[p]As the festive spirit grows richer, Youthcat Games extends Lunar New Year wishes to all engineers.đ§¨[/p][p][/p][p]In the 2026 Year of the Horse, may production lines surge ahead like galloping steeds, and the tech tree shines like a starry river of brilliance.â¨[/p][p][/p][p]No matter which sea of stars you wander in, never forget the lights and cares of your home planet.[/p][p][/p][p]Thank you for five years of company. Let's ride forward to a new journey together in 2026! đ[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38718364/6578ce605da08f4b35ab31743a8d904ef2889731.jpg"][/p]
Patch Notes V0.10.34.28455
[p]Dear Engineers, weâre back with another update today![/p][p][/p][p align="justify"]Since the release of the Anniversary Update, we have continued to make adjustments based on actual gameplay experience, including feature refinements, QoL improvements, and bug fixes.[p align="justify"]Â [p align="justify"]Below is the complete changelog covering updates from V0.10.34.28282 to V0.10.34.28455.
\[Feature]
[p align="justify"]â Added a \[Copy Settings Data] button to the upper-right corner of the \[Settings] interface. Clicking it will copy the last successfully applied settings to the clipboard. Settings that were not successfully applied will not be copied.[p align="justify"]â (Experimental) IP addresses have been added to \[Holo Beacons] and \[Traffic Monitors]. When a Holo Beacon and a Traffic Monitor share the same IP address, the Holo Beacon can receive the color signal from the Traffic Monitor and synchronize its own color accordingly.[p align="justify"]â Added text editing shortcuts for input fields: some input fields (such as blueprint description, memo, etc.) support \[Ctrl+Z] to undo and \[Ctrl+Y] to redo, making text modifications more convenient.[p align="justify"]Â
\[Change]
[p align="justify"]â The text icon selection interface now includes an option to adjust whether the interface automatically closes after selecting an icon.[p align="justify"]â Slightly adjusted the physical collider of the \[Fractionator] to make it easier for mecha to pass through densely placed fractionators.[p align="justify"]â A \[Default Color] button has been added to the color selection interface for facilities like Holo Beacon. Furthermore, when the interface is opened, the currently selected color will now be highlighted.[p align="justify"]â If there is no Matrix Lab currently being researched, a confirmation prompt will now be displayed when canceling manual research.[p align="justify"]Â
\[Bugfix]
[p align="justify"]â Fixed a bug where the \[Holo Beacon] indicator line would not appear when offline if no icon was set.[p align="justify"]â Fixed an issue where certain icons would not display correctly in icon picker.[p align="justify"]â Fixed a bug where \[Assemblers] might encounter issues when directly outputting fuel to \[Power Facilities] via sorters.[p align="justify"]â Fixed an issue in older version saves with the \[Sorter Cargo Stacking] technology, where Sorters Mk. III experienced reduced transport capacity when outputting cargo to conveyor belts.[p align="justify"]â Fixed a bug where the Dark Fog drop filter did not display information when pointing at items.[p align="justify"]â Fixed a bug that could cause errors in planetary shield information when opening the \[Combat Interface].[p align="justify"]â Fixed a bug where using the Instant Dismantle function in \[Sandbox Mode] to dismantle a lab could cause errors.[TAG-70][p align="justify"]â Fixed a bug where clicking on other save files in the save/load interface and then continuing the game could lead to abnormal research consumption data for labs.[p align="justify"]â Fixed a bug where some save files from versions prior to 0.6 could not be loaded.[p align="justify"]â Fixed a bug where, when hiding all space navigation, beacon icons that should still be displayed in certain space navigation elements would appear incorrectly and in the wrong position.[p align="justify"]â Fixed a bug in the \[Marks] of the control panel where the icon mapping in the memo could not be interacted with via the mouse.
Patch Notes V0.10.34.28281
[p align="justify"]Hello again, Engineers![/p][p align="justify"]We hope you enjoyed yesterday's update preview! Without further ado, we're serving them up right now![p align="justify"]In case any of you were so deep in the thick of contruction that you missed yesterday's report, you can catch up quickly here:[p align="justify"][p][dynamiclink href="https://store.steampowered.com/news/app/1366540/view/529869613052199063?l=english"][TAG-10]Â [p align="justify"]Below are the full patch notes for today's update:[p align="justify"]Â
\[Features]
[p align="justify"]Added new building \[Holo Beacon] along with related technologies and recipes. The Holo Beacon can serve as a map marker to indicate the location of the playerâs factories.
[p align="justify"]The \[Holo Beacon] includes an integrated \[Memo] module, allowing players to input text for factory planning and information recording.
[p align="justify"]Added a \[Memo] tab to the planetary information panel in the \[Star Map]. When a planet has factories, players can input text in the \[Memo] to plan production schedules for that planetâs factories.
[p align="justify"]Completely revamped the text component to support more features and redesigned the layout of various UI interfaces.
[p align="justify"]Players can now insert in-game icons into input fields such as planet/star system names, logistics station names, blueprint descriptions, etc.
[p align="justify"]Key bindings in text now automatically update when changed in the settings.[TAG-50]
[p align="justify"]Icons within the in-game \[Goals] and icon mappings from player input (such as blueprint descriptions, etc.) now support \[Ctrl + Left Mouse Click] to directly jump to the corresponding \[Replicator] or \[Tech Tree].
[p align="justify"]Blueprints now include new attributes \[Author] and \[Version Number]. Creators can also create and edit custom attributes to manage blueprints more conveniently.
[p align="justify"]On a planet, within a star system, or in outer space, pressing the \[N] key will automatically reset the camera to its default orientation.
[p align="justify"]Â
\[Optimization]
[p align="justify"]Optimized game logic to improve cache hit rates and enhance multithreading parallel efficiency, reducing bottlenecks caused by memory bandwidth. Update frame cost reduced by approximately 5% to 30% (the exact improvement varies across different hardware, with generally greater gains on CPU with more threads).
[p align="justify"]Optimized the logic for dynamic multithreading allocation, significantly reducing dynamic allocation costs when the number of threads exceeds 32.
[p align="justify"]Improved data access for factory facilities such as assemblers and labs, as well as sorters, and reduced computational overhead in the power system.[TAG-90]
[p align="justify"]Optimized performance overhead for constructed Dyson Spheres.
[p align="justify"]Optimized performance overhead for Milky Way, improved its final frame rate.
[p align="justify"]Â [TAG-102]
\[Change]
[p align="justify"]\[Desolus] now has a chance to spawn \[Stalagmite Crystal Vein]. After loading an old save file, Stalagmite Crystal Vein may also spawn in Desolus where no factories have been built.
[p align="justify"]Input sorters of power generation facilities will now only pick up the fuel required by that facility.
