Fix granting an animal spreader if the game hadn’t already offered one when completing the new special event.
Fix “Tuber farm” project popup being shown when hovering the leader skill to build the “Robotic Headquarters”.
V1.6.20 (26.05.2025)
Fixed that some leader skills that grant free projects would still not be free, despite a previous fix.
V1.6.19 (23.05.2025) (linux only)
Fixed blocking bug on startup for new players (similar bug than in patch 1.6.18, with a different cause).
Update v1.6.18
A small patch to fix some issues introduced by the last update.
Bug fixes
Fixed an error on startup for players who had never launched the game before.
Fixed some scenario levels being selectable when they shouldn't be (some scenarios start from a given mastery level).
Fixed some of the leader skills that grant free projects, which sometimes wouldn't be free anymore.
Fixed resources already sent to space projects not being kept when loading a save from previous versions of the game (before v1.6.x). Now resources are kept. If you were affected and made progress in your game, the space project resources won't come back as the info was lost. If you have saves that were saved before 1.6.x but not overwritten, they should load properly, with resources sent to space project kept. Our apologies to people affected!
Community Requests Update
Hello everyone, we hope you’ve all been doing well. While starting work on the 3rd DLC of Terraformers, we decided to first do an update focused on community requests, and we are quite excited to show you what we have prepared!
Marsyclopedia improvements
The community has long requested to have a way to see when a project was unlocked. The Marsyclopedia will now display a small number next to the name to indicate at what Mars level it was unlocked. Thus, we also added the current Mars Level and points required to reach the next level in this screen.
In addition to this, we have categorised content which is only accessible through events or leaders in their own category, so it is clear how you can access that content in-game.
And finally, we have added all the content for which we were previously not sure how best to display. Now you will be able to see every project, including the location-specific ones like landmark upgrades and city mines. All the DLC content has been added to the Marsyclopedia, as it was missing until now.
Favorite locations
Another highly requested feature was a way to “tag” future city locations as favourites to help plan ahead and find a good location back easily. You’re now able to do just that in all unsettled cities. You can now mark landmarks as favourites too. You can choose a colour for them so you can plan different future cities with their expansions, and when you finally settle the city, it will automatically pick the colour you chose.
The “favourite” star icon will be visible on the map and in the overview popup. In the overview popup in the cities tab, you will now see all city locations which you have discovered. For convenience, at the top will be your cities, then your favourite locations and then all other locations. To further improve, we have added all the slots and their contents in the city locations in the overview popup, so now you can see at a glance if a city has rocks or special slots.
Shortcuts and Improvements
Continuing with community requests, we’ve added that if you hold the import/export button, you can now quickly form multiple trade routes (also works on gamepad). You can also click and drag in the region between the export and import buttons to change the amount even faster!
While expanding your city, it’s now possible to expand to multiple locations without needing to re-select the expand-button.
We’ve also added a “build all dikes” button on the flood warning popup so you don’t have to go around and look for the important ones to build if you are far in the game and can afford them all at once.
Another change is the way that projects’ special abilities display how much they are currently providing. Previously, this was a line in a project’s details popup, which was often confused with the default production of the building, and thus, we would get a lot of bug reports of buildings not working. Now this production will be displayed directly after the special ability’s description.
Weekly challenge additions and other content
To keep the game fresh and even more replayable, we have added 17 new modifiers to the weekly challenge, which will test your wits. A community request we saw was to propose longer weekly challenges (challenges in which the goal is set higher), and we’ve added just this! Now a challenge has a chance to be “long” and will have its goal increased. These new effects will start with the next challenge (on the 26th of May).
We have also added 6 new projects and a new surprise game event, which we hope you’ll find as fun as we did (hint is in the artwork of this devlog!).
And of course, we also did other polishing and solved bugs. You can find the full list of changes below. Some of the important ones are a fix to the fullscreen crash for some, and a fix to the volcano spawning (often there would spawn fewer volcanoes than we intended).
