Industries of Titan cover
Industries of Titan screenshot
Genre: Simulator, Strategy, Indie

Industries of Titan

Patch 0.27.5

Happy Titan Tuesday, Founders! Today's update is an Experimental patch because, as we near the finish line, we don't plan on releasing any more major updates to the main branch until our 1.0 launch. So that means that if you'd like to try out the new features we have coming down the pike before our full release (like today's game-changing Campaign Mode) then Experimental is the place to be! If you'd like to learn more about our experimental process or how to access the experimental build, please see this post. So without further adieu, let's take a look at what today's patch has in store.



Changes and New Features


🪐 indicates changes due to community feedback!

<*> Campaign Mode has been added, offering a whole new way to play the game!
  • Wrest control of Titan, one sector at at time in this exciting new game mode
  • Each sector will have a different scenario for you to overcome
  • Each victory will reveal more of Titan to explore and conquer
  • Earn Council Favor from victories that you can use to access powerful bonuses
  • The higher the victory tier, the more Council Favor you will earn
  • Conquer two of the special highlighted sectors to claim ultimate victory and earn a seat on the Council
  • Please note that the Campaign victory sequence is still being worked on and features some placeholder elements right now

<*> Four new Rivals have arrived!
  • Kennar Ruari - A generalist with an industrial goal set
  • Tiann Garra - An aggressor with a military goal set
  • Orenna Kierke - A Pacifist with a political goal set (Currently only available in Scenario mode)
  • Ryn Kierke - An aggressor with a military goal set (Currently only available in Scenario mode)

<*> Rival corporations will no longer use the same logo as the player
  • Rival corporation logos are currently placeholder and will change in the future

<*> Unique Rival Ship Colours
  • Rival ships now have unique colours to help differentiate them from the player's ships

<*> 🪐Added employee module to the Full Time Worker management list
  • You will now be able to assign and unassign employees to employee modules from anywhere using the employee management panel.


Balance


<*>Tech web is now always accessible
  • You will be able to start researching new technology from the very beginning of the game
  • Building and staffing science labs will still increase your overall research speed
  • The time it takes to complete the first few techs has been increased slightly to make up for being able to start research immediately

<*> Changed the default priority list for ship crews
  • This should improve the repairs made by crew aboard ships with default priorities and help make employees operate devices more consistently after the ship has taken heavy damage

<*> When ships are not in combat, employees will prioritize repairing damaged devices over operating devices
  • This change will only affect ships built after this patch is applied

<*> 🪐Selecting or placing a turret will display all existing turret ranges

Fixes



  • Fixed missing turntable images for Auto-shield and Employee module devices
  • Fixed an issue with manually targeted lasers not keeping their target positions after save/load
  • Fixed an issue where ships could get stuck in a dismantling state
  • Fixed an issue with activated tanks appearing empty after save/load
  • Fixed resource tooltip showing incorrect next resource tier to switch to when Tier 3 was selected
  • Fixed issue where input modules could appear stuck if they had resources inside when the processor they were attached to got changed for a different level
  • Resources will now be automatically discarded if a different level of processor is connected
  • Fixed attacking rebel ships becoming idle if they manage to defeat the Rival's city
  • Fixed an issue with priority list for ship crews not always being followed correctly by crew
  • Fixed default "repair at" value for Generator-L requiring 2 tiles of the device to be damaged before crew started repairing
  • Fixed crew not repairing a device if the first tiles to get damaged on it were inaccessible
  • Fixed patrolling rival ships so that they will no longer intercept rebel ships that are targeting the player's city
  • Fixed a crash that could happen if the mouse was hovered over certain elements of the ship management panel when a ship was destroyed
  • Fixed no tooltip displaying when hovering over the "copy" button when it is not available
  • Fixed an issue that caused the "Fully Staffed" achievement to not unlock right away
  • Fixed the "Armed to the Teeth" achievement not unlocking until after a ship with full weapons has re-docked and un-docked again
  • Fixed "Mineral Monarchy" and "Isotope so!" achievements not tracking resources mined from resource nodes
  • Fixed Header overflowing in the Game Over screen when the player loses from lack of storage


You can find the full list of known issues here.