[p align="justify"]Adjusted the position of the UI hint for obtaining soil pile in the starmap to avoid overlapping with other UI elements.
[p align="justify"]Reduced the size of power indicator ring for the \[Traffic Monitor].
[p align="justify"]Changed the icon of \[Screenshot Mode] button in the bottom right corner.
[p align="justify"]Â
\[Bugfix]
[p align="justify"]Fixed a bug where Missile Turrets cannot connect to signal network and attack Dark Fog on other planets (within 4200m).
[p align="justify"]Fixed a bug that caused an error after triggering the achievement âGlobal Offenseâ.
[p align="justify"]Fixed a bug where data calculation for \[Planetary Shields] was incorrect across different power grids on the same planet.
[p align="justify"]Fixed a bug where disabling the âIndicatorâ for drone squads could cause a black frame to appear if SSAO was enabled.
[p align="justify"]Fixed a bug where enabling SSAO could cause transparent effects on the surface of some buildings.
[p align="justify"]Fixed an issue in Sandbox Mode where the minimap would not update promptly when fast travelling from a planet with many facilities to another planet.
[p align="justify"]Fixed a bug in Armor Customization where disabling custom parts would not update the material cost and mecha properties.
[p align="justify"]Fixed a bug where completing the Logistics Carrier Engine Level 4 research while the Interstellar Logistics Station panel was open caused the power bar and warper box to overlap.
[p align="justify"]Fixed a bug in the Control Panel where clicking on other Logistics Stations while attempting to retrieve items from a local Logistics Station caused abnormal retrieval logic.
[p align="justify"]Fixed a bug where placing a \[Traffic Monitor] directly against a \[Splitter] could lead to incorrect monitoring data or even errors.
[p align="justify"]Fixed a bug in the Statistics Panel under the \[Production] tab where the import/export calculation for the last bar of the histogram may be incorrect.
[p align="justify"]Fixed a bug in the Statistics Panel under the \[Power] tab where the counts for \[Accumulators] and \[Energy Exchangers] were incorrect.
[p align="justify"]Modified the cumulative calculation method for the Soil Pile acquisition prompt UI in the game. Sand obtained from paving foundations and sand obtained from defeating Dark Fog are now calculated separately (visual only).
[p align="justify"]Fixed a bug where copying and pasting Dyson Shell blueprints could cause the shell face order to be reversed in certain situations.[TAG-203]
[p align="justify"]Fixed a bug where pasting a blueprint with a foundation conveyor belt beneath the space capsule might cause an error.[TAG-207]
[p align="justify"]Fixed a bug where manual selection in Blueprint copy mode could sometimes fail to select buildings located at 180° longitude (east/west).
[p align="justify"]Fixed a bug where partially pasting Foundations from blueprints could sometimes yield incorrect results.
[p align="justify"]Fixed a bug where copying a building with a sorter might result in a pasted sorter with an excessive deflection angle.
[p align="justify"]Fixed a bug where some advisor entries could not be triggered correctly.
[p align="justify"]Fixed several localization bugs.
Dyson Sphere Program 5th Anniversary Dev Log & Update Preview
[p][img src="https://clan.akamai.steamstatic.com/images/38718364/29c757537cb41158badd7052fd5f1fde0f1efb11.jpg"][/p][p][/p][p]Dear Engineers,[/p][p align="justify"]Hello everyone! Since our Early Access launch on January 21, 2021, the Dyson Sphere Program has somehow already reached its 5th birthday. We are incredibly happy to have walked this unforgettable five-year journey with all of you. Over these five years, we want to extend a special thanks to every single Engineer. Thank you for your companionship and for the understanding, support, encouragement, and patient waiting you've shown us through the difficulties of development. It is because of you that Dyson Sphere Program continues to grow and improve.[/p][p align="justify"]The past five years have been a journey of shared progress. For the future of the sea of stars, we remain your fellow travelers.[/p][p align="justify"]Â [/p]
Vehicles System and Future Planning: We Are Always on the Way
[p][/p][p align="justify"]We know what you're most curious about: the upcoming update plans for the Vehicle System and Space Stations. Regarding the Vehicle System, we have already completed a massive amount of design and verification work. Our goal is to create a high-freedom, flexibly scalable vehicle editing system that allows every player to hand-build their own custom ride. Furthermore, these vehicles must adhere to certain physical laws to fit the game's sci-fi atmosphere.[/p][p align="justify"]Â [/p][p align="justify"]In terms of design, we want players to be able to customize the position and keybinds of every single thruster, allowing for precise vector thrust maneuvers.[/p][p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/6115054c12d127402edf35c5a7632072a520fd28.gif"](However, things have currently... flipped.)[/p][p align="justify"]Â [/p][p align="justify"]As seen in the "failed demonstration" above, introducing these designs creates a chaotic physical system where a tiny change can make the vehicle uncontrollable. We aim to minimize the player's mental burdenâusing the simplest possible solutions to design vehicles that are both cool and easy to operateâand this requires more time to fine-tune the entire system.[/p][p align="justify"]Â [/p][p align="justify"]Of course, this also requires us to develop a user-friendly Vehicle Editor.[/p][p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/31f8c8f984c09b2be2a91a56a614a9053698d16e.gif"](Installing components)[/p][p][/p][p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/3311d096faf4f40403ff9b36cda3cf9c53632231.gif"][TAG-50][/p][p align="justify"](Deleting components)[/p][p align="justify"][/p][p][img src="https://clan.akamai.steamstatic.com/images/38718364/e4901e46a35900d60807a0a3f30e093e41286d67.gif"][/p][p align="justify"](Scaling operations)[/p][p align="justify"]Â [/p][p align="justify"]Since the "Rise of the Dark Fog" update, everyone has been closely following the development of the vehicle system for two years. We may have to ask you to wait just a little longer.[/p][p align="justify"]Â [/p]
Why do we need more development time?
[p align="justify"]In the first half of last year, we poured our hearts into refactoring the multithreading system. This was to "sharpen the axe before cutting wood"âextracting every bit of CPU performance possible before the vehicle system goes live. Over the last five years, with every update, the game's volume has grown, and the code structure has become increasingly complex:[/p][p align="justify"]â Every new feature must ensure it doesn't impact the overall efficiency of the base game.[/p][p align="justify"]â Every new feature must consider the impact on all save files and player experiences since the start of Early Access.[/p][p align="justify"]â Every new feature must fully evaluate the interaction between new and old features. This correlation is like a matrix where both rows and columns are expandingâthe time complexity is O(n²).[/p][p align="justify"] [/p][p align="justify"]Because of these "invisible" underlying tasks, we need more time for polishing. Thank you for your patience; we will continue to push forward to bring you an update worth the wait.[/p][p align="justify"] [/p]
What is the role of the Vehicle System?
