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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!

Oops! Rejoin The Crust Discord and Get Your Role



Hi Crusties,

We have a quick message!
We mistakenly removed 473 people from the server. 😲
He did this purely by accident and did not mean to offend anyone. 🙏

If you no longer see The Crust in your server list, please rejoin using this link:
https://discord.gg/the-crust

To get your special role back, simply type the command !getRole in the #claim_ks_role channel.

And to everyone who hasn't joined us yet for some reason - welcome. If you have questions or ideas to improve the game, or you just want to support us before the release, come and talk to us: JOIN

Patch 0.91.13

[h2]Changes[/h2]

[h3]Interface and Visual Changes[/h3]

  • Overhauled Vehicle UI
  • New icon for Tier 5 conveyors.
  • Added hotkey tips for demolition mode.
  • Added interface to display colonist productivity.
  • Colonist information now appears in module tooltips on the construction panel.
  • Distance display added to the contract proposal interface.
  • Bug report button removed from the main interface.
  • New models added for Tier 5 conveyors.
  • New visuals for locked research items.
  • Hover visual added for the base if the transport is in the crater.
  • Fixed collision issue with the constructed melting furnace.
  • New sound when switching the camera to orbit.
  • Added new interface sounds.
  • Updated sounds for some modules.
  • Fixed the size of the CPU data center.


[h3]Gameplay[/h3]

  • New tutorial for building an extractor in sandbox mode.
  • Selecting a colonist is now reset when switching to orbital level.
  • Now selected priority would reset on building completion
  • Fixed bug with capsule stucking on contract failure


[h2]Balance Changes[/h2]

[h3]Resources and Economy[/h3]

  • Market goods volumes reduced by 25-30%.
  • Increased buying and selling price variation by 5%.
  • New research that reduces market commission by 5%.
  • Reduced fractional and global reputation gain for high-difficulty contracts.


[h3]Research and Fixes[/h3]

  • Added new research for the speed and capacity of the carrier robot (WIP).
  • Fixed bug with missing resources in the contract.
  • Fixed collisions and delivery points at the ECC, FCC, and small vehicle factory.
  • Added a fourth resource delivery point to the landing platform.
  • Rebalanced underground conveyors research prices.
  • Added fog of war to the research map, experimental for now.

Update v0.91.00

Welcome to the Kickstarter Beta Access Update!


As we launch our Kickstarter beta access, we're excited to present a major update filled with new features, improvements, and lots more!

[h2]Update highlights:[/h2]
  • Overhauled Oxygen Management: Experience our reimagined oxygen system where electrolysis factories fill rooms with oxygen, and oxygen tanks take on the role of collection and dispensing, making oxygen dispensers a thing of the past.
  • Voice-Activated Ledger: Our deal-pushing character is now fully voice-acted. While he insists on his contracts, he also provides helpful tutorials for navigating the market interfaces.
  • Research Roadblock: Now you actually have to do the research for every module upgrade. Sorry, no free rides.
  • Fuel Plant Comes Alive: The fuel plant now boasts a lively new animation.
  • New Language Options: Now offering translations in Chinese, Spanish, Polish, Portuguese, and French.
  • Speed Boost: Introduced a 5th level of conveyor speed, now faster than ever, even without new models.
Update 0.91.00

[h2]Bug Fixes:[/h2]
[h3]Gameplay[/h3]
  • Cancelling a contract now makes capsules release resources mid-collection and only then fly away.
  • Research notifications are now reliably playing as they should.
  • Free camera mode will now hide notifications on modules for a cleaner view.
  • Variable connection points on modules no longer vanish after loading.
  • No more infinite module selector growth through notification clicks.
  • Enhanced LODs for the modular terminal factory for a smoother visual experience.
  • Conveyor lift holograms now dismantle correctly.
  • Ensured the contracts button on the landing platform UI pauses the game like other menu buttons.
  • Fixed the research points calculation to ensure consistent fill-up.
  • Research is essential for every level of module upgrades.
  • Restricted copying of certain large modules to enforce a one-instance rule.
  • Landing platforms can now be dismantled, providing more flexibility in your builds.
  • Resolved the issue causing research updates to be delayed due to speed changes.

[h3]Interface[/h3]
  • Prices in the conveyor interface have been corrected.
  • Improved clickability of the delete button in the mining designation panel.
  • The UI now reflects the precise time until the hydroponic farm cycle finishes.
  • The UI now correctly shows the production progress for vehicle assembly modules.
  • Improved visuals for production in the ice extractor UI.
  • Adjusted the layout and fonts of the settings window.
  • Adjusted the layout of the research interface.
  • Fixed the issue with opening the contract interface through POI.
  • Updated conveyor UI icons to align with their new appearance.


