1. Trappist
  2. News

Trappist News

Small bug fix for Storage Depots

This is just a quick bug fix. The "optimizations" from last week caused an occasional (non fatal) exception when Storage Depots tried to determine the priority of factories to distribute and pickup goods. That should be fixed with this patch.

This update also fixes some instances were the cargo drone was unable to plot a path to a building. This would result in the occasional immediate delivery to or pickup from e.g. the Coffee Roaster.

The changelog for v1.0.16:
  • Fix resource pickup issues around several buildings.
  • Fix some issues with the target selection for cargo drones.

Improvements to build system and declumped hud markers

You might have seen the news about the security exploit in games built with Unity. Both Steam and Windows have measures in place to ward off most of the danger, but each Unity game should be patched, including Trappist.

The markers for colonies and cargo ships at the edge of the screen used to clump together in the corners. Now they are better spread out which makes it easier to click on the right marker.

Some recent feedback pointed out issues in building placement. This update addresses a bunch of these and I expect the building placement to feel much better now:

  • The collider of the Storage Depot has been fixed so these can be placed side-by-side now.
  • The size of the Automated Storage Depot has been adjusted, so it's still placed on the grid after rotating.
  • Minor fixes to the navmesh and cargo drone path finding.
  • The default keys for smooth rotation are now 'z' and 'x'.
  • The smooth rotation speed has been increased.
  • The "stickiness" of the building placeholder has been reduced.


In most city builders, the building placeholder will always be directly under the cursor. In Trappist, the placeholder collides against other buildings, which feels slightly more "physical" and "realistic" to me. Did you know that you can push cargo ships with the building placeholder?

I've also fixed the quality of the building outlines and removed a small stutter when the outline first appears for a building type. And there are a number of other minor performance improvements to smooth out the performance.

The demo receives the same updates as the main game build. Check out the fixes and enjoy!

The changelog for v1.0.15:
  • Upgrade to Unity 6000.0.60f2.
  • Fix security issue CVE-2025-59489 included in latest version of Unity.
  • Fixes for various navmesh issues included in latest version of Unity.
  • Adjust positioning of markers for off-screen ships and colonies to not clump together as much.
  • The camera now zooms in, instead of out, when you click the indicator of a selected cargo ship a second time.
  • Improve building placement behavior by reducing the building "stickiness" and better checks for valid locations near the cursor.
  • Fix collider for the Storage Depot extending beyond the building footprint, which made it hard to place the depot close to other buildings.
  • Adjust footer of the Automated Storage Depot and the Bioplastics Plant so the building is better aligned to the grid.
  • Default key to rotate buildings to the left is changed to 'z', rotate right (x) and rotate in steps (r, shift+r) remain the same.
  • Increase building rotation speed while placing buildings.
  • Improved quality of many building outlines and removed occasional stutter when the outline is first generated.
  • Tweaks to various texts on the Achievements screen, including showing the unlock date and time for achievements in your local timezone.
  • Minor fixes to UI animations and tooltips.
  • Reduced heap allocations per frame and simulation tick to smooth performance.

Improved visuals, camera movement and more fixes

This update has some smaller fixes, but some of these might be very noticeable.

First is that HDR rendering is now enabled in Unity's URP rendering pipeline. This doesn't enable HDR output, but it does result in better VFX, including for emissive materials used on some buildings, lava and the Trappist-1 star.

Overall the camera controls should feel less janky. Some tweaks will be most noticeable for those playing at 120 fps or more.

The keybindings to continue building (hold shift) and to toggle the grid (hold ctrl) can now be modified. If the defaults don't apply automatically you can use "Options menu -> Keybindings -> Restore Defaults" to reset all keybindings to the new defaults.
I've changed the "rotate" keybinding to "x" and "shift+x" to better match "rotate in steps" ("r" and "shift+r"). This is less awkward than the original "ctrl+shift+r". But on writing this changelog, I realize it would have been better to change it to "z" and "x" instead. I'll change that in the next update, and you can modify that yourself in the Options menu. Do you prefer building on a grid or in free mode with free rotation?