[p align="justify"]The Vehicle System is positioned as a highly flexible creative system, serving as a major expansion and supplement to existing gameplay. Additionally, current combat system in the game focuses on the ground; Space Combat is still being refined and has much content yet to be implemented. The addition of vehicles will significantly enrich the overall dimension and strategic depth of combat, while also driving us to comprehensively optimize existing combat mechanisms (ground + space).[/p][p align="justify"][/p][p][img src="https://clan.akamai.steamstatic.com/images/38718364/d762662dbb130348bd182cc04c939d888eee7f66.png"] [/p][p align="justify"]To maintain whole system harmony and keep the learning curve manageable, we are integrating the Vehicle System and the equally flexible Space Station System into a single design framework, which we internally call the "Creation System."[/p][p align="justify"] [/p][p align="justify"]Beyond combat, the Creation System will include more factory-focused gameplay, potentially boosting overall production in the future.[/p][p align="justify"] [/p][p align="justify"]To provide a more complete and coherent experience, we plan to release the following content simultaneously in a future major update:[p align="justify"]â Vehicle System[p align="justify"]â Comprehensive Ground Combat Adjustments[p align="justify"]â Space Station System[p align="justify"]â Space Combat System[p align="justify"] [p align="justify"]These four systems are tightly linked and interdependent, so we want them to debut together. This will be the final major content update before the game's official release.[p align="justify"] [p align="justify"]In short, the design and development complexity of the Creation System is no less than that of the combat system. We hope it brings a massive shift to the game experience. Before we serve the Creation System, we will continue to provide QoL updates. Please give us a little more time, we look forward to the day it launches![p align="justify"]Â
So, What's in the Upcoming Update?
[p align="justify"]Next, we will release a QoL update bringing a series of practical features and optimizations. Here is what's coming:[p align="justify"]Â
Holo Beacon
[p align="justify"]We've heard it from players, and after opening an old save or stepping away for a while we've felt it ourselves, staring at the screen and fall into a deep philosophical crisisâWho am I? Where am I? What was my production logic? Or perhaps you return from another planet and can't find your way around your home base to pick up items. Or, you travel a thousand miles with Titanium only to realize you can't find your Logistics Station in the sprawling industrial maze.[p][p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/2c16829e45aa92ee4fc3f8b2277525d705715fec.jpg"][p align="justify"] [p align="justify"]To solve those issues, we've added a brand new building: Holo Beacon.[p align="justify"]It can be placed anywhere as a map marker and annotation tool, helping you plan production lines and label key locations so you never lose your way in your massive interstellar factory.[p align="justify"]It's more than just a marker; it integrates a Memo System where you can write notes and reminders at any time.[p][p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/ad254810d108c612837e0073566ea69958649c6b.jpg"] [p align="justify"]There are some usage scenarios:[p align="justify"] [p]â Map Marking & Navigation[p align="justify"]Place beacons on a planet's surface to label resource points or factory zones. These are clearly visible even in Planet View (M Mode).[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/430f6a207fee7034c4f1caea969d7eb4cd2e5317.jpg"][TAG-180] [p]â Production Line Annotations[p align="justify"]Add notes to complex logistics hubs or processing zones to explain supply/demand logic or future plans.[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/689bbf3d2f1915c96e0c32f05a3d03be33652035.jpg"][TAG-190] [p]â Planetary Info & Guidance[p align="justify"]Beacons aren't just for the groundâthey show up in Planet View, the Starmap, and even against the starfield to guide you through deep space.
[p align="justify"]A memo system integrated directly into the game interface. You can create notes with icons, colors, and checkboxes directly on planets, the starmap, or blueprints, making complex planning and interstellar exploration more intuitive and organized.[TAG-209][p][p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/e625d8d1443af54fed70b232e69d5ab10536ece0.jpg"][p align="justify"] [p align="justify"]Beyond Holo Beacons, Memos are integrated into several systems:[p align="justify"] [p]â Blueprint Descriptions[p align="justify"]Insert I/O annotations into blueprints to make the logic clear when sharing or reusing them.[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/aaaf25cb096273d25a45c987143c8eb23a7b89b9.jpg"][TAG-230] [p]â Personal Notes & To-Do Lists[p align="justify"]You can also write down your interstellar To-Do list directly on the Planet Panel. Memos support rich text formatting like checkboxes, icons, and text colors.[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/8ab69a26100da4de3ba1c7aaa535007f83ae4f56.jpg"][TAG-240][p]Â
Multithreading Optimization: Revving up the CPU
[p align="justify"]In our previous DevLog[p align="justify"](Full Breakdown of the ' New Multithreading System '), we mentioned that AMD generously lent us a machine equipped with a Threadripper 9985WX to test high-parallelism performance. This not only fills a gap in our testing for "god-tier hardware," allowing us to identify and fix bugs that would never surface on standard consumer-grade platforms, but also provides invaluable data on how different logic sections perform across various thread counts. This gives us a much clearer perception of potential performance hazards and bottlenecks.[p align="justify"]Consequently, we conducted a round of targeted "deep optimization" on this device. However, average players can rest assured: this optimization isn't just for those who want to feel the raw power of their "performance monsters." Even for the vast majority of players using mid-to-low-end consumer platforms, this update will provide a significant boost to frame rates and the overall gameplay experience.[p] [p]â Conclusion First[p align="justify"]In conclusion, the results of this optimization are illustrated in the following figure:[p][img src="https://clan.akamai.steamstatic.com/images/38718364/502ad41370b89a9fec8ee3c20fd00af0d6b5b7fb.png"] [p align="justify"]This meme might have been used a few too many times, but on this Threadripper, the frame rate doubling is the absolute truth. Here are the test results for an extreme save file with 6.8 million Universe Matrices running on a system with a Threadripper 9985wx + 64g ddr5 5600MHzĂ8 + win10:[p align="justify"]Before Optimization(~95â100ms per non-critical frame):[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/3d19ed4b3b044afe0e3d16ff776d1b8f6c94c1b9.png"] [p align="justify"]After Optimization(~43â46ms per non-critical frame):[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/7ca5ccbd4713880b79ee8557a934df0ed7582c7c.png"][p align="justify"]For the same save file on an Intel i5-14400F (6P4E), the non-critical frame overhead was reduced from 290ms to 205ms. Additionally, the per-frame overhead for a 300,000 Universe Matrix save dropped from 14.5ms to 11ms, and a 100,000 Universe Matrix save dropped from 8ms to 6ms. Generally speaking, players with factory scales below 50k Matrices will see a 5%â10% improvement in final frame time, while those exceeding 100k can expect a significant boost of 20%â30%. For top-tier platforms like the 9985WX, not only did the 6.8 million Matrix save drop from nearly 100ms to less than 90ms for two combined frames, but the logic frame time for a 1.2 million Universe Matrix save also plummeted from 22ms to 11ms.[p align="justify"] [p]â Specific Details[p align="justify"]This optimization primarily focuses on the Dynamic Task Allocation Algorithm and Cache Hit Rate. Below, we will briefly introduce our optimization logic and the experience we've gained.[p] [p]â Dynamic Allocation Logic[p align="justify"]When running the original game logic on a high-end processor like the 9985WX, a prominent feature in the performance profiler was the appearance of dark red regions following many parallel phases. We've labeled this overhead as "Scheduler Overhead", which primarily involves task scheduling, allocation, and the data synchronization required for inter-thread coordination.