Community members
Finally, we would like to take the opportunity of this update to thank the many members of the community who have been commenting, theory crafting, bug hunting, idea sharing, new player helping … Your participation has been invaluable to us and helped both with motivation and improving the game. There are too many of you to mention all, but we extend a special thanks to gussmed, chic.aeon, Petera1289 and exintc97, Najy76 on Steam; as well as EchoMirage, Red Fox, Rorshach, Jctheluddite, Ravage_mk2, Seinbeisser, bmij, Velhida, on Discord.
And with this, on to making the 3rd DLC! We’re happy with its design, but there’s a lot of work to add it all to the game, hopefully, we’ll have more to share in a few months!
Love you all! Asteroid Lab team
Patch notes
Base game
New features and content
Weekly challenge upgrade! Adding 17 New challenge mode modifiers as well as “Long Challenges” where the goal will be much higher but the difficulty adjusted down so it remains achievable.
New secret event
6 New projects
Major update to Marsyclopedia displaying all content which was missing (landmark upgrades, megastructures, celestial upgrades, some event or skill projects). The marsyclopedia will also now show if a project is event based, leader based or dlc based as well as show the level it was unlocked on.
New feature to “tag” a city location or a landmark with a star and a color to plan your expansions better.
Quality of life: in the trade panel, hold the export / import buttons to quickly change traded amounts (also on gamepad). Click and drag in the region between the export and import buttons to change the amount even faster.
Quality of life: hold shift or left trigger to expand to multiple regions at once.
Quality of life: Added “build all dikes” button on the flood warning popup.
Bug fixes and improvements
Abilities will now display their bonus below the ability description instead of their own line to improve clarity.
Added an animation to the victory bar when close to winning
The game will pulsate more relevant elements (trade, building actions…) when hovering end-turn to help not forget about them.
Improved warnings on the end turn button for remaining exploration, lifeforms and other.
Improved navigating between cities.
Added that resources details popup will show the current total amount in addition to the production amount.
Fixed the "Improved Robotics" tech effect so it takes into account the megastructure stage we are upgrading from when calculating gained robots
Fixed that the zoom was tied to the framerate instead of taking a specific amount of time.
Fixed a bug where skills or projects providing extra research past the total number of proposed cards would be ignored. You will now have the possibility to get science of the extra points instead.
Fixed an issue where the space-ui element next to the resource would block the destroy button of a building in a city layout.
Fixed a bug with the “Occupational Accident Insurance” specialisation where it was counting twice every mines.
Fixed a bug with selecting the skills of Camille Williams on gamepad.
Fixed bugs related to teh game crashing on certain monitor resolution.
Fixed a bug with the “expansive” challenge modifier which was increasing negative support instead of reducing it.
Fixed an error message when opening the display settings.
Fixed a bug where a “free building skill” would let you build megastructure and other stuff for free.
Fixed a bug where volcanoes where not spawning correctly
Fixed missing house hover for population details in city tab of overview popup.
Fixed a bug when relocating a city which has a mine.
Fixed a bug where it was possible to win a game, chose to continue, cancel the last action and win again.
Fixed a bug where you could interact with the new game popup during the loading fadeout (delete, new game...)
Fixed a bug where megastructures were not triggering the mars enthusiasm
Fixed a bug preventing winning when the armageddon crisis happens sometimes
Added that dej'as space dev skill will be greyed out if there are no valid projects
Fixed a bug with the celestial explorations which could prevent many event from triggering (leaders, expectation, megastructures...)
The Marsolympics event will now be proposed less often and slightly later in the game.
The increase of athletes required between Marsolympics is reduced.
Changed Léna’s specialization from “+1 project proposal and +1 project research if you have 700+ stored support.” to “+1 project research if you have 400+ stored support.”
Increased the probability of volcanoes to spawn.
Changed the late game version of skill “Mine Resources” to cost twice the power to the explored distance (instead of equal to the distance).
New Frontiers DLC
Reduced the cooldown of the Extra-Martian Development Center from 15 to 14 turns.
Fixed a bug where Tatiana skill would provide the 2nd level of mercury as 4th level instead of the 3rd level.
