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Pneumatic Hand Miner & Rocket Mining Heads

Mining Drills

[h2]Pneumatic Mining Drill[/h2]
This new drill uses gas power for mining, instead of batteries like others. The drill's mining speed is a function of the pressure differential meaning it will slow down as you deplete it's gas canister.

This also means that you can effectively give it an upgrade by using the smart canister to gain a much higher pressure differential.



[h2]Mining Drill Power Usage[/h2]
All the electric mining drills' passive power usage was significantly dropped and the power used per ore mined has been removed and replaced by active power usage. The active power usage will consume power the entire time you hold down your mouse button to mine. This has resulted in some small miner balance changes but nothing that you should really notice, just don't run around holding down your miner!
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Drill Heads

We've added a range of mining drill heads that can be used with the Rocket Miner. Each head has different attributes that allow you to customize your miner for the specific job that you're doing.
The base level of durability has also been doubled.

You can find the details of each mining drill head in the Stationpedia or via the tooltips of each mining drill head.

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Bug Fixes

[h2]Orbital Simulation[/h2]
The orbital simulation system in the game has undergone a major update, extending precision in time calculations to over 3 trillion years. This addresses previous issues with time accuracy in the game. Alongside this, old celestial data has been cleared from save files, and the system now dynamically recalculates celestial positions based on accumulated in-game days, resolving prior inconsistencies in time progression and celestial movements.



[h2]Potatoes[/h2]
Light per Day Adjusted: The light requirement per day for potatoes has been halved from 600 seconds to 300 seconds. This adjustment means that potatoes now need less light to grow, which is particularly significant for environments like Mars, where solar radiation is low.

The grow time for potatoes has been increased from 3200 seconds to 4000 seconds. This change indicates that while potatoes now require less daily light, they take longer to reach maturity.

[h2]Traders[/h2]
While we had already fixed the issue of checksum failing on trading data by removing some specific trades, we've now fixed the underlying issue and reinstated the troublesome trades.
[hr][/hr]

Fuselages

You will notice that we've heavily reduced the number of fuselage pieces available to play with. There's now a single kit that contains a range of the fuselages that you know. The old kits no longer have recipes but will still be available to spawn via commands or in creative modes for those who wish to continue to use them. The reason for this was that the number of fuselages was overwhelming and it's hard to see the differences between them.
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Tutorials

A range of changes we've made over the last few updates have exposed serious problems with the tutorials. We're actively working on these but some rather extensive work is required to make them more resilient to breaking from these kinds of changes. While we strive to maintain the tutorials it can be hard when the game is still under such heavy development.
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Artwork Wallpaper


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[hr][/hr]
We need you!
[h3]Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support[/h3]


https://store.steampowered.com/app/2542990/Stationeers_International_Uniforms_Pack/

