1. The Crust
  2. News

The Crust News

Patch 0.96.40

[h2]Added[/h2]
  • Added new research to reduce module degradation, increase the speed of organic growth and boost carbon fiber production speed
  • Added new loading screen images


[h2]Fixed[/h2]
  • Fixed a bug that prevented proper removal of a double door during construction
  • Fixed a bug where the resource on the conveyor splitter wouldn't automatically change after storage configuration
  • Fixed colonist behavior that could cause them to get stuck in a wall
  • Fixed a rare bug where all colonists on the level could stop moving
  • Fixed other minor issues


[h2]Balance[/h2]
  1. Changed the recipe for producing duraluminium plates in the Hi-Tech Factory: titanium oxide is now required instead of silicon oxide
  2. Increased rewards for some urgent contracts
  3. Adjusted delivery times for certain contracts
  4. Balanced the cost of some research
  5. Reordered some research items in the Fundamental and Social branches
  6. Other minor balance changes


Patch 0.96.30

[h2]Added:[/h2]

  • Added a new research: Gravi-Trackers, increasing colonist’s movement speed by 25% and reducing fatigue.
  • Added new contracts for food and medicine.
  • Added new contracts for slag delivery on the Moon.
  • Updated the research map.
  • The Vending Machine technology is now available when researching High Voltage Power Systems, allowing colonists to access food before studying Food Growing and Cooking Technology.
  • In the story campaign, the number of science points obtained now depends on the chosen difficulty.


[h2]Fixed:[/h2]

  • Fixed an issue where colonists hired through the employment market would get stuck after saving and loading.


[h2]Balance:[/h2]

  • Adjusted the balance of urgent contracts — extended the delivery time for some contracts on the Moon.
  • Reduced research costs for the following: Auto-Repair, Online Market, Smelter Upgrade, Fuel Generator, and Beds.
  • Decreased the number of parts required to repair the cargo truck in the story campaign.
  • Reduced logistics cost when using the Landing Platform from 4000 to 2000.
  • Reduced point costs for Beds and Electrolysis Plant.
  • Increased science point rewards for completing tasks related to building the Components Factory and Rolling Mill, as well as for automating the conveyor network.
  • Increased the storage capacity of the Refrigerated Cabinet for medicines from 128 to 256.
  • Reduced the cost of researching some early technologies.
  • Vending Machine — added an additional access cell for colonists, size increased from 1 to 2.

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