1. Adaptory
  2. News

Adaptory News

Early Access – What's happening

[p]We’re less than a week away from Adaptory entering Steam Early Access! It is very exciting over here – lots still to do, but it feels surreal to get to this stage after four years of development and hard work. I am nervous but also very excited to release Adaptory into the wild![/p][p][/p][p]Adaptory officially launches 11 AM PT, 26 January 2026:[/p]
  • [p]Australia – 6:00am AEDT | 3:00am AWST (27 January)[/p]
  • [p]New Zealand – 8:00am NZDT (27 January)[/p]
  • [p]Japan – 4:00am JST (27 January)[/p]
  • [p]United States – 11:00am PT | 2:00pm ET (26 January)[/p]
  • [p]United Kingdom – 7:00pm GMT (26 January)[/p]
[p][/p][p]Make sure that you have wishlisted the game on Steam, so that you’ll get a notification the instant that Adaptory is ready to play![/p][p][dynamiclink][/dynamiclink][/p][p]We have added LOTS of new content and systems for you to play with in Early Access – more than can fit into a single post – so later this week we’ll start sharing feature previews of what’s coming in Early Access. We’re excited for everyone to experience all the new content we’ve been keeping under wraps![/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]I also wanted to share a quick note for anyone still exploring the Adaptory Demo. The demo will be turned off on launch day, so if you’d like to jump in before Early Access goes live – now’s your chance. Thank you to everyone who has played the demo, and all of the ideas and feedback you’ve shared to date. You’ve helped shape Adaptory’s launch in a huge way.[/p][p][/p][p]I hope you enjoy what we’ve made so far. I truly believe that we’ve created something pretty special in Adaptory. I think the game has a lot of depth, while remaining accessible to a wide audience, and we’re only scratching the surface of what’s possible…[/p][p][/p][p]Make sure that you follow us on our socials (Bluesky, Instagram, Mastodon, and others), wishlist and follow the game on Steam, or join us in Discord to stay up to date and join the party![/p]

Mark Your Calendars, Explorers!

[p]The moment is here… As shared exclusively on Frosty Mini 2025, we are delighted to announce that after three years of alpha testing, Adaptory is coming to Steam Early Access on January 26th, 2026! Get ready to embark on a cozy cosmic journey with a bunch of new features to discover.[/p][p]
[/p][previewyoutube][/previewyoutube][p][/p][p]Adaptory is a 2D base-building simulation game where your crew of four have crash landed on a mysterious planetoid deep in uncharted space. [/p][p][/p][h3]Explore Your Surroundings[/h3][p]Ice, caves, plants, and ancient structures - no two maps are quite the same, and every game offers its own unique challenges. Not to mention random events like meteor showers and solar flares to keep you on your toes. [/p][p][/p][p][/p][p][/p][h3]Build a Thriving Base[/h3][p]Use limited resources and your unlimited creativity to construct a habitat for your stranded explorers. The more you research, the more possibilities are uncovered![/p][p][/p][p][/p][p][/p][h3]Keep Your Crew Together[/h3][p]Your team of four explorers from the International Space Exploration Alliance must find a way to contact home, utilising each crew member's strengths and stressors. Can you keep them alive and happy long enough to rebuild your ship? [/p][p][/p][p][/p][p][/p][p]Make sure to wishlist Adaptory on Steam, join our Discord server to connect and share tips with our wonderful community, and follow our socials to make sure you don’t miss out on the latest news.[/p][p][/p][p]See you on January 26th, Explorers![/p][p]
- - - End of Transmission - - -[/p]

Special announcement coming Dec 10!

[p]After an amazing Kiwi Game Zone 2025 and PAX Aus 2025, we are thrilled to announce that Adaptory will be part of the Frosty Mini December 2025 showcase, coming next month.[/p][p]And we will have some very, very exciting Adaptory news to share! So please come join us 😊[/p][p][/p][p]What: Frosty Mini is a half-hour showcase with exciting news and surprise updates from 20+ games made in Australia and Aotearoa New Zealand.[/p][p][/p][p]When:
10 December 2025, at 8am AEDT[/p][p][/p][p]How to Watch Frosty Mini:
The first ever Frosty Mini will broadcast on December 10 AEDT (December 9 for our friends in the US). Check the time zones below to find out when you can tune in worldwide:[/p]
  • [p]Australia – 8:00am AEDT | 5:00am AWST (10 December)[/p]
  • [p]New Zealand – 10:00am NZDT (10 December)[/p]
  • [p]Japan – 6:00am JST (10 December)[/p]
  • [p]United States – 1:00pm PT | 4:00pm ET (9 December)[/p]
  • [p]United Kingdom – 9:00pm GMT (9 December)[/p]
[p]Frosty Mini will be livestreamed via YouTube and Twitch. Post-show the VOD will also be available at [dynamiclink][/dynamiclink].[/p][p][/p][p]We will also share the announcement afterwards on our Discord, blog, mailing list, and on our socials.[/p]

