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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

Hotfix 0.95.88

  • Edited colonist notification warnings
  • Fixed concrete plant decals
  • Edited localization of several languages
  • Small minor changes

Patch 0.95.85

[h2]## Added:[/h2]

  • Updated visuals and animations for the Regolith Refinery
  • Added a new model and animations for the Repeater
  • Added a conveyor input to the Large Hydroponic Farm
  • New research for converting Science Points into Credits
  • The Heavy Capsule is now available for selection only if a Flight Control Center is built on the base. In this case, the landing site will be selected automatically
  • Added a new button to go to CRUST Solutions from the research window
  • Added a tooltip when hovering over the warning icon in the colonist list
  • Localization updated


[h2]## Fixed:[/h2]
  • Fixed an issue where the quest to build the Laser Cannon did not progress after delivering resources to complete one of its stages
  • Fixed a crash when trying to connect the Ice Melter to electricity if the building's construction was not completed
  • Restored collision for modules with foundations: areas around these modules are now processed correctly and are available for building Electric Pillars
  • Fixed an issue where the Crust Solutions store did not unlock after completing the storyline
  • The UI for the Regolith Refinery now displays the correct amount of regolith collected
  • Removed an empty faction from the contract list
  • Adjusted the window order in the Commercial Center
  • Fixed a visual bug that made it appear as though a cargo truck was generating Science Points like a rover
  • Corrupted saves can no longer be launched using the “Continue” button
  • Fixed a bug when the distributor did not appear on the corner when laying conveyors, although it should have been
  • Fixed incorrect conveyor refunds after researching for a full refund
  • Colonist notifications are now updated more up to date
  • Free rover notification is now not displayed when the rover is busy collecting scientific data


[h2]## Balance:[/h2]
  • Reduced module wear rate (increased durability) by 10-15% for all production modules
  • Adjusted the balance of Science Points earned during the storyline
  • The quest "A Place to Live" now also counts the Large Farm as complete for the farming task
  • Reduced the cost of several social research projects
  • Increased the starting number of available drones in the market
  • Increased the growth time of organics in farms by 25%
  • Added new contracts for the new organization LERN
  • Increased resources obtained from dismantling ruins using the "Recycling" research
  • Increased the cost of the Fast Capsule from 3800 to 4800
  • Colonists now refuse to work under severe nervous breakdowns
  • The sorting of commercial center tabs has been changed
  • The truck now defaults to the setting of autoloading enabled
  • Balanced organizations' contracts, now higher level organizations have more complex contracts, higher remuneration and reputation requirements


[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


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