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Imagine Earth News

Hotfix #58.2

  • Fixed NotImplementedException: ConstructType: 'XrathulShipWreck, Tool: HarvestNow
  • Hopefully fixed EntryPointNotFoundException: Unable to find an entry point named 'SteamAPI_ManualDispatch_Init' in 'steam_api64'.
  • Fixed Thera ice fields
  • Fixed flooding of field on savegame planets
  • Fixed time speed UI click through
  • Fixed snow particles remaining when changing the planet
  • Fixed research point not given for Tuto city level 2 goal


Special thanks to Backgroundc and Wingheart!

Update #58 Asteroids vs. Space Invaders



Wow, update 58 was a tough nut to crack. We did so many things that were not precisely fun to do but necessary for you to have more fun with our global civilization builder. There are also some rather fresh and action packed new features waiting for you. We hope you enjoy and please let us know what you think about the changes to Imagine Earth. Best, Jens & Martin



Galaxy Map for the Hyperspace Gate


The overview of colonizable galaxies is now even more impressive. In the meantime we had moved the additional galaxy with the competition missions into the game mode „competition“, but we now prefer to visualize it as part of the clear part story based campaign. Of course we hope that there will be more galaxies at some point maybe with community generated planets from the workshop.



The Xrathul Bait


The new Xrathul Bait item can be crafted and used to distract invading Xrathul from your base or to directly send them to opposing factions. The honeypot attracts Xrathul who are on the planet. It also increases the probability of new Xrathul coming to the planet by 50%. It spreads Xrathul pheromones and is therefore an irresistible magnet for Xrathul ships, but can of course be destroyed.



Asteroids vs. Space Invaders


Well, you can now throw asteroids on Xrathul ships to totally wreck them. This method or using bombs and ideon bombs to finish them will now result in the giant ship crashing to the ground where you can harvest valuable artifacts from it.



Automation of the Workshop Crafting


Equipment can now be produced automatically as soon as all necessary resources are available. All you have to do is click on the button on the left side of the workshop screen. Automation just rules. The item of which you have the least copies in stock is always prioritized.



Drone Flight Characteristics


Build drones and harvest drones already had a lively way of gathering resources or knocking buildings out of the ground. But their flight behavior was an abandoned construction site for what there was always too little time over several updates. Now they glide wonderfully smooth onto their landing pads and launch pirouettes without any bizarre aerobatics.



The Overtaker


You can now win a competition game by gaining a victory point for taking over a city of other factions. This move is enabled when you buy sufficient shares in an opposing company. We also refined the victory points panel to be more visually appealing on this occasion and it was a good reason to revise the stock market design as well as you will learn here in the following.



Share Market Panel


The stock market is such an important panel for strategic gameplay and still it took as some time to realize we were hiding it in the upper left corner of the user interface to deeply. We have now put the panel on a par with the research menu and the development screen. The big button shows how many shares you still own from your own colony.



Finish Side Quests Later


You can now finish bonus and ideon goals after the mission is accomplished unfinished bonus quests will not fail any longer. For quite some time already you can visit planets that you built up throughout the mission and will find the goals still active so there’s such much to do when you return to your colonies after a while.



Refined Magni mission


A new sub quest to obtain the Xrathul Bait item. Several improvements make it now better understandable what needs to be done to succeed the mission tasks.

UI & graphic improvements


  • Centered resource and time panels on the top of the screen
  • Added construct preview images to the build menu
  • Improved journal layout
  • Increased visibility of limited city building area
  • New background for colony rating
  • Improved layout for victory points screen
  • Fixed lift animation on Tuto
  • Improved smoothness of camera animations
  • Fixed asteroid crater alpha problems
  • Polishing for fireworks
  • Added explanation popup for community translated languages


Other improvements & fixes


  • Keep F8 pressed to hide the UI when you want to create a screenshot
  • Reload after subscribing to new workshop planets
  • Keep predefined competitors when playing sandbox or workshop planets
  • Added more supply capsules to missions
  • Removed wind park life expectancy upgrade (in favor of new off-shore upgrade)
  • Fixed pirates getting stuck on unowned warehouses
  • Refined logic on when and where to display icons on the planet
  • Fixed fish and oil fields no being correctly displayed
  • Fixed duplicate impact of epidemics on districts
  • Improved texts that explain the relationship to other factions

Deep Space Fixes

Hotfix #57.6

It's fixing time again. Many things that make the hangout on deep space colonies much more pleasant.