Developer Preview: Campaign Mode

Greetings Founders,

We’re back with this month’s update preview blog to give you a peek behind the curtain at all the new content we’ve been working on! We don’t have a new patch for you just yet this time around, but we hope that those of you who play on the experimental branch have been enjoying battling your competition in our latest iteration of the Rivals system. The introduction of these changes to how players can interact with their Rivals was a precursor to one of the biggest updates Industries of Titan has seen yet: Campaign Mode, which is what we’re here to talk about today. Let’s dive in!



Campaign Mode

Titan currently offers players many different ways to play through its various environments, goals, and potential strategies, but we’ve found that most players still tend to default to one routine playstyle. With Campaign Mode, however, players will have further incentive to play through multiple sessions and utilize unique playstyles each time.

When starting a campaign, players will first be greeted with the Campaign Map, as seen above, with each sector representing a different session. At first only the center sector will be available to play, and will always be a standard, default location with no Rivals. This first session will act as the game’s tutorial and can be skipped when starting a new Campaign by selecting “Skip Tutorial.” All other sectors will be obscured through Fog of War. Upon victory of a session, the corresponding sector will be conquered and the areas immediately surrounding it will be revealed. The player can then choose which sector to expand to next, each of which will vary by the following:

  • Environmental properties
  • The degree of rebel activity
  • Which Rivals you will encounter
  • Session length
  • Victory conditions

The map will also be populated with several Victory Tiles. Once a player has conquered two Victory Tiles, the Campaign has been completed.

Due to these fundamental changes to Titan’s “intended way to play,” Standard Mode will now be called Scenario Mode, and will allow players to customize a single session to their liking. Additionally, as our metrics show that less than 2% of players ever engage with it, the Timed Contract mode will be removed.

Council Favor

A new currency called Council Favor will also be introduced, which is intended to add benefits to future playthroughs in Campaign Mode. When a player wins a session, they will be awarded a Bronze, Silver, or Gold victory based on the victory points they earned, which will then allot them a respective amount of Council Favor. Council Favor can then be spent for the next session, granting the player specific advantages in the following categories:

  • Starting Conditions
  • Research Speed


Examples of Rival ships with their designated colors.


Rivals 2.0 Continued

Our last update gave players a look into our revamped Rivals system, which allows players to engage in combat with and take over Rival corporations. As mentioned previously, this iteration of Rivals was in preparation for Campaign Mode, where players will be able to face off against different Rivals over the course of their campaign. This means that you will soon be introduced to a multitude of new Rivals, each with their own unique personalities, backstories, and goals.



A new Rival you may encounter, Kennar Ruari.


That’s all we have to share with you today, but rest assured that the content outlined here will be playable soon! We’ll be back with another developer blog soon, where we’ll be previewing even more content we plan on adding to Titan, including some new buildings: Hospitals and Parks!

See you soon, Founder.

- Demi, Council Representative

Patch 0.27.4

This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.

Fixes



  • Fixed an issue with processors discarding input resources if the output and processor were full


You can find the full list of known issues here.

Patch 0.27.3

This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.

Changes and New Features


🪐 indicates changes due to community feedback!