https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

[h2]Change Log v0.2.4726.21691[/h2]
  • Added more debug commands and information for celestials.
  • Fixed some issues with Venus time progress, however the Venusian solar day length is currently much longer than the Venusian day due to a combination of latitude and longitude for spawn position. This will be changed so a more expected day length is used. This means Venusian solar days are now still several hours long, which is not intended.
  • Added New MiningDrill multiplier values to Stationpedia.
  • Changed Drill head tooltip to show percentage values.
  • Fixed reagent mixes bought from the trader being split into individual stacks of one instead of stacking to the max stack size.
  • Fixed trader data select statements not being correctly executed which was resulting in blank items labeled as '???' appearing in the trader screen.
  • Added more debug information to celestial debugging.
  • Added more debug information and tools for both celestials and orbital simulation, to assist with modding as well as debugging issues.
  • Changed Disabled tutorials until they are fixed.
  • Fixed Generic Atmosphere tooltip showing Volume incorrectly. Now uses same verbage as Atmos Analyser: capacity in Litres and Volume of Liquids in Litres.
  • Fixed pneumatic drill not picking up loose ores when left clicking
  • Fixed some players experience a "swiming" starfield, stars appearing to move with lag, while player is moving their view around.
  • Tweaked colliders on large wind turbine as they were blocking construction of neighbouring turbines when rotated in a particular way.
  • Fixed DaysPast was recorded as a USHORT and INT inconsistently. With the new orbit simulate/set usages this could cause overflow issues.
  • Added missing file causing build error
  • Added six new drill heads that can be used in the rocket miner. These new drill heads have different attributes for speed, ore yield, ice yield, power consumption and mining head durability.
  • Changed Rocket fuselage pieces are now on a single Kit (Fuselage).
  • Reduced the number of cosmetic fuselage pieces. The removed pieces pieces remain available on the old kits and can continue to be spawned-in in creative mode if required.
  • Fixed pneumatic drill canister slot being incorrectly labeled as 'Battery'
  • Changed landing pad pieces to block face rather than block grid. This fixes the issue where hangar doors could not be placed between landing pad pieces, making some pressurised hangar configurations impossible to build.
  • Fixed Orbital Simulation breaks for rotation of player body after a period of time. This was caused by loss of precision. Now the whole system has been moved to use a single accumulated time. This new approach should maintain precision up to over 3 trillion years of accumulated time. The old celestial data has been scrubbed from save files, and now when loading first the game will approximate the value based on the number of accumulated days in the game. This will mean you may notice a small regression in sun position when you first load in with this update, as the game will be loading with the position at the nearest sunrise.
  • Added 'orbit set' console command usage. This is similar to the 'simulate' usage except the value is set not appended to the simulation.
  • Fixed root cause of trader checksum error. Some incorrectly authored data was not being handled correctly by the trader generation logic.
  • Fixed When a stock value was not set on a trader SellData instancing the trader would cause the base data to be modified.
  • Added second pass of new system for celestial data to avoid loss of precision in rotation that stops the days from progressing. Now there is the orbit simulate ? command that helps with debugging and testing.
  • Fixed missing blueprint for hardsuit
  • Added first pass of new system for celestial data to avoid loss of precision in rotation that stops the days from progressing.
  • Fixed rocket chute storage fill ratio and quantity never reaching 100%
  • Fixed missing mesh for the mining drill head
  • Fixed missing blueprint for the hardsuit
  • Fixed bug where country overalls would not be printable even if you had the required dlc.
  • Added ability to check if anyone on a server has the dlc so that we can apply it for everyone on said server in certain cases.
  • Fixed typo in combustion centrifuge stationpedia description
  • Fixed Thing.HasOccupiedSlot ignoring the the 0th slot
  • Updated suit storage mesh so they do not overlap with eachother.
  • Updated the position of the backpacks in the suit storage to fit better with the new mesh
  • Updated the mesh for the emergency and hard suits to glove and boot elements to be inline with the basic suit. They now look much better in the suit storage.
  • Fixed issue where after completing a build state, clients could complete multiple subsequent states for free if they kept holding the left mouse button.
  • Removed usage clamp for pneumatic mining drill. Will now use much gas more quickly when drilling with a full smart canister.
  • Fixed ghost atmosphere leaking
  • Added idle usage cost to pneumatic mining drill which will be incurred when the tool is on. Can now be turned on and off with right click similar to the welding torch.
  • Added clamps to pneumatic mining drill gas usage and mine time ranges
  • Added pneumatic mining drill recipe to the tool manufactory
  • Added thumbnails for pneumatic mining drill
  • Added new pneumatic mining drill. Will work with any compressed gas and at high pressure will perform similarly to the heavy drill.
  • Rebalanced mining drills and moved the active power use to PowerTool so that active power usage can be expanded to any power tool. Additionally the active power use and passive power use are now additive.
  • Fixed food trader causing checksum error. This is a temporary fix by removing a specific problematic trade.
  • Fixed Heavy Mining Drill balance by making it mine faster and use considerably more power so that it is now an efficiency tradeoff and not a straight upgrade.
  • Fixed MkII mining drill not having updated power usages
  • Fixed error spam when editing prefabs if the GameManager not initialized. Have removed unused WorldGridController field on game manager which was being set when the world controller was initialized but never used.
  • Fixed medium transformer reversed was incorrectly tagged and could not correctly calculate its bounds.
  • Fixed mining drill speed
  • Modified mining drill balance. Mining speed has been buffed slightly, the drill now consumes a small amount of power while idle, and a large amount of power while mining.
  • Fixed ore will not auto move to mining belt if you are wearing a mining backpack. This also fixes the same behaviour that was present when clicking on loose ore in world with the mining drill.
  • Changed Replaced tomato seeds in Starting Organic Supplies Crate with 1x ItemKitGrowlight.
  • Reduced Volume of Sensor Lenses operating sound. Removed one-shot sound that plays when you turn on the sensor lenses.
  • Changed Potato Light per Day from 600s to 300s. This will allow a potato to grow on mars without a grow light, now that mars solar radiation has been reduced.
  • Changed Increased Potato grow time from 3200s to 4000s.
  • Changed Plant growthState materials to be GPU instanced.
  • Fixed Plant planted at high altitudes would be offset inside the planter.
  • Fixed client list not being cleared when leaving a game as a client and starting a new single player game. This would cause pause to stop working in the menu as well as make the game prepare data to send to clients unnecessarily.
  • Fixed recipe search window layout breaking when changing search text
  • Fixed logtoclipboard console command
  • Fixed compass value being incorrect
  • Changed numbers on the rocket info panel to be yellow to make them consistent with the rest of the ui and other tooltips in the game
  • Updated text on rocket info panels to be right aligned to make it consistent with other ui text in the game
  • Reverted Changes to combining stacks of reagent-mixes as this was causing floating point errors in some cases that could cause furnace recipes to stop working.
  • Changed moved reagent-mix Stacking changes to SpaceOre.cs. These still need to implement the new system as their contents add up to less than 1.
  • Changed DirtyOre mined from space that is processed in the recycler will waste half of its contents.
  • Changed the names of the space maps root nodes to be the 'planet orbit'
  • Added Back button on NewWorldMenu now clears all preview scenes
  • Fixed (dev) null reference when attempting to load first world selection as world data might not be loaded yet.
  • Fixed default world selection would be the first world preset, even if it was a hidden world. Credit: Freeze.
  • Fixed giant space person in sky when loading into a game. The main menu scene was not being cleared when loading into a game. Now forcing the main menu preview scenes to be cleared before entering a world.
  • Fixed liquid to liquid passthrough heat exchanger has one input incorrectly configured to be a gas input
  • Fixed MoveToWorld for dynamic things was setting the rotation to the local rotation rather than the world rotation causing things to collide with their old parent and fly off at high speed.
  • Fixed Plant state Visualizer throws error when destroyed by fire.
  • Fixed Error on client when furnace flame material was set from thread.
  • Changed trader checksum string to use Invariant culture.
  • Fixed occasional temperature low warnings when playing on Europa, due to status update occasionally assessing temperature in between radiation and suit AC step.
  • Temporarily disabled suntime command as it is causing the game to crash
  • Removed DepositMaterial SaveData classes.
  • Fixed Asteroid Minable deposit composition static data was being needlessly saved preventing fixes to data propagating into save games.
  • Added Additional data validation to MinableDepositDaata in SpaceMapData
  • Fixed spelling error in Deposit Composition of OrbitingAsteroidFragments05 caused game to fail to save when that asteroid had been generated
  • Fixed Opening new world menu, exiting back to main menu and then loading a game shows elements of the new world menu sky-box in the loaded world.

