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I got a little too into sorting my rocks in this game about a drone factory on the moon




Okay so recently released early access base-building factory building game The Crust is set on the moon, where your job is to take little autonomous drones and have them rebuild spacefaring society in the wake of a tremendous natural disaster that wrecks almost all the other infrastructure on the moon. A big part of that, naturally, is moon rocks. You grind those up and turn them into the kinds of stuff you'd need from rocks you mined on the moon: Steel, silicon, titanium, aluminum. You automate up a manufacturing base with fabricators and assemblers and all the other obvious and expected trappings of the factory building genre...
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Patch 0.92.57

[h3]Fixed:[/h3]

  • Expedition functionality has been fixed
  • Balanced robot priorities when working with the expedition center
  • Fixed the issue of too frequent notifications about energy shortages
  • Fixed a rare crash when a normal robot and a robot loader collect the last piece of regolith
  • Electricity shortage notification now works correctly


[h3]Improved:[/h3]

  • Added detailed descriptions for each energy parameter
  • Visual improvements to titanium oxide and silicon oxide

Patch 0.92.54


[h3]Fixes[/h3]

  • Fixes broken POIs after loading saves from previous versions of the game.
  • Drones and resources can now be bought together.
  • Now the sell button will not be blocked if the resources sent in the selected capsule recoup its cost.
  • Now resource veins do not appear very close to the elevator


[h3]Ballance[/h3]

  • The time to find and deliver colonists to the base has been increased in the colonists rescue task.
  • The base battery capacity of the rover's battery has been slightly increased
  • Reduced cost of conveyors of all levels
  • Slightly increased cost of underground conveyor
  • Slightly reduced % of slag in regolith refining
  • The probability of high % of aluminum and titanium in resource veins is slightly increased.
  • Reduced the number of complex urgent contracts in the early stages of the game
  • Balanced food and energy consumption by colonists

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