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Adv. Branch Patch #7 - Mod Workshop



[h3]Make Mars Yours... with Mods[/h3]

We're excited to announce that our newest update to the Advanced Branch introduces mod support! Create the Mars of your dreams like never before with community mods. Design new quests, modify the Tech Tree, create new resources or buildings and even modify planet variables. Make Mars yours!

We have been working behind the scenes to implement this new feature for a long time. We've even been working with community members since the early stages of its development. Introducing workshop support to our testing branch is the next step towards bringing public mods to the game.

Keep in mind that as this is our beta branch, we cannot guarantee that mods you develop, download, or use will remain functional in future updates.

Mod support functionality is currently limited to only the Advanced Branch. Why? We use this testing branch to make sure our main branch remains stable and functional. Game development is tricky - new updates can have all sorts of unintended consequences - so this test branch lets us see the affects of our upcoming changes.

Without further ado, here is our brand new, shiny workshop!

[h3]Modding Documentation[/h3]

If you're interested in developing some mods for Per Aspera but aren't sure where to get started, take a look at these instructions we've created for you.

[h3]Join our Mod Channel in Discord![/h3]

The entire team is looking forward to seeing your creations! If you ever need our help, want to share your feedback, or would like to connect to fellow modders join our Discord. We're excited to help and see you over there!

[h3]How to access the Advanced branch[/h3]
Want to try out our mods? Of course you do! You’ll need to switch over to the proper branch. Changing a branch is simple and easy!

  1. Find “Per Aspera” in your Steam Library and access its properties by right clicking and selecting “Properties”.
  2. Navigate to the “Betas” sub-menu.
  3. In the drop-down menu, select the “Advanced” branch.
  4. That’s it! Your game should begin downloading the new patch.




If you’d ever like to return to the Public branch, simply select “None” under the submenu and Steam will handle the rest! Remember that the mods currently do not work unless you're on the advanced branch.

Thank you to everyone for testing out this latest update and we'll see you soon for the next one!

Ad Astra,
Tlön Industries

v1.3 Hotfix 2

Fixed an issue when placing a lot of buildings near the poles that would result in the game breaking.

Post Launch Retrospective

It's our six month anniversary! 🎉




Six months ago today we welcomed our first players to their new homes on Mars. This game was our first as a new company and a labor of love that took us many years. It's hard to believe that it's been six months since we released Per Aspera to the rest of the world! It's been amazing to see everyone share screenshots and videos of their colonies and watch as you explore Mars and make it your own.



Our jobs don't stop at launch, though. Since release we've been listening to your feedback, reading your reports, and slowly but surely updating the game. In our six months together we've implemented patches, content updates, and hotfixes to address critical bugs, add new buildings and features you've requested, and improve the game.

If you haven't picked up the game in some time, it will probably look a little different and feel much better to play. In this video, we take a moment to share a few of our proudest additions to the game - take a look. There's never been a better time to return back home to Mars!

https://www.youtube.com/watch?v=cuWhoNsz8Hg


[h2]If you've played Per Aspera, please leave us a review[/h2]

The importance of reviews for a game like ours and a studio like ours cannot be overstated. That's why we're asking a small favor: if you've played Per Aspera, please take a moment to leave us a Steam review! While we can't respond to all of the reviews be assured that the team reads each and every one of them. The community's aggregate feedback, including reviews, guides our future and allows us to plan new updates to make this game the best it can be.

[h2]Thank you[/h2]

All of us at Tlön Industries are thankful to have the incredible opportunity to create the game of our dreams for players like you. Thank you for going on this journey to Mars with us. Whether you were here from our first reveal, came to us on launch day, or joined us after a new update... thank you!

We still have more exciting updates in store for everyone, including mod support, but for now let's look at some of our favorite new features from the past three content updates.

