Alpha is released, community highlights, patch notes!
[h2]Alpha release[/h2]
Hi everyone! Captain Marek speaking and I am excited to tell you that last Thursday we launched the alpha version to all Admiral level supporters and the launch went great! I have to say that we are quite humbled by the positive response we got from you so far. Thanks again for your trust and support, we wouldn’t be at this stage without you!
Moreover, we already received an incredible amount of suggestions, constructive feedback, and bug reports from the community and based on all the input we are adjusting our roadmap to make the game even better. If you’d like to support us and join the alpha, we are still offering the Admiral pledge on our website.
Support us
Beautifully planned crude oil refinery by 7ower3efender
[h2]Community highlights[/h2]
Thanks to our awesome community the alpha launched localized to 7 languages: DE, FR, ES, CS, NL, SV, ET. This was way beyond our expectations and we have awarded top 22 translators with alpha keys so they get to enjoy their work in-game!
Out of all the social sites that we are on, Discord is proving to be the most popular place. Our server has nearly 2k members and the average message rate increased 15x after alpha launched! People are asking questions, sharing screenshots, discussing suggestions, reporting bugs, and more!
Join our growing Discord community
We also have a great community of content creators who started to stream and post videos the same day alpha was out! Check out their coverage on our Blog.
Amazing coal mine made by Eurofighter1200
[h2]More info on our blog[/h2]
We have more updates than we can fit here so head over to our blog to learn more! Patch notes are below. Talk to you later! Captain Marek out.
Click here to read more info on our Blog
[h2]Patch notes[/h2]
[h3]v0.2.0 (alpha)[/h3]
Translations
Hi everyone! Captain Marek speaking and I am excited to tell you that last Thursday we launched the alpha version to all Admiral level supporters and the launch went great! I have to say that we are quite humbled by the positive response we got from you so far. Thanks again for your trust and support, we wouldn’t be at this stage without you!
Moreover, we already received an incredible amount of suggestions, constructive feedback, and bug reports from the community and based on all the input we are adjusting our roadmap to make the game even better. If you’d like to support us and join the alpha, we are still offering the Admiral pledge on our website.
Support us

[h2]Community highlights[/h2]
Thanks to our awesome community the alpha launched localized to 7 languages: DE, FR, ES, CS, NL, SV, ET. This was way beyond our expectations and we have awarded top 22 translators with alpha keys so they get to enjoy their work in-game!
Out of all the social sites that we are on, Discord is proving to be the most popular place. Our server has nearly 2k members and the average message rate increased 15x after alpha launched! People are asking questions, sharing screenshots, discussing suggestions, reporting bugs, and more!
Join our growing Discord community
We also have a great community of content creators who started to stream and post videos the same day alpha was out! Check out their coverage on our Blog.

[h2]More info on our blog[/h2]
We have more updates than we can fit here so head over to our blog to learn more! Patch notes are below. Talk to you later! Captain Marek out.
Click here to read more info on our Blog
[h2]Patch notes[/h2]
[h3]v0.2.0 (alpha)[/h3]
Translations
- Added German, French, Spanish, Dutch, Czech, Swedish, Estonian, Polish translation done by our community
- Players can now build multiple separate settlements and each one can be provided by services independently
- Cargo ship including cargo depot to automate crude oil transport
- Pirate battles & ship upgrades
- Captain office + edicts toggleable by the player (Kickstarter stretch goal)
- Advanced logistics
- Assign storage and mine towers to each other to form custom supply routes for trucks
- Added dumping filter into mine tower to enable fine-grained control for dumping and also to dump materials that were not dumpable by default like coal for instance
- Assign storage and mine towers to each other to form custom supply routes for trucks
- Building priority system: Vehicles prefer constructing entities that already got some materials delivered
- New 2 tiers of research labs
- Vehicles bridge
- Flywheel
- Transports & pipes tier II
- Settlements
- Housing tier II
- Settlement transformer
- Settlement household goods module
- Housing tier II
- Seawater processing
- Evaporation pond
- Desalination plant
- Ocean pump I and II
- Evaporation pond
- Metallurgy
- Air separator
- Industrial mixer
- Oxygen furnace
- Air separator
- Other processing
- Glassmaker
- Assembly electric II
- Glassmaker
- Ecology
- Exhaust filtration station
- Wastewater treatment plant
- Exhaust filtration station
- Farming
- Fertilizer maker + Electrolyzer
- Greenhouse
- Fertilizer maker + Electrolyzer
- Vehicles
- Truck II
- Excavator II
- Tree harvester
- Truck II
- Construction parts 3
- Glassmaking
- Steelmaking + more efficient maintenance from steel
- Seawater processing
- Wastewater & pollution processing
- Household goods
- Fertilizer
- Transports improvements
- Transports builder now has 100x faster path-finding
- Massive speedup in transports rendering (400x) and simulation (benefit for larger factories)
- Transport pillars are no longer underneath transports but around them. That enables a single pillar to support multiple transports instead of support one and blocking others. That enables to build in much more tight spaces and provides a great degree of freedom and flexibility.
