MegaFactory Titan cover
MegaFactory Titan screenshot
Linux PC Mac Steam
Genre: Simulator, Strategy, Indie

MegaFactory Titan

Hotfix 0.9.4.5

[p]0.9.4.5 (6/28/2025)[/p][p]- If you have an exploration unit selected, all ruins within its visual radius are highlighted with a green border.[/p][p]- Added a search box for the tech tree.[/p][p]- If you clear a vehicle's automation by manually setting a pickup or dropoff point, an error will pop up letting you know.[/p][p]- Solar farms have been moved earlier in the tech tree.[/p][p]- Notifications for ruins discovered properly select or highlight what is new, rather than simply selecting the rover that found the ruins. Or, in other cases, they open up the UI where you can locate the new item, and highlight it.[/p][p]- Notifications from exploring ruins, and from various other sources, always stick around in the bottom right corner.[/p][p]- Bug fix - Fixed missing button in quick locator.[/p]

Major Update 0.9.4.0 - Localization and Graphics Update!

Update 0.9.4.0 is here!

MegaFactory Titan is finally available in 14 different languages: English, French, Italian, German, Spanish, Brazilian Portuguese, Czech, Polish, Russian, Ukrainian, Japanese, Korean, Simplified Chinese, and Traditional Chinese!

Update 0.9.4.0 also brings major graphical improvements, technology tree changes, and many quality-of-life improvements.



Localization


MegaFactory Titan is now available in 14 languages: English, French, Italian, German, Spanish, Brazilian Portuguese, Russian, Ukrainian, Polish, Czech, Japanese, Korean, Traditional Chinese, and Simplified Chinese!

Graphical Improvements


The loading screens have been replaced with views of Titan from space. The loading screen for loading or starting a new game is dynamic, and animates as the loading screen progresses.
Portraits have been improved.
Many models have been improved.
Powerplants sometimes spit flames. Aircraft kick up dust when hovering low to the ground. Spacecraft kick up a lot of dust when landing or taking off. Orbital strike visuals have been improved heavily. Missiles have smoke contrails now.
Tube models have been improved. Tube turns are now smooth, which not only improves turning speed, but also looks nicer.
Tubes, and most structures, when turned on, now produce their own lighting, best viewed at night.
Finally, if you don't like the variation of tube colors, there is now a new option in preferences to force all tubes to use a single color.

Gameplay Changes


Raiders and their orbital bombardment is less punishing. They now fire massive salvos, but their accuracy is terrible (they threw their targeting specialist out the airlock). As a result, they often inflict tons of collateral damage, but have difficulty destroying anything reinforced.
Additionally, you can now build Orbital Defense Turrets for shooting down their incoming strikes. Orbital Defense Turrets are very effective at protecting your factory, but they run out of ammunition fairly quick. Make sure your factory can support their logistics!
Most Factions get a bonus package of augmentations to help start their factory in high gear. Far more structures and vehicles now have augmentation slots, and you can come across augmentations in much greater quantities now. A few new augmentation types have been added as well.
Population Happiness has been made more complex, and requires a bit more attention, especially later in the game, to keep it under control.
Wind patterns are more complex, with global prevailing wind patterns added. Now, you have to make sure you don't put your habitats downwind from your factory's pollution, but at the same time, pollution no longer just collects in a blob centered around your factory.
You can now build power lines on Mining Rights, so selling power is much easier.
Selling trophies has a lower initial value, but it falls off much more slowly over time. Same with selling goods to the Mercantile Exchange.
A huge number of smaller balance changes have been made as well.

Tech Tree


The Tech Tree has been heavily streamlined. Many groups of similar technologies have been collapsed into a single technology. This makes navigating and reading the tech tree much easier.
Many existing technologies have been tweaked and rebalanced.
Several new technologies have been added.

Quality of Life


You can mark land mines you find as hostile, so your vehicles will avoid them. Mine fields will be automatically marked as hostile the first time one of your vehicles runs into one of them.
Intersections have been heavily improved to alleviate traffic jams.
You get an alert when something is destroyed, and you can Rebuild immediately with a button on that alert.
Your allies at war with one another will never target each other's trading posts or substations, so you never have to worry about their war screwing up your trade routes.
In the tech tree, you can now focus on certain types of technologies (such as "Power" or "Warfare"), allowing you to immediately see what you need to research to get what you want.
Tubes with nonstandard filtering will glow dark red to let you know at a glance why they are behaving differently.
The pollution view now shows exactly what structures or vehicles are contributing the most pollution.
Habitats tell you exactly how many total jobs are in their area.
Tons of other small UI and UX changes.
A slew of bug fixes.
Major performance improvements for large tube networks.
Performance improvements for very large factories.
Loading times improved for large save files.