Update v1.5.48
Update v1.5.48
Bug fixes and improvements
Fixed a bug with Camille Williams where her last skill was automatically selected when focusing the right sidebar with the gamepad.
Fixed a bug when going to a space city while a megastructures is ready to build in another city, in some circumstances.
Fixed a bug where cycling through cities using the shortcut could skip space cities if the megastructure UI was enabled
Fixed a bug where the megastructure button was selectable with the gamepad on moon cities despite being invisible.
Fix bug where selecting the space project next to the found city button for moon cities with the gamepad would show an unrelated city.
Removed wrongly displayed city type and city color icons when visiting unsettled locations
Fixed a bug where the mouse was blocked by invisible elements in some parts of the planet view
Update v1.5.36
Update v1.5.36
Megastructure DLC
Bug fixes and improvements
Fixed a bug where some UI would remain invisible after viewing the megastructure construction UI
Fixed a bug where the new megastructure scenario does not benefit from the +5 turns for trophies
Fixed a bug where a wrong text would appear on the scenario progress tooltip
Removed some spam in the logs which could slow down the game
Fixed having to go "back" after destroying a megastructure for the focus to come back
Fixed wooshing past the megastructure element when transitioning from "freestyle" city slot selection
Fixed a bug when destroying a megastructure
Fixed a tooltip overlap when upgrading the megastructure
Fixed some layout issue in the event popup for small screens
Some other small UI improvements on menu sprites
Patch V1.5.32
V1.5.32 patch
Megastructure DLC
Bug fixes and improvements
Fixed issue with some lines in Korean/Japanese
Fixed the title of the welcome popup being wrong
Updated the Manual to include information about the DLC
Hide trade arrow for space projects when viewing the megastructure
Fixed a bug where upgrading a megastructure would repair it (this might have slight consequences where the cost of repair of some megastructure might change the resource type for some saves)
Fixed a bug where megastructure would not trigger tech effects properly
Base game
Bug fixes and improvements
Fixed a bug where gamepad shortcuts to swap between cities were not working
Balance changes:
The Marsolympics event now provides -2 global comfort of living if lost and +2 global comfort of living if won.
Increased the adjacency support from the Athlete Training Complex from +1 to +2. Increased its costs from 8 to 18 water.
Lowered the cost of the Large Scale Resource Conservation tech from 15 to 10 science.
Lowered the cost of the Research campus from 30 to 25 food.
6 new projects and an additional 4 tied to new leader skills.
1 new music track.
Base game
Bug fixes and improvements
Fixed a bug where the negative support tooltip for far away locations was not always displayed.
Fixed a bug related to a negative event removing a trade route.
Fixed a bug about relocating mines from special resource locations.
Fixed a bug for the production of special resource locations.
Fixed a bug where the titanium production bonus would not be removed when removing the building.
Fixed a bug where the cost of a building would not be paid on construction in some rare specific conditions.
Fixed a bug where the technology counter would display a large number.
Fixed a bug where the planet would spin in the wrong direction after clicking an action button in some cases.
Improved leader shortcuts for gamepads.
Improved city ambiences sfx.
Balance changes
Lowered the food cost of population from 30 to 25.
Lowered the amount of food that the different starting conditions start with.
Reduced the amount of food-discovery events in the early game by 1 event.
Increased the amount of population required for the Refugee crisis event from 20 to 25.
Lowered the cost of the Athlete Training Complex from 8 to 7 water.
Reduced the spread duration of Deinococcus from 9 to 8 turns.
Beatrix’s radiation treatment centers now give 2 radiation protection to the city instead of 1. The cost is increased from 1 to 4 science.
Lowered the cost of Regolith Burner from 13 titanium to 12 titanium.
The embassy now generates 2 support by default instead of 0. Lowered the support it generates per trade route in that city from 2 to 1.
Reduced the cost of the luxury workshop from 23 to 22 silicates
Have fun! -Asteroid Lab & Goblinz Publishing
Terraformers: Megastructures DLC Announcement
Hello everyone,
A few months after the launch of our first New Frontiers DLC, we are excited to announce that a second DLC is on its way, ready to land on October 23rd!