  • Rivals 2.0
    • Your Rival will now start building shipyards and ships to help defend their city
    • You can freely attack your rival's city now with your own ships
    • Your rival's defense ships will intercept ships that attack their buildings
    • Destroying the Rival's HQ will allow you to spend influence to acquiring their buildings and tiles that are within your command area
    • Buildings you acquire from a defeated rival will become part of your city
    • Any resources, citizens or employees inside an acquired building (or on an acquired tile) will also belong to your corporation

  • Victory points will no longer repeat in the same row
  • Tooltip for game length in the main menu will now display without opening the dropdown
  • Made the header text in the science panel more distinct
  • Advisor button will now display a chat icon if there are pending chats
  • The mining tube that goes between a mine and a node will now move slower as the node quality decreases
  • Adjusted the Victory and Game Over menus to fit better with the new Victory Contracts
  • Moved the "subtract from queue" button on the transport hub to the left side of the selection panel
  • Moved the "Confirm" button when selecting a destination in a new game to be in line with the rest of confirmation buttons
  • Added a tooltip to Research Efficiency in the science tab that explains the effects of research efficiency

Balance



  • The Rival AI starts the game with a defense ship
  • Reduced passive influence gain by 10%
  • Increased the vision range of tier 1 ships by one, decreased the vision range of tier 3 ships by one
  • Increased the unlock cost of the Shipyard from 1000 > 5000 credits

Fixes



  • Fixed some rebel hulls not having thumbnails set
  • Fixed Industrial Fan VFX not always displaying when fully zoomed out
  • Fixed fuel fabricator devices still displaying some VFX when disabled
  • Fixed attack and fire warning banners being hidden while in combat view
  • Fixed plus and minus signs not always displaying for the energy and fuel displays
  • Fixed "No Free Employees" flag displaying when building a device if every employee is dedicated to the "construct device" job
  • Fixed power shield VFX still displaying if all crew pods were removed from a ship
  • Fixed employees attempting to operate disabled employee modules if they were disabled while the game was paused in some situations
  • Fixed rename button not saving the changed name if the cursor was not moved before clicking it again
  • Fixed an issue where a building could temporarily end up in the wrong category in the full time jobs list
  • Fixed dust trails on ruins not matching wind direction for a while after canceling or completing a survey action on them

You can find the full list of known issues here.

Developer Preview: Rivals 2.0

Greetings Founders,

As you may remember us mentioning in our most recent update, our team is focusing on implementing some big features before our 1.0 launch this Winter, and in order to get them done as efficiently as possible, Industries of Titan will be moving away from the monthly update schedule that we've stuck to throughout Early Access to a more irregular update cadence.

This means that while we might not have a new content-packed patch for players every month, we'll still continue to keep you updated on all of the development progress we're making behind the scenes–and that's exactly what we're here to do today. Read on to get a sneak peek of what our next major update has in store!



Rivals 2.0

In May we introduced Rival AI, a major change to how players achieve victory on Titan in the form of some good old-fashioned, friendly competition. Soon, however, Rebels will not be the only military threat posed to a player and their Rival, as corporations will be able to engage in some not-so-friendly competition with each other. The core elements of this feature are:

  • Players can use their ships to freely attack their Rival's city
  • Rivals will build defenses in turn, intercepting players' ships with ships of their own
  • Destroying the Rival's HQ will put them out of business and allow players to acquire any abandoned tiles of land within their command range by spending Influence
  • Players will also acquire any buildings, resources, citizens, and employees that are on a tile they’ve acquired




Also, we’re currently working on adding support for playing against up to 3 Rivals at once, each with their own unique personalities, backstories, and goals. This is in preparation for one of our biggest game-changing features, Campaign Mode, which we will be sharing more information about with you all next month!

QOL Changes & Balance

We have lots of quality-of-life UI changes coming as well, such as adding new tooltips and improving the clarity of various features. One big change we’re making is allowing players to access and conduct research in the Tech Tree from the beginning of the game. Science Labs will still require credits to unlock but will now simply improve research efficiency, which speeds up the rate of research.

And with new features comes new dimensions to existing, interlocking gameplay systems, so we’re introducing some balance changes to ships and influence to help level the playing field between players and Rivals.

Thank you for all of your feedback and support as we continue to grow Industries of Titan and prepare for its full launch. We hope this small sample of all the new content we’ve got brewing has you as eager for the upcoming features as we are! Later today we’ll be releasing an experimental patch for those of you who are looking to get your hands on some of the features covered here right away. And if you haven’t yet, be sure to join our Discord for all the latest Titan-related announcements and discussions.