Full Changelist


0.9.4.0
Localization
- 14 total languages are now supported: English, French, Italian, German, Spanish, Brazilian Portuguese, Polish, Czech, Russian, Ukrainian, Traditional Chinese, Simplified Chinese, Korean, and Japanese.
- The default language will be chosen based on your Steam client, but it can be changed in the options.
Gameplay
- Games saved prior to version 0.9.0.0 (June 2024) are now incompatible. If you need to open up older saved games, a legacy branch has been added for playing version 0.9.3.8. Version 0.9.3.8 can open older save games up until roughly 2022.
- Significant parts of the tech tree have been collapsed into single large techs. This streamlines the tech tree to be less confusing, especially early game techs.
- Several new technologies added to the tech tree.
- You can now mark land mines you find as hostile, which will prevent any of your vehicles from moving near them.
- Storages now have a consume and place cooldown for placing or taking resources from tubes. The cooldown varies with the size, so tiny storages have almost no cooldown, while large storages have a longer cooldown.
- Stackable storages have a longer consume/place cooldown, which increases the higher the storage is stacked.
- Intersections have been significantly improved. Goods with a valid exit in an intersection can slip past other goods. Goods will choose not enter an intersection if it is blocked and there is no valid unblocked exit at the moment.
- Goods in intersections "wait their turn" rather than jamming up the intersection when there are multiple streams of goods passing one another.
- Orbital Defense Turrets can now be made. These are expensive to make, and consume valuable ammo, but they can strongly alleviate the problem of the Raiders bombarding you from orbit, at least until you find a more permanent solution.
- Balance - Pollution scrubbing augmentations and structures reduce breakdown chances somewhat as well.
- Balance - All technologies now require only 10 recipes at most to research.
- Balance - Hydraulic Monitor no longer produces toxic waste.
- Balance - Added more starter packages for certain factions.
- Balance - Some factions now get a bonus pack of augmentations.
- Balance - Tweaked arrival times of starter packages.
- Balance - Farms need fewer workers.
- Balance - Agrochemicals are easier to produce, so you can get farms up and running quicker.
- Balance - Solid Fuel is more efficient, so your starting cache of fuel lasts much longer.
- Balance - You start with even more Medicine.
- Balance - Heavy cargo trucks have 2 aug slots. Repair Drones have an augmentation slot. Numerous other structures and vehicles have more aug slots. Many structures which previously had no augmentation slots now have at least 1 aug slot.
- Balance - Happiness generators have augmentation slots so they can be insulated more easily (so you don't have to rely on flooring).
- Balance - Skyscrapers have smaller internal heaters, necessitating additional heating solutions to utilize them properly.
- Balance - Assemblers are easier to produce, so you can get to making Land Reclamation earlier.
- Balance - Bonus Packages also no longer give you structures or vehicles after you've demonstrated you can produce them yourself.
- Balance - Reduced payouts from trophies, because they are much easier to come by now, but also reduced the monetary falloff from them, so they provide more money for much longer over time.
- Balance - Reduced the monetary falloff on resources given to the Mercantile Guild, making selling to the Guild a much more viable financial strategy.
- Balance - Nerfed late game Titanquakes to be less devastating.
- Tweaked the spawn locations of weather crisis so there is less of a chance of a 'dud' crisis.
- New anti-corrosion augmentation which slightly improves a variety of different traits when installed: pollution inefficiency, research speed, maintenance costs, and more.
- New heat sink augmentations which improve heat loss of structures.
- Tweaked how wind works. Added stronger Prevailing Winds, which alters pollution patterns significantly. You now have to worry about making sure your habitats are not downwind from your factories.
- You can build power lines on Mining Rights. This lets you sell power to other factions without having to buy a ton of full land rights.
- Many other small recipe tweaks.
- You can no longer relocate recently damaged stuff (to stop scrappers that way).
- Mining heaps no longer fill up any strip mine they are placed on. Instead, they are dropped on the ground no matter how low the strip mine is.
- Miners can mine terrain underneath mining heaps now.
- Explosive shots that miss can inflict collateral damage. This is especially relevant when the Raiders start their orbital bombardment.
- Habitats have slightly increased necessity storage space so they don't continually pop up alerts that they are running low when the tube to get them new necessities is long.
- Repair drones can't repair things that have been recently damaged. They have to wait for a small amount of time first. This prevents them from having a "repair-fight" with scavenger building breakers.
- Tube turns have been smoothed, so they preserve velocity in most cases.
- Improved behavior of missiles and KKVs.
- KKVs fire in bursts, with less overall accuracy, more total damage, but less average damage.
AI
- Population happiness made more complex, and has less of a chance of all population at a location becoming stagnant and all feeling identically over time. You now have a greater chance of getting 1-off outliers of really unhappy or really happy people in your habitats.
- Once a user has demonstrated they can produce an item, other factions will no longer offer that item as a mission bonus.
- Repair Drones will no longer try to chase after the same target as other Repair Drones.
- When escorting vehicles, other vehicles don't cluster too closely so as not to block the escorted vehicle.
- Warring factions distribute their escort vehicles between their vehicles that need it, rather than all of them bunching up around one.
- Increased the number of missions that the AI will give you a bonus for.
- Factions give bonuses for combat vehicles (the first time).
- Tweaked mission rewards to have more useful stuff.
- Pirates don't steal from Mining Heaps anymore.
- Scavengers refuse to attack Reinforced Power Lines because they're too much of a pain to break down.
- Raiders deprioritize targeting intersections, power lines, and other structures that could grind your factory to a halt.
- Raiders pick their targets haphazardly, and lose interest in a target even if they didn't finish destroying it.
