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Genre: Puzzle, Strategy, Indie

Mindustry

Build 146


  • Fixed a variety of issues with unit & block cost multiplier rules
  • Fixed many various crashes
  • Fixed various achievements not triggering
  • Fixed pathfinding not being able to path through solid enemy blocks
  • Fixed naval units sometimes attempting to pathfind through land
  • Fixed water tiles with space background resulting in a black background
  • Fixed internal legacy blocks being logic constants
  • Fixed power node double-click leading to interaction rate limit triggering
  • Fixed units sometimes being unkillable
  • Fixed units with long paths sometimes recalculating forever
  • Fixed serious issue with player units getting bugged in certain maps with puddles
  • Fixed Neoplasia reactor sometimes not exploding
  • Fixed units randomly dying when hitting corners
  • Fixed piercing bullets permaturely hitting blocks "under" bullets
  • Fixed missiles dealing double damage to units
  • Fixed FPS not limiting accurately
  • Added setting to disable all lighting
  • Added logic unit autoPathfind command (default wave pathfinding)
  • Made logic unbind command set `@unit` to null
  • Made "any" environment accessible outside of sandbox
  • Made payload loaders no longer accept inputs from payload unloaders
  • Added logic sensors for shields, content ID (inverse of lookup command)
  • Added logic particle effect instruction
  • Added logic sync instruction
  • Setting factory output points now updates "last accessed"
  • Disabled team switching menu in multiplayer outside of sandbox/PvP
  • Decreased canvas block silicon cost slightly
  • Scathe ammo usage decreased to 15
  • Buffed Precept unit

Build 145


  • Fixed logic icons for certain content being squished
  • Fixed a freeze caused by stack routers
  • Fixed Base AI not working sometimes
  • Fixed mods not being able to override UI images
  • Fixed map flags added in objectives not syncing
  • Fixed a crash related to editing canvases
  • Added votekick reason option, made votekicks cancel-able by admins
  • Added button for admins to switch player teams
  • Added past player names / IPs to player trace info
  • Added fill erase mode to editor
  • Added option to adapt UI to Macbook notches
  • Made Serpulo attack sectors not invade nearby sectors while you are attacking them
  • Various improvements to the schematics UI
  • Starting unit command can now be selected in reconstructors
  • Units now retain their last command when controlled and un-controlled by players
  • Misc pathfinding bugfixes; units should not get stuck moving backwards
  • Legged/insect units should no longer pathfind around solid blocks they can step over

Build 144.2


  • Optimized base memory usage slightly
  • Fixed logic blocks not re-enabling blocks when unlinking from them
  • Updated various Serpulo turret sprites/animations
  • Re-added the base builder AI rule and enabled it in the existing custom game attack/PvP maps
  • Buffed Tecta unit
  • Made file chooser on Linux now use Zenity when possible
  • Improved schematics used in base generation on Serpulo
  • Various minor improvements to modding API

Build 144


  • Fixed "any" environment button not enabling
  • Fixed a crash related to an experimental rule being enabled on certain servers
  • Fixed lag caused by sorters updating minimap very quickly
  • Fixed Serpulo generated bases sometimes having unlinked power nodes
  • Fixed JSON planets/sectors/status effects not having a mod name prefix - this may break bundles
  • Fixed invalid liquid consumption stats on plasma bores
  • Doubled max schematic size
  • Canvas blocks now show their image preview in the schematics dialog
  • Newly created maps and schematics now use the provided name as a filename instead of random numbers (Limited to alphanumeric characters)
  • Added camera rectangle to map view, right-click to move the camera
  • Added building damage indicators to minimap
  • Added logic pathfind instruction - supports arbitrary coordinates
  • Added unit health multiplier rule
  • Added map 'ends after wave' rule
  • Added search bar for wave UI
  • Added new Erekir gas and liquid sprites
  • Added functionality to make overlays/floors place-able in mods (or servers with the revealedBlocks rule edited)
  • Added piston regions to blocks that did not have them
  • Added search bar to custom game menu
  • Minor improvements to server list UI

Build 143.1


  • Fixed startup crash when changing UI scale to 5%
  • Fixed network error when calling world logic explosion instruction with a null team
  • Fixed sector background simulation not taking into account builder/repair units
  • Fixed server-side network error when placing certain large logic schematics
  • Fixed force projector hitbox being a square
  • Fixed blank weapon stat boxes for certain units
  • Fixed various regressions from last release (batteries being broken in mods, server menus not closing...)
  • Added support for multi-barrel recoil in mods
  • Made duo barrels move separately when shooting
  • Improved stat display for various blocks

Build 143


  • Fixed some keybinds missing translations
  • Fixed a long-standing pathfinding issue of enemy wave units exhibiting "confused" behavior in certain maps
  • Fixed a server exploit that allowed users to block others from connecting
  • Made entity sync network errors log a warning instead of forcibly disconnecting clients
  • Made server list show multiple servers per row on wide screens
  • Misc fixes to Steam lobby system; you can now set a name/color when hosting
  • New UI for turret/unit weapon stats in core database
  • Improved support for modded planets with different radii
  • Added support for `cloudMesh:` and HexSkyMesh as a type for planets in JSON mods
  • Added world logic setProp instruction; while unfinished, this instruction allows world processors to set attributes of buildings and units, like health or items stored

Build 142

Another minor maintenance release - the most notable change here is the addition of a boost toggle command option for Nova/Pulsar/etc.


