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Star Trucker News

Update 1.0.72.2 - Hotfix

[p]Star Trucker has been updated to v1.0.72.2. This hotfix update resolves an issue that was causing major performance issues for some players.[/p][p][/p][p]HOTFIX[/p]
  • [p]Resolved an issue with fuel signage generating excessive error logs that lead to performance issues on some device setups.[/p]
[p][/p][p]NOTES[/p]
  • [p]This issue should not have affected those playing in locales that use decimal points for fractional values (such as the US, UK and China).[/p]
[p][/p][p]We’d like to apologise to those affected by this issue and thank you for your patience while we resolved the issue. If you find any further issues or oddities please let us know via the Raw Fury Support Desk and be sure to check the Latest News page for information on future patches and developer updates.
[/p][p]- Dan & Dave ( aka Monster and Monster )[/p]

DevBlog #21 - Autumn Haulin’

[p]Hello! Dave here with a short dev blog in which I give the low-down on recent shenanigans alongside what's going on with a mini Autumn update that should start rollin' out soon...[/p][p] [/p][hr][/hr][p][/p][h2]Biggin' Up[/h2][p]When we started developing Star Trucker we had no way of knowing the Steam Deck was imminent and that playing PC games on portable devices would become as big as it has today.

Now that we know a bunch of players enjoy taking the game “on the road” I decided to spend a bit of time poking our UI with the aim of improving the experience for handheld devices.[/p][p][/p][h3]Big HUD Mode[/h3][p]The meat of this mini-update is that the game now detects if it’s running on a selection of handheld devices, such as the Steam Deck, and if so enables what we’ve come to call Big HUD mode.

This mode boosts the scale of HUD elements, waypoint markers and pop-ups to be more readable. Of course, this might be a bit of a shock to some veteran truckers who already play on a handheld so we’ve also added an option to disable this if you’d prefer the OG look.

For those of you who might want a larger UI while playing on desktop we also allow the mode to be manually enabled via the Game Settings. Oh, and as we save game preferences per device, you shouldn’t need to change these settings when moving between your PC and handheld devices.
[/p][p]
It’s also worth noting that we made the waypoint visibility angle a bit tighter in Big HUD mode - this basically means you’ll see less waypoint labels grouped together, something we found works very nicely when playing on a small display.

In the future we’d love to revisit some of this tech and provide more scaling options for everyone but for now we hope it improves the experience for those on handheld devices or who found some of the key text a little hard on the eyes.
[/p][p][/p][h3]Improved Text Legibility[/h3][p]Alongside the Big HUD Mode I’ve also done a pass on the game text and where possible tried to improve legibility using a combination of the following…[/p]
  • [p]Boosting the size of important text that we felt was a too small[/p]
  • [p]Adding drop shadows to text (and icons) that we felt needed it[/p]
  • [p]Tweaking kerning and line spacing to help with separation[/p]
[p]To be honest, I was a bit limited as to the extent I could improve things but I think the result is an overall improvement across the board. Just keep in mind a lot of these tweaks will be quite subtle as I didn’t want to rock the metaphorical boat.

Wrapping up this section of the dev blog, I’d also like to mention that I’ve learned a lot from revisiting the initial UI implementation and I’ll certainly strive to be a bit more aware of accessibility and scale issues on future projects.
[/p][p][/p][p][/p][hr][/hr][p][/p][h2]Bit of Fixin'[/h2][p]This update should also solve a couple of progression issues and unblock a handful of players who managed to discover those edge cases. There’s also a couple of other little fixes alongside general engine maintenance.

With regards to other issues, we’re always looking to squash bugs and resolve edge cases with every update. As we’re such a small team this is easier said than done but please continue to report any issues you encounter to the Raw Fury Support Desk so we can prioritise important issues. In fact, the next big one to tackle will be the mysterious warp asteroids. We haven’t been able to reproduce this issue ourselves but we know it’s out there (we’ve seen the videos!) so we’ll continue to poke things until we work out the cause - and then we'll stomp it 🦶[/p][p][/p][hr][/hr][p][/p][h2]Peripherals[/h2][p]I’d also like to take this opportunity to thank the players who have taken the time to get in touch about peripherals. It’s always hard to know how this kinda feature will pan out and overall I think it’s held up pretty well and it’s great to hear so many of you are enjoying playing via HOTAS and steering wheels.