Hotfix v0.2.4709.21646

This hotfix addresses numerous atmospherics issues. There has been a wide range of atmosphere issues reported that all stemmed from the same issue. The most common, or at least the most noticeable, one was outside atmosphere contaminating rooms.

This will no longer happen but some saves may have devices with bugged atmospheres in them, this can be fixed by deconstructing the device completely and then rebuilding it.

Hotfix v0.2.4677.21598

This hotfix addresses further issues with a specific trader causing errors in multiplayer, as well as a number of other small fixes and improvements.

  • Fixed food trader causing checksum error. This is a temporary fix by removing a specific problematic trade.
  • Fixed error spam when editing prefabs if the GameManager not initialized. Have removed unused WorldGridController field on game manager which was being set when the world controller was initialized but never used.
  • Changed Plant growthState materials to be GPU instanced.
  • Fixed Plant planted at high altitudes would be offset inside the planter.
  • Fixed client list not being cleared when leaving a game as a client and starting a new single player game. This would cause pause to stop working in the menu as well as make the game prepare data to send to clients unnecessarily.
  • Fixed recipe search window layout breaking when changing search text
  • Fixed logtoclipboard console command
  • Fixed compass value being incorrect
  • Changed numbers on the rocket info panel to be yellow to make them consistent with the rest of the ui and other tooltips in the game



Hotfix v0.2.4672.21576

This hotfix addresses two main issues: the new world artifacts sometimes being present in the skybox, and a checksum error related to traders, but also includes a number of other small fixes.