Adaptory Alpha 13

[p]I’m very happy to launch the latest free update to Adaptory today! Alpha 13 features CHARLI, your adorable helpful tutorial and guide. There’s also more unusual buildings and objects to discover, and plenty of tweaks and polish to the demo.[/p][p]You can download the latest demo on itch.io, or play the game on Steam:[/p][p][dynamiclink][/dynamiclink]We’re also excited to share that Adaptory will be part of the ANZ Indie Showcase 2025, and our dear friend Zeppy will be streaming Alpha 13 live! Set your reminders, because Jevon will be hanging out in chat 😊[/p][p][/p][h2]CHARLI[/h2][p]Introducing the brand new Computational Holographic Assistant for Resources, Logistics and Information – also known as C.H.A.R.L.I., as your helpful guide and tutorial to Adaptory:[/p][p][/p][p]CHARLI is introduced at the start of the game and gives you information, guidance, goals, and background information as you play through the game. If you’re very experienced, CHARLI can be minimised at any time, but otherwise they’ll just hang out in the top right corner, giving you guidance and help. Our new animator Kat did an amazing job animating CHARLI and I can’t wait to get more of her animations into the game 😊[/p][p][/p][p]We’ve also rewritten the entire introduction and tutorial sequence in Alpha 13. The tutorial is now more flexible, with multiple steps and stages, based on what is actually happening in your game. We’ve tested the tutorial in many different scenarios, and hopefully all of the bugs are ironed out, but please let me know if it breaks![/p][p][/p][h2]Mysterious alien ruins and artefacts[/h2][p][/p][p]What have we found?[/p][p]While the planetoid you landed on initially appeared to be deserted, as you dig down deeper, you will start discovering evidence of an ancient civilisation. With research, you might be able to gain knowledge from these abandoned artefacts to look after your crew and ultimately resume your journey home…[/p][p](Ancient civilisation buildings and artefacts will only be generated in new save files.)[/p][p][/p][h2]Better control over prioritisation[/h2][p]I’ve tweaked explorer priorities to make a bit more sense, to be more controllable, and with better defaults:[/p]
  • [p]If two possible errands have an identical priority across all priority categories, they will now fallback to the left-to-right order listed in the priorities dialog.[/p]
  • [p]Explorers will now prioritise toggle errands over build errands, and build errands over dig errands.[/p]
  • [p]The “go to bed” errand has been moved into Personal, but explorers will still run to their assigned bed if they’re close to passing out.[/p]
[p]This should improve explorer behaviour for large bases, and this should also improve your ability to configure who does what, and when.[/p][p][/p][p]Explorer prioritisation has been improved in Alpha 13[/p][p][/p][h2]A lot of polish and tweaks[/h2][p]This release also has a lot of tweaks and improvements suggested by players at Gamescom and PAX West, and by our amazing community. Thank you very much for all of your feedback and ideas! These include:[/p]
  • [p]The breathability overlay (F1) now also shows areas of unblocked space exposure[/p]
  • [p]Added “edge offset” option to increase the horizontal padding of user interfaces for ultrawide monitors[/p]
  • [p]Added option to show or hide the UPS/FPS panel[/p]
  • [p]Improved performance of user interface rendering by up to 50% by using runtime texture atlases[/p]
  • [p]Improved pathfinding performance[/p]
  • [p]Fog of war is now revealed as an ellipse, rather than a square[/p]
  • [p]Fixed looping sounds not restarting when a save file is loaded[/p]
  • [p]Fixed the user interface not working correctly in Turkish locales[/p]
[p]The full patch notes are listed below.[/p][p][/p][h2]What’s next?[/h2][p]Importantly, this is planned to be the final demo update before Early Access, so that we can put all of our efforts into polishing our EA release. The specific launch date for early access has not been announced yet, either. Watch this space![/p][p]The unstable demo build will continue to be updated for our community testers, so we can have an updated demo at launch; if you’d like to continue playing the latest features, test improvements, and generally contribute ideas and feedback for the development of Adaptory, we’d love to have you join the community testers group on Discord 😊[/p][p][/p][hr][/hr]
Release notes for Adaptory 0.15 (Alpha 13)
[h3]New features[/h3]
  • [p]CHARLI[/p]
    • [p]Rewrote introduction and tutorial sequence[/p]
    • [p]Added guide for helping stranded explorers[/p]
    • [p]Added guide for building your first bed when you have a sleepy explorer[/p]
    • [p]Added guide for reading your first diary entry[/p]
    • [p]Added guide for building and connecting power wires and liquid pipes[/p]
    • [p]Added guide for building your first oxycan holder[/p]
    • [p]Added guide for accessing the breathability overlay[/p]
    • [p]Removed old alerts panel[/p]
    • [p]Removed “tutorials enabled” options[/p]
  • [p]World features added to in-game database[/p]
    • [p]Added “space exposure” as the first documented world feature[/p]
  • [p]Distress transmitter sequence updated[/p]
    • [p]Once the transmission is sent, the transmitter does not require any additional transmitite[/p]