Good luck out there, Founder.

Demi & the Brace Yourself Games team

Update 24: Victory Contracts


PATCH HIGHLIGHTS:


PRESSED FOR SUCCESS: Victory Conditions have been reworked into Victory Contracts!
A LEG UP: You can now start new games with Starting Bonuses!
LIKE THE WIND: A new environmental effect is here: wind!
AND MORE!

Industries of Titan is in Early Access, which means we are actively updating and adding new content based on our roadmap and your wonderful feedback.



See the full patch notes below!

Titan Tuesday: Patch 0.27.0


Victory Contracts



Changes and New Features


🪐 indicates changes due to community feedback!

New Environmental Effect: Wind



  • Each map will have a wind direction set at the start of the game
  • Pollution will be moved by the wind
  • Wind strength will vary over time

New Gameplay Feature: Starting Bonuses



  • Starting bonuses will offer powerful boosts that can change how you approach each game
  • Each bonus will also have a related drawback, so choose carefully!
  • At the start of a new game you can pick 1 (or none) of 4 bonuses

Victory Conditions 2.0



  • Victory conditions have been re-worked to Victory Contracts!
  • Victory points are now arranged in a tier list by victory card
  • In order to unlock a victory point in a higher tier, you must first complete a victory point in the tier below
  • Unlocking and completing higher tier points will grant more score towards victory
  • If a point is lost in a lower tier, all higher tier points it granted access to will stop counting towards your score until the lower tier point is achieved again
  • Victory will now be graded in Bronze, Silver or Gold. Each level will award 1, 2 and 3 trophies respectively.
  • Progression is being updated, Trophies will now be tracked across playthroughs for unlocking additional victory cards and Starting Bonuses

New Game Option: Choose Game Length



  • Game length can be set at the start of a new game
  • Can choose to start a short, normal, or long game
  • Short games require fewer points to claim victory, long games will require more points

Miscellaneous



  • Updated VFX for research efficiency upgrades
  • Added exhaust VFX to trucks
  • 🪐 Damaged flag will appear on devices that get destroyed in combat
  • This will make it much easier to know when a device on a ship is not working because it needs to be fully repaired
  • 🪐 Tutorials will now prompt players before immediately delivering tutorial instructions
  • The first few tutorial steps will still automatically play, after those players will be prompted to accept the next objective when they are ready
  • A building's health bar will now always display when the fire intensity bar displays
  • Added Braxton's audio logs
  • Updated the priorities icon in the worker management panel
  • Simplified tooltips for some of the buttons in the top bar when the function is not unlocked yet

Balance



  • 🪐 Roads are always non-flammable
  • 🪐 All buildings are now unlocked with credits
  • Reduced the time increase from each researched node by 20%
  • Increased turret health by 10/15/20 for levels 1/2/3
  • Reduced the health of tier 1 and 2 Rebel ships by -20 and -10 respectively
  • Increased the health of all buildings by 10-15%
  • Increased starting influence from 20 > 50
  • Increased passive influence gain rate by 25%
  • Devices construct 3x faster
  • Reduced build, upgrade and connection times for all buildings
  • Ruin actions are 20% faster


Fixes




  • Fixed space bar exiting the building after renaming it while inside
  • Fixed connecting two storage facilities initially displaying a full progress bar until the job starts
  • Fixed building selection SFX playing louder after exiting an interior view
  • Fixed Power Shield M VFX only displaying when powering off
  • Fixed an issue where the "Under attack" and "Building on Fire" banners could still be clicked after they went away
  • Fixed a number of issues that could occur when pausing and resuming device construction/dismantle jobs
  • Fixed audio log background SFX continuing to play if a log finished playing in the codex
  • Fixed an issue with advisor's being louder when talking to you while inside a ship
  • Fixed tooltip for No Free Employees not displaying numbers if there are no employees
  • Fixed fire warning sound effect playing each time a building was extinguished if other buildings were on fire
  • Fixed an issue with dismantled devices appearing incorrectly when saving/loading in the middle of the process
  • Fixed an issue with health and fire intensity bars not immediately appearing on buildings when loading into a paused game
  • Fixed an issue where resource patches had a brief period where they could be set for dismantle while having 0 resources

You can find the full list of known issues here.