[TAG-301][p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/fd2fcb3cdbe9d467aeff32e69f002d6473ba05db.png"][TAG-304][TAG-305][p align="justify"][TAG-307][p align="justify"]For players on standard consumer-grade platforms, this overhead should be nearly invisible. For instance, when running on a 14400F with 16 threads, this overhead averages less than 0.001ms per parallel phase. However, on the 9985WX, this overhead scales explosively as the thread count increases.[TAG-309][p] [p align="justify"]The reason lies in our previous implementation of the common "Work-Stealing" strategy: once a thread completes its own tasks, it identifies the target thread with the most remaining work and "steals" half of it. To prevent multiple threads from competing for the same target simultaneously, our design only allowed one thread to perform a steal operation at a time. Other threads had to wait for that thread to update the remaining task data before they could proceed.[p align="justify"] [p align="justify"]This logic performs admirably at lower thread counts, but issues arise as the scale grows. To make this easier to visualize, letâs use an analogy to helping you understand: Imagine an Adventurer's Guild. Whenever an adventurer finishes their quest, they return to the guild to find the next most valuable quest on the Quest Board. To prevent two adventurers from fighting over the same quest, the guild uses a "random draw" system: the hall master calls out one person at a time to pick a quest. Only after that person finishes picking can the next person be called. When the guild is small, most people are out in the field; the hall is mostly empty, and at most, only one or two people are waiting.[p align="justify"] [p align="justify"]But as the scale expandsâmore quests, more peopleâthe time it takes to pick a quest increases, and the crowd in the hall grows. Hardware architectures like NUMA or CCD are like the guild being forced to open branch offices. However, all branches still share a single Quest Board, and only one person in the entire organization can pick a quest at a time. Every time a branch office starts or finishes a pick, they have to call every other branch to sync the status. This causes the "quest picking" time to skyrocket. We even saw cases where Adventurer A finished a quest and returned to wait before Adventurer B had even been called for their turn. If B was unlucky, the wait time became massive. This led to the extreme phenomenon where increasing threads from 16 to 128 (8x) caused the maximum wait time to jump from 0.001ms to 5ms (a 5000x increase).[p align="justify"] [p align="justify"]Looking at the big picture: in a 16-thread environment, after threads finish their initial share and "return to the guild" to steal work, an average of 15.9 threads remain productive. However, at 128 threads, that average could drop to only 3 or 5 threads actually working at any given moment while the rest "wait for their number to be called," leading to a net loss in efficiency.[p align="justify"] [p align="justify"]To solve this issue, we have refactored the Dynamic Task Allocation System. We now allow a small probability where two threads might steal from the same target simultaneouslyâthe first takes half, and the second takes half of what remains. By accepting the trade-off that a stolen target might not strictly be the one with the most tasks, we enable multiple threads to pick their "most valuable" tasks at the exact same time.[p align="justify"] [p align="justify"]Furthermore, we now group threads into sets of 32, restricting stealing to within the group.This strategy serves two purposes: it limits the time an individual thread spends searching for a target, and it prevents the extreme "diminishing returns" seen at high thread countsâwhere the n^{th} thread in line might only receive a meager 0.5^n of the remaining tasks. With Thread Affinity enabled (which is the game's default setting), this also significantly reduces the frequency of data synchronization across NUMA/CCD boundaries.[p align="justify"] [p align="justify"]Returning to our guild analogy: multiple adventurers can now pick quests simultaneously. If two happen to pick the same quest, they follow a strict sequence where the second person takes half of what the first left behind. Instead of all branches sharing one board, only 3â4 neighboring branches share a board, drastically reducing communication costs.[p align="justify"] [p align="justify"]The final optimization result is clear in the new performance chartsâthe previously glaring red "Scheduler Overhead" regions have essentially vanished.[p] [p]â Optimizing Memory Bottlenecks[p align="justify"]Regarding memory performance, we must first thank our community for their incredible passion and insight. Since launch, many keen-eyed players have noted how memory performance impacts frame rates. Some modders even released memory-specific optimization mods, providing us with invaluable insights and experience.[p align="justify"] [p align="justify"]That Dyson Sphere Program places higher demands on memory than many other game genres is not surprising. The game features a massive number of independently operating entities, each with its own unique data. To keep performance under control, we have deliberately avoided overly complex logic in entities that players may build in large quantities. As a result, most entity logic remains straightforward: the CPU âreads data â makes a small change â reads the next data,â which naturally leads to very frequent communication between the processor and memory.[p align="justify"] [p align="justify"]In addition, while the game is highly parallelized and deliberately follows sequential memory access patterns during data traversal, memory performance can still become the primary limiting factor on newer consumer platforms.[p align="justify"] [p align="justify"]For those curious about which part of their hardware is the "limiting factor," here is a general guide: Modern Consumer Platforms (e.g., Intel 12th Gen+, AMD Zen 2+): With high core counts, large caches, and strong pre-fetching, the bottleneck usually tends to be limited by memory bandwidth. Earlier Consumer Platforms (e.g., Intel 7thâ10th Gen, AMD pre-Zen architectures): With smaller caches and limited concurrency, the bottleneck often leans toward memory latency. Legacy Platforms: The raw performance of the processor itself is likely the primary constraint.[p align="justify"] [p align="justify"]When designing our data structures, we always consider memory and performanceâwe avoid designs that are obviously cache-unfriendly. However, we must also balance this with maintainability and scalability. Hardware evolves rapidly; over-optimizing too early can sacrifice development efficiency and increase maintenance costs, only for the optimization to become obsolete as technology changes. Therefore, during the middle stages of development, we continue to keep on feature implementation. Once a stable version is achieved, we pivot our focus to systematic optimization.[p align="justify"] [p align="justify"]In this update, we have optimized the data structures for common buildings like Production Facilities and Sorters. Specifically, we have separated rarely-used data to "slim down" the structures, reducing bandwidth pressure during sequential traversal. For data shared by a large number of buildings(such as recipes), we have consolidated them. This ensures that when the CPU accesses multiple same-type buildings using the same recipe, the relevant data is much more likely to already be in the cache. We have also implemented low-cost caching for data that is frequently accessed but stored far away in memory, while eliminating unnecessary non-local memory access.[p align="justify"] [p align="justify"]Since a processor's cache management is essentially a "black box" to us, many optimizations require empirical testing. A change might provide a slight boost on one device but a noticeable performance hit on another. To address this, we tested over twenty different variations and built twenty internal builds of the game, ultimately selecting the dozen-plus optimizations that showed the most significant, consistent improvements for this update.[p align="justify"] [p]â Other Optimizations[p align="justify"]Beyond the two major optimizations mentioned above, we have also refined other areas that showed significant room for improvement in late-game saves, particularly on enthusiast-tier hardware like Threadripper.[p align="justify"]For instance, fully constructed Dyson Spheres no longer require intensive per-frame calculations. We have also replaced standard thread locks with Read-Write Locks in "multiple-reader, single-writer" logic scenarios to improve concurrency. Furthermore, the pre-calculation logic for power system demand has been relocated to a stage that better supports multi-threaded parallelism and cache hits, which significantly mitigates performance issues caused by False Sharing.[p align="justify"] [p]â Future Directions[p align="justify"]Optimization is a journey without a finish line. We still have several optimization milestones on our future roadmap(such as refining the Cargo System and addressing sudden stutters in the Logistics System that can occur in extreme save files). However, these modifications are broad in scope and involve intricate logic; any unexpected issue could carry significant risks. Because each change requires extensive testing to ensure stability, they were not included in this current update.[p align="justify"] [p align="justify"]Furthermore, for a long-term project, premature optimization can often disrupt the development rhythm and increase the complexity of code maintenance. We intend to revisit these plans once the current versions are stable and the team has sufficient bandwidth. This will allow us to thoroughly validate and refine these solutions before steadily introducing them to the game.[p align="justify"] [p] [TAG-401]
