to fix, but we will do our best to address all of them. Below, you can find the list of issues that we have already addressed and fixed:

Patch 0.92.50


Fixes
  • Fixed a bug where you could borrow money when upgrading conveyors
  • Fixed check for auto-saves triggering in the main menu
  • Fixed an issue where a private lab could not be used several times in a row
  • Fixed private lab disappearing if you save immediately after using it
  • Now active research in a private lab blocks it exactly for the duration of the acquired science points
  • Fixed a bug with fractional numbers and large numbers of bulk resources
  • Fixed a problem with shipping a large amount of resources to build a laser cannon that caused it to be impossible to complete due to excessive quantities.


Improvements
  • Added green points to the contracts branch, along with the market research task
  • Research map is now partially open, allowing you to plan your technical development
  • Removed the global task “get navigation data” in the contracts branch
  • Added “disable autosaves” option in game settings
  • Small optimization to reduce RAM requirements
  • Improved fonts to be more readable in some game interfaces
  • Added new condition and trait cards for colonists
  • Updated descriptions of some colonist cards
  • Added new points of interest to the story mode
  • Changed the balance of some research in the social branch



The guys on discord helped us reproduce the memory leak and we are already working on fixing it.

Here are the issues we are currently working on fixing:

  • Fixing some crashes
  • ALT+TAB disables the left mouse button until ALT+TAB is pressed again
  • Adding the ability to cancel resource loading in the expedition center
  • The power grid deficit number sometimes displays incorrectly
  • The low power notification sometimes briefly triggers when resources are low
  • Balancing robot priorities, as they sometimes choose inappropriate tasks
  • Fixing a rare situation where a contract failure does not return resources
  • Working on optimizing memory usage
  • Balancing the costs of conveyors, contract rewards, and the cost of research points



If you experience an issue, please make sure to join our Discord and let us know about it (https://discord.gg/the-crust). We are doing our best to check every public source where we can be contacted, but when it comes from many different sources, it becomes a bit challenging to manage it all. We sincerely appreciate all your help, and we promise to do our best to address everything.
Also, if you enjoy the game, please consider leaving us a review. This is very important for us and for the game. Your voice matters! The more reviews the game has, the bigger reach it will get, and the more things it will allow us to add to the game in the future. We are committed to creating an amazing game, and we need your help along our journey.

Patch v0.92.35

Patch 0.92.35
Corrections
  • Starting from this version, the tutorial can be skipped after you completed it once.
  • in the tutorial, the appearance of a highlight hint where you need to build solar panels has been corrected, now it appears together with the dialogue
  • Replaced all fonts in the game with more readable ones.
  • Fix for modules registration in a room while loading.
  • Fixed loading a save if saving occurred during cinematic.
  • Fixed a bug where the main menu did not open after the intro video.
  • Fixed truck getting stuck in ECC if the truck was full upon arrival.
  • “Paid laboratory” has been renamed to “Private laboratory”
  • In the story, the launch of the “Private Laboratory” was moved to the moment immediately after studying the “Repeater” point of interest
  • Fixed Medical block module production
Balance changes
  • CRUST Solutions now opens before starting the "laser gun" quest, after completing the main story
  • The timer for delivering the Hope-2 crew to the base has been increased
  • Refund of credits for removing a conveyor has been increased, research has been adjusted for 100% refund
  • Fixed some errors in the balance of futures contracts
  • Changes in market balance

Hotfix v0.92.32

[h2]Fixed:[/h2]
  • Russian voiceover now is only where it should be is easily replaced when restarting the game


[h2]Added[/h2]
  • Added Spanish Latin American localization
  • Added Japanese localization

The Crust: Out Now

Hi Crusties,

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This update brings the newest Early Access version 0.92.31 to the game
Details: https://store.steampowered.com/news/app/1465470/view/4400662936656736705

The Crust Early Access Release & First Update



Hello, Crusties!

Only 3 days left until the release, and we are very excited. We've been working on The Crust for 5 years, and this is a very important milestone for us. Today, we want to share with you the details of a major update that will be added to the release version on July 15 at 8:00 am PST | 10:00 am CST | 11:00 am EST | 3:00 PM UTC | 17:00 CET.
As a small team, we've poured our hearts and souls into this project, working tirelessly to bring you the best experience possible. Thank you for your support!

[h2]The update includes[/h2]
  • Story Mode
  • Localization in 12 languages
  • New Content
    • Hauling Drone
    • New Module – Railgun
    • Advanced Conveyor Elevator Settings
    • Advanced Storage Settings
    • New Priority Assignment Tool
    • Conveyor Outputs for Large Modules
    • Underground Conveyors on One Line
    • Improved Multi-Resource Storage
    • New Model for the Mobile Drilling Rig
    • Efficiency and Balance of Colonists
    • New POI Generator
  • Quality of Life Improvements and Other Enhancements



[h2]Hauling Drone[/h2]
A new drone specializing in transporting large volumes of resources and collecting regolith after excavations. It handles heavy logistics tasks, saving time for standard drones. Unlike a standard robot that carries only one unit of cargo, the Hauling Drone has a cargo compartment for 10 units, but its speed is reduced due to the use of a tracked chassis. The large cargo compartment allows it to collect large amounts of regolith without returning to storage, unlike standard robots.



