What’s New

Dyson Sphere Program

Games

Build the most efficient intergalactic factory in space simulation strategy game Dyson Sphere Program!

Latest · by Youthcat StudioWebsite

Changelog

Patch Notes V0.10.34.28524

Added
  • Holo beacons can activate Dark Fog Beaconing function in combat mode, causing Dark Fog Hives to dispatch Relay stations to the beacon's location when the beacon maintains power supply and visibility is set to at least Local Planetary System

Engineers still busy among the stars and reality alike — the blazing heat of summer is almost upon us, and Dyson Sphere Program continues to move forward at full speed.

Here is today’s small update:

\
  • Holo beacons can activate "Dark Fog Beaconing" function (in combat mode). Once activated, Dark Fog Hives will dispatch Relay stations to beacon's location. Note: The beacon must maintain power supply and visibility must be set to at least "Local Planetary System".

We know, of course, that many of you are looking forward to the vehicle system. However, this is a special feature that runs through the entire game experience, and to some extent, it will change the rhythm of how the game is played.

In order to present it to every Engineer in the best possible form, it still needs quite some time before it can truly take shape. We are just as eager for its arrival, and we hope it will bring you an even more impressive Dyson Sphere Program, helping this game that has grown alongside all of us reach new heights.

At the same time, we will continue to optimize and update other content, while also working with our publisher to support the creation of collaboration content and more multilingual content. Please rest assured that this will not affect the design and development of the core game itself.

Patch Notes V0.10.34.28518

Added
  • Localization support for Japanese including UI text, cutscene subtitles, and system broadcast voice-over
  • Localization support for German including UI text, cutscene subtitles, and system broadcast voice-over
  • Localization support for French including UI text, cutscene subtitles, and system broadcast voice-over
Changed
  • Extensive UI adjustments for German and French to accommodate longer text length

Hello Engineers of Dyson Sphere Program,

We’re excited to announce that Dyson Sphere Program now officially supports Japanese, German, and French!

With this update, we hope to welcome even more players from around the world to explore and enjoy the universe we’ve built together.

To ensure a smooth and comfortable experience across different languages, we’ve made extensive UI adjustments—especially for German and French, where text length can be significantly longer than in English. Our goal is to maintain both readability and visual clarity for everyone.

In addition to in-game text and UI, this update also includes localized voiceovers (including the advisor and voice prompts), as well as CG content.

We’ve had the pleasure of working with talented voice actors for each language. The advisor voiceovers for each language are performed by:

  • Japanese: Ugaki Hidenari (宇垣 秀成)

  • German: Frank Schaff

  • French: Marc Perez

We hope these additions will further enhance immersion for players across different languages as they build and expand their interstellar factories.

We will continue working with our publisher to add more language support in the future. Thank you for your support.

Patch Note

**

  • Added localization support for Deutsch (German). This includes full coverage of all UI text, cutscene subtitles, and system broadcast voice-over.

  • Added localization support for Français (French). This includes full coverage of all UI text, cutscene subtitles, and system broadcast voice-over.

  • Added localization support for 日本語 (Japanese). This includes full coverage of all UI text, cutscene subtitles, and system broadcast voice-over.

Patch Notes V0.10.34.28485

Hello Engineers, hope everyone is having a great week.

Don’t forget to take a break, step outside, and enjoy some fresh air.

Now, onto the new update:

**
  • You can now set memos in the Planet (Planetary System) Information Panel

  • Added 3 new combat situational music tracks. These will play depending on the actual combat situation and historical play frequency. They can also be toggled on/off in the settings.

**
  • Improved the undo/redo experience in input fields with undo functionality when continuously entering non-Latin characters.
**
  • Fixed an issue where canceling a working lab's task could cause incorrect subsequent behavior in some cases

Patch Notes V0.10.34.28455

Dear Engineers, we’re back with another update today!

Since the release of the Anniversary Update, we have continued to make adjustments based on actual gameplay experience, including feature refinements, QoL improvements, and bug fixes.

Below is the complete changelog covering updates from V0.10.34.28282 to V0.10.34.28455.

**

● Added a [Copy Settings Data] button to the upper-right corner of the \ interface. Clicking it will copy the last successfully applied settings to the clipboard. Settings that were not successfully applied will not be copied.

● (Experimental) IP addresses have been added to [Holo Beacons] and [Traffic Monitors]. When a Holo Beacon and a Traffic Monitor share the same IP address, the Holo Beacon can receive the color signal from the Traffic Monitor and synchronize its own color accordingly.

● Added text editing shortcuts for input fields: some input fields (such as blueprint description, memo, etc.) support [Ctrl+Z] to undo and [Ctrl+Y] to redo, making text modifications more convenient.

**

● The text icon selection interface now includes an option to adjust whether the interface automatically closes after selecting an icon.

● Slightly adjusted the physical collider of the \ to make it easier for mecha to pass through densely placed fractionators.

