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Dawn Apart Playtest Hotfix #4 (0.60.0.5) Patch Notes

Greetings from Aurora Playtesters!


With this update we started focusing on more gameplay leaning changes along with some quality of life updates.

Starting from today converter buildings will require a selected recipe before bringing in items for crafting. While dynamic recipes are neat in the early game, later on with multiple ingredient recipes they became confusing and rarely did what was expected. With that production chains should feel much more reliable and give you results that you can count on.

[h2]Changes[/h2]
  • Updated converter logic to require the player to select a recipe before the crane will take in non-fuel items
  • Added logic for ejecting items from converters if not valid on their recipes
  • Fixed fuel item requests not being removed causing fuel to go into item storage unintendedly
  • Fixed issue where duplicate ingredient list items weren't being combined
  • Fixed issue where items were being picked up and inserted for a recipe after the required amount of that ingredient was satisfied

  • Fixed header text of all bug report modals not updating with localized text
  • Added logic to clear bug report modal Input Fields on closing (except Discord name)
  • Added World Seed to bug report xml
  • Reporting bugs now possible from the MainMenu. No save file will be attached here and the sent xml will not include any world stats.
  • Added fullscreen background panels to bug report modal and pause menu to prevent any interaction with the game while one of these windows is open

  • Fixed issue where quests/trading data was causing errors on file load from within a game (Thanks JudeACE!)
  • Fixed save list not scaling properly with a large number of saves (Thanks HustleCrowe1!)
  • Temporarily linked target framerate and monitor refresh rate
  • Fixed English settings drop down overlap (Thanks Adsadafafas!)
  • Fixed fly cam being active when transitioning from fly cam back to normal cam
  • Fixed camera not rotating properly while game time is paused
  • Fixed Cinemachine Brain not lerping between cameras while game time is paused

[h2]Known Issues In Progress[/h2]
  • Deconstructing certain buildings can lead to a crash
  • Agents don't always consume an interaction even if one is available
  • Missing back to menu button
  • A number of quality of life features
  • Various non-1080p scaling issues


Again thank you so much to everyone for helping out. It was a tough initial few days on our end but the amount of targeted fixes and improvements we've made with your help just wouldn't have been possible otherwise!

We also want to make a special shout out Adsadafafas for putting in a tremendous amount of effort finding bugs and making awesome suggestions.

See you all soon for our next update!

PS: If you haven't yet, you can still join the playtest by joining our Discord server and filling out a form in the pinned message in our #playtest channel!

Playtest Hotfix #3 (0.60.0.3) Patch Notes

Hey there all you Play Testers!


With this update we have some small, but extremely significant fixes. We identified the issue with conveyor drag placement causing crashes and you should now be able to build large chains that have any number of junctions without issue.

[h2]Changes[/h2]
  • Fixed issue where a number of Physics Systems were running in the incorrect SystemGroup (Thank you everyone for reporting the conveyor belt crashes!)
  • Updated Voxel Object Cleanup logic to directly apply a RemoveBrickGridAction tag to voxel children instead of waiting a frame
  • Fixed issue where chunks were not going through the entire world builder pipeline while paused (Thanks Reikni)

[h2]Known Issues In Progress[/h2]
  • Combustion powered converters can get clogged up due to incorrect valid/want items in their requests
  • The player root blueprint can get stuck and no amount of messing around will unstick it
  • Agents don't always consume an interaction even if one is available
  • Various non-1080p scaling issues


We appreciate the support of everyone testing the game out early on, and are excited to hear your thoughts once some of the more critical issues have been fixed.

We'll be rolling out frequent updates throughout the duration of the playtest, so make sure to keep your eyes peeled!

PS: If you haven't yet, you can still join the playtest by joining our Discord server and filling out a form in the pinned message in our #playtest channel!

Playtest Hotfix #2 (0.60.0.2) Patch Notes

Hey there all you Play Testers!


We've been working on more updates and fixes based on the feedback we gathered. This update should address another batch of crashes that were frequently happening during blueprint placement and assigning agent orders.