Council Report #9: Victory Contracts

Greetings Founder,

While the Council is, in general, pleased with your performance on Titan as of late, there are many ways of measuring success, and many paths to it at that. Worry not, however, as we are implementing more robust ways of guiding you on your path to corporate supremacy.

COMING SOON



Victory Conditions 2.0





Everyone defines success differently, but the Council believes that it can still be quantified and graded. To that end, we’ve drawn up some Victory Contracts outlining specific goals for you to focus on as well as the order in which they should be completed. In summary:


  • Victory points are now arranged in a tier list by victory card, with higher tiers granting more towards your victory score
  • In order to unlock a victory point in a higher tier, you must first obtain a victory point in the tier below
  • Upon victory, your performance will be graded in Bronze, Silver, or Gold, awarding you 1, 2, or 3 trophies respectively


There will be no participation trophies handed out to those who fail to complete their contract, so we hope this extra incentive motivates you to be even more productive.

Starting Bonuses





Even with all of this additional, obligatory guidance, there are still those who may want an extra leg up on the competition. Therefore, upon the creation of a new city-corporation, Founders will be able to select from one of four starting bonuses if they so choose, with more options to come in the future. These bonuses will provide unique and powerful advantages towards certain goals, but, as with everything in life, they will not come without their own respective drawbacks.

Wind





Our very own Dr. Braxton Daw’s weather reports indicate that you may experience a rather permanent increase in the presence of wind here on Titan, though its strength will vary over time. Because of this, you will find that any pollution in the air will be pushed in the direction that the wind blows.

I should mention that there is no evidence to indicate that our industrial activity on Titan has had a hand in creating this… newfound environmental condition. That’s just the way the wind blows, as they say.

So long for now, Founder.

- Demi, Council Representative


Patch 0.26.2

Changes and New Features


🪐 indicates changes due to community feedback!

  • Higher tier Victory points can now be accessed as long as one point in the tier below is achieved, no longer needs to be adjacent
  • Simplified tooltips for some of the buttons in the top bar when the function is not unlocked yet
  • Added localization of new features
  • Updated icons for most of the victory points

Balance:



  • Xethane is no longer moved by wind
  • All building health increased by 10-15%
  • Increased starting influence from 20 > 50
  • Increased passive influence gain rate by 25%
  • Decreased amount of extra waste added from "Human Resources" Starting Bonus from 300% > 200%
  • Devices construct 3x faster
  • Reduced build, upgrade and connection times for all buildings
  • Ruin actions are 20% faster

Fixes



  • Fixed game over screen in Survival/Zen mode
  • Fixed tooltip for No Free Employees not displaying numbers if there are no employees
  • Fixed fire warning sound effect playing each time a building was extinguished if other buildings were on fire
  • Fixed an issue with dismantled devices appearing incorrectly when saving/loading in the middle of the process
  • Fixed an issue with health and fire intensity bars not immediately appearing on buildings when loading into a paused game
  • Fixed an issue where resource patches had a brief period where they could be set for dismantle while having 0 resources


You can find the full list of known issues here.

Patch 0.26.1



This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.

Changes and New Features


🪐 indicates changes due to community feedback!