Saying that we are aware of some specific device combinations that Star Trucker is struggling with. We are currently investigating what’s going on here and we’ll keep you updated when we have news on potential solutions.

In the meantime if you have an awesome configuration you’d like to share with us or want to report a specific peripheral problem, please use our Peripheral Support Form to tell us more.[/p][p] [/p][hr][/hr][p][/p][h2]Anniversary Artwork[/h2][p]In other news we recently had the opportunity to team up with our good friend Martin. For those who don’t know, Martin is the concept artist who took my original (and very shonky) white box truck and gave it life, oh so many moons ago…


This time round he managed to rattle through some fantastic concepts before moving onto a brand new piece of kinetic key art to celebrate our 1 Year Anniversary*

[/p][p]Follow the links below for higher res versions suitable for desktops and Steam Decks...

1280 x 720 1280 x 800 1920 x 1080 1920 x 1440 2560 x 1440 3840 x 2160

* Yeaaaaah, I know I’m posting this late but I’ve been really busy!?[/p][p][/p][hr][/hr][p][/p][h2]Heads Down[/h2][p]As I bring this dev blog to an end it’s worth noting that we currently have our heads down and are working hard towards our biggest Star Trucker update yet! Expect a nice chunky blog post next month as we delve into that side of development and a bunch of cool new stuff.

Until then, keep the sunny side up and the greasy side down![/p]
  • [p]Dave ( aka the Art Monster )[/p]

Update 1.0.72.0 - Big HUD

[p]Star Trucker has been updated to v1.0.72.0. This update improves UI legibility for PC and handhelds (such as Steam Deck) while also addressing some quest bugs and other minor issues.[/p][p][/p][h2]UI Scaling[/h2]
  • [p]We now detect if Star Trucker is running on a Steam Deck and some other handheld devices[/p]
  • [p]If a handheld is detected we enable Big HUD UI scaling by default[/p]
    • [p]Scale boost to in-game UI[/p]
    • [p]Scale boost to in-world POI markers[/p]
    • [p]Scale boost to pop-ups[/p]
    • [p]Reduced POI visibility angle when seated in cab to reduce POI label clutter[/p]
  • [p]Big HUD toggle option has been added to Game Settings[/p]
    • [p]This will be set to “ON” if playing for first time on a known handheld[/p]
    • [p]This will be set to “OFF” if not playing on a known handheld[/p]
    • [p]This allows non-handheld devices to enable larger UI[/p]
    • [p]This allows handheld devices to disable larger UI[/p]
  • [p]UI scaling option is saved per device[/p]
    • [p]If you decide to play on Steam Deck the game should still default to Big HUD even if you’ve previously played on desktop with the same account / save file[/p]
  • [p]Adjusted pop-up font scales for legibility[/p]
  • [p]Adjusted various menu font scales for legibility[/p]
  • [p]Adjusted map screen layout to accommodate larger font and tweaked font sizes for legibility[/p]
  • [p]Increased POI marker texture resolution for sharper Big HUD (and 4K+) visuals[/p]
[p][/p][h2]Quest Fixes[/h2]
  • [p]Fixed an issue in Dead Weight that could prevent progression[/p]
  • [p]Fixed an issue in Cash Grab where a missing data relay could prevent progression[/p]
  • [p]Fixed an issue in Junk for the Junk where waypoints would vanish if you leave the sector without collecting all shock pods[/p]
[p][/p][h2]Bug Fixes[/h2]
  • [p]Fixed issue where very long CB Radio player responses could spill outside the screen[/p]
  • [p]Fixed issue with the Task Panel background showing artefacts and stretching when scaled[/p]
  • [p]Fixed issue where under rare circumstances, duplicate objects could block saving[/p]
  • [p]Fixed issue where some error logging could cause performance issues[/p]
[p][/p][h2]Misc[/h2]
  • [p]Applied game engine patch to address security vulnerability CVE-2025-59489[/p]
[p][/p][p]Please note that various peripheral issues are still being investigated. To help us improve compatibility and built-in presets please submit peripheral information via our special Google submission form HERE.
[/p][p]For any other issues or oddities you encounter please send a message to the Raw Fury Support Desk and be sure to check the Latest News page for information on future patches and developer updates.
[/p][p]- Dan & Dave ( aka Monster and Monster )[/p][p]
[/p]

