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The Crust Soundtrack Pack Update

[p][/p][p][/p][p]Hey guys!

While we're working on the next update, we'd love to share something special with you - an updated original soundtrack created by our talented composers Ilya Khaminov and Alexander Kosyakov.

We've added 10 new tracks - that's nearly 40 minutes of music - inspired by The Crust's unique atmosphere, to make your lunar adventure even more immersive and memorable! The tracks will be added to the game for the owners of The Crust Complete Soundtrack Pack.

[dynamiclink][/dynamiclink]

May your space journey become even more unforgettable![/p]

Update 0.99.14

Update 0.99.14
[h2]Added[/h2]
  • [p] New research options: storage capacity upgrade, kitchen upgrade, drone mining efficiency upgrade, and organics growth acceleration.
    [/p]
  • [p] 10 new soundtracks (available to owners of The Crust Complete Soundtrack Pack).
    [/p]
  • [p] Notification added when a vein is depleted.
    [/p]
  • [p] Colonist professions are now displayed in route setup.
    [/p]
  • [p] When hovering over an outpost module, additional effects now include anomaly modifiers and the bonus from the number of Harvesters.
    [/p]
  • [p] Notification added when an outpost lacks resources or power.
    [/p]
  • [p] Notification added when the Cargo Dock is full.
    [/p]
  • [p] Contracts profit is now affected by CPU.
    [/p]
  • [p] Added visual highlighting during transport selection when assigning a route.
    [/p]
  • [p] Contracts preview now shows how many days the science point reward will cover.
    [/p]
  • [p] New outpost artwork.
    [/p]
  • [p] Added a check for the presence of a Diplomat for the “Locked In” quest.
    [/p]
  • [p] Harvesters movement sounds.
    [/p]
  • [p] Monthly report expanded with detailed income and expenditure information.
    [/p]
  • [p] Locked outpost module tooltips now show the required research.
    [/p]
  • [p] Added drone maintenance settings for the Expedition Center.
    [/p]
  • [p] Tooltips for points of interest now display the required colonist trait on hover.
    [/p]
  • [p] Regolith refinery at outposts now shows production per cycle.
    [/p]
  • [p] Living block tooltips now display food consumption and colonist capacity on hover.
    [/p]
  • [p] New upgrade for the Underground Conveyor, increasing its range by 10 tiles.
    [/p]
  • [p] Added a description for the Backer Monument.
    [/p]
  • [p] Added a tooltip showing fuel consumption when hovering over Fuel Generators at outposts.
    [/p]
  • [p] Added a progress bar for each type of science point when hovering over a research.
    [/p]
  • [p] Added indicators for resource shortages on generators that consume resources.
    [/p]
  • [p] Added a tooltip for late-game events in the custom sandbox settings.
    [/p]
  • [p] Added a tooltip showing the skill of a colonist currently on an expedition in the colonist assignment menu.
    [/p]
[p]
[/p][h2]Fixed[/h2]
  • [p] Removed unnecessary decimal digits in outpost displays.
    [/p]
  • [p] Fixed negative colonist bonus values on outposts.
    [/p]
  • [p] Fixed an issue where colonist needs affected the production bonus on outposts.
    [/p]
  • [p] Fixed display of negative resources when assigning a route.
    [/p]
  • [p] Fixed a bug where distributor filters would not reset.
    [/p]
  • [p] Fixed power distribution system: during daytime, if Solar Panels fully cover base consumption, resource-consuming power sources are no longer activated.
    [/p]
  • [p] Fixed Spanish localization.
    [/p]
  • [p] Tooltips for wall blueprints now correctly show only the remaining required resources.
    [/p]
  • [p] Fixed crash caused by directly connecting the outputs of two modules.
    [/p]
  • [p] Fixed conveyor delivery to the Assembler.
    [/p]
  • [p] Minor texture optimization on the Orbital Map.
    [/p]
  • [p] Fixed visual appearance of module panels.
    [/p]
  • [p] Fixed solar panels being in the wrong position after loading a save.
    [/p]
  • [p] Fixed incorrect display of Harvester modifiers.
    [/p]
  • [p] Fixed a bug that locked upgrades at outposts after upgrading a Helium-3 Extractor at one outpost.
    [/p]
  • [p] Fixed a bug that allowed sending a colonist on a second expedition while they were already on one.
    [/p]
  • [p] Fixed an issue where Alt+LMB did not work during conveyor construction.
    [/p]
  • [p] Right-clicking in conveyor mode now correctly exits the mode.
    [/p]
  • [p] Fixed a bug where ice dropped on the ground would fall through terrain.
    [/p]
  • [p] Fixed colonists disappearing from the expedition UI after reopening it.
    [/p]
  • [p] Fixed tooltip information for module upgrades at outposts.
    [/p]
  • [p] Fixed missing resource requirements in the Conveyor Elevator construction UI.
    [/p]
  • [p] Monthly report now correctly shows the previous month's data.
    [/p]
  • [p] Fixed a bug where pausing during the landing animation of purchased transport would cause it to disappear.
    [/p]
  • [p] Fixed FPS drop caused by overlapping credit-receiving sound effects.
    [/p]
  • [p] Fixed a bug where the Fuel Generator at an outpost stopped consuming fuel after save/load.
    [/p]
  • [p] Fixed a crash when connecting conveyors to the Launch Station.
    [/p]
  • [p] Fixed incorrect boundaries of the Technology Center.
    [/p]
  • [p] Fixed the animation of the Modular Terminals Factory.
    [/p]
  • [p] Fixed the selection indicator for a Regolith Extractor marked for demolition.
    [/p]
  • [p] Fixed the issue where pressing Esc did not properly close the Radio Station window.
    [/p]
  • [p] Fixed a bug where scrolling in any window changed the camera distance.
    [/p]
  • [p] Fixed an issue where colonists sent on an expedition that was canceled before they boarded the transport remained listed as on the expedition, preventing them from being assigned elsewhere.
    [/p]
  • [p] Corrected a typo in the track numbering.
    [/p]
[p]
[/p][h2]Changed[/h2]
  • [p] Visual improvements to the Transport Cannon UI.
    [/p]
  • [p] Visual adjustments to the Territory Probe launch planning screen.
    [/p]
  • [p] Visual adjustments to the gear icon in the outpost storage UI when no resource is selected.
    [/p]
  • [p] Updated recipes in the Manufacturer.
    [/p]
  • [p] The Canteen has been moved to a different category in the construction menu.
    [/p]
  • [p] Default SFX UI volume reduced from 60->55.
    [/p]
  • [p] Adjusted slag contrast to make it more visible on conveyors.
    [/p]
  • [p] Updated the carbon fiber model.
    [/p]
  • [p] Modified the shade of the underground conveyor to a different red.
    [/p]
[p]
[/p][h2]Balance[/h2]
  • [p] Slightly increased profit from selling drones.
    [/p]
  • [p] Reduced market volume of certain resources by 10–15%.
    [/p]
  • [p] Increased volatility of some resources by 5%.
    [/p]
  • [p] Reduced maximum ice quantity in veins by 12%.
    [/p]
  • [p] Balanced the Outpost Fuel Generator upgrade.
    [/p]
  • [p] Adjusted outpost rental costs based on number of outposts owned.
    [/p]
  • [p] Increased the cost curve for purchasing additional outposts.
    [/p]
  • [p] Increased Helium-3 extractor upgrade efficiency by 5–10%.
    [/p]
  • [p] Slightly increased the growth rate of science point prices in CRUST Solution as the base develops.
    [/p]
  • [p] Rebalanced scientist colonist efficiency scaling with skill level.
    [/p]
  • [p] Increased energy cell consumption time in the Thermonuclear Generator 100->120.
    [/p]
  • [p] Added concrete to starting resources in sandbox mode on higher difficulty levels.
    [/p]
  • [p] Reduced the cost of building a floor tile (1 steel + 1 concrete → 1 concrete), speeding up room construction by 40%.
    [/p]
  • [p] Increased the cost of building walls (1 steel + 1 concrete → 2 steel + 1 concrete).
    [/p]