New Gameplay Feature: Starting Bonuses



  • Starting bonuses will offer powerful boosts that can change how you approach each game
  • Each bonus will also have a related drawback, so choose carefully!
  • At the start of a new game you can pick 1 (or none) of 4 bonuses

Victory Conditions 2.0



  • Victory conditions have been re-worked to Victory Contracts!
  • Victory points are now arranged in a tier list by victory card
  • In order to unlock a victory point in a higher tier, you must first complete an adjacent victory point in the tier below
  • Unlocking higher tier points will grant more score towards victory
  • If a point is lost in a lower tier, all higher tier points it granted access to will stop counting towards your score until the lower tier point is achieved again
  • Victory will now be graded in Bronze, Silver or Gold. Each level will award 1, 2 and 3 trophies respectively.
  • Progression is being updated, Trophies will now be tracked across playthroughs for unlocking additional victory cards and Starting Bonuses

New Environmental Effect: Wind



  • Each map will have a wind direction set at the start of the game
  • Xethane and Pollution will be moved by wind, Xethane will be pushed at a lesser rate than pollution
  • Wind strength will vary over time

New Game Option: Choose Game Length



  • Game length can be set at the start of a new game
  • Can choose to start a short, normal, or long game
  • Short games require fewer points to claim victory, long games will require more points

Miscellaneous



  • Updated VFX for research efficiency upgrades
  • Added exhaust VFX to trucks
  • 🪐Damaged flag will appear on devices that get destroyed in combat
  • This will make it much easier to know when a device on a ship is not working because it needs to be fully repaired
  • 🪐Tutorials will now prompt players before immediately delivering tutorial instructions
  • The first few tutorial steps will still automatically play, after those players will be prompted to accept the next objective when they are ready
  • A building's health bar will now always display when the fire intensity bar displays
  • Added Braxton's audio logs
  • Updated the priorities icon in the worker management panel

Balance



  • 🪐Roads are always non-flammable
  • 🪐All buildings are now unlocked with credits
  • Reduced the time increase from each researched node by 20%
  • Increased turret health by 10/15/20 for levels 1/2/3
  • Reduced the health of tier 1 and 2 Rebel ships by -20 and -10 respectively


Fixes




  • Fixed space bar exiting the building after renaming it while inside
  • Fixed connecting two storage facilities initially displaying a full progress bar until the job starts
  • Fixed building selection SFX playing louder after exiting an interior view
  • Fixed Power Shield M VFX only displaying when powering off
  • Fixed an issue where the "Under attack" and "Building on Fire" banners could still be clicked after they went away
  • Fixed a number of issues that could occur when pausing and resuming device construction/dismantle jobs
  • Fixed audio log background SFX continuing to play if a log finished playing in the codex
  • Fixed an issue with advisor's being louder when talking to you while inside a ship


You can find the full list of known issues here.

Update 23: QOL and Optimizations



PATCH HIGHLIGHTS:


PEAK PERFORMANCE: Lots of quality-of-life improvements and optimizations!
AS ALL THINGS SHOULD BE: Balance changes to combat, buildings, and more!


Industries of Titan is in Early Access, which means we are actively updating and adding new content based on our roadmap and your wonderful feedback. You can expect the next Titan Tuesday on July 5th.



See the full patch notes below!

Titan Tuesday: Patch 0.26.0


QOL and Optimizations



Changes


🪐 indicates changes due to community feedback!

Optimization



  • 🪐Significant performance improvements have been made to many of the game's systems. This should create a much smoother gameplay experience for players with less powerful computers or very large cities
  • Disabled error logging by default

    • As the game has become more stable we no longer need to constantly log any background errors. This should result in a slight performance increase for players
    • If there are consistent issues in a save file error logging can be enabled from the settings menu before submitting bug reports


Quality of Life Changes



  • 🪐Added Truck Queue

    • Truck production can now be queued, as long as you have the credits you can start queueing trucks in your transport hub once it's online

  • Updated science tab tooltip to display the current research task and it's progress bar
  • Moved the legend in the tech web to the bottom of the screen
  • Holding down the increase or decrease dedicated workers button on the employee management panel will now continuously add or remove dedicated workers
  • Added tooltip to the button for increasing storage space in the spaceport and council hall when the player cannot afford the upgrade
  • 🪐 Added text to the full-time jobs list when it is empty to make it easier to tell when the list is open or collapsed
  • 🪐 Existing processor modules will not display plug icons when placing a new module