● A [Default Color] button has been added to the color selection interface for facilities like Holo Beacon. Furthermore, when the interface is opened, the currently selected color will now be highlighted.

● If there is no Matrix Lab currently being researched, a confirmation prompt will now be displayed when canceling manual research.

**

● Fixed a bug where the [Holo Beacon] indicator line would not appear when offline if no icon was set.

● Fixed an issue where certain icons would not display correctly in icon picker.

● Fixed a bug where \ might encounter issues when directly outputting fuel to [Power Facilities] via sorters.

● Fixed an issue in older version saves with the [Sorter Cargo Stacking] technology, where Sorters Mk. III experienced reduced transport capacity when outputting cargo to conveyor belts.

● Fixed a bug where the Dark Fog drop filter did not display information when pointing at items.

● Fixed a bug that could cause errors in planetary shield information when opening the [Combat Interface].

● Fixed a bug where using the Instant Dismantle function in [Sandbox Mode] to dismantle a lab could cause errors.

● Fixed a bug where clicking on other save files in the save/load interface and then continuing the game could lead to abnormal research consumption data for labs.

● Fixed a bug where some save files from versions prior to 0.6 could not be loaded.

● Fixed a bug where, when hiding all space navigation, beacon icons that should still be displayed in certain space navigation elements would appear incorrectly and in the wrong position.

● Fixed a bug in the \ of the control panel where the icon mapping in the memo could not be interacted with via the mouse.

Patch Notes V0.10.34.28281

Hello again, Engineers!

We hope you enjoyed yesterday's update preview! Without further ado, we're serving them up right now!

In case any of you were so deep in the thick of contruction that you missed yesterday's report, you can catch up quickly here:

Below are the full patch notes for today's update:

**
  • Added new building [Holo Beacon] along with related technologies and recipes. The Holo Beacon can serve as a map marker to indicate the location of the player’s factories.

  • The [Holo Beacon] includes an integrated \ module, allowing players to input text for factory planning and information recording.

  • Added a \ tab to the planetary information panel in the [Star Map]. When a planet has factories, players can input text in the \ to plan production schedules for that planet’s factories.

  • Completely revamped the text component to support more features and redesigned the layout of various UI interfaces.

  • Players can now insert in-game icons into input fields such as planet/star system names, logistics station names, blueprint descriptions, etc.

  • Key bindings in text now automatically update when changed in the settings.

  • Icons within the in-game \ and icon mappings from player input (such as blueprint descriptions, etc.) now support [Ctrl + Left Mouse Click] to directly jump to the corresponding \ or [Tech Tree].

  • Blueprints now include new attributes \ and [Version Number]. Creators can also create and edit custom attributes to manage blueprints more conveniently.

  • On a planet, within a star system, or in outer space, pressing the \ key will automatically reset the camera to its default orientation.

**
  • Optimized game logic to improve cache hit rates and enhance multithreading parallel efficiency, reducing bottlenecks caused by memory bandwidth. Update frame cost reduced by approximately 5% to 30% (the exact improvement varies across different hardware, with generally greater gains on CPU with more threads).

  • Optimized the logic for dynamic multithreading allocation, significantly reducing dynamic allocation costs when the number of threads exceeds 32.

  • Improved data access for factory facilities such as assemblers and labs, as well as sorters, and reduced computational overhead in the power system.

  • Optimized performance overhead for constructed Dyson Spheres.

  • Optimized performance overhead for Milky Way, improved its final frame rate.

**
  • \ now has a chance to spawn [Stalagmite Crystal Vein]. After loading an old save file, Stalagmite Crystal Vein may also spawn in Desolus where no factories have been built.

  • Input sorters of power generation facilities will now only pick up the fuel required by that facility.

  • Adjusted the position of the UI hint for obtaining soil pile in the starmap to avoid overlapping with other UI elements.

  • Reduced the size of power indicator ring for the [Traffic Monitor].

  • Changed the icon of [Screenshot Mode] button in the bottom right corner.

**
  • Fixed a bug where Missile Turrets cannot connect to signal network and attack Dark Fog on other planets (within 4200m).

  • Fixed a bug that caused an error after triggering the achievement “Global Offense”.

  • Fixed a bug where data calculation for [Planetary Shields] was incorrect across different power grids on the same planet.

  • Fixed a bug where disabling the “Indicator” for drone squads could cause a black frame to appear if SSAO was enabled.

  • Fixed a bug where enabling SSAO could cause transparent effects on the surface of some buildings.

  • Fixed an issue in Sandbox Mode where the minimap would not update promptly when fast travelling from a planet with many facilities to another planet.

  • Fixed a bug in Armor Customization where disabling custom parts would not update the material cost and mecha properties.

  • Fixed a bug where completing the Logistics Carrier Engine Level 4 research while the Interstellar Logistics Station panel was open caused the power bar and warper box to overlap.

  • Fixed a bug in the Control Panel where clicking on other Logistics Stations while attempting to retrieve items from a local Logistics Station caused abnormal retrieval logic.

