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Checkout the new model for upcoming The Crust!



Hey there,


We are preparing something special for all of you and can't wait to share it when the time comes.

In the meantime, try to guess what this module is for?

[previewyoutube][/previewyoutube]

[previewyoutube][/previewyoutube]

The Сountdown is On!



🌔 Today, we're super excited to let you in on something special.

We're hard at work preparing our Kickstarter campaign for The Crust and can't wait to unveil it to you.

👉 Mark your calendars for March 11, our official Kickstarter launch date. This milestone is incredibly important to us, and we're hopeful for your support.

If we could ask you one favor, it would be to show your support by following our Kickstarter page. You can find it right here: https://www.kickstarter.com/projects/the-crust/the-crust

Have a great weekend everyone!

Assembler with jobs for colonists



Hello Crusties,

Sneak peek at the updated Assembler. It is a building used to automate the production of two-ingredient parts.
  • Requires colonists with Engineer specialization for most efficient operation.
  • Can be automated by feeding parts into it with a conveyor belt connected to the input.
  • The produced parts can be automatically extracted by connecting a conveyor belt to the output.
  • Can be built both indoors and outdoors, but indoors, colonists will feel much more comfortable in the workplace ;-)


Recipes:






Thank you for playing our demo!

Thanks to everyone who downloaded and played a The Crust Demo during the Capitalism Festival. Thank you for your ideas and support, it really helps us make the gaming experience in The Crust even better.

The festival is over and we are closing the demo version, in order to get back to implementing the planned features and working on the bugs we found.
Soon we will post a new dev blog where we will describe how the development is going and show some details of the new mechanics =)

Patch Notes Demo v0.87.16

Fixed:
- Modules in the rooms can no longer be connected by wires
- Updated the volume (careful with the reset settings button)
- Added display of priority outputs and improved lights on conveyor splitters
- Fixed wall planning tool visibility when hovering over the floor
- Small notifications no longer disappear
- Rescued colonists now attend jobs correctly
- Truck can no longer be unloaded an infinite number of times after returning to the base with resources from the MDR

- Fixed a bug where modules inside rooms were not receiving electricity
- Pre-built modules are correctly transferred to the player at the right moment
- Fixed a bug where the game would freeze after completing the initial training
- Fixed a bug where it was impossible to build a conveyor line branch in place of a deleted one
- Fixed a bug where deleting a conveyor caused a crash in certain cases
- Localization


Added:
- Updated models of the Ice Smelter, Smelting Furnace, Single resource type storage and Large single resource storage
- Updated regolith, metal oxide and slag models, they now look more natural looking
- Quest Timer will be highlighted for a while when it first appears
- The color of the small notification icons now fits the color of the notification instead of just being white.
- Added infamous Paid lab, where you can spend credits for science points with a rover
- A bar in the module interface showing how many points per day a science module generates
- Fixed conveyor and conveyor exit textures on the Melting Furnace and Pressing module.
- Conveyor exits have been shortened for the models, it became more convenient to improve sections if the modules are built in close proximity