    • All existing module plug icons will still be displayed when placing a processor

  • Updated the rival selection button

More Fire Quality of Life Updates



  • Added a progress bar to buildings that are on fire

    • This bar will display the current fire intensity on the building and should make it easier to see which buildings need to be extinguished first

  • Added a warning notification when any building catches fire

    • This notification appears similar to the building under attack notification
    • Clicking the notification will center the camera on the first building to catch fire, or return to city view when inside a building
    • The notification will tell you how many buildings are on fire, and the current fire intensity of the first building to catch fire


VFX



  • Added VFX to trucks when they get upgraded in the science lab
  • Added VFX to operational air purifiers
  • Added new VFX to researching nodes when research efficiency techs are unlocked

Balance Changes



  • Rebel ships have -20/-30/-40 HP for Tier 1/2/3 respectively
  • Rebel ships with Gatling guns are weighted as more difficult and should not show up in earlier waves as often
  • Player ships have -20/-40/-60 HP for Tier 1/2/3 respectively
  • Building construction time is 30% faster for all buildings
  • Increased the time it takes for an extinguished building to reignite
  • 🪐Added Faster building repairs tech to tech web

Fixes



  • Fixed an issue with codex entries that didn't have a set image displaying the image of the last codex entry selected
  • Fixed an issue that caused the brightness to decrease in city view after leaving combat view
  • Fixed damaged buildings losing damage texture if an upgrade is canceled
  • Fixed livability stat on residential buildings not displaying "Unlivable" when completely full of waste
  • Fixed an issue with the "Discovered Technologies" section of the Tech Web panel not being populated till at least 1 scientist was assigned
  • Fixed new game panel not disappearing after selecting the load option in the main menu
  • Fixed Quill Baas' name not being localized in the new game menu
  • Fixed advisor call button not always being available in certain situations
  • Fixed incorrect mining rates being shown on isotope nodes targeted by mines after loading the game
  • Fixed saving and loading in shipyards not saving the camera orientation
  • Fixed a rare issue that could cause citizens to become "stuck" on the corner of the spaceport while call to arms was active
  • Fixed Rival AI being able to complete some tutorial steps for the player
  • Fixed an issue that caused the Rival AI's power grid to be visible in the fog of war when the power overlay was on
  • Fixed an issue that could allow ships to instantly dock in shipyards from anywhere on the map
  • Fixed an issue that would cause Sciaro's third tutorial step to not complete if the ruin selected was an un-activated inert ruin
  • Fixed an issue where the Rival AI could unlock achievements for the player
  • Fixed the newsletter signup not accepting capital letters in email addresses
  • Fixed inability to unlock Quill Baas' codex entry
  • Fixed an issue that could cause some employees to get stuck after using "Dismantle All" on a ship
  • Fixed an issue where buildings that were being upgraded were still visible and selectable through the fog of war when command range was lost
  • Fixed the checkmark icon on the science tab not being scaled correctly
  • Fixed ship's information panel not displaying the correct amount of fuel generated
  • Fixed a pathfinding issue in ships that could occur when a device was canceled before it finished building
  • Fixed priority flags for buildings under construction/upgrading disappearing after saving and loading
  • Fixed an issue where FPS could drop when keeping a resource patch selected while an employee extracts it
  • Fixed an issue where the power overlay legend would get toggled when turning a pylon on/off
  • 🪐Fixed a typo on the Mega Miner corporate goal
  • Fixed the "close" button on the roadmap panel not being aligned over the top right corner
  • Fixed the "No connected output module" flag being cleared if a waste module was attached to a processor without an output module
  • Fixed Xethane ruins that have not been activated showing different emission levels during Xethane emission weather events
  • Fixed a rare crash that could occur when a ship tries to attack a building that is already destroyed

You can find the full list of known issues here.