Chattin' Lego with Jürgen Wittner

[p]Hey all,[/p][p][/p][p]Lots of posts this month as we celebrate Star Trucker’s first anniversary. If you haven’t checked in for a while be sure to have a peek at what we’ve shared so far…[/p][p][/p][p]Monster Dave also spent some time chatting with renowned sci-fi aficionado, The Spaceshipper, about the creation of Star Trucker. So if you wanna read the interview and see some rare concept art be sure to check it out over at his Patreon where it will be free to view for a few more days…[/p][p][/p][p]BUT…for this post we’ve switched the process around and got in touch with Jürgen Wittner (who some of you might know from earlier in the year) about his incredible Star Truck MOC.[/p][p][/p][p]Jürgen was kind enough to answer some questions and give us the low-down on himself and his build…[/p][p][/p][p][/p][p][/p][p]Thanks for taking time to answer some questions for us. To start with, can you tell us a little bit about yourself and how you got into making Lego MOCs?[/p][p][/p][p] Hi, I‘m Jürgen, 48 years old, from Berlin, Germany. I’m an architect and work for an office that mostly plans and builds public and cultural buildings, like universities, schools, libraries, etc. [/p][p]As a kid, Lego was - together with playing video games - one of my favorite indoor games. At the beginning, I earned a lot of Lego from my two older brothers, later my parents bought me some Lego City and Technic sets. I always loved to play and build my own stuff after I‘ve built the sets according to the instructions.[/p][p][/p][p]Then at some point during my early teenage years I lost interest in Lego and started new hobbies, like restoring old cars with my older brother, going to Hip Hop jams and drawing Graffiti styles with my friends.[/p][p][/p][p]Around 5 1/2 years ago, during the first Corona lockdown in Germany, I rediscovered Lego as a hobby and started to build my first Lego set (the 2019 playscale Millennium Falcon) after 30 years, with the intention to modify it. That ended up with a complete rebuild of the model with the tripple part count.[/p][p][/p][p]And that sucked me right into the big rabbit hole of Lego MOCS....[/p][p][/p][p][/p][p][/p][p]Can you tell us the story behind the Star Trucker MOC?[/p][p][/p][p]In our family we all love to play video games and we also love to watch let’s plays of video games. So, one year ago, my 9 year old son and I stumbled over a let’s play of one of our favorite streamers about Star Trucker and we immediately loved the look of the game. At some point my son said, that it would be cool, if I could build one of the space trucks in LEGO. [/p][p]
As I am always on the lookout for new ideas that I could realize with Lego, I was immediately on fire for this idea.[/p][p][/p][p]The same evening I started designing the MOC…[/p][p][/p][p]First I started with the truck unit. Since there are different color variations of the truck in the game, I had a certain amount of freedom in choosing the color scheme. So I decided to reproduce more or less the color pattern of the starter truck, but then changed the individual colors until I liked the color combination and all the necessary parts were available in that colors.[/p][p][/p][p]Since I really like the color combination of the Romanian flag and blue, yellow, and red, together with black and white, are the classic, original Lego colors, I thought that the “Lego retro colors” would go well with the fantastic retro look of the game.[/p][p][/p][p]So I designed the truck in white with blue, yellow, and red stripes, and the trailer completely in blue with white accents. In my opinion, that fits well with the colors used in the game and still has a personal touch.[/p][p][/p][p]That color choice also matched perfectly with the red housing of the hyper jump gate with its yellow-black warning stripes.[/p][p][/p][p]So at the end I had a really cool looking and coherent color composition for the whole MOC and due to the fact that these colors are more or less the oldest existing Lego colors, I had the biggest amounts of different available part moulds, which also made it easier to design all the different shapes.[/p][p]
