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

Industries of Titan

Industries of Titan 1.0 Release, New Features, and Updated Roadmap

Greetings Founders.

On April 14, 2020, we released our first Early Access version of Industries of Titan out into the world. Our very first update added the Transport Hub and roads into the game, which, looking back, was very appropriate because we had a long road ahead of us.

Part of the beauty of Early Access is that we get to build towards something together with you. There is also a level of chaos in that we are building the road while we’re driving on it. We are drawing the blueprints, preparing the foundation, pouring the cement, and paving all at the same time.

But after over two years of experiencing all the fun twists and turns of Early Access development and monthly updates, we’re finally ready to announce a 1.0 timeline.

Industries of Titan 1.0 is coming this Winter 2022.



What does this announcement mean? This means that it’s time for us to start making some final decisions about what will be in the game.

We’ve had some pretty steady goals in our roadmap over the last few years, but thanks to your feedback, we’ve realized a couple of things in particular:
  1. There are more fun, simpler ways to implement the goals than what we initially planned
  2. There are some awesome features we want to add that we never planned for

Now, as we get close to our 1.0 launch, we want to make sure our remaining roadmap better reflects our updated vision. Our goal with this devblog is to talk a little about what we have left to do before 1.0 and tell you about some of our bigger pivots, including a new Campaign Mode, Starting Bonuses, and more.


Our very first roadmap image. What a throwback!

First of all, let’s talk about the main goals we still want to accomplish in a very broad sense. These are the general umbrella things we want to achieve after listening to your suggestions.
  1. Give players more late-game purpose
  2. Give players more long-term replayability
  3. Give players more building variety
  4. Optimize, fix bugs, and polish

Providing Players with Late-Game Purpose



From the beginning of Industries of Titan, we’ve known that we wanted players to compete against other rival corporations. We started with ‘Eliminate All Rebel Encampments’ as a placeholder condition for victory in Early Access, and it was that way for a long time until we introduced Corporate Goals just earlier this year.

This was expanded upon even further in our last update, which introduced Rival Corporations to compete against. We will continue to iterate on both corporate goals and rivals by
  • Adding new Corporate Goals
  • Iterating on how Corporate Goals are achieved and unlocked
  • Adding new Rivals with different playstyles

The final piece of the puzzle is CAMPAIGN MODE.


First look at the new campaign map selection screen.

Campaign mode is one of those weird suggestions that, when it was first requested by people early on in development, we weren’t sure it was something we wanted to do. But the more suggestions we received, the more we realized that a Campaign Mode would be able to accomplish many of our objectives around player purpose.

Campaigns will help give players a more concrete goal than just ‘expand forever.’ It will also introduce unique challenges per playthrough, which will require players to try out different tactics. That brings us to our next goal.

Long-term Replayability



We learned by chatting with you throughout Early Access that replayability is very important to you, which is great because replayability has been a goal at the forefront of Titan’s development since its inception. We keep replayability in mind at each step, encouraging people to try new strategies.

At this point, because replayability is such an important factor for us, a lot of the key features in replayability (map types, corporate goals, the tech web, etc.) are already in the game. We plan to add to and iterate on these features.

There is one aspect of Corporate Goals that we haven't discussed yet though, and that’s STARTING BONUSES.


First look at the Starting Bonus selection screen. This is still a work in progress.

Starting Bonuses are powerful traits that you can choose at the start of each campaign mission or scenario that will give you a unique advantage for your playthrough.

Previously, when you started a game, you were asked to select a Faction to play as. Our original intention was to provide players with a number of different Factions to choose from that would each have their strengths - be it military, economic, political, or otherwise. When we introduced Corporate Goals, we realized those goals provided enough incentive to play differently.

Starting Bonuses are almost exactly what we wanted to do with Factions, except that we can provide many more unique variations of Starting Bonuses than we can implement different Factions.

Building Variety



An important factor in Titan’s design is that we wanted all buildings (and devices) in the game to have a specific, functional purpose. Nothing is purely aesthetic. That said, we know people want more buildings for their cities. With that in mind, there are several more buildings you can look forward to that will make your city more robust:
  • Hospitals
  • Parks


Work in progress artwork of Hospital and Park buildings.