  • Fixed a lot of minor issues in the Tuto mission
  • Improved German translations (thanks Ode2!)
  • Increased default user interface size & size of icons
  • Solved Bora mission "bug" by automatically activating quests that have not been harvested for 2 minutes
  • Fixed counting of victory points for bonus goals
  • Type button in journal panel is working again and leads to language specific forum thread
  • Automatically open the city build ring, when clicking on an empty field and having a city landing permission
  • Fusion plants now also take lithium that has been prioritized
  • Diplomacy panel opens slower to reduce the likelihood of wrong clicks
  • Improved visibility of marker rays
  • Improved sun lens flare


Special thanks to for reporting issues: Jorn, Cratic, brliles3

Graphics Booster

We’ve made a few tweaks for you that improve Imagine Earths terrain, interface and shadow calculation.

[h2]HBAO – Ambient Occlusion[/h2]



First of all, you should notice more beautiful shadows in the game, which give the constructs, forests and objects more depth and also connect them to the environment and connect them better with the terrain. We were really looking forward to this quite classic technique called Ambient Occlusion when we switched from our homemade engine to Unity, but even they still had to integrate it into their brand new Universal Renderline.
On the night side of the planet, you can now see by comparison how well the shadows make things more plastic even in the absence of sunlight.

[h2]Blueshift in the User Interface[/h2]



We set out to change from the turquoise UI design to a bluer layout and to unify and standardize the colors in it. This of course serves the purpose of making the Global Colony Management Interface visually less distracting and peaceful. Some game menu elements have already been adapted, but the process is still ongoing.

[h2]Planetary Terrain Textures[/h2]



When moving to the Unity Engine, the textures where displayed in a slightly reduced size, now they can be enjoyed in all their detail thanks to specific adjustment.

[h2]Fixed severe Icon Bug[/h2]



Thanks to our new, automated bug tracking system, it was quickly noticed that many players experienced a bug related to interacting with the new clickable event icons that we have thrown out in the last major update. Problem solved.

[h2]35 % Sale until Monday![/h2]



In case you haven’t noticed we have the biggest discount sale ongoing on Steam until Monday! Time to grab a unique game about economic growth and climate crisis. If you feel like spreading the news, here is how we put it when trying to describe Imagine Earth briefly in public:

Imagine Earth puts the player in the position of a global economic player. He has to build up and supply his civilization, produce and trade goods into space and compete against other corporations. In order to preserve the environmental quality of life for his inhabitants and to avoid a global climate crisis, he has to find a balance between growth and sustainability.



Thanks for your support! We hope you enjoy the changes to Imagine Earth and let us know what you think about it in the forums.

Stay save, Jens and Martin

#57 Controls Revolution


Dear space colonists, today we present our latest update for Imagine Earth - Planetary Colonization. Many improvements to the global management system allow you to keep track and control your complex and full-grown colonies and optimize the daily colonizing work on new planets. We would be happy if you test the latest features and give us your feedback and that you come to the forums and put your most desired features on the wishlist. Best regards, Jens and Martin.


P.S: We hope that you and your beloved ones are and stay healthy. Take care!


[h2]Great List of Constructs[/h2]


The new building list represents an almost too modest revolution for total control over your global colonies. Here you get an overview of all buildings in your colony. You can sort them by productivity and condition and have them equipped with upgrades, repaired or cleaned. There is also a list of all resources that are located in your area and can be mined directly. In the city list all districts are listed and can be checked for their quality of life.


[h2]Release Date[/h2]

What can I say, the veterans among you may already enjoy this as a running gag, but we have to postpone the final release of Imagine Earth 1.0 once again. We ask for your patience and understanding, as it is our main effort to make Imagine Earth really good and a smooth experience. The port to the Unity Engine went relatively well and was worth the work in every respect, but still took twice as much time as we had hoped for. As is often the case, the devil is in the details and there are a lot of game features that need to be balanced and interlinked.