    • [p]The transmitter can now be deconstructed after the transmission is sent[/p]
    • [p]A “ready to transmit” bouncing overlay icon is also shown when ready[/p]
  • [p]Added mysterious alien buildings in world generation[/p]
  • [p]Added explorer conversations when uncovering artefacts for the first time[/p]
  • [p]The breathability overlay (F1) now also shows areas of unblocked space exposure[/p]
[h3]Simulation[/h3]
  • [p]If two possible errands have an identical priority across all priority categories, explorers will now fallback to the left-to-right order listed in the priorities dialog[/p]
    • [p]For example, explorers will now generally prefer to do building over digging, and digging over supply[/p]
    • [p]“Go to bed” errand has been moved into personal, although this has not changed any behaviour; explorers will still prefer going to bed if they’re about to pass out[/p]
  • [p]Explorers will now prioritise toggle errands over build errands, and build errands over dig errands[/p]
  • [p]Fog of war is now revealed as an ellipse, rather than a square[/p]
  • [p]Added “stranded” debuff when an explorer can’t access the distress transmitter[/p]
  • [p]Reduced frequency of object emissions by 50% to reduce visual and aural noise[/p]
  • [p]Fixed a bug where liquid drops dissolving into a tile could incorrectly merge with another drop within the same tile[/p]
  • [p]Fixed a bug where a liquid pump could get stuck in a flickering loop of blocked/unpowered while blocked[/p]
  • [p]Improved pathfinding performance[/p]
  • [p]Explorers will no longer idly wander for 5 seconds after being told to move somewhere[/p]
  • [p]Increased explorer conversation length from 0.02 world days to 0.025 world days[/p]
[h3]Balance[/h3]
  • [p]Updated world generation to create a more consistent and configurable balance of plants, world features, buried resources, and general world debris[/p]
  • [p]Buried artefacts are no longer generated in one of the first tiles your explorers will likely dig up[/p]
[h3]Accessibility[/h3]
  • [p]You can now click anywhere within the Resource counter to toggle visibility[/p]
  • [p]Added “edge offset” option to increase the horizontal padding of user interfaces for ultrawide monitors[/p]
[h3]Internal[/h3]
  • [p]Slightly improved rendering performance of gas and liquid layers[/p]
  • [p]Improved performance of user interface rendering by up to 50% by using runtime texture atlases[/p]
  • [p]Improved performance of rendering explorers[/p]
    • [p]The game now requires a graphics card that supports 4096x4096 textures[/p]
  • [p]Updated nekohtml, CSSBox, jstyleparser libraries[/p]
  • [p]Improved startup performance when loading the story database[/p]
  • [p]The distress transmitter can no longer be used multiple times per game[/p]
  • [p]Added “new game” and “main menu” buttons to the “everyone is dead” dialog[/p]
  • [p]Buried buildings, plants, and explorers are now also rendered with a buried item texture[/p]
    • [p]Partially buried buildings and plants are no longer listed in the tooltip when a cell is hovered over[/p]
    • [p]Vastly improved buried object textures[/p]
  • [p]Added “blocked” overlay icon to liquid pumps when the liquid network is backed up[/p]
  • [p]Added option to show or hide the UPS/FPS panel[/p]
  • [p]Reduced vertical whitespace in the options panel[/p]
  • [p]Made solar flare overlay icon more easily understandable[/p]
  • [p]Added more information about plant growth mechanics in the growth tooltip[/p]
[h3]Fixes[/h3]
  • [p]Fixed the play/pause sound sometimes playing while starting up a new game[/p]
  • [p]Fixed postcard seeds not setting explorers’ genders[/p]
  • [p]Fixed looping sounds not restarting when a save file is loaded[/p]
  • [p]Fixed a memory leak that could occur when multiple games were started in a single session[/p]
  • [p]Hopefully fixed the user interface not working correctly in Turkish locales[/p]
  • [p]Fixed a rare bug where the game could crash when loading or starting a new game[/p]
  • [p]Fixed a crash when explorers would try to talk about a meteor shower that had occured in the past[/p]
  • [p]Fixed a crash that could occur when an explorer tried to pick up an item that had a tiny fraction more mass than the usual unit mass of that item[/p]
  • [p]Removed duplicate “light sensitive” trait[/p]
  • [p]Fixed 3D spatialisation not being updated for moving objects that have a sound loop (such as meteors)[/p]
  • [p]Fixed a crash that could occur when trying to supply two storage boxes with one item, and one of the boxes was almost full or almost empty[/p]
  • [p]Fixed mouse cursors not being reset between new games[/p]
  • [p]Fixed space exposure not applying on the crashed ship top wing[/p]
  • [p]Fixed some repeating textures and overlays having seams at certain zoom levels[/p]

ANZ Indie Showcase / Alpha 13 with Zeppy

[p]We are thrilled to be part of the Indie Brew ANZ Indie Showcase and the ANZ Indiefest 2025 Steam Event, launching tomorrow![/p][p]The showcase is premiering live on 5 Sep at 7:30pm AEST on YouTube: [dynamiclink][/dynamiclink][/p][p]We are also thrilled that our dear friend Zeppy is going to be one of the first streamers playing our latest demo, Alpha 13![/p][p]You can watch the stream live here on Steam or on YouTube, starting 5 Sep at 9am AEST: [dynamiclink][/dynamiclink][/p]