[h2]Content Update #3: District Planner[/h2]


Our latest and largest content update yet is the District Planner update! This update includes nearly a hundred bug fixes, QOL improvements, and plenty of new features including:
  • Districts: The new Districts Lens allows you to visualize the resources of each individual district separately. You can turn on/off the "District Boundary" that each Landing Site emanates. Each district has a different name that you can customize.
  • Terraforming Screen: The new terraforming screen provides a roadmap of the overall terraforming plan.
  • Deep & Ultra-deep Veins: We added new types of veins with much higher quantities. Deep and Ultra-deep veins require higher tiers of Mines.
  • Advanced Landing Site: Players can now research and deploy Advanced Landing Sites, which provide even more resources and power to help expand the base.
  • Easier Mine Construction: New contextual Build Menu when clicking on Veins.

Read all of the patch notes here:
https://steamcommunity.com/games/803050/announcements/detail/3053982465478603349

[h2]Content Update #2: Improved Logistics[/h2]
  • Group Selection & Upgrading: You can select and upgrade multiple ways at the same time.
  • Improved StorageGeneral overhaul of storage center functionality.
  • Updated Workers Widget: it will now notify players if production becomes unsustainable and if you need to start producing more workers!
  • Sparklines: Added Sparklines to all productions to quickly alert players of resource stockpiles or depletions.

Our Improved Logistics content update introduced many more fixes and QOL improvements! Check out the patch notes here:
https://steamcommunity.com/games/803050/announcements/detail/3017949229475577091

[h2]Content Update #1: Treat That Water[/h2]
  • New Water Treatment Plant: A new building that lets you collect water for your colonists from Martian oceans!
  • Updated Lenses: An overhaul to the lenses that makes it easier to parse your colony's data!
  • Coordinates: A new feature that lets you see positional information for key places.
  • Informational Prompts: We added pop-ups during key moments of the game to teach and inform about new mechanics.

This first patch introduced a lot of fixes for frustrating bugs as well as pivotal quality of life improvements. Read the full patch notes for the Treat That Water update:
https://steamcommunity.com/games/803050/announcements/detail/5825939260223890653


Content Update #3: District Planner - Out Now



Our third content update released today! This is our largest update yet racking up nearly a hundred changes including new buildings, a plethora of fixes, and many frequently requested improvements! We've been working on many of the improvements in this update for long time and it feels great to get these published for all of our players today. We hope that you enjoy!

Thank you to our community for trying out these changes ahead of time in the Advanced Branch: we were able to make this update even better thanks in part to your efforts.

https://www.youtube.com/watch?v=sDyvfN5xip0



Version: V1.3.0.0.6.122992021.5.12
This update requires a new game to fully enjoy the newest features!

  • Districts: Now you can manage districts which are created by Landing Sites. The new Districts Lens allows you to visualize the resources of each individual district separately. You can turn on/off the "District Boundary" that each Landing Site emanates. Each district has a different name that you can customize.
  • Terraforming Screen: The new terraforming screen provides a roadmap of the overall terraforming plan.
  • Deep & Ultra-deep Veins: We added new types of veins with much higher quantities. Deep and Ultra-deep veins require higher tiers of Mines.
  • Advanced Landing Site: Players can now research and deploy Advanced Landing Sites, which provide even more resources to help expand the base.
  • New contextual Build Menu when clicking on Veins.


This patch introduces new Deep and Ultra Deep Veins that can be used to mine more resources than ever before!