Long story short: We postpone the release until September 2020. It is of course also in the true nature of this project that a global build-up game with economic strategy and authentic planet and climate simulation is a bit oversized for two developers. But we never lost motivation or faith in the core idea and the idealism that made this project so special for ourselves as well. The new date gives us a very generous amount of time to do fine tuning and add some final features. Of course you will always be able to play all finished progress immediately in early access and we will keep you informed on everything…


[h2]Remediation and Maintenance[/h2]


You wished that we introduce the possibility of automatic cleaning of dirt and automatic building repair earlier in the game. The boss will always bring some construction kits for the cleaning center and the maintenance station at the end of the first missions. So they will also be better introduced by the story.


[h2]New Item: Propaganda Hack[/h2]


With the new Propaganda Hack Item you can get the colonists of another faction to revolt. Using the hack will start an uprising in the selected district. This will cause a classic loss of tax revenue and spread to other parts of the city.


[h2]New Achievements[/h2]


Need new challenges playing Imagine Earth? No problem, we have added three new achievements for you to earn. You can complete the mission on Udion Torix or win three competitions on Workshop Planets. One achievement can only be unlocked by building your own planet in sandbox mode.


[h2]Interact with Status Icons[/h2]


This feature is a really practical thing. In the event of a fire, riot, incident or damaged building, you will now have a corresponding icon displayed above the building and you can click directly on it to perform the necessary action such as extinguish or repair. We've also unified how the icons above the buildings and units are displayed in the game.


[h2]Revised Gaia Graphics and Story[/h2]


We have rewritten a part of the background story of Imagine Earth. Whenever you discover one of the Gaianic terraforming constructs like a temple or the citadel, the story of the Gaians continues to be told - an ancient race who were able to use and change the planetary force fields. As the game progresses, we will learn why they have left behind their advanced terraforming technology on so many newly discovered planets.

Note: In the preview version this is work in progress.


[h2]No More Research Limitations[/h2]

Correctly read, we recently realized that we have long since developed our research system so comprehensively that we only need research budgets as a limiting factor in the campaign missions. From now on you can freely research what you need in freeplay and in competition mode. By building City Centers and Research Districts you can increase the efficiency of your research.


[h2]Prioritized Mining[/h2]


One of those options where you wonder why they have not always been there. When all of your harvesting drones are busy, you can use this simple button to specify that the targeted resource be mined with priority, then a drone is removed from the most worthless resource that is currently being mined.


[h2]Jump to Native Twin Camps[/h2]


As you probably know, the Rounosian Natives always live in twin camps. With this new button you can jump between them.


[h2]Switch Upgrades of Towers[/h2]


Finally, it is also possible to convert the upgrades of towers, frontier buoys and research centers. So depending on the threat situation, energy shields, lasers or pulse cannons can be installed.


[h2]Domination Victory[/h2]

You can now also win a competition when all other companies give up their colonies or are taken over.


[h2]Gameplay Improvements[/h2]

  • Allow to use piracy item on all opponent fields (not only warehouse)
  • Allow to hack stock shares of competitors that are hold by other competitors
  • Increased rocks, rare resources and deco elements for barren biome type
  • Send drone to rebuild constructs
  • Terraforming can make volcanoes erupt
  • Allow spaceships (e.g. uplink) to land on forests
  • Territory of other companies taken over by native camps is no longer considered an offensive act


[h2]Graphic Improvements[/h2]

  • Improved overall rendering performance (~10% FPS increase)
  • Added sub meshes for big mountains that take multiple fields
  • Reduced visibility of front clouds
  • Custom selector visualization for ocean fields
  • Improved visibility of colony borders at day


[h2]UI Improvements[/h2]

  • Show animation when new items are bought or received
  • Increased size of bookmark and factions panels (top right and bottom right UI elements
  • City bookmarks: Add icon for all your cities that have no bookmark
  • Tool ring: Show which icon belongs to open sub panels
  • Scan item: Show icons on top of possible fields
  • Improved layout of dialogs
  • Improved visibility of loading indicator


[h2]Fixes[/h2]

  • Fixed alignment of assimilators taking over cities
  • Fixed niter-pumpkin graphics (depending on size)
  • Fixed problems with too many pirates appearing in competition games