Additionally, the Hauling Drone is perfect for loading large amounts of goods into a capsule or the Expedition Control Center, unloading the Cargo Dock, or an incoming cargo truck. It can also transport large volumes of resources between storage facilities and production modules. The Hauling Drone has become an indispensable assistant in the early stages of base development, helping to scale production and quickly focus logistics on a single urgent task. To use it, you need to research the corresponding technology and build a Drone Reconfiguration Module for the Hauling Drones.




[h2]New Module – Railgun[/h2]
The Railgun is designed for constructing and launching probes that scan resources at an orbital level. Now the game offers an alternative way to find profitable areas for mining minerals, water, or Helium-3. In the future, this module will have the ability to build satellites to expand orbital logistics.




[h2]Advanced Conveyor Elevator Settings[/h2]
The Conveyor Elevator has received long-awaited functionality for managing conveyor outputs and resource filtering at each output. This feature allows for fine-tuning resource delivery to each of the four outputs without using additional distributors. It is enabled with the corresponding button in the elevator interface.




[h2]Advanced Storage Settings[/h2]
You can now open/close outputs and set storage volumes for resources on a Single Resource Storage connected to conveyor belts. This allows you to manage resource flows, send the required amount of goods to the platform or production line, and set a minimum resource retention limit in storage.




[h2]New Priority Assignment Tool[/h2]
A new mode button – priorities – has been added to the radial menu and the bottom toolbar. This mode allows for quickly assigning priorities to any objects and cells, as well as conveniently assigning priorities to a group of modules.



For example, you can designate a cell or area that robots and Hauling Drones will service first. Or easily raise the priority of several modules with one click without accessing each module's interface. We really like this feature.




[h2]Conveyor Outputs for Large Modules[/h2]
All large surface modules have received conveyor outputs. Now excess resources entering the module via conveyor belts can be sent back out, allowing the creation of a conveyor sushi belt. This is very convenient for sending multiple types of resources through a large platform and the Expedition Control Center.



Or, for example, organizing the loading of several large platforms simultaneously by connecting them in series. Equipment factories can now be automated by connecting the conveyor input and output to a Multi-Resource Storage, which will automatically supply the necessary resources upon unit construction request.




[h2]Underground Conveyors on One Line[/h2]
It is now possible to build multiple underground conveyors on the same line, provided they have different speed levels. Each level finds its corresponding input/output along its line.




[h2]Improved Multi-Resource Storage[/h2]
The Multi-Resource Storage has received a new 3D model. It now uses vertical space to increase resource storage volume. The module has grown larger, but the storage capacity for each resource has also increased. This module accommodates all types of solid resources and solves many automation tasks in the later stages of the game. We plan to add another Multi-Resource Storage of a different size in the future.




[h2]New Model for the Mobile Drilling Rig[/h2]



[h2]Efficiency and Balance of Colonists[/h2]
We continue to develop colonist mechanics, and in this update, they receive expanded information about their workplace efficiency, new hairstyles, and balance adjustments. Colonists now spend more time at work and less time idle. The interface of production modules has been updated to provide detailed information on module efficiency and each colonist's workplace performance.



Each colonist's efficiency is determined by various modifiers: skill level, physical and psychological condition, temporary effects like "injured" or "inspired." Colonists also received customization options with diverse skin colors and hairstyles.



Colonist mechanics are still under development, and the current state does not reflect our final vision. In upcoming updates, we plan to add the ability to finely tune colonists' daily schedules, manage group economies, adjust wages individually, and add new scenarios for interactions with internal modules.


[h2]New POI Generator[/h2]
We have been working hard on a new Points of Interest generator and plan to add it to the game on release day. The POI generator brings the world to life on the global map of The Crust, creating various events, hidden and open points of interest.



Quests and anomalies found in new POIs have become deeper, with more development options, more risk, and interesting rewards. Now, when sending an expedition with scientists or engineers, your team may receive injuries or even lose a team member. But they also have the opportunity to find something valuable that justifies the risk. It's up to you! Some events change based on the actions of the player and other factions. If you discover an unusual object, hurry – another faction may already be sending an expedition to it.




[h2]Quality of Life Improvements and Other Enhancements[/h2]
  • Display of production recipes when selecting a resource in production modules.


  • The unit interface now includes a visual window with animation and additional unit parameter information.


  • Added water and oxygen consumption displays in several interfaces.


  • Added notifications about oxygen shortages in modules.


  • Rocks and debris have been added to the lunar surface, which can be processed into oxides if the corresponding technology is available.


  • The colonist list now includes a tooltip with detailed information about the colonist.


  • The colonist list now includes an indicator requiring attention to a colonist.


  • Special colonists – Kickstarter Backers – who supported the game's development and help us with testing have been added to the game. Each character has a unique portrait, biography, and skill set.


  • Display of conveyor upgrade costs – when hovering over a conveyor, the cost of upgrading one section is displayed, and when holding the SHIFT key, the cost of upgrading the entire line is shown.
  • Expanded free camera settings (CTRL+F), with added points for creating camera fly-throughs.
  • Many minor improvements and fixes.


We are looking forward to your feedback and are excited to continue this journey with you!