Text Component Remake: Paving the Way for the Future
[p align="justify"]Unity's native text components (Text/TextMeshPro) offer limited support for Chinese typesetting. Originally designed for Latin scripts (specifically English), their underlying mechanisms do not account for the complex layout rules of non-alphabetic languages like CJK (Chinese, Japanese, and Korean).[TAG-407][p align="justify"]The core issue lies in the fact that native text components rely on spaces for layout with line-breaking logic is tied to word-dividers like spaces and hyphens. Since languages like Chinese do not use spaces to separate words, the native component cannot accurately determine where a line break should occur. It simply forces a break at the last character before the margin is exceeded. Consequently, this often leads to punctuation errors, such as a "ďź" or "ă" appearing at the start of a new line, or an "ďź" being left hanging at the end of a line.[TAG-409][p align="justify"] [p align="justify"]To resolve these issues, support our various design needs (such as the rich text used in Memos), and ensure better formatting for newly added languages, we have completely remade the text component within the Unity engine. While this task demanded a significant amount of time and effort, we believe this remake is more than just a technical milestone for the teamâit is a vital step toward bringing Dyson Sphere Program to a broader global community.[p align="justify"] [p align="justify"]The remade text component features the following capabilities:[p]â Custom Character and Mixed-Language Spacing[p align="justify"]The new component allows for fine-tuned control over character spacing and the specific kerning between Chinese, English, and numerical characters. This can be adjusted based on the specific text to ensure a clean, aesthetic layout.[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/a1b0d34a2b7bec9b7c43ad4319b27ff228ce3804.png"][p align="justify"] [p]â Smart Justification and Line Breaking[p align="justify"]As the text container width changes, the component automatically adjusts spacing for a more natural visual flow. Additionally, we have built-in rules for Chinese punctuation, ensuring that line breaks now follow standard typesetting conventions.[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/7b6f062046862cf0d7f9121d2e5967f867bf65a0.gif"][p] [p]â Icon Mapping[p align="justify"]The new component supports the insertion of in-game icons directly into the text (such as planet names, Logistics Stations, etc.). This allows players to create much more vivid and informative text content.[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/6408c5395da81436f5c9196d25618d15c9319df6.gif"][p align="justify"][p]â Advanced Extensibility[p align="justify"]We have also developed a wide range of extended features for the new component, including:[p align="justify"]Checkboxes Support[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/01a982b8d1061fbc1136b476c28ab4a6278541b5.gif"][p align="justify"] [p align="justify"]Hyperlink Support[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/af95d32cc49b11a0f26d96f2475a8369cea2bef6.jpg"] [p align="justify"]Table Support[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/0b2420d277d4d69e8d2017b355da3dffc6848ba3.gif"][TAG-480][p align="justify"] [p align="justify"]These powerful features provide a solid foundation for the future implementation of an in-game Wiki. Furthermore, this architectural work serves not only the current version but will also benefit the team's future projects. The time and heart invested in this are well worth it; we are truly paving the way for the future.
Â
German and French Localization in Progress: Reaching a Wider World
[p align="justify"]Alongside our routine development, we are pushing full steam ahead with German and French localization. This is both a fulfillment of the promises made to our backers during the crowdfunding campaign and a major step in bringing Dyson Sphere Program to a wider community.[p align="justify"]By integrating into the German and French-speaking communities, we are doing more than just translating wordsâwe are building bridges. We want more players across the globe to be able to immerse themselves in the world weâve built without any barriers. This is not the finish line; we will continue to roll out more official localizations in the future so that engineers from all over the world can explore the same starry sky together.[p align="justify"] [p align="justify"]Of course, localization involves much more than text translation. It requires a reconstruction of the UI and systems to ensure that players of different languages can experience the game's complex mechanics with clear information and comfortable layouts.[TAG-501][p align="justify"] [TAG-503][p align="justify"]In German and French, phrases are often significantly longer than their English counterparts. For example:[TAG-505][p align="justify"] [TAG-507][p align="justify"]č˝čĺç[p align="justify"]Energy Cost Ratio[p align="justify"]Taux de consommation d'ĂŠnergie[p align="justify"]Energiekosten-Verhältnis[p align="justify"] [p align="justify"]We are actively studying the characteristics of these languages to find the best expressions for the game interface. Where necessary, we will adjust the UI layout to balance visual aesthetics with readability, striving to provide a smooth and complete experience for all players.[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/4cff5c30dbf2c1c6150e8c3700d25d1c3bad7af5.gif"][p][p align="center"][img src="https://clan.akamai.steamstatic.com/images/38718364/187b4e72f480202465a110f777178eec91344836.gif"][p][p align="justify"]To advance our localization efforts more efficiently, we have developed our own internal localization tool. This allows the team to compare source text with various translations clearly and preview how the text appears in-game in real-time, ensuring accuracy and stylistic consistency.[p][p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/f3dbcf485a292d998ba1fe13818f2d52faec4b33.jpg"][TAG-550] [p align="justify"]The tool also supports flexible parameter adjustments for multiple languages, allowing us to optimize the interface layout based on the length and typesetting habits of different languages, keeping the display clear and coordinated.[p][p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/5bc6156f10c624ed632b1cb7e335bb2fd3cd8ac8.jpg"]
Â
Thank You for the Journey! Letâs Reach the Stars Together
[p align="justify"]Five years have passed since the first glimmer of a Matrix Research Lab was lit. Today, countless magnificent Dyson Spheres weave across the galaxy. This vast and grand spectacle exists only because of the wisdom and hard work of every single one of you. Your creativity and passion have collectively painted this cosmic canvas.[p][p align="justify"]New tools, new languages, and new technical remakesâall these changes and upgrades are here to better support your boundless imagination. Looking further ahead, vehicle systems, space combat, and space stations are already on the horizon.[p][p align="justify"]The universe is vast and limitless.[p align="justify"]Letâs keep building toward the future together![p align="justify"]Â [p align="justify"](A Special Shout-out: The header image for this update was captured by zensstrive, one of the winners of our "Lunar Mission" screenshot contest. Thank you for sharing your journey through the stars with us!)