- Also, quality of life improvements like hold shift to build in a straight line, auto-snap to nearest port when hovering over a building or machine
- Transports builder now has 100x faster path-finding
- Improved upgrades
- Machines & transports stay fully operational until all the material required for an upgrade is delivered. That makes the upgrading process much smoother.
- Upgrades now also preserve internal buffers of machines.
- Machines & transports stay fully operational until all the material required for an upgrade is delivered. That makes the upgrading process much smoother.
- Electricity changes
- Turbine no longer stops when it reaches full utilization, instead, it wastes the steam. However, to prevent the waste, the player can build a flywheel. Turbine now also has start / stop penalty.
- Water management
- Groundwater is now in deposits that are extracted individually (rain still replenishes them)
- Added a fresh water source in the world map for the desperate ones :)
- Groundwater is now in deposits that are extracted individually (rain still replenishes them)
- Exhaust changes
- Exhaust is no longer emitted every second like before but only once at the beginning. This means that exhaust quantities now match what is displayed in the recipes.
- Smokestack throughput is significantly increased
- Pollution from the exhaust is now reflected in population growth
- Exhaust is no longer emitted every second like before but only once at the beginning. This means that exhaust quantities now match what is displayed in the recipes.
- Trucks can now refuel in fuel stations (can be turned off)
- Reduced ocean depth to make it easier to create new land by dumping
- Vehicle depot now gives materials for scrapped vehicles
- New products display on the side of the screen. Can contains lots of products and players can also pin/unpin any products they like.
- New status display for research and ship to the top bar
- Transport inspector now shows the throughput of the selected transport
- Enabled closer zoom for regular game camera and even more camera flexibility in photo mode
- Mine tower now notifies player when it runs out of mineable designations
- Lots of improvements in tutorials. Significant reduction of text and repetitiveness. Several videos illustrating principles. Increased font size.
- Research node parents highlight
- Pause tool
- Performance improvements in terrain rendering
- New transports textures
- More particle effects
- Improved metal caster animation
- Improved weather visuals
- The first village is now closer to the player
- Population no longer grows without player’s initiatives
- Diseases temporarily disabled
- Maintenance depot has 25% increased throughput
- Unity repairs are a bit cheaper
- Delayed dry weather and made it progress more granularly
- Fixed broken upgrade cancelations
- Fixed broken window positioning
- Fixed elements scaling in product stats and product picker
- Fixed cropped tooltips on the right side of the screen
- Food market now reports stored products to the global state of stored products.
- Vehicles now also cost fuel so it can't be cheated by constructing new vehicles
- Vehicles no longer animated when paused
- Excavators that are assigned with a refueling truck will no longer ignore that they ran out of fuel
- Ocean no longer renders over dumping designations
- Fixed displaying and loading of saves when there is a file with empty name (issue #3).
- Allowed all alphanumeric characters in save files (previously only a-z, 0-9 were allowed) to support non-English saves.
- Attempted fix of trucks getting stuck and not responding to anything.
- Ignore input from game controllers and other hardware that was causing constant camera panning (issue #1).
- Fixed variable rain sound intensity caused by camera rotation (issue #2).
- Disallow saving game with empty name (issue #3).
- Add default value (timestamp) to new saves.
- Minor error fixes.
- Increased crude oil on the island by 10% (only in new games).
- Show turbines output in the UI.
- Fixed issues with excavator refueling.
- Fixed cargo ship docking position.
- Cargo ship is closer to home island.
- Updated all translation files.
- Added experimental modding support, see https://github.com/MaFi-Games/Captain-of-industry-modding for more info.
- Increase starting diesel and food by 20%.
- Increased island crude oil deposit by 10%.
- Fixed research lab UI not showing lab's real status.
- Fixed long research panel not being visible in small resolution.
- Fixed autosave intervals.
- Fixed issue where jobs sometimes disappeared from vehicle's queue. This should fix various logistics and mining problems.
- Maintenance changes:
- Broken entities no longer consume maintenance.
- Lower max chance of breakdown from 75% to 50% (when maintenance is 0).
- Maintenance depot buffers increased by 20%.
- Starting maintenance for new entities increased by 10%.
- Maintenance quick repair is 50% cheaper now.
- Notification for lack of maintenance now shows earlier.
- Global maintenance status is now shown on the main screen next to products.
- Increased min broken duration from 5 to 10 days, making switching between broken and not broken state less frequent.
- Broken entities no longer consume maintenance.
- Other changes:
- Recipes now have a toggle to show normalized time per 60 sec.
- Recipes now have a toggle to show normalized time per 60 sec.
- Added throughput limit of 40/sec to all ports. This fixed several issues where instant product transfer was confusing.
- Added error messages when trying to construct two neighboring transport connectors, since they won't connect and it was causing confusion.
- Fixed issue where unreachable vehicles were not correctly marked as such, causing issues in logistics.
- Optimized some arithmetic functions and fixed potential arithmetic overflow in some cases.
- Fixed construction cubes of waste liquid dump.