[h2]Changes[/h2]
  • Fixed issue where dynamic GOAP actions would lead to a crash if the previous target entity was destroyed
  • Fixed issue where invalid terrain resources during mining would lead to a crash (Thanks AbductedbyPixel, Reikni, Euklid!)
  • Fixed agents consuming and deconsuming an incorrect interaction index when planning mining on terrain with multiple mining interactions
  • Added priority modifier for agent's which already have a plan they are working on to avoid them constantly leaving their jobs (EX: Mining, Felling, Gathering)
  • Fixed trees that had their chop order cleared still having the purple outline
  • Disabled the legacy landing pad in the def files
  • Fixed Workstation Detail View not displaying current agent
  • Fixed agents not leaving the work animation state after crafting
  • Fixed issue where agent carried item ids were not being properly reset when dropping their stacks

  • Fixed race conditions in HPA Build System (Caused most building placement crashes)
  • Disabled the raycast target on a number of worldspace UI elements

  • Patched turrets and units getting stuck attacked incapacitated units. Will be fully fixed after healing implementation (Thanks Fort_Alpha, AbductedbyPixel and Anonymous!)
  • Added functionality to place non-pioneer enemies into the world as enemies instead of agents (Thanks JudeACE!)
  • Added placeholder SFX to small and large turret


[h2]Known Issues In Progress[/h2]
  • Conveyors crash when dragging across an existing chain and forming a T-Junction in sandbox mode (the default mode in the playtest)
  • Conveyor blueprints potentially crash when placing another conveyor that updates it during its construction phase
  • The player root blueprint can get stuck and no amount of messing around will unstick it
  • Agents don't always consume an interaction even if one is available
  • Various non-1080p scaling issues


Again, thanks a bunch to everyone playing and giving feedback. It's been extremely valuable to us and helped us to focus our attention directly on where it needed the most love!

Enjoy the weekend everyone and we will see you all soon with more updates!

PS: If you haven't yet, you can still join the playtest by joining our Discord server and filling out a form in the pinned message in our #playtest channel!

Playtest Hotfix #1 (0.60.0.1) Patch Notes

Hey there all you Play Testers!


We've been seeing a number of bug reports cropping up and have been working on a larger update to address a number of those issues.

This patch includes the following changes:
  • Fixed the bug report button being spammable (Thanks Lootsauger!)
  • Fixed issue where multiple blueprints being built at the same time would cause a race condition error (This was causing a large number of crashes)
  • Patched issue with draggable blueprints not properly being cleaned up during a drag
  • Fixed issue where audio mixer channels were not properly being set on game start (Thanks Hamilkar!)
  • Fixed issue where a number of music tracks were not properly assigned to FMOD mixer groups (Thanks Lootsauger!)
  • Updated project settings to pause the application when it's not focused in build


With that you should start experiencing far fewer crashes while building blueprints.

Thank you so much to everyone who has been testing the game and reporting issues. It means a lot to the team and is a huge help!

See you all soon with more updates!

Announcing our Kickstarter Campaign

Hey Prospectors,

We wanted to take a quick break from our regular developer blog updates to announce our upcoming Kickstarter campaign planned for the fall!

Tldr: Please head over to our Kickstarter pre-launch page and hit that Notify me-button



[h3]Why Kickstarter, you ask?[/h3]

To be clear, Dawn Apart is fully funded and will go into Early Access in Spring 2025 no matter what, but we wanted to give you the opportunity to

  • Pre-order a discounted copy of the game
  • Get some cool digital rewards and a few physical collectibles and
  • Immortalize their name and likeness in the game

There are also a few major features that we want to add to the base game - but we currently lack the financial and human resources to do so. We've listened to your comments and requests and the number one feature that keeps coming up is multiplayer. So if we have a really, really successful campaign, [we, together with your help, will add a cooperative multiplayer mode to Dawn Apart!

Finally, we'd also like to openly say that we see Kickstarter as a means to get more attention from players inside and outside of Steam. More people knowing about Dawn Apart will lead to more wishlists, which in turn leads to more visibility - you get the idea. Ultimately, a larger community of followers and playtesters will make Dawn Apart a better game when it launches.

[h3]How can I support Dawn Apart on Kickstarter for now?[/h3]

The first step for a successful Kickstarter campaign is to collect KS followers. If we manage to get that many followers before the actual launch in the fall, we will be on the right track. You can support the campaign at this stage by going to our pre-launch page and hitting the green notify button (this includes logging into an existing account or creating one - an extra effort we would be very happy about).

That way not only our campaign gets more visibility on Kickstarter but you’ll get notified when the campaign launches and can get your hands on various limited and discounted rewards.

As a token of our appreciation please feel free to download our Kickstarter campaign thumbnail as a UHD desktop Wallpaper - our art department did an amazing job of distilling some of the core gameplay elements (automation, destruction, day/night cycle) into this stunning visual.

Thank you for your support!

PS: Don't forget to join our Discord-exclusive playtest starting on July 8th!