We’ve also listened to feedback on buildings in the Tech Web. Currently, non-essential buildings are locked behind research. However, because of your feedback, and because we’ve also added a lot of new technologies since the Tech Web was launched, we’ll be taking buildings out of the Tech Web so that you can unlock the Council Obelisk, Energy Storage, Fuel Storage, Air Purifier, and Industrial Fan buildings with credits any time during your playthrough.

Optimization, Bug Fixes, and Quality of Life Improvements



To say Titan has a lot of moving parts is a bit of an understatement. The game has to keep track of all your citizens, your employees, their jobs and priorities, Xethane levels, pollution, credits, resources, incoming migrant ships, rebel attacks… you get the idea. With the most recent update, the game not only has to keep track of all this for you but for your rival opponents as well.

It can be pretty intensive on some computers, so we want to make sure we take the appropriate amount of time to address this before adding more. You can look forward to many optimizations in the upcoming June Titan Tuesday.


Exploding city image from one of our moderators, Satoru.

There are also always quality of life features that can be added. For example, things like tutorial prompts, or clicking through the rebel attack banner to take you to the building being attacked have been long requested features that we would like to get to soon.

Trimming the Roadmap



Lastly, while the vast majority of our roadmap will be in the 1.0 version of Industries of Titan, there are a couple of things that we’ve had to trim, and we want to address that. With 1.0 coming in November, we’ve rank-stacked our new and remaining features against the time we have left, and we’ve decided to cut these two features:
  • Hunger/Farms
  • Liquids/Clubs

We believe, among our remaining features, these two items bring the least amount of depth, and by trimming these, we can spend more time and effort on the features you care about the most.

We are also still revisiting combat to try to address feedback on the combat system.

In Summary



Industries of Titan 1.0 is coming this winter, so we wanted to share an updated roadmap with you. We’ll continue to iterate on:
  • Corporate Goals
  • Rivals
  • Tech Web
  • Buildings (Parks, Hospitals)

We added a few big new features to the roadmap:
  • Campaign Mode
  • Starting Bonuses

We’ve trimmed two things from our roadmap:
  • Hunger/Farms
  • Liquids/Clubs

When you work for years on any single project, you learn a lot along the way. Games development is no different. Whether it's processes, design, or even communication, you learn that just as many things don’t go according to plan as they do. It’s important to be adaptable.

So once again, we thank you for being a part of this long, wild road trip of a game with us, and helping us shape the 1.0 version of Industries of Titan, which we’re excited to bring you this winter!

On that note, here is our updated roadmap list.



We’ll see you next time, Founder.

Maddie & the Brace Yourself Games team

Have questions? Just want to chat? Join us in our Discord!

Patch 0.25.2

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 as of 0.25.2


🪐 indicates changes due to community feedback!

Science/Tech Web



  • Updated science tab tooltip to display the current research task and its progress bar
  • Moved the legend in the tech web to the bottom of the screen
  • 🪐 New tech in the tech web: Faster building repairs
  • Added new VFX to researching nodes when research efficiency techs are unlocked

Trucks



  • Truck construction queue information will become hidden when the transport hub is full
  • Added a tooltip to the button for removing trucks from the construction queue

Employee Menu



  • 🪐 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

Processors



  • 🪐 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

Fixes as of: 0.25.2



  • 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 pathfinding issues on ships that could occur after loading into a game
  • 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
  • Experimental players:
  • Fixed trucks sometimes not displaying upgrade VFX
  • Fixed pathfinding on ships breaking when a crew member dies while floor tiles are damaged

You can find the full list of known issues here.

Patch 0.25.1



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 as of 0.25.1


🪐 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

  • 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
  • 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

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

Fixes as of 0.25.1


  • 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

You can find the full list of known issues here.

Update 22: Rival AI 1.0


PATCH HIGHLIGHTS:


RIVAL AI: Compete against a new rival corporation!
BIGGER MAPS: Maps are 1000+ tiles bigger.
FASTER TECH: NResearch tech faster.
FIRE REWORK: Fire spreads differently now!
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 June 7th.



See the full patch notes below!

Titan Tuesday: Patch 0.25.0


Rival AI 1.0



Changes as of 0.24.0


🪐 indicates changes due to community feedback!

Rival AI has been introduced to the game!


