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Preparing For Launch Part 2

Greetings Pilgrims;

This update features a variety of fixes, changes, additions, optimization changes, and QoL changes. We have received great feedback from content creators, streamers, demo players, and testers. This update takes their hard work and uses it to improve the game as we head towards the May 2nd launch. A huge thank you to everyone who has helped support the game through feedback and kind words.

[h3]Patch Notes[/h3]

  • We have added a confirmation when deconstructing the wireless power facility. This ensures players know this will disrupt their base power and that it must be replaced and reset.

  • Changed research done in the research center to remember where you are on the scrollbar when unlocking technologies.

  • Fixed an issue where colonists could consume full stacks of food and water items.

  • Reduced a variety of recipes for parts and goods to streamline progression and keep things from being too much of a grind.

  • Changed a few tips to ensure clarity and that enough valuable information is being given to the player at different game stages.

  • Fixed an issue found when deconstructing the research center.

  • Fixed an issue that could cause colonists to get stuck trying to eat when they failed to find a seat at a table.

  • We have added a blocking volume to deny placing machines into the dirt on farms. This would break machines when they tried to grow the machine like a plant, causing issues.

  • Changed the text on the starter rocket to better inform new players that taking nothing is a good option when you don't know what you need, and let them know they can call for supplies with that same funding later when they have a specific need.

  • Fixed an issue where the power display showed KW instead of MW

  • Fixed a minor issue with hydropower converters not showing the correct visual when operating.

  • We reduced Storage space by four, lowering it to 20 slots. However, we added three research unlocks, each with five additional slots for storage containers. We effectively added 11 slots, but you must unlock them through research.

  • We fixed an exploit where you could remove rocket fuel from a rocket after launching it, and it would still launch. Now, when you hit launch, you can no longer interact with the rocket inventory.

  • Fixed an issue when deconstructing the parts machine.

  • Increase EXP gains on advanced facilities and machines.

  • Fixed and tweaked all display screens to have 100% synchronicity with the mission control room and deny access if you remove your mission control room.

  • Increased the flashlight's power and radius to help better navigate the darkness


I expect to push one more patch ahead of launch and, at that time, also patch the demo to match the launch version of the game. To maximize development time, I have left the demo back a few patches, but that will change ahead of launch. Thank you for your support. I can't wait to get players into the game and start looking towards the future and post-launch content updates.