  • Updated text on rocket info panels to be right aligned to make it consistent with other ui text in the game
  • Reverted Changes to combining stacks of reagent-mixes as this was causing floating point errors in some cases that could cause furnace recipes to stop working.
  • Changed moved reagent-mix Stacking changes to SpaceOre.cs. These still need to implement the new system as their contents add up to less than 1.
  • Changed DirtyOre mined from space that is processed in the recycler will waste half of its contents.
  • Changed the names of the space maps root nodes to be the 'planet orbit'
  • Added Back button on NewWorldMenu now clears all preview scenes
  • Fixed (dev) null reference when attempting to load first world selection as world data might not be loaded yet.
  • Fixed default world selection would be the first world preset, even if it was a hidden world. Credit: Freeze.
  • Fixed giant space person in sky when loading into a game. The main menu scene was not being cleared when loading into a game. Now forcing the main menu preview scenes to be cleared before entering a world.
  • Fixed liquid to liquid passthrough heat exchanger has one input incorrectly configured to be a gas input
  • Fixed MoveToWorld for dynamic things was setting the rotation to the local rotation rather than the world rotation causing things to collide with their old parent and fly off at high speed.
  • Fixed Plant state Visualizer throws error when destroyed by fire.
  • Fixed Error on client when furnace flame material was set from thread.
  • Changed trader checksum string to use Invariant culture.
  • Fixed occasional temperature low warnings when playing on Europa, due to status update occasionally assessing temperature in between radiation and suit AC step.
  • Temporarily disabled suntime command as it is causing the game to crash
  • Removed DepositMaterial SaveData classes.
  • Fixed Asteroid Minable deposit composition static data was being needlessly saved preventing fixes to data propagating into save games.
  • Added Additional data validation to MinableDepositDaata in SpaceMapData
  • Fixed spelling error in Deposit Composition of OrbitingAsteroidFragments05 caused game to fail to save when that asteroid had been generated

The Rocket Update

This updated contains changes to data and prefabs that will break some saves. Old rockets have also been removed and will no longer be present in your saves. We have created a branch that will be frozen pre this rocket update: prerocket
Rockets

Rockets are often considered a final goal in Stationeers. However, instead of designing them as an end game necessity, we’ve instead treated them as another system that weaves itself into all the other systems of the game. Rockets support building stations, and stations support building rockets.

Previously, the rockets were simple yet unforgiving. It was hard to tell what was happening, unless you already knew everything about rockets. You functionally had to build the best rocket system from the start, else your rocket was likely to be lost. Lastly, the old rockets flying were simplified down to a single number increasing and decreasing on the wall, which was ‘a bit’ of an oversimplification of space flight.

Rockets have become a new system for you to engineer. They are built from structural fuselages which house many internal parts. Fuel tanks must be manually positioned and plumbed. Similarly, placing batteries, cargo storage, pipes, wires, chute and many more devices is now a challenge for you to make decisions on. Will you choose an engine that slowly pulls its own fuel, or one that chugs more and more fuel as you pressurize your pipes toward bursting?

This is a massive update for the studio and our team, adding a ground-up rework of Rockets into the game. This not only provides fantastic new content for you to experience - but sets the stage for us to expand the game in a whole host of directions.

Times have been tough for many game studios lately and Stationeers is a very niche project. You - our players - are a very important part of our development, so please consider buying our supporter content DLC, leaving reviews, and helping spread the word about the game to people who might like it.

Despite all the challenges in the gaming industry, our studio hopes to continue to grow closer to our players, serve interesting niches and regularly update our games. While not a profitable project (our typical daily revenue including DLCs is around USD 800 gross, roughly 400 of which makes it to us), Stationeers is important to all of us in the studio. We hope that shows in the hard work we do with our updates, and we feel this one is no exception.

Not only does this update contain an entire new game around Rockets, it also contains a massive array of performance, usability, and general fixes. Our change log is so big that we can’t fit all of it in this post.


- CEO Dean Hall
International Uniforms Pack


This pack adds cosmetic uniforms featuring fifteen different international markings for wearing on characters in Stationeers.

