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Dev Diary #25 - Gas system, colonist improvements, and Auto trading

[p][/p][p]Hello, community![/p][p][/p][p]Development of the next major The Crust Update Two is in full swing, and we can’t wait to share what’s coming! New mechanics, modules, research and resources, a long-awaited colonist rework, and plenty of QoL improvements. Let’s take it step by step.[/p][p][/p][h2]Gases[/h2][p]Outposts introduced in the New Horizon update opened up Helium-3 extraction and showcased another way to refine regolith and generate Science Points - but that was only the beginning. In the upcoming update, your outposts will be able to harvest new resources: Argon, Methane, and Neon.[/p][p][/p][p][/p][p][/p][p]If your outpost has special modifiers for their extraction, you’ll be able to build a Gas Extractor.[/p][p][/p][p][/p][p][/p][p]Extracted gases are delivered to the Cargo Dock for further use at your base. To move gases across the crater, you’ll use the new Pipe Laying menu, which also lets you build Gas Storage.[/p][p][/p][p][/p][p]By piping gas into certain modules, you can unlock alternate production recipes that consume the extracted gas.[/p][p][/p][h2]New Resources and Rebalance[/h2][p]The upcoming update adds 8 new resources: 5 manufactured and 3 raw (the gases mentioned earlier).[/p][p][/p][p]- Plasteel. This will become one of the most common intermediate materials for producing high-tech goods and complex structures in late-game modules.[/p][p][/p][p][/p][p]- Transparent Aluminum. Required for strong windows and transparent walls as a tougher alternative to glass.[/p][p][/p][p] [/p][p]- Neurostimulator. A relatively safe productivity enhancer for colonists. You can use it at your base, sell it on the market, or ship it to Earth and other planets under contract.[/p][p][/p][p][/p][p]- Supercapacitor. Needed for building quantum computers, control units, and other high-tech late-game modules.[/p][p][/p][p][/p][p]- Quantum Computer. With massive compute power, it excels at a limited class of problems. Required for constructing data centers and spacecraft, and can also be sold or shipped under contracts to various high-clearance organizations.[/p][p][/p][p][/p]
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[p][/p][p]With the new resources come major changes to production balance. In the Assembler, Hi-Tech Constructor, and Manufacturer some existing recipes will be modified, and new ones will be added using gases and creating new manufactured resources. Market prices will be updated, and new contracts and Points of Interest using the new resources will be added.[/p][p] [/p][p][/p][h2]Statistics System[/h2][p]The Statistics window gives you the most complete picture of your base to date: detailed charts for resources, credits, buildings, staff, transport, outposts, contracts, reputation, energy, and research. Did we miss anything? Statistics lovers may spend a lot of time here :)[/p][p] [/p][p][/p][h2]Colonists[/h2][p]This update brings not only new features, but also refinements to existing systems. Colonists are in for meaningful changes. They’ll be much more sensitive to comfort. We all know how important it is to keep work and leisure separate - and colonists are no exception! They will no longer grab a random bed; instead, they’ll claim one, prefer bedrooms and lounges separated from production areas, and feel better in rooms with plants and using entertainment modules. Providing comfortable living and working conditions will help your colonists avoid low moods and nervous breakdowns, so keep an eye on your crew’s needs :)[/p][p] [/p][p]Kitchens, Canteens, and Bars will now employ cooks who provide balanced meals and tasty drinks. Who knows - maybe your base will earn humanity’s first Michelin star in space?[/p][p][/p]
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[p][/p][p]The Canteen gives visitors a good-mood buff that lasts through the entire workday, and the Bar is a great place for colonists to socialize and boost team spirit (just keep an eye on staff prone to alcohol abuse).[/p][h3]