Happy New Year! Thanks for Being With Us
The new year begins, and time moves forward.
[p][/p]
No matter where you are or how fast your pace,
there is always a universe waiting for your return.
[p][/p]
Thank you for every session, every effort, every moment of persistence.
[p][/p]
In the year ahead, Dyson Sphere Program will still be by your side,
building slowly, step by step, toward the farthest stars.
Santa Icarus sends his Xmas wishes to all Engineers: May this Christmas be a time to slow down a little and spend it with those who matter most â and let Icarus keep the factories running across the universe.
đ Wishing you a Merry Christmas, full matrices, and smooth production lines!
Btw, Dyson Sphere Program is 20% off during the Steam Winter Sale â a perfect time to jump in or invite a fellow Engineer to join the journey.
Steam Award âLabor of Love Awardâ â Cast Your Vote!
[p][/p][p align="justify"]Dear Engineers,[/p][p align="justify"]Time flies â another year, another round of the Steam Awards! Dyson Sphere Program has now been with you for almost five years. From the very first factory rising from the ground, to countless Dyson Spheres shining across the stars, this journey has been made special by every build you placed and every piece of feedback you shared.[/p][p align="justify"] Throughout these five years, we've kept our sense of awe and passion, continually cultivating this shared universe of ours.[/p][p align="justify"] [/p][p align="justify"]Since the start of Early Access in 2021, here's what we've added:[/p][p align="justify"]2021 â Civilization Type III System, Blueprint system, Milestones & Achievements[p align="justify"]2022 â Mecha Customization and Sandbox Mode[p align="justify"]2023 â Combat System added with the Rise of the Dark Fog update[p align="justify"]2024 â New Logistics System[p align="justify"]2025 â New Multithreading System[p align="justify"]âŚand more to come.[p align="justify"] [p align="justify"]We know many of you are eager for even more content â rest assured, the team is still working at full speed to bring fresh energy into the game![p align="justify"] [p align="justify"]Because of this continued effort, we hope to once again earn your support. Please cast your vote for Dyson Sphere Program in the Labor of Love Award category. This award is not only recognition of our long-term updates, but also a tribute to every Engineer who has stayed with us through it all.[p align="justify"][img src="https://clan.akamai.steamstatic.com/images/38718364/fcbebe2fb3a1f1e0790912b4f201532cbde911a3.jpg"][p align="justify"]đłď¸ How to Vote:[p]1ďźVisit the Steam Awards page: [p]https://store.steampowered.com/steamawards/nominations/2025[p] [img src="https://clan.akamai.steamstatic.com/images/38718364/dd126e581c94ab30112b5ecd0741f8b23d4ef67f.png"][p]2ďźFind the Labor of Love Award category[p][img src="https://clan.akamai.steamstatic.com/images/38718364/e9a37d1360f711d8805dc4eeaea0464b7ddf76c5.png"][p align="justify"]3ďźSelect Dyson Sphere Program and submit your vote![p align="justify"] [p align="justify"]And here's a little preview of something excitingâour 5th Anniversary Celebration for Dyson Sphere Program! On January 21st, 2026, together with our publisher GamirrorGames, we'll launch the 5th Anniversary Celebration! We'll share development updates and reveal some new content we've been working onâsomething worth looking forward to![p align="justify"] [p align="justify"]You are the ones who keep this universe expanding. You are the reason every update matters. Cast your vote today, and let's show that sincere dedication deserves to be seenâand long-lasting passion always echoes back. Stay tuned for more news. See you at the 5th anniversary!
đ Happy Halloween, Engineers!
For Icarus, itâs the perfect time to suit up in a brand-new mech!
[p][/p]
Jump into Dyson Sphere Program, give your Icarus a festive makeover, and thenâgo âvisitâ our lovely neighbors, the Dark Fog! đť
UpdateďźPublic Test for New Multithreading System Now Live!
[p][img src="https://clan.akamai.steamstatic.com/images/38718364/6a32f86d49618a0629467c94720c7071ab1486a8.jpg"][/p][p]Hello Engineers,[/p][p]The public test for our newly rebuilt multithreading system is now live! This test is open to all players and focuses on evaluating the performance of the new multithreading system under different hardware configurations. We sincerely invite all engineers to participate in this public testâyour feedback will help us create a better gameplay experience![/p][p]Â [/p]
How to join the test?
[p]1. Open your Steam Library â Right-click Dyson Sphere Program â Properties â Betas â Select the branch: public-test-0 - Public test branch for new features.[/p][p]2. During the test, if you encounter any issues, feel free to report them in the #multithreading-bugs channel on our Discord: [/p][p]https://discord.gg/sSVZ4WQ[/p][p][/p]
Why rebuild the multithreading system now?