- Raiders have really bad aim, but they make up for it through volume of fire.
- Reworked how AI factions prioritize targeting of structures to make more logical sense.
- AI factions patrol their land more thoroughly.
- Allies can travel through your mining rights. They only stay out of your full land rights.
- AI factions at war with one another no longer target each other's trading posts or substations.
- Balance - Raiders have much worse accuracy with orbital strikes than you do.
- Balance - Mercantile Exchange prices don't collapse as fast due to you selling them too much stuff.
- Balance - Air scavengers and pirates arrive later.
- Balance - Pirates arrive first, scavengers arrive later.
- Balance - Allied factions develop weaponry at a slower rate.
- Whenever one of your vehicles runs over a land mine, this will mark that land mine and all nearby land mines as hostile as well. Building breakers don't mark land mines, because they are land mine resistant.
- Combat vehicle behavior changed. Combat vehicles prioritize chasing enemies over their current orders, or their current patrol path. You must set them to hold their fire to stop this. If they lose or kill their target, they'll then return to their original path/behavior.
Graphics
- Loading screen graphics have been replaced.
- Load game loading screen is now dynamically rendered.
- Portraits have been updated.
- In game atmospheric colors have been improved. There are now less "black fog regions" at sunset and sunrise.
- Air vehicles kick up dust whenever they hover lower.
- Spacecraft kick up lots of dust when landing or taking off.
- Flying units, when destroyed, explode in shower of sparks.
- Missiles have smoke contrails now.
- All other particle effects have been tweaked.
- Improved tube model graphics.
- Tube turns are smoothed.
- Tubes now produce their own lighting. Although this light is not too visible in the day, at night they can light up your entire factory.
- Most structures that glow now produce a little bit of lighting as well, primarily visible at night. Any structure with emissive color now generates actual lighting.
- Bloom has been tweaked. It's less bright at night, and in general, more subtle and less jaggedy.
- Pollution clouds are less obtrusive.
- KKVs, when shot down, create a splash of fiery debris (visual only, not harmful).
- Wheels and Tractor Treads on vehicles graphics tweaked to be slightly more visible.
- Many models have been subtly tweaked.
- Producers, vaporizer stacks, and some powerplants flare up when first consuming inputs.
- Smoke moves slower in the wind.
- Maglev catapults have a sparking effect whenever they launch a resource.
- Improved exhaust plumes on missiles and rockets and rocket speeders.
- Improved visuals of KKVs fired from orbit into your factory.
- Added alternative tube color schemes in Options. Rather than have tubes match the resources that are on them or to the filter they are set to, you can set all tubes to always have a flat color.
UI
- When building tubes, the UI visually shows where exactly your tubes will auto-connect.
- Tube auto-connection will stop working if split between 2 different structures. Rather than randomly pick 1 of the 2, it will simply not auto-connect.
- The inventory widgets, when clicked on, if you are out of items, instead of cycling through storages of that item (which there will be none), will instead cycle through producers of that item (if there are any).
- You can toggle high priority on structures through the right click menu.
- You can now set a wider range of priorities on your structures rather than just high or low.
- Structure screens show priority icons more visibly so you can see what is high priority at a glance.
- Mining Heaps show up in the resource view now.
- Augmentation UI is better suited adding and removing augmentations into/from structures/units quickly.
- The tech tree's visual clarity has been greatly improved. No more tangled messes of lines; you should be able to follow every line in the tech tree easily.
- Improved the tooltips and general UI of the tech tree.
- Added more tooltips across the game.
- You get an alert if you have unsold trophies in your storages or on your land.
- Trying to mine a resource outside of your land will throw an error and highlight the land rights button.
- You can now focus on certain kinds of technologies in the tech tree. This can help you easily search the tree and find out what you need.
- Habitat UI now tells you exactly how many jobs are needed in the area, and gives a breakdown of each job.
- In Pollution view mode, structures will be tinted a color based on how much pollution they could produce, and a tooltip will let you know the exact pollution rate and pollution they've produced that day.
- Tubes with non-standard filtering (blacklisting, or 2+ whitelisted filters) options glow dark red, so you can immediately tell that they're operating differently from what you might expect. Very useful for figuring out why your tubes are behaving differently at a glance. Note that this won't be visible if you use the new graphics option to set all tube colors to a single color.
- You can hover over and click on the tiny prerequisite nodes in the tech tree.
- If a cargo vehicle can only pick up a certain amount of a resource due to its dropoff spot requesting only a certain amount, that nuance will be visible in the cargo vehicle's inventory bar, with an explanatory tooltip provided.
- Breakdowns and damage alerts downgraded from warnings to messages, because they generally get fixed up automatically by your repair drones anyways.
- Turrets and combat vehicles send a message when they are taking a while to reload.
- Infolinks only show the inputs needing research for the lowest-tech recipes.
- More granular Interface Scaling options.
- Real Estate billboards show the leader when selected.
- Holding down Shift when placing units lets you continue placing more units of the same type.
- Stockpile UI isn't yellow / warning when zero if the resource is a byproduct.
- Stockpile inventory is presorted, rather than being sorted based on the last item you selected.
- Infolinks properly displays recipes for byproducts.
- Upgraders show all of the possible inputs they can take (and how many spots are available).
- If you send a vehicle on a trade mission via the mission UI, and the vehicle has errors (such as the vehicle can't reach the trading post), you'll get notifications about those errors immediately, and the mission will be canceled.
- You can cycle selection through the transports already on a mission by clicking on said mission's UI.
- When building things, the ui will tell you how many copies you have left.
