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The Crust News

Patch 0.93.22

[h2]Fixeds:[/h2]
  • Fixed an issue where Distributor filter settings would reset upon loading.
  • Money shake exploit - when Conveyors would "refund" money in certain situations.
  • Issue where money was being deducted for Conveyor upgrades in Planning Mode.
  • Added Cargo Dock output settings — requires rebuilding the Cargo Dock for proper functionality.
  • Fixed Rare bug causing Hauling Drones to completely freeze during loading.
  • Module repair progress display corrected.
  • Corrected the calculation of generation figures in Battery notifications.


[h2]Changes:[/h2]
  • Tooltip with Drones added to the Global map interface.
  • Number of Drones now displays correctly in the Global map interface.
  • Commercial Center interface reworked for more accurate display across different UI scale settings.
  • Adjusted the logic for minor notifications: when the notification queue is full, older notifications will now shift left to make room for new ones.

Great Early Access Launch, Scaling Up, and Details of the Next Update



Hello everyone!

It has been a month since our Early Access launch, and we’ve finally been able to catch our breath after endless crunches, reflect on our progress, and start planning the future development of The Crust. Despite some initial challenges, the Early Access launch of The Crust went great! We sold 70,000 copies of the game and gathered over 300,000 wishlist additions! We also received an incredible amount of feedback and support from our community, which allowed us to rapidly update and improve the game. Over the past month, we have released 12 patches with bug fixes and several major updates that significantly enhanced The Crust in various aspects. For example, we unlocked the research tree, added a work schedule management mode for colonists, expanded the cargo dock capabilities, introduced new points of interest on the global map, improved the AI and priority systems for robots, added new notifications, and made several QoL and interface improvements. Additionally, we balanced some parameters of the story mode, contracts, and colonists.

We are truly amazed by your incredible support and want to thank you from the bottom of our hearts.


We also have some interesting statistics to share with you:
The average number of unique players per day was 12,978, with a peak of almost 19,000 active players in a single day.



The average playtime per player reached a record-breaking 24 hours, with a significant portion of players spending over 40 hours in the game, and 4% of players exceeding 100 hours, which is impressive considering we’ve just launched in Early Access.



A month after the release, The Crust community on Discord has grown to 14,000 members, and the number of Steam followers has surpassed 37,000. Additionally, we received over 1,000 suggestions for game improvements and hundreds of bug reports, which have been incredibly helpful in reproducing and fixing issues that went unnoticed during closed testing. We read every suggestion, but the sheer volume of ideas requires evaluation and discussion in brainstorming sessions to determine their feasibility and priority in the development plans. You can help us choose the most interesting ones by voting for your favorite idea on the page: https://idea.the-crust.com/ or in the Suggestions section on our Discord server. You can also propose your own idea.

The Early Access launch demonstrated an incredible interest in The Crust and confirmed its great potential, and now we are moving towards scaling up. Today, we have opened several job positions on our website—we are looking for skilled C++ programmers, community managers, and testers. If you have excellent coding skills, can think outside the box, and break existing patterns, visit our hiring page.



[h2]Upcoming Changes[/h2]

Our main focus right now is fixing the remaining bugs and improving FPS. We are aware of issues with colonists getting stuck in elevators, robots stopping, and navigation errors in robots with specific module configurations, and we are already working on them. Some of these issues only occur in older saves, but we will fix those in upcoming updates to ensure full version compatibility. We are also bringing back the saving of filter and distributor priority settings, adding new colonists to the hiring market, and working on other identified bugs and improvements.
Our second major goal is to achieve a significant increase in FPS on large and very large bases. To do this, we had to essentially dismantle the robot logistics and conveyor systems to find optimization opportunities for PC resource usage and prevent a geometric progression of CPU load as the number of production modules grows—and we found them! We have outlined a plan for the new architecture of each system and have already started working on them in separate branches. We will detail the results of this refactoring with FPS improvement measurements in the next developer diaries. In addition, we have already optimized some secondary systems, resulting in a small FPS increase—these changes will appear in the upcoming updates.



[h2]New Content[/h2]

While the development team is working with the hardcode, the content creators continue to create new modules and units. For example, we have completed work on the Harvester for Helium-3 extraction and started creating the model for the thermonuclear generator. We are also preparing two new production modules, one research module, the KS Monument, and a new model of a heavy shuttle. Shuttles will finally have varying arrival and delivery times, as was originally planned. Along with this, we continue to develop the new POI generator and improve the contract system. All of this will be added in a major update in the near future.



We are incredibly excited about the high interest in the game and once again want to express our immense gratitude to our amazing community for your continued support and feedback. As always, we would love to hear your ideas and suggestions — now is the perfect time for them.