Our DLC was made to provide a way for those who enjoy the project and want to further support it, and in return receive some simple new content. This content is not essential for the game. Consider purchasing this if you want to further provide support to its ongoing development.

https://store.steampowered.com/app/2542990/Stationeers_International_Uniforms_Pack


Rocket Details

[h2]Rocket Control Motherboard[/h2]
Devices on the rocket can be remotely accessed through the Rocket Control Motherboard. Specifically, the motherboard gets to traverse through the new datalinks. When an uplink/downlink pair is setup, the motherboard can access devices on the rockets and the rocket devices are made available on the uplink's network. This allows planetside logic devices to see rocketside devices on the networks, so traditional logic systems can still interact with rocket devices.

The Rocket Motherboard provides a visual representation of destinations to which rockets can travel. Each world has a uniquely authored map providing different locations and resources for rockets to obtain. When a destination is set, and the rocket engine is fired, rockets progress towards their destination. Scanners can be used to unlock new static destinations through the Chart action, instance new asteroids to visit by the Discovery action, or gather more information about a mining site via the Survey action. All these UI based actions and commands can also be activated via logic on the rocket avionics device.

Rockets act as a way for players to obtain resources and gasses. But Rockets now provide a framework for us to modify other aspects of the game. While not making the first cut of features for this release, we intend to add satellite deployments which can increase the number of traders who visit, contact bespoke traders, or even microwave remote power from space. We also want to ensure that traveling to other planets get enough attention, and isn't a side note. Traveling back and forth between worlds will be possible, but will require some significant changes to our save system.


[h2]Engines[/h2]

Engine selection is important, as it dictates how efficiently you use fuel and how much thrust you can produce. The Pumped Gas Engine and Pumped Liquid Engine are the two simplest engines, pulling fuel directly from pipes and tanks. The Pressure Fed Gas Engine operates on gaseous fuel, and can produce the most thrust, but the fuel must be delivered to the engine at high pressures to be better than pumped engines. The Pressure Fed Liquid Engine can be the most fuel efficient, but managing liquid fuel flow via pressure can be incredibly challenging in such a dynamic environment.

[h2]Payloads[/h2]

Miners and Scanners do the bulk of the work in space gameplay. Miners gather ore, and output it into chute networks for transport to Cargo Storage. Scanners are used in three ways to explore space, unlock new destinations, and gather information. Miners and Scanners have a head slot that must be occupied by a mining/scanning head, else the device will not function.

[h2]Infrastructure[/h2]

Interfacing with the rocket on the launch mount is predominantly done through umbilicals. These consist of a main umbilical device placed inside of a launch tower. The umbilical can then connect onto an umbilical socket placed in the rocket. Variants exist for power, gas, liquids, and items. To allow better accessibility to the rocket during construction we’ve added several new stairwell variants, along with extendable access bridges.

[h2]Fuselages[/h2]

We’ve added several cosmetic variants for the rocket fuselages, so that not all rockets have to look and feel the same. We took inspiration from the Mercury Redstone and Saturn V.

[h2]Rocket Control UI[/h2]

We wanted to improve the accessibility of rockets, so that players who can't manually assemble a little-endian address in logic can still use rockets. The Rocket Motherboard has 3 main pages. The “Rocket” tab allows you to see and control devices, in a much more graphical way, which is important since when in space, you can't use your tablet to debug issues. The “Map” tab lets you see all of the locations you’ve explored, and see rockets moving around in space. The "Location" tab lets you see specific information about a location, if it has links to other locations, if it can spawn minable asteroids, or if it has resources to mine. It's also where you will start rocket actions, such as mining and scanning, which interact with the location.
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Traders



As well as rockets we've also given traders a little love, including adding lights and other visual improvements and cleaning up the assets to make them more performant. There has been a specific focus on improving tooltips on the traders, and they should now provide much better information about what you are buying and selling. There are also a lot of bug fixes focused on traders.

[h2]New Traders[/h2]
The new traders consist of three types: a Consumable Trader, similar to a convenience store, selling items like duct tape, cereal bars, and other useful goods, a Liquid Trader, specializing in bulk quantities of liquids such as liquid nitrogen, liquid volatiles, and water, and an Appliance Trader, who sells appliances and purchases materials required for creating them.