Patch 0.99.12

Patch 0.99.12

[h2]Fixed[/h2]
  • Fixed resource delivery to modules with pass-through conveyors.
  • Fixed resource display on the market when adding them to the cart.
  • Restored missing resources in contract filters.
  • Removed the “Producing” status when the Helium‑3 Extractor is idle.
  • Fixed an issue where the sound for clicking on points of interest ignored volume settings (this time for sure).
  • Removed decimal values from production display on outposts.
  • The game now pauses when entering the Commercial Center from the Orbital Map.
  • Fixed filter reset on a distributor if another distributor without filters was placed after it.
  • When selecting the first conveyor point, right-clicking now cancels the selection instead of exiting conveyor placement mode.
  • Minor localization fixes.


[h2]Added[/h2]
  • Added a confirmation prompt for colonist evacuation when attempting to demolish a Living Block on an outpost.
  • Added a conveyor for supplying Slag to the Mushroom Farm (for existing saves with Mushroom Farms, they will need to be rebuilt for the supply to work).
  • Added spacing in the tooltip for buying and selling prices of resources.
  • Added buying and selling price tooltip to the top resource panel.


[h2]Balance Changes[/h2]
  • Slag weight reduced from 20 to 15
  • Reduced the number of customized contracts in favor of generated ones in the general contract list (40 → 35)
  • Increased base market price of carbon fiber from 680 to 780
  • Contract balance update: as the player's factory grows, contracts become larger (+10–50%)
  • Contract balance update: as contract volume increases, profit margin decreases (-5–20%)
  • Thermonuclear generator energy output reduced from 1000 to 600

Patch 0.99.07 - 0.99.11

Hotfix 0.99.07
[p]
Fixed a critical crash caused by dismantling buildings.

