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Adaptory News

Adaptory Demo 0.13.14 released

This is a small patch that fixes a couple of small memory leaks and also a rare crash.

[h2]Fixes[/h2]

  • Fixed two small memory leaks from liquid drops and interpolated object positions
  • Fixed a rare concurrency crash that could occur when calculating tile inaccessibility across chunk boundaries

Adaptory is part of the Women's Day Sale 2025!

We are thrilled to be part of the Women's Day Sale!! Check out the discounts and discover new games made by amazing studios. Thank you very much WLG for your ongoing support
https://store.steampowered.com/sale/WomensDaySale


And while you're at it, make sure to check out the latest free demo of Adaptory, if you haven't already seen what's new:

https://store.steampowered.com/app/2786010/Adaptory/

Adaptory Demo 0.13.12 released

This is a small patch that fixes a couple of rare crashes and small memory leaks. Thank you very much to everyone on the Discord that has helped to find these :)


[h2]Simulation[/h2]

  • Slightly improved performance of simulations that modify entities (such as buildings, items, and explorers)
  • Explorers will now walk up to doors to open them, rather than sometimes opening them from a distance
  • Fixed a bug where light levels were incorrectly calculated for cells two or three tiles away from a light source
  • Background buildings such as wires and pipes can no longer be built if they are suddenly covered by a solid element


[h2]Quality of life[/h2]

  • Further improvements to object selection: when on an overlay layer, any relevant buildings will now have a higher selection priority (e.g. selecting wires when the power overlay is visible)


[h2]Internal[/h2]

  • Hovering over the world clock now displays the "time of day" in the game world, rounded down to 15 minute intervals (e.g. 12:45)
  • A new world starts day 1.0 at 12:00pm
  • Wire bridges can no longer be built on top of other buildings' power points
  • Renamed "Materials" to "Elements"
  • Split "powered" building tag into "generates power" and "consumes power" in the in-game database
  • Re-ordered each build panel building category, so common buildings such as wires and pipes are always at the top


[h2]Fixes[/h2]

  • Fixed a crash when trying to render buildings with a very small game window
  • Fixed a very rare crash that could occur when trying to load game databases at startup
  • Fixed a bug where sometimes connecting a power wire would not update power network status until a nearby building or element changed
  • Fixed a crash that could occur if a DIG errand remained on a tile that no longer held a diggable element or plant (for example, from an element phase change)
  • Fixed a crash that could occur if a plant uprooted itself while it was actively being harvested
  • Fixed a couple of small rendering memory leaks from particles and mass packets

Adaptory Demo 0.13.7 released

This is a small patch that fixes a few crashes that slipped through our tests, and also slightly improves the rendering performance of all user interfaces. Thank you for reporting the crashes on Discord!


[h2]Internal[/h2]

  • Improved rendering performance of all user interfaces by ~10%


[h2]Fixes[/h2]

  • Fixed a crash if the game window was resized to smaller than 80x80px while the game was loading
  • Fixed a crash if an explorer was selected from the top bar before the explorer had been rendered for the first time

Adaptory Demo 0.13.5 released

This is a small patch that fixes a few bugs, but also adds a better way to select items in the world. I'd love to hear your feedback on these changes!

[h2]New features[/h2]

  • Improved object selection

    • Objects in the game can now be selected more precisely, with non-square, non-integer selection bounds
    • Selecting a tile now prefers the tile itself (such as oxygen or vacuum) over any background building (such as a background panel)
    • Currently selected objects, and about-to-be-selected objects, are now highlighted
    • If the mouse cursor moves while an object is selected, doing another selection now skips the current object, since it's unlikely you actually want to re-select the existing object
    • Added selection animation


[h2]Internal[/h2]

  • Selected plants now clearly describe "needs" and "currently" for their growth requirements


[h2]Fixes[/h2]

  • Meteors are no longer selectable
  • Fixed a bug where explorers could get in a loop when trying to move to food while carrying another resource
  • Fixed a crash that could occur if an explorer was eating some food while also carrying a different food


Thank you very much to our community testers who found some of these bugs :)