  • Updated Build Buttons to better reflect the Buildings Levels
  • Special Moments in game now include camera animation
  • Improved FXs for Special Projects
  • Updated Special Projects Models
  • Minor update to Way construction performance
  • Minor updates to Knowledge Base content to better reflect implemented game values
  • Improved end game decision option descriptions (Spoiler: End Game Decisions!)
  • Improved Building Info Panels to better show stats
  • Balance - Rebalanced Polar Nukes and MicroSuns so multiple launches are required (Spoiler: Stage 1 Terraforming)
  • Balance - Updated Power Consumption for Glass Factory and Iron Mines productivity to better match similar buildings
  • Balance - Increased research time amount for colonies; it takes a bit longer to complete the research now.
  • Once completing a tech, the tech tree no longer forces users to select a new tech.
  • Implemented power lens optimization and improved performance
  • The power toruses no longer show on icon view when using the power lens
  • The power lens now displays power buildings as relevant buildings
  • Fixed power cluster widget not showing megawatt units
  • Power clusters with energy deficits now display a red color
  • Added factory bar to maintenance lens
  • Updated pulse timing for secondary dialogue
  • Improved normal lens to display when hubs are empty
  • Improved naming conventions for building levels
  • Implemented minor improvements to logistics performance
  • Implemented minor updates to building models
  • Improved black polar dust FXs
  • Changed scroll sensitivity in Lens List
  • Balance - Removed Uranium Mines Lvls 2 / 3
  • Balance - Updated landing site resource spawning to avoid exploits:

    1. Will ignore resources that are already in range
    2. Will not spawn in already revealed tiles
  • Balance - Migration now considers RP-efficiency of the different colonies
  • Balance - buildings no longer decay during the tutorial phase
  • Balance - Added a second task to the More Workers Directive
  • Balance - Tutorial: Inverted carbon and iron spawn distances; implemented small adjustment to all spawn distances
  • Balance - Significantly reduced direct co2->o2 effectivity of biodomes and aquadomes. Halved production for oxygen release plants. Decoupled Flora co2 generation from biodome stats
  • Added a disable button to special projects
  • Balance - Updated requirements priorities so that factory hoarding is on top of minimum storage
  • Scanner Lens optimization: The veins widgets now fades when located on the borders of the planet
  • Added space elevator animations


  • Fixed several line subtitles to match VO recordings
  • Fixed issue with Storage centers not showing the correct MAX value on load
  • Fixed several Popup copy to match actual requirements
  • Fixed issue with landing site icons not being visible from Orbital view
  • Fixed several issues with dialogue triggering and running when game conditions should have prevented them
  • Fixed issue that would eliminate resources when a Special Project was canceled
  • Fixed minor issues with UI
  • Fixed an issue that was preventing the Mars nomenclature from being displayed
  • Fixed issue that would not show lines on the Climate Lens
  • Fixed issue with Building Info Panel not updating values in some cases
  • Fixed minor issue that occurred when finishing a project
  • Fixed issue that would trigger dialogues while others were playing and could cause continuity issues
  • Fixed issue that would prevent the Maintenance Lens from displaying the correct building color when out of reach
  • Fixed issue that would allow players to select enemy units
  • Fixed serialization breaking upon opening Terraforming Build Category
  • Fixed Build Button remaining hovered when reopening category
  • Fixed Build Button auto-selecting a building’s highest level when clicking outside of level buttons
  • Fixed issue that caused the World Build Button to become locked and unable to close
  • Fixed World Build Button not closing the vein info panel
  • Fixed Build Panel not showing the correct building power requirement for different levels
  • Fixed Vein Info Panel remaining open when changing Lens
  • Limited Chars for Savegame file names
  • Fixed issue that would spam FXs once enemies die because of time limit
  • Fixed overflow on scrap panel
  • Adjusted Veins Colors for better readability
  • Fixed issue that would have some story quests show up after killswitch (End Game Decision Spoiler!)
  • Fixed sporadic issue that caused the initially revealed area to not include correctly spawned and necessary resources inside the radius.
  • Fixed military drone factories producing units when hives are not operative or available
  • Fixed issue that would trigger Asterion Quest during Second Battle (Combat spoilers)
  • Fixed new Special Projects not appearing in old saves.
  • Fixed cinematics depth of field issue.
  • Fixed cinematics not running in normal lens.
  • Fixed issue that would not trigger the combat music when being attacked
  • Fixed issue that caused SFXs to be too loud while zoomed-in.
  • Fixed colonies killing colonists upon scrapping the building.
  • Fixed Uranium mines not disabling its particles when hiding the vein
  • Fixed Uranium mine particles not being affected by speed
  • Fixed vein world panel distorted on mouse overview
  • Fixed world build panel starting opened and glitched upon starting a game
  • Fixed Special Projects animations so they no longer break during load
  • Fixed issue that would not decrease the volume of the SFXs during calls
  • Fixed World Build Button not closing the vein info panel when showing
  • Fixed Vein Info Panel remaining open when changing Lens
  • Fixed Uranium mines not disabling its particles when hiding the vein
  • Fixed Uranium mines particles not being affected by speed