- When your structures or vehicles are destroyed and leave behind a ruin, you get an alert that sticks around until you destroy or rebuild the ruin. You can Rebuild immediately with a button on that alert.
- Some circle notifications (such as "attacked the enemy" or "radar detected enemy") disappear after a short time.
- Consolidated a lot of circle notifications so you don't get spammed with them.
- Items are sorted and grouped better in all locations in the UI.
- Many more tiny UI tweaks to improve the user experience.
Other
- Improved audio voices not drowning one another out as much.
- Many, many string fixes.
- Bug fix - Fixed tubes not registering a change when a stackable structure replaces a non-stackable structure, or when a stackable structure stacks higher, or when a tube is upgraded.
- Bug fix - Fixed audio levels not changing when typing in the values.
- Bug fix - Fixed a number of cut off text issues in the UI.
- Bug fix - Fixed options buttons showing up on wreckage.
- Bug fix - Fixed bad UI padding in certain dropdowns.
- Bug fix - Fixed certain items not mentioning their maintenance costs in the infolinks.
- Bug fix - Setting a production limit on a producer was incorrectly resetting it to infinity.
- Bug fix - Fixed Lake Bridge visual bug.
- Bug fix - Enemy wrecks floating in the air sometimes.
- Bug fix - Fixed pollution and waste heat not showing up for some recipes.
- Bug fix - You can no longer duplicate a structure while ignoring placement restrictions of that same structure.
- Bug fix - Removed alert advice that had no valid strings.
- Bug fix - Fixed weird selection highlighting on various structures.
- Bug fix - Fixed atmospheric collectors and the like from throwing errors about not having inputs.
- Bug fix - Tidal plants and Water Treatment Plants now require workers.
- Bug fix - Rare bug where tooltips would become enormous.
- Bug fix - Fixed strange UI scaling happen in certain places whenever altering the Interface Scale.
- Bug fix - Fixed some cases where vehicles would clip through one another.
​​- Bug fix - If you try to build a tube blocked entirely by structures, it will error out.
- Bug fix - Fixed tubes sometimes creating junctions where none should exist.
- Bug fix - Fixed lights getting cut off sometimes.
- Bug fix - Removed weather from Vehicle Tracker.
- Bug fix - Fixed tubes auto-connecting to Caching Buffers when they shouldn't.
- Bug fix - Fixed certain resources being improperly classified.
- Bug fix - Disabled building stuff before your main base lands, as that could cause overlaps.
- Bug fix - Mouse selection is narrowed to more closely match structure models, which prevents you from, for example, selecting an airborne wind turbine when clicking underneath it.
​​- Bug fix - Fixed being unable to open infolinks on vehicles in some cases.
- Bug fix - Fixed some tubes being built incorrectly.
- Bug fix - Fixed certain goods registering as a lower or higher tech than they should have been.
- Bug fix - Fixed highlighting of tubes within an "area relocate" or "area destroy" even if that tube was not in that area.
- Bug fix - Fixed combat units jerking about their destinations sometimes.
- Bug fix - Copying settings refreshes tube colors correctly.
- Bug fix - Changing a tube filter wasn't making goods on a tube realize it couldn't reach its destination.
- Bug fix - Fixed infolinks sometimes saying you had researched a tech when you didn't.
- Bug fix - Fixed pollution scrubber augmentations on mining vehicles incorrectly increasing pollution rates.
- Bug fix - Fixed AI factions vehicles doing nothing if boxed in by terrain or the player.
- Bug fix - Fixed AI faction structures getting damaged and then never recovering.
- Bug fix - Fixed missiles vanishing if their target dies before they hit.
- Bug fix - Junctions sometimes rendering incorrectly fixed.
- Bug fix - Fixed bug with scrolling on the tech tree not being remembered.
- Bug fix - Fixed rare black spots on certain models.
- Bug fix - Fixed pixel glitches on certain icons.
- Bug fix - Fixed some items printing out that they are reducing things beyond 100%.
- Bug fix - Fixed air units glitching through cache models.
- Bug fix - A tube can't auto-connect its start and end to the same structure anymore. Only the start will auto-connect in that case.
- Bug fix - Fixed In Situ Leach Mines not being placeable on Mining Rights.
- Bug fix - Fixed tubes right after intersections getting backed up with goods.
- Bug fix - Fixed bug with necessities entering a habitat and then immediately being kicked out.
- Bug fix - User can't rebuild enemy wreckage anymore.
- Bug fix - Fixed the tutorial on buying powerplant fuel not showing up.
- Bug fix - User can't demolish enemy wreckage (except with a building breaker).
- Bug fix - Prevented building structures that halfway intersecting diagonal tubes.
- Bug fix - Fixed faction trade requests being somewhat erratic.
- Bug fix - Fixed augmentations showing up in factories that were building them.
- Bug fix - Turrets stop rotating once broken or shut down.
- Bug fix - Fixed goods destroyer ui icons flickering while working.
- Bug fix - Fixed factions buying huge amounts of necessities that they didn't need.
- Bug fix - Fixed allied factions sometimes requesting the same thing over and over.
- Bug fix - Fixed being able to manually destroy random ruins in the world.
- Bug fix - Fixed Warships being able to attack while on the ground.
- Bug fix - Fixed trucks sometimes not dropping off stuff if they have no pickup spot.
- Bug fix - Intersection corners no longer are places where goods would just get randomly stuck or slow.
- Bug fix - Fixed certain audio being audible from all the way across the world.
- Bug fix - Damaged or off intersections no longer process goods.
- Crash fix - Crash when buying things from a faction without a trading post.
- Crash fix - Rare crash deleting items being worked on when paused.
- Crash fix - Crash when a mining vehicle is destroyed and it leaves behind a trophy.
- Crash fix - Crash when selecting certain ruins.
- Crash fix - Rare crash that may occur after the raiders appear.
- Crash fix - Fixed rare crash on constructing odd tube layouts.
- General performance improvements.
- Stuttering during large combats fixed.
- Performance improvements for large numbers of vehicles.
- Major performance improvements for large tube networks.
- Improved performance for very large factories.
- Massively improved loading times for large save files.
- Multithreaded terrain generation further. This improves performance for the first few seconds of game time when loading a new save, and also performance when moving the camera quickly around the map.

