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Mercury Fallen News

3 Weeks Until 1.0!

Howdy Folks!

Time is ticking by fast and there are just three weeks until the 1.0 release of Mercury Fallen. It’s been a wild ride getting to this point and I couldn’t have made it here without the amazing support and feedback from all of you.

Mercury Fallen will be releasing out of early access August 22nd. As we grow ever closer to that date I wanted to take a look back at the progress that has been made.

Below are some before and after screenshots showing how various aspects of the game have changed and improved over the course of development.








Mercury Fallen has come a long way and it wouldn’t be possible without all of the amazing support. Thanks everyone!

Be sure to tell your friends and neighbors about the upcoming 1.0 release of Mercury Fallen. It’s a great time to grab a copy or add it to your wishlist.

Support & Follow Mercury Fallen Development On Twitter | Facebook | Website | Discord | Roadmap | Merch | Patreon

Planetary Repairs Update Now On Experimental Branch

Howdy Folks!

It’s testing time again and this time it’s for the Planetary Repairs update. There is still more content in development for this update, but it’s ready for folks to let me know what’s wrong, what’s good and what’s bad.

The Planetary Repairs update is indeed the 1.0 version of Mercury Fallen that will be available on the public branch on August 22. Check out the experimental branch if you would like to help provide feedback and bug reports on the latest content.

Planetary Repairs Experimental Info & Patch Notes

What is the Experimental Branch and how do I access it?

Support & Follow Mercury Fallen Development On Twitter | Facebook | Website | Discord | Roadmap | Merch | Patreon

Release Date Announcement

Howdy Folks!

Hope everyone is sitting down because I have some big news. I mean you can stand if you want to, that’s cool. Anyway, come in a bit closer, the big news is that Mercury Fallen will be releasing on August 22, 2023! That’s right around the corner!

I mentioned previously that the 1.0 update was coming soon and now you, and I, know exactly when. That’s some super exciting news and I want to thank everyone for the amazing support regarding the news that Mercury Fallen is leaving early access.

There is a lot packed into this final update and I’ll have more information soon regarding what you can expect to find in the 1.0 release of Mercury Fallen. A version will be coming to the experimental branch soon.

Thanks again for all the amazing support. It’s a great time to tell your friends or put it on your wish list, if you haven’t already.

[h2]Support The Dev[/h2]
If you would like to help support me, Mercury Fallen and future projects be sure to tell everyone to grab a copy of Mercury Fallen, grab some Mercury Fallen Merch or support me on Patreon for as little as $1/month. A huge thank you to my Patreon supporters!

Support & Follow Mercury Fallen Development On Twitter | Facebook | Website | Discord | Roadmap | Merch | Patreon

1.0 & Beyond

Howdy Folks!

A huge thanks for all the great feedback and support. Since the last major content update, I’ve been pushing out a bunch of smaller updates that have added some great new features such a crop/mining management, dragging dimension info as well as various tweaks and fixes.

The next major content update, however, is the big one. It’s the 1.0 release of the game which means Mercury Fallen will be leaving early access. I wanted to cover some of the content coming in 1.0 and what happens moving forward.

[h2]Surface Resources[/h2]
A new surface resource will be added and will be required for late/final game construction. This new xeno salvage will require a special crafting machine to process it into a usable crafting ingredient. Additionally, the resource will require a surface structure to extract salvage from ancient ruin sites.

[h2]Story & Missions[/h2]
The final chapter of the game will include a series of new missions and POI locations. These missions will culminate in a final goal and an “end” game. You will still be able to continue playing your save game even after completion of the final mission.

The final collection of data logs from Alex Kenner will also become discoverable.

[h2]Achievements[/h2]
A whole bunch of in-game achievements are being added to Mercury Fallen as well as a new achievements interface allowing you to easily view your progress in game. These will also connect to Steam achievements as well.

[h2]And More…[/h2]
Additionally there will be new decorations, mechanics and various other smaller additions, tweaks and changes.

[h2]What Now?[/h2]
Even after the 1.0 update, I will continue to support Mercury Fallen with any bug fixes and tweaks. I can’t speak to any further major content releases or possible DLC at this time, but I would like to talk a bit about the development of Mercury Fallen. This is something I’ve never talked about previously and generally feel uncomfortable discussing, but I wanted to show a bit of the reality of indie game development, especially for those who may be interested in indie game development themselves.

Mercury Fallen is listed as being developed and published by Nitrous Butterfly. Nitrous Butterfly, and Mercury Fallen, are owned and created by one person… me… Tim Pelham. I’ve created, developed, or integrated all of the content for Mercury Fallen including programming, artwork, sounds, music, writing, and more.

Mercury Fallen has been largely successful for a small solo-developed game with zero budget, but I’ll be the first to say it’s been in early access for far too long. The scope of Mercury Fallen grew a bit bigger than it should have for a solo project, but I’m very proud of what I’ve created. Mercury Fallen is well-rated, but has not generated enough sales to comfortably sustain such a long development cycle.

Since its initial release in 2017 Mercury Fallen has had 9,780 total sales. Accounting for price changes, discounted sales and Steams cut the game has generated just over $100,000 in sales. That number does not reflect marketing, software purchases, and other business costs. The game has been in development for going on six years now so that’s an average income of roughly $16,500/year. The actual income fluctuates wildly over the course of a year and can be far more or far less than the average. So far this year the total net income has been around $3,500 which has caused a bit of a struggle. I have, however, managed to maintain working full-time on Mercury Fallen throughout its development due to my low overhead and some outside support.

I mention all of this as my goal has always been to work on future projects after the release of Mercury Fallen. Ideally projects with a smaller scope. In fact, I’ve already started prototyping a new game idea, which is a post apocalyptic cleaning simulation game inspired by games such as Viscera Cleanup Detail and PowerWash Simulator. I’m not sure I’ll have the funds to continue its development as it stands currently, but be sure to let me know if it’s the type of game you might be interested in.

The Mercury Fallen 1.0 update is still on track and in active development. Thank you so much for all the amazing support and feedback over the years. It’s been an honor to create an experience that has been enjoyed by so many.

[h2]Support The Dev[/h2]
If you would like to help support me, Mercury Fallen and future projects be sure to tell everyone to grab a copy of Mercury Fallen, grab some Mercury Fallen Merch or support me on Patreon for as little as $1/month. A huge thank you to my Patreon supporters!

Support & Follow Mercury Fallen Development On Twitter | Facebook | Website | Discord | Roadmap | Merch | Patreon

Update 36.7 Hot Fix 1

Howdy Folks!

Just a small patch update to address a couple of reported issues. Enjoy! :)

  • Fixed: Expedition data is not removed properly when an expedition party returns to the facility. This caused further expeditions to not function correctly.
  • Fixed: Explore POI destination selection info not disposed of correctly when finished. This led to the explore poi action not working after the vehicle had been docked and later disembarked.
  • Fixed: Item Spinner values show an infinity symbol by default on expedition and trade windows when it should show zero.