Adv. Branch - Patch #6 Notes



[h3]New Features:[/h3]
  • Districts: Now you can manage districts which are created by Landing Sites. The new Districts Lens allows you to visualize the resources of each individual district separately. You can turn on/off the "District Boundary" that each Landing Site emanates. Each district has a different name that you can customize.
  • Terraforming Screen: The new terraforming screen provides a roadmap of the overall terraforming plan.
  • Deep & Ultra-deep Veins: We added new types of veins with much higher quantities. Deep and Ultra-deep veins require higher tiers of Mines.
  • Advanced Landing Site: Players can now research and deploy Advanced Landing Sites, which provide even more resources to help expand the base.
  • New contextual Build Menu when clicking on Veins.


[h3]Improvements[/h3]
  • Updated Build Buttons to better reflect the Buildings Levels
  • Special Moments in game now include camera animation
  • Improved FXs for Special Projects
  • Updated Special Projects Models
  • Minor update to Way construction performance
  • Minor updates to Knowledge Base content to better reflect implemented game values
  • Improved end game decision option descriptions (Spoiler: End Game Decisions!)
  • Improved Building Info Panels to better show stats
  • Balance - Rebalanced Polar Nukes and MicroSuns so multiple launches are required (Spoiler: Stage 1 Terraforming)
  • Balance - Updated Power Consumption for Glass Factory and Iron Mines productivity to better match similar buildings
  • Balance - Increased research time amount for colonies; it takes a bit longer to complete the research now.
  • Once completing a tech, the tech tree no longer forces users to select a new tech.
  • Implemented power lens optimization and improved performance
  • The power toruses no longer show on icon view when using the power lens
  • The power lens now displays power buildings as relevant buildings
  • Fixed power cluster widget not showing megawatt units
  • Power clusters with energy deficits now display a red color
  • Added factory bar to maintenance lens
  • Updated pulse timing for secondary dialogue
  • Improved normal lens to display when hubs are empty
  • Improved naming conventions for building levels
  • Implemented minor improvements to logistics performance
  • Implemented minor updates to building models
  • Improved black polar dust FXs
  • Changed scroll sensitivity in Lens List
  • Balance - Removed Uranium Mines Lvls 2 / 3
  • Balance - Updated landing site resource spawning to avoid exploits:

    1. Will ignore resources that are already in range
    2. Will not spawn in already revealed tiles
  • Balance - Migration now considers RP-efficiency of the different colonies
  • Balance - buildings no longer decay during the tutorial phase
  • Balance - Added a second task to the More Workers Directive
  • Balance - Tutorial: Inverted carbon and iron spawn distances; implemented small adjustment to all spawn distances
  • Balance - Significantly reduced direct co2->o2 effectivity of biodomes and aquadomes. Halved production for oxygen release plants. Decoupled Flora co2 generation from biodome stats
  • Added a disable button to special projects
  • Balance - Updated requirements priorities so that factory hoarding is on top of minimum storage
  • Scanner Lens optimization: Th veins widgets now fade when located on the borders of the planet
  • Added space elevator animations