[h2]New Features:[/h2]
[h3]Systems[/h3]
  • The oxygen system get a thorough makeover.
  • Introduced CPU mode, which limits the maximum number of modules. Expand this limit with new CPU unit and Large CPU unit modules.
  • Personal oxygen levels are now displayed in the colonist interface.
  • Added an oxygen percentage tooltip for rooms when hovering in oxygen mode.
  • The fuel plant now comes to life with a new animation.


[h3]Interface Updates[/h3]
  • Added a button to access the research interface directly from completed research notifications.
  • Added production time details to module tooltips.
  • Tooltips for modules now highlight their water requirements.
  • Clicking on a colonist in UI now snaps the camera to their location.
  • The wall building panel tooltips now include construction cost details.
  • The ledger is now fully voice-acted.
  • Introduced 5 new language translations

[h2]Balances and Adjustments:[/h2]
[h3]Contracts and Research[/h3]
  • Adjusted contract generator to delay high-level organizations from appearing early.
  • Reduced the appearance of energy cells in the early stages.
  • Balanced science points for specific research projects.
  • Modified costs and capacities for all landing capsules.
  • Added new simple difficulty urgent contracts.
  • Made various contract adjustments.
  • Balanced research costs by adding engineering points to fundamental and social tabs.
  • Rebalanced research points: reduced fundamental points, added engineering points.
  • Added research for a full credit refund after removing conveyors.
  • Introduced research to increase truck speed.
  • Added research to reduce organic growth time in farms.
  • The research map has been restructured.
  • Reduced the research cost for digging speed, robot speed, and battery capacity.
  • Added several new other research projects.

[h3]Resources and Production[/h3]
  • Increased energy consumption for medium and high-tier modules.
  • Boosted the number of titanium plates in starting resource packs.
  • Increased the cost of large batteries by 1 aluminum.
  • Smelter cost now includes 1 additional titanium plate (experimental).
  • Adjusted slag conveyor output in the multi-refinery by 1 cell.

[h3]Gameplay[/h3]
  • Robots are now zippier with a boost to their base speed.
  • Enhanced the first research bonus for robot speed.
  • Adjusted tooltips for selecting difficulty in sandbox mode and the number of drones provided.
  • Extended the broker quest in sandbox mode with additional quests.
  • Temporarily disabled sound for low energy notifications.
  • Reduced the base cost of robots on the market.
  • Unified silicon input across different assembler recipes.
  • Adjusted colonist balance: increased oxygen tank capacity, faster food consumption, reduced comfort drop, and modified health and mental state impact on productivity.
  • Dismantling conveyors now returns more money by default (from 0.7 to 0.85).
  • Amount of Rare Minerals dropped from walls increased (random from 1 to 3).
  • Added small and medium food tables to the sandbox research map.
  • Constructors no longer require colonists for production; colonists now only increase efficiency.
  • Tripled the productivity multiplier for colonists based on their skill profession.
  • Balanced the melting furnace.
  • Hydroponic farms now require a small amount of slag for organic growth.
  • A 5th level of conveyor speed has been introduced for even faster transport.
  • Redistributed conveyor speed levels to 60, 150, 300, 450, 600.
  • Increased extraction volume per cycle for MDR.
  • Balanced difficulty and rewards relative to organization reputation.
  • Added contracts with a large volume of resources.
  • Introduced urgent contracts with a large volume of resources.
  • Increased the chance of contracts for moon deliveries.
  • Added new indefinite contracts.


Release Date Announced for The Crust



Hey Crusties,

We are thrilled to announce the upcoming Early Access launch of The Crust on July 15th!

Early Access will include a full story mode, translated into 9 languages and voiced by professional actors, as well as a full sandbox mode where you can build your own customizable company and launch settings.

Mark your calendars for July 15 and get ready to embark on this extraordinary journey.

The second news is that tomorrow we plan to release another major update and Beta access keys. In the update, you will see new mechanics, numerous improvements, and changes in game balance.

We can't wait for you to experience the excitement and challenges of The Crust.

Stay tuned for more updates as we approach the launch date!

https://store.steampowered.com/app/1465470/The_Crust/

[previewyoutube]https://www.youtube.com/watch?v=fYjiRlLe4w0[/previewyoutube]