Fitness Equipment[/h3][p]With fitness equipment, colonists can not only stay in shape but also gain a boost to learning speed. With that buff, new information and skills will be absorbed faster, and later, with the Training Center, colonists will be able to advance their qualifications and unlock special perks.[/p][p] [/p][h3]Medicine[/h3][p]Colonists can now work in the Medical Block to speed up Medicine production. Medicines can be sold - but they can also be used to treat your staff. [/p][p][/p][p][/p][p]How will colonists actually get medical care? They won’t be self-medicating. A separate module is coming: the Medical Center. A doctor will work there to help anyone in need, analyzing each patient’s condition and prescribing appropriate treatment.[/p][p][/p][p][/p][h3]Launch Station[/h3][p]You may have already seen the Launch Station model in game - now it’s finally getting its functionality! This module will be used to build rockets and to send very large contracts to distant objects in the Solar System. Since flights like these take a long time, the module will act as a refueling station for rockets visiting your base in the meantime (for a fee, of course), enabling auto-trading with fuel and energy cells.[/p][p][/p][p][/p][h3]Telescope[/h3][p]The Telescope acts as a large laboratory where, with the help of colonists, you can generate all three types of Science Points. Later it will also be required to access major interplanetary contracts and to progress certain stages of the story.[/p][p][/p][p][/p][h3]Truck with Trailer[/h3][p]As production grows, so does the volume of resources you need to move. For oversized hauls, a modified truck with a trailer will do the job. The bigger load does come with trade-offs: lower speed and higher fuel consumption.[/p][p] [/p][h3]New Module Upgrades[/h3][p]The Rolling Mill, Smart Concrete Factory, Smelting Furnace, and Multi-Regolith Refinery are getting an upgrade that doubles output per cycle.[/p][p][/p][p][/p][p][/p][h2]QoL Improvements[/h2][p][/p][h3]Purchasing Modules[/h3][p]In the upcoming update you’ll be able to purchase modules to speed up your early-game progression. Yes - complete modules, not just the build materials! Once the cargo pod is delivered, all you need to do is choose where to deploy the module on the crater surface or the underground level.[/p][p][/p][p][/p][p]You’ll also be able to pre-order the modules you need before starting a custom-settings sandbox.[/p][p] [/p][h3]Jumping to Quest Points of Interest[/h3][p]For quests that target a Point of Interest, a special button will take you straight there. No more hunting through a sea of POIs![/p][p][/p][p][/p][p][/p][h3]Delivery to Flight Control Center[/h3][p]When purchasing resources, you’ll be able to choose Flight Control Center as the landing site for the supply capsule. That way, the shipment will automatically feed onto your conveyors and go straight to the production line.[/p][p] [/p][h3]Auto-Trade at Flight Control Center[/h3][p]We’re also adding the long-awaited Auto-Trade system. Set your sale price plus minimum and maximum volumes. If your price is competitive, client ships will visit your base and automatically buy your resources.[/p][p][/p][h2]Credit System[/h2][p]You’ll be able to take out a bank loan with monthly payments. Its interest rate and term will depend on your global reputation. This lets you significantly accelerate your start by choosing a strategy that includes purchasing modules and closely tracking market prices.[/p][p][/p][p]We would love to hear your thoughts on the upcoming update, as well as what else you would like to see in future updates. Please leave your comments on our Discord: [/p][p]https://discord.com/invite/the-crust or on our website, in the ideas section: https://idea.the-crust.com/[/p][p][/p][p]We look forward to inviting you on a new space adventure with the upcoming update. Stay tuned for more news, and see you on the moon![/p][p][/p][p]

Veom Studio team

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Patch 0.99.15

Patch 0.99.15


[h2]Fixed[/h2]
  • Fixed a bug with incorrect regolith saturation percentages.
  • Fixed a bug where the Helium-3 Extractor displayed the status “working” even without power.
  • The cancel task button on vehicles now only appears when there is an active route.
  • Fixed the calculation of colonist efficiency at outposts.


[h2]Balance[/h2]
  • Reduced the number of anomalies generated on the orbital map.
  • Reduced colonist efficiency at outposts.
  • Reduced the amount of science points gained from anomalies.

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