[p]While weâve been steadily developing the vehicle system and core game features, we realized that the growing complexity of the game was pushing our current architecture to its limits. Without addressing these performance bottlenecks. If the CPU performance bottleneck is not resolved, the addition of the vehicle system could seriously affect the gameplay experience.[/p][p]Out of responsibility to our players, we once again analyzed and reviewed all core systems in the game. We chose to focus this round of performance optimization on the multithreading system and completely rewrote the related code. This will allow us to more effectively utilize multi-core CPU power and alleviate stuttering and frame drops during large-scale factory operations. (See the multithreading dev log for more details:[/p][p][dynamiclink href="https://store.steampowered.com/news/app/1366540/view/543361383085900510?l=english"][TAG-40][/p][p]More importantly, this optimization will also lay a more stable and smoother foundation for the future vehicle system update.[/p][p]So whether youâre a min-maxing player optimizing every second of production or a relaxed explorer traveling the stars, we hope this update gives you a smoother experience.[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/38718364/982ab2f98f3efa5cc6eb0bd26de187b2fa4cdf9f.jpg"][TAG-50][/p][p]Update Log for Multithreading System:[/p][p]â Completely overhauled the \[Multithreading System]. The new multithreading system can more efficiently unleash performance potential, bringing more frame rate improvements in large-scale factories.[/p][p]â \[Game Settings]: Added advanced settings for the new multithreading system. The advanced settings include \[Main Thread Binding Strategy], \[Worker Thread Binding Strategy], \[Thread Phase Waiting Strategy], and \[Thread Frame Waiting Strategy] â 4 customizable strategies. By customizing these strategies, players can better utilize the new multi-threading system.[/p][p]â Overhauled the \[Statistics Panel] performance test. The new performance test is compatible with the overhauled game core logic, helping players better analyze game performance overhead.[/p][p]â Added \[Performance Deep Profiler]. This tool can be accessed by clicking the \[Deep Profile] button in the Performance Test (CPU). It provides real-time operational data for all game logic, allowing players to directly observe the execution methods and efficiency of the game's core logic.[/p][p]â \[Ray Receiver] logic now uses Dynamic Allocation Strategy in multithreading, improving CPU core utilization.[/p][p]â \[Power System] updates in worker threads synchronize with \[Logistics Station Conveyor Inputs] in the main thread, improving CPU core utilization and operational efficiency.[/p][p]â \[Dark Fog Ground Towers and Units] logic added to multithreading with Dynamic Allocation Strategy, improving CPU core utilization and operational efficiency.[/p][p]â \[Various Factory Facilities] logic uses Dynamic Allocation Strategy in multithreading, improving CPU core utilization.[/p][p]â \[Sorter], \[Conveyor Belt], and \[Cargo Rendering] logic adopt Dynamic Allocation Strategy in multithreading, improving CPU core utilization.[/p][p]â \[Sorter] logic updates in worker threads synchronize with \[Storage Tanks], \[Enemy Animations], and \[Trash] in the main thread, improving operational efficiency.[/p][p]â \[Splitter], \[Automatic Piler], \[Spray Coater], \[Monitor], and \[Logistics Station Conveyor Outputs] logic added to multithreading with Dynamic Allocation Strategy, improving CPU core utilization and operational efficiency.[/p][p]â Core logic of \[Turrets] added to multithreading with Dynamic Allocation Strategy. Updates synchronize with related positional logic of \[Dyson Swarm] and \[Dyson Sphere] in the main thread, improving CPU core utilization and operational efficiency.[/p][p]â \[Rockets] use Dynamic Allocation Strategy in multithreading and synchronize with \[Sector Management] in the main thread, improving CPU core utilization and operational efficiency.[/p][p]â \[Statistics] added to multithreading and synchronized with \[Warning System] in the main thread, improving CPU core utilization and operational efficiency.[/p][p] [/p][p][img src="https://clan.akamai.steamstatic.com/images/38718364/638cec9d09c53a19ccdf75d626b8fd03daf37f8d.jpg"][/p]
Notes and FAQs
[p]1. About Save Files & Mods[/p][p]Q: Can I use my old save files in the test branch?[/p][p]A: Yes, old save files are compatible with the test branch. However, we strongly recommend backing up your saves locally beforehand to prevent any potential data corruption.[/p][p]Â [/p][p]Q: Will saves from the test branch be compatible with future official versions or the default branch?[/p][p]A: In principle, yes. Save files from the test branch should be compatible with both future official releases and the default branch. That said, we still highly recommend backing up your files before switching branchesâjust in case.[/p][p]Default save location (if unchanged):[/p][p]%USERPROFILE%\\Documents\\Dyson Sphere Program\\Save\\[/p][p]Â [/p][p]Q: Can I still use my old Mods in this test version?[/p][p]A: We advise against using any mods during this test phase.[/p][p]This update includes a complete overhaul of the gameâs core logic, with major code changes that may cause conflicts with most existing mods. If youâve previously used mods, please back up your saves and mod files before switching branches, and ensure your game files are clean to avoid unexpected errors.[/p][p]Of course, we deeply value and support the modding community and are always inspired by your creativity. One of the goals of this test is also to give modders enough time to adapt their mods for the new system.[/p][p]Â [/p][p]Q: Will logic circuits built with splitters still work?[/p][p]A: If your logic circuits are built using vanilla splitter and traffic monitor setups, they should still work. However, setups that rely on modifications or unconventional configurations may no longer behave as expected.[/p][p]Â [/p][p]2. Multithreading Settings & Performance[/p][p]Q: Where can I monitor thread performance?[/p][p]A: Weâve added a new \[Performance Deep Profiler] tool. You can access it from the Performance Test (CPU) panel by clicking the \[Deep Profile] button. This tool shows real-time data for all logic threads and helps you better understand how the core systems are running.[/p][p][img src="https://clan.akamai.steamstatic.com/images/38718364/fbd364912abbc560338aeec7686335b1e0d161a1.jpg"][/p][p][/p][p]Q: How do I configure CPU core binding? What if I donât understand hardware?[/p][p]A: We add The Advanced Multithreading Settings in \[Game Settings] allows you to customize strategies like thread binding and scheduling. If youâre not familiar with hardware, just use the \[Performance Deep Profiler] to test different presets and see what works best for you. Weâve also provided a default strategy that should work well for most setups. You can always discuss tuning strategies in our community groups.[/p][p][img src="https://clan.akamai.steamstatic.com/images/38718364/9097b315df7bc4ef983fea7073e58495489515f2.jpg"][/p][p][/p][p]Q: What kind of performance boost should I expect? How can I feel it?[/p][p]A: The main improvement is in the CPU's "game logic frame" time. As shown in the dev log, there is a noticeable boost in logic frame performance. If your save contains large factories or intense combat, the difference will be more noticeable.