[/p][p] [/p][p]How long did it take to complete the build and which part did you find the most challenging?[/p][p][/p][p]As with all my MOCs, I started designing digital with Bricklink Stud.io.[/p][p][/p][p]That’s an open access Lego building program. I’m always very fast with the digital design, because that’s also one of my favorite parts of the whole process. I think it took around 10 days with 2 or 3 hours of work to finish the digital build.[/p][p][/p][p]After that I ordered all the needed bricks via Bricklink. That’s an online market place for new and used LEGO bricks, sets and minifigures. I also ordered the 122 custom chrome plated parts for the grille, front bumper, the exhausts and the other chromed stuff.[/p][p][/p][p]The end of the whole process is the real life build. After the parts arrived, I started building the truck. It is actually always the case that there are minor construction errors, collisions or similar problems in the digital model that need to be rectified in the real model. It is also easier to optimize the stability of a model on the real model than on the digital model, because you can see the effect of the improvement directly.[/p][p][/p][p]About 1 1/2 months after I had started the whole project, it was ready on the table in front of me.[/p][p][/p][p][/p][p][/p][p] [/p][p]You mentioned to us previously that you're an architect by trade - do those skills translate to your hobby?[/p][p]
I believe that being an architect is certainly not a hindrance when designing Lego MOCs. My job deals a lot with how to technically implement a creatively developed building sculpture.[/p][p][/p][p]That means you often think about how you can implement technical aspects without compromising the original building design.[/p][p][/p][p]On the other hand, developing a Lego model is not completely different from my approach to designing a building.[/p][p][/p][p]With buildings, I have almost always designed the building volumes subtractively, i.e. I have "cut away" things like inner courtyards, entrances, loggias etc. from a simple basic volume.[/p][p][/p][p]When designing a Lego MOC that is supposed to replicate an existing vehicle or spaceship, it is usually a matter of additively working towards an existing shape. Also, due to the large but limited number of different parts, you often have to find very creative ways to recreate complex shapes with the available parts.[/p][p][/p][p]This is of course a completely different approach.[/p][p][/p][p][/p][p] [/p][p] [/p][p]Lastly, could you share some advice for people wanting to get into the MOC scene?[/p][p]
I think the most important advice I can give to leaders who would like to start building their own things with Lego is: "Just get started!".[/p][p]
Think about what you would like to build, but don't think too much about how more experienced people do it or what exactly the end result should look like.[/p][p]
Just getting started is the first step.[/p][p]
Then, from my own approach, I can recommend starting with a smaller element or detail for which you already have initial ideas for implementation. This is how I personally start all my models.[/p][p][/p][p]I never build a rough skeleton of the spaceship and start filling it, but rather work forward in partitions.[/p][p][/p][p]Of course, it can also make sense to create the basic framework first so that you have a better idea of the overall proportions. That's not for me, but everyone has to find their own way of working.[/p][p]
Especially at the beginning, I wouldn't look at too many other people's things because that often distorts your own creativity and can simply be very frustrating because you see so many insanely cool models on social media and that can sober you up.[/p][p][/p][p]It's better to look for different building techniques first and get an overview of what parts are available.[/p][p][/p][p]Personally, I can recommend digital building with Bricklink Stud.io because you don't need a big stock of different parts and can still access almost all the parts and colors that are available. You can then order exactly the parts you need to build your model in real life.[/p][p][/p][p]But many people simply prefer to build physically. Of course, this also has its appeal, but you need a basic stock of parts and you are of course much more limited.[/p][p][/p][p]Here too, everyone has to find their own way...[/p][p]
[/p][hr][/hr][p][/p][p]MASSIVE thanks to Jürgen for taking time to talk to us. We hope you found this interview interesting! If you want to know more about his builds be sure to check out his social media account and give him a follow…[/p]

Star Trucker celebrates a year of space haulage with an anniversary update and a half-price discount




Freight hauling may be a common activity among space sims like Elite Dangerous and No Man's Sky, but Star Trucker is a little different from other futuristic delivery fare. Monster and Monster's hybrid trucking sim dedicates itself to synthesising grand journeys across the cosmos with the specific vehicle handling and road networks of Euro Truck Simulator 2...
Read more.