  • Rival AI can be selected at the start of a new game
  • Currently one AI personality (more to come during Early Access)
  • Will spawn somewhere on the map and build a city alongside yours!
  • Rival AI has their own victory card that it will try to complete
  • Player will spawn in a corner of the map instead of the center when a rival is in the game
  • Cannot directly attack AI, and AI will not attack the player (will come later in Early Access)

Map sizes are significantly larger


  • increased to 72x72 from 64x64

Advisor Chat Button


  • If you miss or dismiss an audio log during gameplay you will be able to listen to it by clicking the new “Chat” button for that advisor
  • Quitting, or saving and loading will remove all pending chats
  • Any missed chats can still be replayed from the codex at any time
  • Added unlockable lore logs for Population and Waste advisors

Tech Web


  • New tech: non-flammable roads. Researching this tech will stop fire from spreading to roads
  • Slightly increased the speed of researching tech in the early game

Fire Spread Rework


  • Fire no longer spreads exponentially. Instead, there is a global timer that will determine when a fire will spread from a building with a high enough fire intensity
  • Initially fire will only spread to one building at a time, as more buildings catch fire the amount of fires that can spread at once will increase up to 3 at a time
  • Extinguishing a fire will decrease the fire intensity of nearby burning buildings
  • Increased the amount of time it takes for an extinguished building to be able to catch fire again

Balance Changes


  • Building repair speed has been increased
  • Extinguishing fire is now free

Miscellaneous Changes


  • Added an interior camera transition when entering and exiting shipyards
  • The foam upgrade for fire extinguishers has a new sound effect
  • Market Cap summary screen has been adjusted to use the space better
  • Added a tooltip to the “Rebuild All” button when it is unavailable

Fixes as of 0.25.0


  • Fixed research bar briefly disappearing when entering buildings
  • Fixed focus not being correctly released when pressing Enter after editing employee priorities
  • Fixed some UI elements not being clickable if the mouse was not moved between clicks
  • Fixed employee module and auto power shield not getting unlocked in the codex
  • Fixed background audio continuing to play from the council woman if “Continue Playing” was clicked too quickly after achieving victory
  • Fixed audio drop notifications getting dismissed by other notifications
  • Fixed storage upgrade button on council and spaceport building appearing available when the player does not have enough credits
  • Fixed “Engine Required” warning appearing in the shipyard when building additional engines after one has been built
  • Fixed sound effects for damaging ships playing when loading into a save with a damaged player ship
  • Fixed Rebuild All button not using all tiers of resources the player has to determine if the button is available - This will make Rebuild All available in situations where it previously wasn’t

You can find the full list of known issues here.


Patch 0.24.3

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 as of 0.24.3


🪐 indicates changes due to community feedback!

Balance Changes



  • Reduced the speed that fire spreads
  • Increased repair speed
  • Added localization for new features

Known issues as of 0.24.3



  • Laiyo Visk and Vern Skoll chat logs are not yet localized
  • Localization for these logs will be implemented in the next patch

You can find the full list of known issues here.



Council Report #8: Rival Corporations

Greetings Founder,

The Council has been impressed lately by how well you’ve maintained your city and remained productive, even in the face of new—often fiery—obstacles. The struggle for dominance is never over, however, so we’re investing some time in advising you further on how best to allow your endeavors to flourish.

COMING SOON



Rival Corporations





As I’m sure you are aware, you are not the only enterprising Founder that we have here on Titan; you may soon find yourself encountering Rival Corporations during your ventures. Each of them will have their own unique goals and will be growing their cities right alongside yours in order to achieve them. To accommodate all of this growth, the amount of accessible land has increased by 26% to 72x72 plots.



However, this means that they also face the same challenges that building a business on Titan necessitates, such as fire, pollution, and those pesky rebels–though any rebels who are attacking your rival will at least not be hostile towards you, and vice versa. While the Council doesn't currently sanction violence between rival Founders, I'm sure you'll find a way to gain the economic upper hand until the time comes where you are able to resort to such measures.

Advisor Chat





Word is that you should be expecting to hear from some more of your advisors to “shoot the breeze”, as it were. It simply would not do to allow yourself to become distracted from your goals, however, so if ever you find yourself too busy to listen to them, you can always dismiss their call and chat with them later or listen to any missed messages via your Codex.