[/p]
Hotfix 0.99.08
[p]
Fixed an issue where colonists could become stuck.
Fixed a bug where storage would lock itself and refuse to distribute resources via conveyors.
Fixed outpost power generation bug that caused total power loss.
Fixed an issue where colonists could teleport into walls.

[/p]
Hotfix 0.99.09
[p]
Fixed power-related issues in outposts - this patch should resolve all known problems.
Fixed incorrect tooltip information in the outpost module selection window.
Fixed resource display inconsistencies in the Route Selection UI.

[/p]
Patch 0.99.10
[h2]Interface Changes[/h2][p]
Fixed filter behavior on the Contracts screen.
Fixed the display of effects in tooltips when upgrading outpost buildings.
Moved the “Fill Order” and “Clear Order” buttons in the contract UI.
Added tooltips showing buying and selling prices for resources.

[/p][h2]Balance Changes[/h2][p]
Increased faction reputation gain from contract completion (4% → 5%).
Slightly reduced CPU scaling from total drones count.
Music Box now requires research to unlock (new saves only).
Adjusted starting science points based on difficulty level.
Moved Data Processing Node in the research tree — now follows Large CPU Data Center.
Reduced upgrade cost for Large Hydroponic Farms (first upgrade 55000->45000, second upgrade 145000->115000).
Slightly reduced the cost of the Territory Probe (Composites: 3 → 2).
Reduced outpost construction cost (Modular Frames: 70 → 50).
Reduced Helium-3 Extractor construction cost (Modular Frames: 40 → 30).
Rebalanced early-game contracts with improved faction reputation rewards.
Increased rewards for some contracts.

Hotfix 0.99.11


  • Minor localization fixes
  • Fixed a bug where active contracts would not display
  • Fixed incorrect resource consumption display in the Ice Melter
  • Fixed an issue where the sound for clicking points of interest ignored volume settings
  • Updated CPU color indication when usage exceeds limits
  • Fixed missing indicator when there are not enough Credits for an upgrade


Patch 0.99.06

Patch 0.99.06


[h2]Added[/h2]

  • Display of routes to the outpost during the outpost-construction stage
  • Research for Warehouse Upgrade and Science Module Upgrade
  • Italian translation for the new strings
  • Sounds for the Biogenerator and Thermonuclear Generator
  • Colonist skills are shown in tooltips when hovering over an outpost and in the route interface
  • Maximum underground zoom distance for the default camera increased: 3100 → 4200
  • Maximum UI scale in settings raised to 0.7


[h2]Optimizations[/h2]

  • Several algorithms in research calculations ( +15–20% FPS)
  • Power, water, and oxygen calculations ( +5–15% FPS)
  • Skeletons on modules
  • Skeletons on vehicles
  • Improved Fuel Generator Optimization
  • Skeleton for the Large Solar Panel
  • Resource distribution between tightly-adjacent warehouses


[h2]Fixes:[/h2]

  • Player base sometimes missing in the Route Constructor (also fixes old saves)
  • Colonists ignoring areas marked
  • Fun*
  • Music hotkeys triggering playback outside the player
  • Crash when hovering over the oxygen tooltip (beta 0.99.04 only)
  • Minor localization fixes
  • Rare crash on very large bases due to too many simultaneous robot tasks
  • Incorrect single-warehouse resource distribution when one line overflowed
  • Rare crash while upgrading distributors
  • Scan radius was overwritten by smaller values
  • Transport vehicles receiving a zero index after saving and loading
  • Colonist remaining in a module UI after leaving the module
  • Excessive generation of outpost modification points at, and near, the poles
  • Colonist working in an unpowered module
  • Colonist occupying two workplaces in the same module
  • Concrete Factory animation
  • Assembler animation
  • Two rare crashes on specific configurations
  • Unified status display for all colonists in the assignment panel
  • Slag input position in the Ice Extractor
  • Ice Melter resource-consumption display now reflects upgrades
  • Cost display for increasing Harvester slots at the outpost
  • Transport getting stuck when leaving orbit
  • Visual tweaks in Free-Camera mode
  • Science-point icon on colonist slots in laboratories
  • Capsule-fill indicator when sending resources via the Contracts window
  • Colonist bonus display changed from × to +%
  • Transport and module UIs no longer run off-screen; vertical scrolling is now available


Balance

  • Lower research cost for
  • Mono Purifier Efficiency* research
  • Lower credit cost to improve Mono Purifier efficiency
  • Adjusted costs for several research items
  • Base market prices: Steel/Silicon/Concrete +$5, Aluminum -$10, Titanium –$5, Fuel +$100
  • Scientist efficiency curve in labs now rises non-linearly with skill level
  • Scientist efficiency now falls non-linearly with mood level
  • Scientist efficiency now falls non-linearly with health (HP)
  • Regolith-Purification MBU upgrades rebalanced (slag no longer disappears entirely)
  • Lower construction cost of the Biogenerator
  • Higher aluminum and rare-earth yields when recycling crater rocks
  • Single Regolith Purifier now outputs unused material as slag