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The Crust News

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

Balance Fix 0.96.07

- Increased the base number of robots when starting a new game in Story Mode by 2pcs.
- Increased base speed of robots 450->500
- Increased base speed of loader robots 350->400
- Increased the number of titanium veins in the mandatory generation near the elevator 1->2
- Increased reward for passing the story stage of production automation 3000->5400 fundamental science points
- Increased reward for passing the titanium vein scanning story stage 3000->3600 social science points

Update 0.96 - Expanding and balancing the story campaign



[h2]Added[/h2]
  • Visualization of transport construction has been added and configured: the hologram now dynamically displays construction progress.
  • Added sounds for purchasing and selling resources.
  • Replaced some sounds.
  • Changes in the names of construction menu categories.
  • Localization updated.


[h3]Changes to the storyline event chain:[/h3]
  • The events of “Hope-2” now occur later, allowing for an early-stage development of the production base. Several intermediate tasks were added.
  • Increased part requirements for repairing the storyline truck.
  • Balanced science points awarded for completing storyline quests.
  • Added delays for the appearance of some side quests after researching the storyline repeater (“Lost Convoy,” “Hope Wreckage,” “Searching for Survivors”).
  • The market trade tutorial quest starts earlier.
  • Adjusted conditions for starting the “Strategic Planning” (Charity) contract: players now have more time to prepare for the next major task (requires completing the “Hope-2” storyline and researching the Assembler and Multi-Regolith Refinery).


[h2]Fixed[/h2]
  • Fixed errors in creating points of interest at the orbital level that caused issues with expeditions and quest task completions.
  • Fixed a market error where the cost of orders with drones was deducted twice.
  • Prices no longer increase when selling large quantities of the same goods; instead, they decrease.
  • Corrected MDR behavior when starting movement in the crater.
  • Fixed an error where oxygen did not appear in reconstructed rooms.
  • Addressed a rare situation where science points were incorrectly awarded after completing a geoscan.
  • Fixed a situation where idle transport in the crater was unavailable for assignment in the expedition interface.
  • At the beginning of the storyline, a notification about insufficient energy allowed movement to the underground level. It no longer appears until the elevator is repaired.
  • Restored the sound of idle science points.
  • Fixed a bug with infinite science points granted after completing one of the side quests.
  • Resolved a rare situation where a dialogue in a side quest was skipped automatically with sound turned off.
  • The POI “Meteorite” is now researched correctly.


[h2]Balance[/h2]
  • Increased minimum and maximum resource vein generation limits by 6-14%.
  • Increased inflation of science point costs in CRUST Solutions as the research map progresses.
  • Added new contracts for slag delivery.
  • Increased rover speed in a discharged state from 0.05 -> 0.125.
  • Adjustments to the costs of various research (e.g., the Rolling Mill no longer requires Fundamental Science Points, and the Assembler is cheaper).
  • Reduced hunger rate of colonists working on jobs by 7%.
  • Added fuel to some ruins.
  • Reduced cargo capacity of small capsules from 5400 -> 4600.
  • Increased flight time for regular capsules from 40 -> 44.
  • Increased required resources for repairing the quest MDR.
  • Balanced resources in the POI “Aerodynamics Lab.”
  • Reduced science point rewards for studying the first quest POI “Lost Convoy.”
  • - MDR is now less efficient; the base regolith mining speed has been reduced.
  • - Added one more research option to improve MDR regolith mining speed.
  • - Some modules now require more silicon for construction: Expedition Center, Multi-Regolith Refinery, Medium Solar Panel.
  • - Reduced wear rate of all mining and production modules by 5-12%.
  • - Large Hydroponic Farms now consume less water (24 -> 14) and produce organics 18% longer.
  • - Mushroom Farms now consume less water (4 -> 3) when producing organics.
  • - Carbon Fiber Factory production cycle increased from 12 -> 20.
  • - Component Factory now requires fewer titanium plates for construction.


[h2]In Progress - Update One[/h2]
  • New Helium-3 scanning mechanics
  • New Helium-3 extraction mechanics
  • Helium-3 Harvester
  • Expanded MDR extraction mechanics
  • New modules: Railgun to launch probes, Thermonuclear Generator, Biogenerator, Blockchain module, AI science module (names are subject to change)
  • Advanced sandbox settings from the menu


Hotfix 0.95.96

- Fixed a bug that could cause the ice harvester icon to disappear.
- Fixed change of robot volume on the market after purchase

Patch 0.95.95

[h2]Added:[/h2]

- Changes to the Expeditions interface
- Tooltip display adjustments for resources in the "Bring" panel and the "Prerequisites" panel.
- Updated the design of the "Prerequisites" panel.
- Adjusted the icon sizes in the POI interface in the "Required resources" panel.
- Fixed stretching of the colonist button in the "Prerequisites" panel.
- Added a warning in the expeditions interface when selecting colonists for escort if no colonists are available.

[h2]Fixed:[/h2]

- Resource settings added for conveyor outputs in the Expedition Control Center and the Flight Control Center. Conveyor connection zones are no longer hidden inside the modules.
- Identified and resolved rare cases where orbital-level expedition quests did not progress after completing one of the stages.
- Optimized conveyor logic for low and medium FPS scenarios.
- The tutorial now transitions smoothly into the story campaign without returning to the underground level after the cutscene.
- Localization updated to reflect the latest content.
- Visual improvements:
- Changed the color of the truck's automatic unloading indicator.
- Fixed a visual issue where transport highlighting would persist when switching levels.
- Adjusted the entry/exit arrow in the texture of the Single Regolith Refinery.


[h2]Balance:[/h2]

- Increased the minimum and maximum limit of resource generation in starting resource veins on all difficulty levels.
- Fuel and modular frameworks can now be found when disposing of building debris (story mode).

[h2]In Progress - Update One[/h2]

- New Helium-3 scanning mechanics
- New Helium-3 extraction mechanics
- Helium-3 Harvester
- Expanded MBU extraction mechanics
- New modules: Railgun to launch probes, Thermonuclear Generator, Biogenerator, Blockchain module, AI science module (names are subject to change)
- Advanced sandbox settings from the menu