Hotfix 0.9.3.9

0.9.3.9 (3/25/2025)
- Tweaked some bonus package timings.
- Tweaked initial trade requests.
- Tutorials improved.
- String fixes.
- Balance - Pollution is slightly less of a problem in the early game.
- Balance - Intersection acceleration boosted.
- Further improvements to goods intersection behavior.
- Full screen popups (Infolinks, Store, Tech Tree, Job Board, Message Backlog, Ledger, Vehicle Tracker, Structure Tracker) no longer pause the game and are no longer modal.
- Some models tweaked.
- Bug fix - Fixed particles looking strange at certain angles.
- Bug fix - Fixed a broken tutorial.
- Bug fix - Fixed escape not working sometimes.
- Bug fix - Clicking on main mission wasn't zooming to trading post.

Hotfix 0.9.3.7

0.9.3.7 (3/13/2025)
- Fixed regressions from earlier versions.
- Improved goods behavioral AI while in Intersections.
- Movement and acceleration of goods in Intersections improved.
- Intersections are less glowy.
- Bug fix - Fixed Intersections passing off goods to the next graph node long before they should be able to.
- Bug fix - Empty advice strings fixed.

Hotfix 0.9.3.6

0.9.3.6 (3/12/2025)
- Opening up any fullscreen UI (tech tree, infolinks, etc.) causes the game to pause.
- Missions tooltip gives more info on the mission, and shows tips on how to interact with the mission. Interaction with the mission widget tweaked to be more intuitive.
- Mission UI now gives quick errors on what you have missing or what is currently not working with your mission.
- Advice appears in tooltips for missions with errors.
- Bug fix - Numerous string fixes.

Hotfix 0.9.3.5

0.9.3.5 (3/5/2025)
- Added a tooltip to the filter button which mentions exactly which filters are in use.
- In the filters UI, current filters are added to the top of the list / buttons, so you can disable them easily.
- Many alerts have short advice blurbs added to the tooltips on those alerts.
- Added more alerts to mining vehicles if you don't have a proper mining setup.
- Added alerts to producers which don't have what they need to start operating.
- In a new game, your inventory stockpile widgets start by showing your necessities and fuel.
- Altered start game camera.
- More tooltips for new players.
- Tweaks to starting bonus package timing.
- Tutorials tweaked.
- In new games, players start with a tiny mountain of basalt in addition to their water ice.
- In new games, you don't start with extra rovers or building breakers, instead they come a little bit later as a bonus package.
- Building Breakers moved to World section of Action Menu. Electrolyzer moved to Producers menu.
- Every faction intro message has the option to locate their trading post or open their store if possible.
- Large producers are very slightly faster than their small counterparts.
- Tweaked some technologies.
- Tweaks to some of the faction starting loadouts. Most starting items pushed into later game bonus packages.
- Infolinks mentions how many of a structure/good you have stored.
- Idle Scout message only shows up after the first day.
- Tweaked and rebalanced a lot of the early game events.
- Factions greet you a little earlier.
- Unsolicited missions don't start until the loan grace period is done.
- Initial loan payments grace period ends earlier.
- Thunder is louder.
- Real Estate faction shows up sooner, and is greedier about buying land.
- Real Estate price gouging is worse now.
- Allied factions are no longer willing to sell land to you.
- Changed most faction greeting messages.
- Bug fix - Fixed Real Estate faction not buying when they should've been.
- Bug fix - Fixed being unable to buy land from the Real Estate faction.
- Bug fix - Fixed structures not being removed after you buy off land from another faction.
- Bug fix - Incorrect infolinks recipes.
- Bug fix - Fixed plural localized strings.
- Bug fix - Fixed vehicles behaving oddly when on a bridge and dropping off resources.
- Bug fix - Fixed incorrect heights of resources on tube tunnels.
- Bug fix - Fixed infolinks not appearing while in a call.
- Bug fix - Players properly start with their correct permits now.
- Bug fix - Fixed strange normals on walls and tube models.
- Bug fix - Fixed vehicles sometimes getting randomly stuck near structures.
- Bug fix - Fixed exploit of selling a faction an unlimited supply of producer structures whilst the game is paused.
- Bug fix - Fixed "Send all blocked goods to stash" button collecting goods from push maglevs.
- Bug fix - Fixed too much steam coming out of the Cooling Tower.
- Crash fix - Fixed sporadic crash relating to selecting pirates.
​​- Crash fix - Crash when selecting certain ruins.
- Perf - Improved performance of maglev loops.
- Perf - Improved performance of complex maglev graphs.
- Perf - Perf improvements to producers.
- Perf - General performance improvements.