  • Actually fixed host research not syncing to clients correctly (for real this time)
  • Fixed Steam workshop maps displaying an error upon update attempt
  • Fixed Sublimates targeting ducts but being unable to hit them
  • Fixed sandbox displaying as survival with Discord integration
  • Fixed repair turrets incorrectly displaying status as red when not targeting
  • Fixed 'hidden' content (planets, etc) displaying in list of mod content
  • Fixed several crashes
  • Fixed Oct shield break effect being hexagonal
  • Improved mod dependency resolution
  • Buffed Conquer slightly, nerfed Collaris range slightly
  • Made Disrupt/Quell no longer target air units
  • Added a boost toggle command for units that can support it (nova, etc) - keep in mind that these units cannot shoot when flying, and will not try to find a landing position if blocked

Build 141

This is a minor release aimed at fixing various bugs and balancing issues with 7.0.


  • Fixed many various crashes
  • Fixed world message being replaceable
  • Fixed various Serpulo sectors having no waves
  • Fixed inaccessible resources under blocks appearing in sector resources info
  • Fixed units following wrong team when assisting
  • Fixed liquid puddles not syncing in multiplayer
  • Many other minor bugfixes
  • Improved loading speed of maps with many power graphs
  • Improved performance of entity removal (should make effects/bullets less laggy)
  • Made Oct shield an octagon
  • Made block statuses flash when low on power/liquid instead of staying green
  • Disabled campaign research/state syncing across multiplayer due to confusion campaigns should be completely separate now
  • Decreased Scathe fog uncover range (75% of range -> 40% of range)
  • Increased Quell build cost
  • Nerfed Locus, buffed Vanquish, Conquer, Cleroi
  • Added rule for unit crash damage

Mindustry 7.0 Released

7.0, an update that has been in development for more than 1.5 years, is finally here.

As with earlier major updates, there are too many changes to list in a single post - these are just the highlights.



The Erekir Campaign




  • An entirely new planet, with its own tech tree, units and blocks
  • 100+ new blocks to research
  • Significantly more streamlined and linear then the Serpulo campaign
  • No procedural sectors, only 17 larger hand-made maps, with optional sectors to be added later
  • Attack fully functional enemy bases with smarter, dynamic unit AI




New Units




  • 15 new units to research and construct on Erekir; 5 new naval support units on Serpulo
  • A new payload-based unit construction system for higher tiers
  • A new class of tank units
  • A new variant of insectoid walkers
  • Hovercraft units with unique weapons and abilities




New Production Blocks & Turrets




  • 10 new turrets on Erekir
  • Missile launchers, lasers and artillery with unique firing patterns and animations
  • A new heat system for powering or boosting certain blocks
  • An entirely new resource production tree
  • Power production utilizing new liquids, items and terrain
  • Two new reactors with their own "meltdown" mechanics




New Transportation




  • Ducts, a higher-throughput transport block
  • Directional bridges with no configuration
  • Routers with 3 output directions, no backflow, and sorting capabilities
  • Drone item transport for long-distance delivery
  • Payload mass drivers for shooting units or containers across points
  • Orthogonal beam nodes as a different way of transferring power




New Unit Controls




  • Units can now be selected and commanded to positions or enemy targets, similarly to other RTS games
  • Formations have been removed - simply select units instead
  • Command centers have been removed - as a replacement, select all factories (shift+h) or all units (shift+g) to command them all to a point
  • Serpulo support units now have several "modes" depending on capabilities - repair, mining, rebuilding, and player following/assisting
  • While this system is still quite primitive, more features (hotkeys, waypoints, etc) may be added later


Conclusion & the Future of Mindustry



Overall, this has been - in terms of raw new content and mechanics - the largest update in Mindustry history. It has taken more than a year to complete, and turned into quite the ordeal.

I'll be blunt: This game has been under development for more than 5 years now, with the updates getting bigger and bigger every time. I am feeling rather burnt out after this update, and I don't think I will be able to implement anything beyond "maintenance" for a while - a few months, at least.

I will still be interested in providing bugfixes and minor QoL changes to Mindustry. I do not plan on "ending updates" anytime soon, but right now, I need a break from any sort of significant content development.

There are still a few loose ends in the Erekir content. Those of you who have dug through the game files will know that there are several unused liquids, items, blocks and units. These may be expanded upon with future updates... eventually. I can't give any timeframe for when this will happen.

In the meantime, there is still plenty of community content in the form of new side-maps that can be inserted into the campaign.

Special thanks to the community members who helped create maps for use in the campaign:


  • Mechanicalfish
  • ThatOneBepis
  • hhhi17


Mindustry v7 Beta + Full Release Date

The Beta



Mindustry v7 is now in Beta. While this does not change anything about how the version is accessed or distributed, it signifies that v7 is 'feature-complete', and will be seeing very few major changes after this point. In terms of complete-ness, the only things left for v7 are the 5 (or so) final campaign maps, polish, balancing, and bugfixes.

At this point in development, I will need extra help from users to report bugs and suggest balanacing/feedback on Github (or the balancing channel in the Discord). Most content has not been extensively tested, and as such there are sure to be balancing issues with anything past the current campaign tech tree (T4-5 units, especially).

Switching to the Beta



To use this beta version of Mindustry, right-click Mindustry in your library, click Properties -> Betas and select v7-testing from the dropdown box.



A v7 Release Date



With the beta finally here, and v7 being in development for more than a year, it's time for me to finally decide on a firm release date: November 11th (2022). This should provide enough time for the remaining campaign maps to be finished, and any serious bugs/balancing issues to be squashed.