In this Terraformers' DLC you can build a megastructure in every Martian city. Will you construct a self-sufficient Arcology, a facility to completely control a city's local climate zone, or a space elevator to vastly increase your trading capacity?
🚀 Features:
Develop - Decide which megastructure designs your architects should pursue. There are 9 unique megastructures that can be researched.
Build - Upgrade your megastructures multiple times, with each new stage offering unique benefits but requiring a larger city population.
Optimize - Integrate your megastructure into the city and make it synergize with previously constructed buildings.
Events - Make technical innovations to enhance your construction capabilities with 3 new events.
Leaders - Reshape your Martian society into a construction-centered one with 3 new leaders.
Projects - Focus on architectural innovation and resource efficiency with 5 new city buildings and 1 new technology.
Scenario - Take on the challenge of a new longer scenario.
Music - Accomplish all of this while listening to a new music track.
Dear Martian athletes! It is time to compete in the Marsolympics and show Earth which planet has the most talented and fittest population!
Marsolympics
In this free update we’ve added a new event in which you’ll have the option to organize the Marsolympics. If you do so, you must train more athletes than Earth will send in order to keep the majority of the gold medals on the Red Planet. Winning the Marsolympics will result in a global comfort of living increase until the next Marsolympics while losing will result in a global comfort of living decrease until the next Marsolympics. New Marsolympics editions will be held every 8 turns and allow both planets a chance at prolongation or revanche!
New Marsolympics event.
This event will trigger in the first 3 games you play and has an increased chance of triggering during the Olympic Games period.
Custom Mode
As many of you requested, we’ve also added all the scenario goals to the custom mode. You can now freely choose any goal that you want to pursue. The custom goals can also be set higher than the final scenario goals. So you are now free to make any combination of goal, expectation, and environment difficulty you like.
New goals in custom mode.
3 new projects
We’ve also added 3 new projects: the Airport, the Blimp station and the Airborne Wind Turbine. While I’ll let you discover their exact details for yourself in the game, I will spoil that they all interact with the Atmospheric density of the planet :).
Bug fixes & Balance changes:
Finally, we have fixed some bugs and changed the balance here and there, most notably reducing the costs of regional food-producing buildings and lowering the celestial resource shortage amounts.
Base game
Bug fixes and improvements
Fixed the “Miner’s Union” specialisation which provided too much support
Fixed a bug when destroying the “Electron Beam Printer” building
Fixed an event artwork
Improved some tooltips to better explain some gameplay features
Projects which have a bonus related to beeing close to the ocean will be now proposed less often if the player’s strategy is not focused on raising the ocean (in the same way it is currently done for buildings on oceans).
Balance changes
Buildings
Reduced the cost of the Outdoor Duck Farm from 15 to 14 water.
Reduced the cost of the Outdoor Potato Farm from 21 to 20 nitrates.
Reduced the cost of the Outdoor Sheep Farm from 25 to 23 water.
Reduced the cost of the Outdoor Wheat Farm from 41 to 38 nitrates.
Increased the support income gained from the Outdoor Vineyard from 12 to 15.
Increased the support income gained from the Bee Colony from 10 to 12.
Reduced the cost of the Outdoor Cattle Ranch from 40 to 35 water.
Reduced the cost of the Rice Fields from 50 to 40 nitrates.
Moon cities
Phobos has 1 rock less.
Deimos now provides a discount of 20% instead of 15% to space projects.
New frontiers DLC
Balance changes:
Reduced the celestial resource shortages from 50 to 40 for water, nitrates, titanium, tritium & silicates. Reduced the celestial resource shortages from 75 to 60 for food, science & power.
Reduced the decrease of resource shortages from Harry Leclerc’s specialization from 20 to 15.
We are really happy to announce a new bundle as complete the set. Get the Best Sellers from Goblinz with an awesome 40% discount. We often create bundles to reward Goblinz fans <3