Hotfix 0.9.3.4

0.9.3.4 (2/27/2025)
- Perf - Improved some lagging UI elements.
- Perf - Improved some tutorials that were taking up perf time even after being completed.
- Perf - General improvements to performance.
- You can send vehicles back to storage with the Deconstruct mode.
- Building breakers send an 'idle' message if they have nothing to do.
- In the new game screen, faction early game bonus packages are split out from the starting items for clarity.
- Tweaked tube tunneling model sharpness.
- Reordered some UI elements.
- Bug fix - Starting to pay off your debts will trigger the loan interest payments. This prevents players from receiving the grace period money even if the loan is already paid off.
- Bug fix - Some incorrect strings fixed.
- Bug fix - Auto-gathering from ruins will no longer gather from locations that are unexplored.
- Bug fix - Corrected a number of strange tube connection behaviors when building tubes.
- Bug fix - Fixed strange normals on curved tube sections.
- Crash fix - Fixed rare crash on loading certain save games with a specific QuickAction layout.

Hotfix 0.9.3.3

0.9.3.3 (2/19/2025)
- You can send all resources blocked in your tubes to your stash in one click on the alert that appears.
- You can send resources from vehicles to your stash now as well.
- Tube models tweaked to look more tube-like.
- Added a selector button in the list of destinations for a unit.
- Pinned inventory counts have a highlighted background when you run out of them. Pinned inventories also mention the name of the resource in the tooltip.
- Tweaked some warnings and messages.
- Cleaned up a few UI elements.
- Bug fix - Added missing icons to enqueue production dropdown.
- Bug fix - Intersections properly send an alert when they are blocked now as well.
- Bug fix - Fixed call meeting ui sometimes not popping up when it should.
- Bug fix - You can access a unit's right click menu even if it's already selected.
- Bug fix - Building Breakers are now allowed to target all kinds of wreckage, including wrecked structures of allies.
- Bug fix - Out of fuel warnings don't show up if the powerplant is off.
- Bug fix - Lake waves seam fixed.
- Bug fix - Building Breakers can no longer target things they're not allowed to break.
- Bug fix - Building Breakers turn towards the target correctly when breaking down structures.
- Bug fix - If your headquarters starts in between two land tiles (with flexible start), you can relocate it to be fully on your land tile.

Update 0.9.3.2

Update 0.9.3.2 is out! It focuses heavily on polishing existing gameplay, and smoothing out the early game.

Mining Changes


A new Mining Transport vehicle has been added. When deployed, the mining transport automatically looks for Mining Heaps and delivers directly to your Mining Depots. By default, they auto-set their search filter based on what is nearest. Mining Transports now take care of all Mining Automation for vehicles, and this feature is no longer a part of normal Transport Vehicles.
Mining Depots, when you place them, now automatically set their filter based on the nearest mining heap or excavator it can find.

Start Game Changes


You start the game with a grace period on your starting loan, so you aren't rushed to pay things back immediately. The grace period ends once you've gotten a reasonably large factory set up on Titan, or once a long enough time has passed, at which point the Greater Saturn Federal Authority will call you and inform you that the good times are over.
There is a greater concentration of resources in the plots around your start now, to ensure you always have what you need for the first few techs on the tech tree.
You can no longer buy land rights, only mining rights at the start, until you research Habitats.
You start with a Waste Storage for storing slag and garbage and the like, and you can manufacture more immediately. Waste Storages help with accumulating your junk until you can figure out a way to recycle or remove it, and they send you an alert when they are filled up.
Bonus starting items unique to each faction are greater in number, but they now arrive over the course of the first few days, rather than immediately.
You can now choose a flexible start in Custom Difficulty, which lets you choose your starting land tile.

Automation Changes


You can now directly send vehicles on cargo missions from the missions in the top right corner of your screen, rather than hunting down your vehicles and telling them to deliver.
Storages default to being pickup spots automatically. These options can still be disabled or set to how they were previously.
"Pickup from Trading Posts" has been split from "Pickup from Ruins/Caches" for cargo vehicle automation.
Automated vehicles now display even more alerts and info about any current automation issues they are having.