Though I should hope you are never too busy to accept my calls, Founder.

Fighting Fire





If you’ve fallen victim to rebel attacks as of late, you may have noticed that structures on Titan are highly-flammable. But never fear, The Council has reason to believe that the spread of fires will be much more manageable going forward:

  • Fire will now spread at a linear rate as opposed to exponentially, so fire will never spread faster than 3 buildings at once
  • Extinguishing a building’s fire now reduces the strength of any adjacent flames
  • It will now take twice as long for a building to be able to reignite after being extinguished

In addition, extinguishing fires will no longer cost credits, and Dr. Braxton Daw has discovered new tech for you to make your roads immune to the flames.

Until next time, Founder.

- Demi, Council Representative

Patch 0.24.2



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 as of 0.24.2


🪐 indicates changes due to community feedback!

Rival AI:



  • Rival AI can be selected at the start of a new game
  • Currently one AI personality (more to come during Early Access)
  • Will spawn somewhere on the map and build a city alongside yours!
  • Rival AI has their own victory card that it will try to complete
  • Player will spawn in a corner of the map instead of the center when a rival is in the game
  • Cannot directly attack AI, and AI will not attack the player (will come later in Early Access)

Advisor Chat:



  • If you miss or dismiss an audio log during game play you will be able to listen to it by clicking the new “Chat” button for that advisor
  • Quitting, or saving and loading will remove all pending chats
  • Any missed chats can still be replayed from the codex at any time

🪐 Balance:



  • Extinguishing fire is now free
  • Fire Spread Rework:

    • Fire no longer spreads exponentially, instead there is a global timer that will determine when a fire will spread from a building with a high enough fire intensity
    • Initially fire will only spread to one building at a time, as more buildings catch fire the amount of fires that can spread at once will increase up to 3 at a time
    • Extinguishing a fire will decrease the fire intensity of nearby burning buildings
    • Increased the amount of time it takes for an extinguished building to be able to catch fire again

  • Slightly increased the speed of researching tech in the early game

Miscellaneous:



  • Added unlockable lore logs for Population and Waste advisors
  • New technology in tech web: Non-flammable roads

    • Researching this tech will stop fire spreading to roads

  • Added an interior camera transition when entering and exiting shipyards
  • The foam upgrade for fire extinguishers has a new sound effect
  • Market Cap summary screen has been adjusted to use the space better
  • Added a tooltip to the “Rebuild All” button when it is unavailable

You can find the full list of known issues here.

Patch 0.24.1

Hi everyone. We've heard your feedback on fire. Thank you for telling us your concerns. One of the pitfalls of Early Access, especially at the cadence we're updating, is that things can change FAST. We try to stay on top of balance as best as we can, but we also want to give people an opportunity to really try out a new feature before making hasty changes. That said, it's apparent that there are two states of fire right now: you can extinguish it immediately, or it is completely out of control with no in between, which is obviously not what any of us want.

We're rolling out this hotfix to balance fire in the meantime, but please know that this is intended as a band-aid solution, and we're examining how we can re-approach how fire works in general. Thanks for all your feedback as always, and please continue to let us know your candid thoughts!

Changes as of 0.24.1



🪐 indicates changes due to community feedback!

Balance:



  • 🪐Reduced repair cost of buildings from 5 credits per HP to 4 for all buildings
  • 🪐Increased the fire intensity required for fire to spread. 

    • This will increase the amount of time it takes for a new fire to start spreading

  • Reduced building repair cost tech effect from -40% to -25% to balance the effect with the overall reduction to repair costs.

You can find the full list of known issues here.

Update 21: Character Lore

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PATCH HIGHLIGHTS:


AUDIO DROPS: Learn more character and Titan lore!
GETTING HOT IN HERE: New heatwave weather.
FIGHTING FIRE: New technologies to deal with fire.
NEW REBEL SHIP LAYOUTS: Beware!
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 May 3rd.



See the full patch notes below!

Titan Tuesday: Patch 0.24.0


Character Lore



Changes as of 0.24.0


🪐 indicates changes due to community feedback!

New Audio Drop System for Character Lore!