[/p][p]Â [/p][p]Q: My CPU uses a hybrid architecture (e.g. P-cores/E-cores). Will this update help?[/p][p]A: Our system supports hybrid architecture. If you're using Windows 11, performance will generally be better than on Windows 10.[/p][p]Â [/p][p]Q: Does this optimization reduce the hardware requirements?[/p][p]A: This update mainly improves how efficiently CPU threads are usedâit doesn't lower the hardware requirement overall. There is still significant GPU load in DSP.[/p][p]Â [/p][p]3. Other Questions[/p][p]Q: What are the future update plans? Howâs the vehicle system coming along?[/p][p]A: Weâve planned our 2025 development roadmap, and the vehicle system is progressing steadily. We'll share more updates when ready.[/p][p]Â [/p][p]Q: What should I do if I encounter bugs during the test?[/p][p]A: If you run into bugs, please first make sure your game is in a clean (unmodded) state. We suggest removing all mods and restarting the game before checking again.[/p][p]If the bug still occurs in a clean environment, please report it in the #multithreading-bugs channel on our Discord. Our team will review and address the issues as soon as possible.[/p][p]Â [/p][p][img src="https://clan.akamai.steamstatic.com/images/38718364/6e9b32116e5172f898f3bee0c8b236d300a157a5.jpg"][/p]
Final Words
[p]Thanks again to all our engineers for your patience and support! We truly hope youâll take part in this public test and help us fine-tune the new multithreading system.[/p][p]And of courseâweâre extremely excited to see just how far the power players among you can push the gameâs limits with this massive optimization boost![/p][p]Letâs build a better Dyson Sphere Program together![/p][p]Discord: [/p][p]https://discord.gg/sSVZ4WQ[/p][p][/p]
Other updates in this version (excluding multithreading):
[p]V0.10.33.26465[/p][p] [/p][p]\[Features][/p][p]â Remade \[Video Settings] display mode. It provides 3 options: Borderless(cursor freed / confined), Exclusive Fullscreen, Windowed. The maximum resolution for Windowed mode is the maximized window size excluding window borders and taskbar space.[/p][p]â Now shadow casting can be set in \[Video Settings]. Turning it off can slightly reduce rendering overhead.[/p][p]â Now the maximum duration of ground Dark Fog debris can be set in \[Video Settings].[/p][p]â \[Statistics Panel] Production: Added sorting by ascending / descending consumption rate.[/p][p]â \[Build Menu] Upgrade Facilities: Added upgrade/downgrade by 3 levels functionality.[/p][p]â \[Blueprint Library]: Added \[Facility Only] button. When pasting a blueprint code, information related to the blueprint such as description will remain unchanged.[/p][p] [/p][p]\[Change][/p][p]â \[Statistics Panel] Power: Facilities not connected to a power grid will no longer be recorded in power demand.[/p][p]â When opening the \[Blueprint Library], it now defaults to the latest browsed folder from current session.[/p][p]â \[Replicator] Recipe tip now only displays the formula for that recipe, and no longer shows all formulas for this item.[/p][p]â Optimized the pop-up position of \[Dashboard] tooltips to ensure that the content is not obscured by other UI elements.[/p][p]â Adjusted the box colliders of miniature particle collider. After dragging to build, it allows a Tesla Tower to be built between two miniature particle colliders.[/p][p]â The maximum level of \[Communication Control] has been modified to 88.[/p][p]â Click the in-game clock in the bottom-right menu to toggle between 12-hour clock and 24-hour clock.[/p][p] [/p][p]\[Bugfix][/p][p]â Fixed an issue where opening the Dyson Sphere Panel (Y) while the Dashboard was active could cause incorrect background colors on side UI elements.[/p][p]â Fixed mouse wheel zoom responsiveness in the Dyson Sphere Panel (Y) when accelerating logic frame rates in outer space.[/p][p]â Fixed incorrect display of the 3Ă1 layout of \[Facility Storage Stats] for conveyor belts and logistics stations in the Dashboard.[/p][p]â Fixed a bug where the number of \[Facility Storage Stats] for storage tanks is incorrect after selected monitoring current and overhead facilities.[/p][p]â Fixed a bug where destroying space units such as Relay Stations and Lancers may leave black shadows at the original location.[/p][p]â Fixed a bug where disabling the construction function of mecha construction drones might cause an error.[/p][p]â Fixed an issue on the \[Load Game Panel] where pressing \[Esc] after clicking âLoadâ would exit the entire panel instead of just closing the dialog.[/p][p]â Fixed a bug where "Matrix" text fails to highlight when the mouse quickly moves across different matrices in the \[Matrix Lab Panel].[/p][p]â Fixed a bug where some plants are missing icons in \[Combat Tab].[/p][p]â Fixed a bug where abnormal detection could be incorrectly triggered upon reaching extremely high mineral utilization levels.[/p][p]â Fixed several UI layering issues.[/p][p]â Corrected various localization text.[/p][p] [/p]
Join the 'Lunar Mission' Screenshot Contest to win Steam gift cards!
[p]On July 20, 1969, humanity set foot on the Moon for the first time, opening a new chapter in space exploration. When Icarus leaves its initial planet and soars among the stars, with the galaxy unfolding in breathtaking detail across the screen, a new chapter of Dyson Sphere Program begins as well.[/p][p][/p][p]Decades later, we still remember that historic first step on the Moonâand we will also remember every moment Icarus lit up the stars and strove to build a Type III civilization.Now, it's time to capture your own mark on the cosmos. Snap the shutter, and share your journey across the stars.[/p][p]Â [/p]
About Screenshot Mode
[p]âScreenshot Modeâ is a new feature added to Dyson Sphere Program this year. Press \[Shift+F11] to enter the mode, where you can adjust various parameters and camera angles to help capture your most awe-inspiring moments.[/p][p][img src="https://clan.akamai.steamstatic.com/images/38718364/6881a04b44ce3a04515ca962187274205661b62e.png"][/p]
Contest Timeline
[p]Submission Window: July 18, 2025, 5:00 (PT) â August 5, 2025, 24:00 (PT)[/p]
[p]Winners Announced: August 12, 2025[/p]
[p][/p]
Rules
[p]Submissions must use the in-game screenshot mode of Dyson Sphere Program (default shortcut: Shift+F11), with a resolution of at least 1920Ă1080.[/p]
[p]No theme restrictions â show us your most unique and memorable moments![/p]
[p]Each participant may submit up to 3 screenshots, but can only receive one prize.[/p]
[p]Youâre welcome to include captions, inspirations, or stories behind your images (this could earn bonus points!).[/p]
[p][/p]
How to Submit
[p]Choose any one of the following methods:[/p]
[p]Post your screenshots in the #screenshot-contest channel on Discord[/p]
[p]Share your screenshots on Reddit under /r/DysonSphereProgram[/p]
[p]Post on X with the hashtag #DSPScreenshotContest and tag @DysonProgram[/p]
[p][/p]
Judging Criteria
[p]All entries will be reviewed by the Dyson Sphere Program development team, publishing team, and Discord community moderators. Winning submissions will be selected based on creativity and visual impact.[/p]
[p]Â [/p]
Prizes
[p]Judgeâs Choice Award (50 winners): $10 Steam gift card[/p]
[p]Â [/p]
Notes
[p]By participating, you authorize the official team to showcase your screenshots and display your username/nickname.[/p]
[p]Plagiarism, unauthorized use of others' work, or any content that violates local laws will result in immediate disqualification.[/p]
[p]@GamirrorGames reserves the right of final interpretation of this event.[/p]