Difficulty Changes


On Normal and Easy, you can no longer lose the game by running out of money. Only on Hard mode will this happen.
You are given longer amounts of time to complete all trade missions.
Factions don't send you unsolicited missions nearly as often in the early game.
Many technologies don't require nearly as many repeated recipes at the Research Lab, so research is much faster.
Many, many subtle balance tweaks made as well.

Graphical Changes


Added a subtle Film Grain that improves the general views of Titan.
Added lightning and thunder during rainstorms.
Altered the fog to be thicker and higher quality at times.
Rain and snow have been tweaked.

Quality of Life


Made an enormous number of small but helpful changes to the UI.
Fixed a huge number of bugs and crashes.



Full Changelist


0.9.3.2
Gameplay
- Flexible start - When starting a new game, you can choose flexible start (in custom difficulty), which lets you choose your first land tile. Hard mode defaults to flexible start.
- Loan payments mission doesn't appear until after you've gotten a foothold on Titan. You get a grace period at the start of the game where loans don't drain your money. Loan interest is higher on normal now because the loan doesn't show up until later.
- You can't buy the full land rights, only the mining rights to land, until you've researched Habitats.
- You no longer start with habitats.
- In new games, there are now more resources near the player's start.
- Mining Transport vehicle added. It functions as a transport vehicle, but it starts automated for mining pickups. Other transports can't do automated mining pickups now (although they will remain with that behavior with legacy saves).
- Mining Transports, upon creation, automatically search for the nearest Mining Heap and set their filter to match that heap.
- Mining Depots now automatically set their filter based on the nearest mining heap it can find upon placement. If none are found in the area, it will not work until you manually set its filter.
- Excavators, upon receiving orders, if they don't have a Mining Depot or Mining Transport associated with what they are mining, will automatically attempt to force nearby Mining Depots and Mining Transports to match them.
- Players start with mini excavators rather than light excavators.
- Mini excavators mine a bit slower than the other excavators.
- New Waste Storage structure which is cheap, but only can hold waste byproducts. Players start with 1. Waste storages send an alert when they are full.
- Increased the range of all habitats.
- All warehouses/storehouses/general storages default to being a Cargo Vehicle Pickup Spot for automated vehicles.
- Some techs do not require as many recipe copies to finish.
- Increased mission time.
- Bonus starting items unique to each faction usually come in a care package over the course of the first few days.
- You start with your starting unit again (usually a scout rover), spawned at your HQ as soon as it is built.
- Underground storehouses and warehouses are slightly further up in the tech tree (they require Wire as well), and must be researched.
- Supply Depots now need to be researched as well, and are also slightly up in the tech tree.
- New factions explore a greater area of their territory for you at the start of the game.
- Tweaked the tech tree.
- Trash is now balanced so you can sustain a low number of trash incinerators without relying entirely on other factions to produce the trash for you.
- Which missions have bonuses are no longer based on whether or not you have researched the tech, and instead are based on fixed criteria.
- Mission rewards never include items you start with.
- Tweaked mission rewards.
- Radar requires no workers.
- Starter missions have a bonus by default.
- Edge Scrolling off by default.
- Fixed cargo transport AI to be less wasteful of movement and ping pong less.
- Further increased starting necessities.
- Excavators dump their inventory when they are idle.
- Tweaked conflux faction AI.
- You can get no more than 1 permit-locked reward for a mission at a time.
- Cargo Vehicles now have a "Trading Post Pickup" automation option, separate from the "Pickup External" option.
- You now have the option of sending trucks on a trade mission directly from a dropdown on each mission, rather than selecting each truck directly to send them on a mission.
- For automated cargo/mining transports, dropoff spots that do not demand anything matching the transport's filters are no longer ever considered for that transport's automation.
- Tweaked a number of recipes, especially early game recipes, to be less punishing for new players.
- Only on hard mode will the game end if your money runs out. On easy and normal mode, you can keep playing even if you run out of money.
UI
- When hovering over resources, a patch of all nearby similar resources are highlighted as well, to help visualize how large or small each vein of ore is.
- Cargo automation alerts improved.
- Pickup locations highlight all units picking up from that location while it is selected.
- Selecting a unit will highlight its current pickup and dropoff locations.
- Added more error alerts for cargo transports going on delivery missions but having no spots to gather from, and also for acquire missions and having no spots to deliver to.
- Right clicking on a mining heap with a mining transport will immediately set that transport's gather automation.
- Right clicking to move an automated excavator or mining transport clears its automation filters rather than its automation mode.
- Added a message indicating if a structure is currently being heated up, otherwise it can seem like nothing is happening.
- On Sandbox, errors about necessities are downgraded to warnings at most, because you can't ever lose workers in sandbox.
- Tutorial for fueling the combustion plant now suggests using Maglevs rather than trucks.
- Added a tutorial on locating allied trading posts.
- Many other tutorials updated and tweaked.