Patch 0.93.20

[h2]Fixed[/h2]

  • Module wear out rates have been adjusted.
  • Cargo capacity checks have been corrected when sending capsules.
  • Transport selection now functions correctly across all levels when clicking on a notification.
  • Landscape objects that could cause drones to get stuck have been adjusted.
  • Issue with corrupted module upgrades caused by rapid double-clicking on the upgrade button has been resolved.
  • Rare issue with colonist deaths during expeditions has been fixed.
  • Drones getting stuck while attempting to dismantle modules or retrieve resources from inaccessible areas has been fixed.
  • Fixed a rare cargo drone bug where robots would not move after loading a save


[h2]Improvements[/h2]

  • Enhanced the Commercial Center interface for widescreen monitor formats.
  • Added hints about the sources of science points on the orbital level.
  • Added information about accompanying drones in the expedition settings.
  • Added a player base icon when selecting transport in the expedition settings.
  • Replaced images of some colonists.
  • Increased resources in the Farhad quest.
  • Added laser cannon images to the loading screen.
  • Replaced the capsule drop cutscene (now oxygen is correctly represented).
  • Minor localization tweaks.
  • Minor adjustments to colonist parameter descriptions and some quests.

Hotfix 0.93.18

  • Fixed a bug where drones would get stuck
  • Fixed the visual display of cells in excavation mode
  • Fixed an issue with modules wearing out too quickly

Patch 0.93.15 - Game Performance Optimization

Hello Crusties,

We have just released a new version of The Crust 0.93.15, which optimizes several important systems, resulting in improved FPS performance on large bases. Additionally, we’ve fixed some bugs and improved the balance of the economy, colonists, and fuel generators. If you’ve experienced FPS drops on your large base, try continuing your saved game in Beta version 0.93.15 or start a new game.

Full list of improvements:

[h3]Performance[/h3]
  • Optimized task allocation for cargo drones.
  • Optimized logic for wear and tear updates.
  • Optimized solar panel rotation and energy generation functions.
  • Optimized water and electricity notification logic.
  • Optimized production capability update logic.


[h3]Added[/h3]
  • Added additional conveyors for the Expansion Center module.
  • Added conveyors for the Small Equipment Factory.
  • Added hints for module upgrades.
  • Added conveyor outputs for the Large Equipment Factory.
  • Added confirmation windows for exiting to the main menu and exiting the game.
  • The resource side panel is now visible when the dialogue window or contract offer window is displayed.
  • Improved visual design of microchips.


[h3]Fixed[/h3]
  • Module upgrades now save correctly.
  • Increased the percentage of useful resources in regolith extracted from wall excavations.
  • Streamer Mode adjusted; removed track that interfered with Twitch publishing.
  • Fixed a rare crash caused by conveyors in a specific case.
  • Quest dialogues now save correctly.
  • Canceling the HEMISCO contract no longer interrupts the entire quest.
  • Added the ability to save/load with F5/F6 while a dialogue is displayed.
  • Story contracts no longer cause a soft lock if the player has the maximum number of active contracts.
  • Fixed negative resources in the shop when adjusting quantity with a slider.
  • Fixed fractional resources in the shop.
  • Fixed the maximum number of contracts, which wasn't working after saving.
  • The rover is now correctly highlighted at the orbital level when clicking on a notification.
  • Tabs in the colonist settings interface now display as selected when highlighted.
  • The progress bar on drilling drones when they are mining a vein is back in place.
  • The energy deficit number in the tooltip notification now accounts for generators.
  • Fixed negative resources in the shop.
  • Story contracts can now always be accepted.
  • Fixed incorrect status of colonists who left on an expedition.
  • Fixed display of data on water and oxygen consumption and production.


[h3]Rebalance[/h3]
  • Increased priority for building rooms for regular robots.
  • Changed the order and cost of capsules.
  • Research map rebalanced.
  • Added additional connection points for the Large Solar Panel.
  • Increased the timer for researching the story point of the relay.
  • Oxygen capacity balance in rooms.
  • CPU module balance.
  • Oxygen consumption balance for colonists.
  • Balance of natural oxygen depletion.
  • Increased base efficiency of the fuel generator from 90 to 100.
  • Increased efficiency of fuel generator upgrades from 105 to 135.
  • Reduced research costs for the fuel generator.
  • Reduced costs for fuel generator upgrades.
  • Increased base fuel price in the market from 250 to 300.
  • Increased cost of the multi-purifier.
  • Increased energy consumption of the multi-purifier from 28 to 30.
  • Increased research cost for the multi-purifier.
  • Reduced energy consumption of the mono-purifier from 6 to 4.
  • Reduced upgrade costs for the mono-purifier.
  • Reduced research costs for improving the speed and carrying capacity of the cargo drone.
  • Balanced costs for upgrading the Equipment Factory and Microchip Factory.
  • Balanced construction costs for large modules.
  • Balanced volume of certain sound effects.