[h3]Fixes:[/h3]
  • Fixed several line subtitles to match VO recordings
  • Fixed issue with Storage centers not showing the correct MAX value on load
  • Fixed several Popup copy to match actual requirements
  • Fixed issue with landing site icons not being visible from Orbital view
  • Fixed several issues with dialogue triggering and running when game conditions should have prevented them
  • Fixed issue that would eliminate resources when a Special Project was canceled
  • Fixed minor issues with UI
  • Fixed an issue that was preventing the Mars nomenclature from being displayed
  • Fixed issue that would not show lines on the Climate Lens
  • Fixed issue with Building Info Panel not updating values in some cases
  • Fixed minor issue that occurred when finishing a project
  • Fixed issue that would trigger dialogues while others were playing and could cause continuity issues
  • Fixed issue that would prevent the Maintenance Lens from displaying the correct building color when out of reach
  • Fixed issue that would allow players to select enemy units
  • Fixed serialization breaking upon opening Terraforming Build Category
  • Fixed Build Button remaining hovered when reopening category
  • Fixed Build Button auto-selecting a building’s highest level when clicking outside of level buttons
  • Fixed issue that caused the World Build Button to become locked and unable to close
  • Fixed World Build Button not closing the vein info panel
  • Fixed Build Panel not showing the correct building power requirement for different levels
  • Fixed Vein Info Panel remaining open when changing Lens
  • Limited Chars for Savegame file names
  • Fixed issue that would spam FXs once enemies die because of time limit
  • Fixed overflow on scrap panel
  • Adjusted Veins Colors for better readability
  • Fixed issue that would have some story quests show up after killswitch (End Game Decision Spoiler!)
  • Fixed sporadic issue that caused the initially revealed area to not include correctly spawned and necessary resources inside the radius.
  • Fixed military drone factories producing units when hives are not operative or available
  • Fixed issue that would trigger Asterion Quest during Second Battle (Combat spoilers)
  • Fixed new Special Projects not appearing in old saves.
  • Fixed cinematics depth of field issue.
  • Fixed cinematics not running in normal lens.
  • Fixed issue that would not trigger the combat music when being attacked
  • Fixed issue that caused SFXs to be too loud while zoomed-in.
  • Fixed colonies killing colonists upon scrapping the building.
  • Fixed Uranium mines not disabling its particles when hiding the vein
  • Fixed Uranium mine particles not being affected by speed
  • Fixed vein world panel distorted on over
  • Fixed world build panel starting opened and glitched upon starting a game
  • Fixed Special Projects animations so they no longer break during load
  • Fixed issue that would not decrease the volume of the SFXs during calls
  • Fixed World Build Button not closing the vein info panel when showing
  • Fixed Vein Info Panel remaining open when changing Lens
  • Fixed Uranium mines not disabling its particles when hiding the vein
  • Fixed Uranium mines particles not being affected by speed


[h2]What is the Advanced Branch?[/h2]

Our Advanced branch is where we push out patches for further testing before launching it to the entire player base. As we approach and solve more complicated issues and tweak integral features for balancing, we need time and testing to ensure our public build remains stable. Using the Advanced branch gives you the flexibility to try out these new changes while also giving us time to assess the impact of our new updates! Once we’re assured that the patch is working as intended, we’ll publish it to the public branch of the game, where it will be accessible for all of our players.

How to access the Advanced branch
If you’re interested in trying out all of these new changes, then you’ll need to switch over to the proper branch. Changing a branch is simple and easy!

  1. Find “Per Aspera” in your Steam Library and access its properties by right clicking and selecting “Properties”.
  2. Navigate to the “Betas” sub-menu.
  3. In the drop-down menu, select the “Advanced” branch.
  4. That’s it! Your game should begin downloading the new patch.




If you’d ever like to return to the Public branch, simply select “None” under the submenu and Steam will handle the rest!

Thank you to everyone for testing out this latest update and we'll see you soon for the next one!

Ad Astra,
Tlön Industries