  • While playing Titan, audio logs will randomly drop
  • Logs are stored in the codex under the “Characters” section
  • Provides more insight into the game’s characters and their backgrounds
  • Logs won’t drop if player is idle
  • Logs will begin dropping after completing the tutorial, or immediately if tutorial is disabled
  • All audio can be accessed in the Codex after being unlocked

New Weather Event: Heatwave


  • Heat Waves will make it much easier for buildings to catch fire when they are being damaged
  • Be extra cautious of rebel attacks during heat waves!

New Technology Options Added to Tech Web:


  • Reduced Fire Pollution: Reduces pollution from fires
  • Reduced Fire Growth Rate: Reduces the speed that fire grows
  • Improved Fire Extinguishing: Employees will extinguish fires faster
  • Reduced Fire Damage Over Time: Reduces the damage fire does over time
  • Reduced Building Repair and Extinguishing Cost: Reduces the cost of repairing and extinguishing fires

Balance Changes


  • 🪐Increased time it takes for fire to spread to other buildings
  • 🪐Added a cooldown to recently extinguished buildings for fire spreading. This will stop fire from immediately spreading to a building that has just been put out

Improved VFX


  • Burning buildings that have an interior view will now also show fire when inside
  • Buildings that are on fire will display a red glow at their base, this should make it easier to notice when a new building has caught fire
  • 🪐Added lighting underneath ships which will make them easier to spot in crowded cities
  • Improved VFX on fuel devices and buildings, making it easier to tell at a glance if fuel pumps have low Xethane in their area

Migrant Ships


  • Added variants to migrant ships that arrive to deliver citizens and resources. Smaller loads will have smaller ships, while larger loads will have bigger ships

Rebel Ship Layouts


  • Added even MORE new rebel ship layouts

Tutorial Changes


  • Added a prompt for first time players to make sure the tutorial is enabled. Please note, if you are continuing from a previous build this prompt will appear once
  • Tutorial will only be automatically enabled for new players or players who have not completed/disabled the tutorial in the past

UI and Tooltips


  • Long custom names on buildings will now clip instead of scaling while in interior view
  • Updated Repair tooltip with a better layout
  • Improved Repair tooltip when player has 0 credits
  • Changed warning text from red to yellow
  • Added ingame tooltips for each victory card
  • Changed “Ready” text in the science tab, to a check mark
  • Added a duration bar to the communications window that will display how long the VO portion you are hearing is

Fixes as of 0.24.0


  • Resource patches with mines attached will now display the mining rate
  • Fixed an issue where you could be kicked out of shipyard view if a different shipyard was destroyed
  • Fixed ability to salvage inert ruins that were on fire or being repaired
  • Fixed a crash that would occur if the cancel hotkey was used in the techweb while there was no tech being researched or scrapped
  • Fixed an issue with ship names getting cut-off in some localizations
  • Fixed an issue with ships getting stuck in dismantle state if the employee that was assigned to the job dies on the way
  • Fixed snowstorms not helping extinguish fires
  • Fixed an issue that would cause a black noninteractive screen when entering the tech lab in certain circumstances
  • Fixed an issue with ships getting stuck in a dismantle state if they were set to be dismantled immediately after the last device on board was dismantled
  • Fixed an issue with native resolution not always being correctly recognized the first time launching the game
  • Fixed ability to enter a destroyed factory in certain circumstances
  • Fixed an issue where fuel turbines that didn’t have an employee working inside would appear operational when loading into a save

You can find the full list of known issues here.

Patch 0.23.3

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 as of 0.23.3


🪐 indicates changes due to community feedback!

  • Added localization for new features

Fixes as of 0.23.3



  • Red glow effect will now apply to activated ruins when they catch fire
  • Fixed some edge cases where Audio drops would not play correctly

Known issues as of 0.23.3



  • (EXPERIMENTAL ONLY) Unlocking characters in the codex while on experimental branch can lead to issues when loading into the game on the standard release branch. Due to this issue, going back and forth between the branches right now is not recommended. We try to make the experimental experience as smooth as possible but in this situation it was not something we accounted for, and that resulted in bugs. We'll try to fix it so this doesn’t occur in the future, but if you are experiencing this issue please wait until the release next week to play on the main branch.

You can find the full list of known issues here.