And thank you all for your feedback, bug reports and reviews. It's great to hear from anyone playing Trappist!

The changelog for v1.0.14:
  • Enable HDR rendering. This doesn't enable HDR output but does improve various visual effects for e.g. lava, Trappist-1 and various buildings.
  • Fix the consumption rate for Wheat in various tooltips.
  • Improve camera movement and zoom controls when the game runs at high fps (> 120 fps).
  • Prevent camera zoom going out of control when entering the main menu while zooming in or out.
  • Don't unintentionally zoom the camera when starting to track a cargo ship or opening the construction menu on the Ark.
  • Don't store the active camera rotation speed in save games.
  • Allow keybinding for "continue placing building" (hold shift) to be modified.
  • Allow keybinding to temporarily toggle the grid while placing buildings (hold ctrl) to be modified.
  • Change default keybinding to smoothly rotate buildings to "x" and "shift+x".
  • Fix border around the keybinding screen.
  • Rename the "Software cursor scale" setting to "Gamepad cursor scale" and set a default value based on the display scale (Windows only).
  • Reapply player configured graphics settings (vsync, anti-aliasing, etc.) after switching quality level.
  • Fix the Cargo Ship launch animation for the Shipyard.
  • Fix the text balloon size after loading a save game with an open dialog.
  • Fix potential issues with string comparisons depending on system language.
  • Tweak color adjustment as temperature on Zima increases.
  • Minor graphical adjustments to various underwater buildings.
  • Reset ocean waves after loading a save game and when switching between colonies.
  • More stable positioning of the tooltip when near the right screen edge.
  • The cheat code to add resources (F2) now only adds unlocked resources.

Enjoy summer at Trappist-1 with the Summer Sale!

Today starts the Summer Sale 2025! This is an excellent time to take a break at Trappist-1.

Whether you prefer to take a refreshing plunge on an ice-cold ocean world or just chill in space, Trappist-1 might be just what you need for a holiday.



The updates over the last few months introduced new resources, factories and aliens, a Colony Panel and production info to quickly switch between your colonies and make better decisions, and improvements to trade routes.



The Summer Sale lasts until July 10th. Plenty of time to build your first colonies in the free demo. Don't worry, your save games continue in the full game!

Fixes and improvements for ship movement

The recent addition of the Colony Panel exposed some issues with how the cargo ships handle movement orders. Especially while the game speed is set to paused. This v1.0.13 update fixes the reported issues and adds some improvements.

You can now give repeated orders to a cargo ship, while it is at a landing pad, with the game paused, without issue. Other similar cases are also resolved.

This issue happened because ships can be in a "transition state" for taking off from a landing pad, going into space or going down into a colony. Most movement orders given while the ship is in that state were ignored, except for those given through the colony panel.

This update lets the cargo ship accept new orders while it is in that transition state. If you've sent a ship into space, but you've forgotten your towel, you can order the ship to go back immediately.

As a bonus, the animations for going into space, into a colony and taking off from the Ark are now much smoother. The ship properly turns towards where it's going. The ship model no longer clips into the planet when going into a colony. When going back to space, the ship picks a random offset so ships that come up together no longer appear at the exact same location.

Finally, there are some improvements to how the waypoints for a selected ship are drawn. It should now better show where it's going, especially for longer routes that go from Colony A, to space, to Colony B.

Thank you to all who reported these issues on the forum!

The changelog for v1.0.13:
  • Accept new movement orders for the cargo ship while it is landing on a space port or moving to and from space.
  • When needed, cancel a cargo ship transition to space or a colony for faster turnaround times.
  • Smoother animations for cargo ships going to a colony or back to space, or lifting off from the Ark.
  • Fix unresponsive cargo ship after a movement order is given through the colony panel, while the cargo ship is in a transition state.
  • Fix drawing of waypoint lines for routes that span multiple colonies.
  • The console window (~) opening and closing animation is now independent of the game speed. Making it possible to open the console while the game is paused.