- Can store/destroy your own vehicles via the right click menu.
- Infolinks page better shows your current research progress.
- Infolinks now shows you what inputs are unresearched for an item.
- Breakdowns produce an alert rather than a notification.
- In Job Board, factions will mention that you can't take on multiple requests from the same faction until you finish existing ones.
- Added the ability to open infolinks from a trade request.
- Increased font size of the smallest fonts.
- Many strings tweaked and clarified.
- General controls tweaks.
- You can select the entire call widget to answer a call.
- Tweaked the main actions UI to make the deconstruct and land buying options more obvious.
- Techs that come in care packages are hidden away at the start of the game.
- Habitat inventory icons better show which necessities you don't have enough of.
- Various UI areas with a button replaced with clickable areas.
- You can select existing trade missions to get a reminder of what to do on the mission.
- If you complete a build mission, the job done message will immediately show up, rather than popping up in the background.
- Warnings on missing necessities now tell you exactly how many you need.
- In infolinks, recipes show what producer produces each individual recipe.
- Added loading screen tip on Vehicle Tracker and Quick Locator.
- Power Pie Chart aggregates and averages data over a longer interval of time, so it doesn't flicker frantically.
- Repair drones and demolition units highlight its current target.
- Subtly tweaked UI visuals.
Graphics
- Added a persistent light hydrocarbon rain most of the time on Titan.
- New Games start with heavy rain.
- Added lightning flashes and thunder during rain storms.
- Added subtle film grain to visuals. Can be disabled in options.
- Tweaked fog.
- Rain and snow lasts longer.
- Mining Heaps are a little more vibrant so you can see what color they are, and thus, what material they hold.
- Wishlisted land borders are dimmed.
- Tweaked a number of models.
- Vehicles turn parallel to structures when gathering/delivery resources.
- Excavator models hold heaps of resources rather than individual resources.
- Rebuilder Drone model given lights to make them easier to see at night.
Other
- Prefabricator audio is quieter.
- Rain audio is quieter.
- Bug fix - Fixed the wind view not showing up until you unpause.
- Bug fix - After you've already completed a trade request of a certain type for a faction once before, you can no longer get the bonus for that mission again.
- Bug fix - Power/worker ranges showing up if you have selected enemy structures.
- Bug fix - Fixed context menus staying after you open infolinks.
- Bug fix - Fixed a tutorial step sometimes getting skipped in certain circumstances.
- Bug fix - Exploration vision being slightly off center fixed.
- Bug fix - Fixed bug with wear and tear visuals.
- Bug fix - Fixed bad thumbnails showing up sometimes.
- Bug fix - Fixed some tooltips.
- Bug fix - Starter Building Frame mission wasn't triggering.
- Bug fix - Fixed Mining Depot model build animation.
- Bug fix - Fixed mining unit AI of Conflux Market.
- Bug fix - Fixed certain goods being misclassified as byproducts.
- Bug fix - Fixed vehicles dropping off an incorrect amount of resources, such as their entire inventory, or sometimes more goods than a warehouse could store legally.
- Bug fix - Fixed sales line showing up for subscriptions, which don't go on sale.
- Bug fix - Fixed multiple tech trees or infolinks pages being spawned on top of one another.
- Bug fix - Fixed zoom to tech focusing on the wrong tech in the tech tree.
- Bug fix - Fixed wheels on certain vehicles sometimes rotating in the wrong direction.
- Bug fix - If you use a custom difficulty with 0% population consumption, the workers won't immediately flee your factory.
- Bug fix - Fixed cargo transports sometimes gathering not enough resources for a cargo mission.
- Bug fix - Completing a build request now finishes it even if the game is paused.
- Bug fix - Fixed Maglevs sometimes getting blocked for no discernable reason.
- Bug fix - Fixed mouse hover of valley terrain.
- Bug fix - Fixed some missing strings.
- Bug fix - Titles not getting cut off properly.
- Bug fix - Fixed strange overlapping between main screen UI elements.
- Bug fix - Fixed power graph constantly getting wiped any time mining heaps were collected.
- Bug fix - Fixed intersections getting clogged and behaving poorly.
- Bug fix - Overhead floaters were showing up for all mining heaps rather than just relevant mining heaps.
- Bug fix - Moving the window between monitors during loading was causing strange graphical glitches such as the hydrocarbon lakes to vanish.
- Bug fix - Fixed units, especially excavators, sometimes clipping underneath terrain.
- Bug fix - Fixed shadows sometimes vanishing at certain camera angles.
- Bug fix - Fixed repair drones sometimes stopping work and refusing to continue.
- Crash fix - Crash on rebuilding maglevs.
- Some performance improvements.

Hotfix 0.9.2.3

0.9.2.3 (1/22/2025)
- Launchpads can be built on Mining Rights.
- Balance - Delayed the scavengers, marauders, and pirates somewhat, as they were activating too early.
- Feds will buy ammunition from off world in case the player doesn't or can't sell them ammo.
- Bug fix - Fixed Push Maglev's not splitting properly.
- Bug fix - Enemy combat AI wasn't targeting heating and cooling structures.
- Bug fix - If the Marauders, when patrolling the wildlands and not invading, get too close to player territory, and are not aggro'd, they will retreat back to the wildlands, rather than wandering aimlessly looking for a fight.
- Bug fix - Fixed excavators sometimes dumping their contents even when their automation is set to never dump their contents.
- Bug fix - HQ can't spawn on top of chasms.
- Bug fix - Launching the App when interface scaling is not default now properly updating text scaling.
- Bug fix - Fixed exploit of copying Research Lab settings onto producers to build items before they are researched.