[h2]New Data Structure[/h2]
To support new functionality, we have revised the data structure for traders. There is now much more functionality for us to make unique traders. It’s also easier than ever to make new trader mods. This does means existing trader mods will need to be rewritten.

[h2]Care Packages[/h2]


Traders will sometimes want to buy care packages that contain a specific set of items. These care packages can be created by filling a cardboard box with the required items. Sometimes traders will pay handsomely for these key supplies and allow for a good profit to be made.

Tool-tips



We've placed a significant emphasis on enhancing tooltips across all aspects of the game. Our goal is to display more comprehensive and accurate information, ensuring players have a better understanding of game-play and mechanics


Orbital Simulation



Our old skybox was based on what was effectively a "geocentric" world. The sun of the world would follow a predictable path in the sky, with only the angle of its rotation being configurable. Additionally objects in our skyboxes, such as the Earth in our Moon world, or Jupiter in our Europa world, were static objects in the sky.

As part of other prototypes and ongoing work at the studio, we developed an excellent way to model orbital mechanics using Kepler's laws of planetary motion. All skybox objects are now configured to be based on a real simulation, with planetary movement in the sky. Currently, this is mostly cosmetic but offers massive potential in the future for us to expand on our Rocketry update. For now though, the main impact will be on the apparent movement of the world sun. Your world now has its own orbit, so your suns' apparent motion will change throughout the orbit - giving you seasons which will affect solar irradiance.

Visually the results are stunning. Europa now shows a revised Jupiter with animated clouds and all the major Jovian moons. Saturn has also had a face lift.

World Data Changes

In line with the orbital simulation changes we have refactored how world data is stored. Previously, it could be defined as a 'template' and then used to initialize a world save. This was handy in that it allowed you to tweak a lot of settings in a save. but it also baked any bugs into your save and made synchronization and serialization in multiplayer very problematic. This was a source of a number of nasty desync bugs. So we have rationalized this together and firmed up how this works. To make a custom world you will need to make a mod. And this world data is loaded each time, not from your save but from the game data. These changes will break saves on old custom worlds.

World Difficulty Information

As part of the first steps of our future work to cleanup survival and game information in general, some substantial changes have been made to how we store and display difficulty settings. As before, these are fully moddable but we have also extended what can be included and changed in a difficulty setting. When starting a new world, the screen will show you information about that world, such as the atmospherics, storms, and any other important information.

When you select a difficulty, the new world screen will clearly show you the impact of that change. You can change the difficulty after loading with the 'difficulty' console command, followed by the name of the difficulty you want to select (case sensitive).

Performance Improvements

[h2]Occlusion[/h2]
We've simplified our approach to occlusion to make it more constant and provide a significant performance improvement. Previously, the render distance was set individually for each object, leading to inconsistencies in how objects were displayed and shadowed across the game. To address this, we've shifted to a type-based system for determining render distances for both meshes and shadows. This means that objects of similar types now follow a uniform standard for visibility and shadow casting.

This refinement has substantially improved game performance, particularly in areas with complex structures. During our tests, we noticed a marked improvement in frame rates. For instance, a test map that previously achieved 30-35 fps on medium settings now smoothly runs at a full 60 fps on high settings without any noticeable frame drops, regardless of the viewing direction. This update is a game-changer for players with extensive stations, offering a smoother and more visually consistent experience.

[h2]Atmospherics[/h2]
There were some instances where a very large number of atmospheres could be present in the world. We've made some changes around how world atmospheres equalize back to the global atmosphere meaning that if you ever see many thousands of world atmospheres they should quickly be reduced to a reasonable amount.

[hr][/hr]
We need you!
[h3]Stationeers is a small niche project. We know times are tough and our project isn't for everyone. So if you like the work we do, we would love to encourage you to spread the word, grab our supporter DLCs, and watch Stationeers content creators on places like twitch and youtube. We want to keep developing this game for many years, well beyond any early access release and to do this we need your support[/h3]


https://store.steampowered.com/bundle/2624/Stationeers_Complete_the_Set/

A special thanks to Freeze for the extensive testing and feedback that they provided. It was more than helpful, it was essential feedback for getting this update out.


[h2]Change Log 0.2.4657.21547[/h2]
[h3]We do not filter or redact our patch notes so these patch notes include work we are doing on the rockets that are not yet available in the game.[/h3]
Change Log