  • Fixed a bug where placing a [Traffic Monitor] directly against a \ could lead to incorrect monitoring data or even errors.

  • Fixed a bug in the Statistics Panel under the \ tab where the import/export calculation for the last bar of the histogram may be incorrect.

  • Fixed a bug in the Statistics Panel under the \ tab where the counts for \ and [Energy Exchangers] were incorrect.

  • Modified the cumulative calculation method for the Soil Pile acquisition prompt UI in the game. Sand obtained from paving foundations and sand obtained from defeating Dark Fog are now calculated separately (visual only).

  • Fixed a bug where copying and pasting Dyson Shell blueprints could cause the shell face order to be reversed in certain situations.

  • Fixed a bug where pasting a blueprint with a foundation conveyor belt beneath the space capsule might cause an error.

  • Fixed a bug where manual selection in Blueprint copy mode could sometimes fail to select buildings located at 180° longitude (east/west).

  • Fixed a bug where partially pasting Foundations from blueprints could sometimes yield incorrect results.

  • Fixed a bug where copying a building with a sorter might result in a pasted sorter with an excessive deflection angle.

  • Fixed a bug where some advisor entries could not be triggered correctly.

  • Fixed several localization bugs.

Patch Notes V0.10.33.27024

Greetings, Engineers!

Here is today's full update log:

Version 0.10.33.27024
**

● Fixed a bug when copying blueprints, if a [Conveyor Belt] slightly exceeded the tropic line, the blueprint would be split into two subareas.

● Fixed an issue where the [Logistics Distributor]’s brief information panel would retain item information from other buildings when there were excess items.

● Fixed an issue where SSAO display errors caused incorrect perspective effects in certain situations.

● Fixed a bug where the Central Core visual effects of the Spce Dark Fog appeared incorrectly scaled.

● Fixed a bug where Starmap grids might exhibit intense white overexposure on AMD graphics cards.

● Fixed an issue where [Ground Plasma Towers] might display black dots on AMD graphics cards.

Patch Notes V0.10.33.27005

Greetings, Engineers!

In our last update, we rolled out [Blueprints with Foundations] and the [New Multithreading System]. Since then, we’ve been keeping a close eye on your discussions and feedback — and we really appreciate all the ideas and reports you’ve shared with us! Based on your input, we’ve been hard at work polishing things up with a round of fixes and improvements.

Here is today's full update log:

Verson 0.10.33.27005
**

● Added an [Auto-Assign] mode to the advanced settings of multithreading system, which is selected by default. When enabled, the operating system will automatically assign logical processors to game threads.

● Added an [Attack Dark Fog Buildings] toggle to the fleet panel in the combat interface, allowing players to control whether Icarus’ ground or space drone fleets attack Dark Fog structures.

● When a Splitter inputs stacked cargos into a Depot above it, if the slots in the Depot cannot fully

accommodate the stack, the stacked items will be split before being input.

● Newly saved blueprints will now be auto-selected in the [Blueprint Library].

● Players can now directly enter blueprint mode from the [Planetary View].

**

● Fixed a bug where thread affinity binding failures were not handled silently in certain system environments.

● Fixed an issue where the copied blueprint area might be slightly larger than the actual range when copying blueprints.

● Fixed a bug where Logistics Bots interact with Inventory might cause an error when viewing blueprint data.

● Fixed an issue where dragging the [Research Queue] after pausing game time in the [Tech Tree] would cause incorrect animation behavior.

● Fixed a bug that prevented pasting a Dyson Sphere blueprint with a text length exceeding 300,000 characters after copying it.

Patch Notes V0.10.32.25779

Engineers, hope you're all doing well! Our in-house GameJam has now passed the halfway mark. Since the last update, we've received a wealth of valuable feedback and have been working on bug fixes and optimizations alongside the GameJam.

Don’t forget to grab the latest update when you get a chance!

Here is today's full update log:

****
  • A new dashboard chart, [Entire Cluster Resources], calculates the amount of resources in all planetary systems (within the scope of cosmic exploration tech). (To add it: Starmap → Planet Info Panel → Popup Menu → Add Entire Cluster Resources to Dashboard)

  • Add a tool to set the target Logical Frame Rate in outer space. When Icarus is in outer space, press [SHIFT+F12] to open this tool. The target Logical Frame Rate that can be set ranges from 6 UPS to 240 UPS.

  • Five new combat SFX (sound effects) are added: the SFX of the Mecha Energy Shield being hit, the attack SFX of the Dark Fog Raiders and Rangers, and the explosion SFX of the Dark Fog ground units.

****
  • Optimized the layouts of 1x1 and 2x1 of Production Chart in Dashboard.

  • Optimized the layouts of 2x2 Planet (Planetary System / Entire Cluster) Resources Chart in Dashboard.

  • Now, the Construction Function and the Repair Function of the Icarus' drones can be disabled separately.

  • When Logistics Bots unload for Icarus, there will be a more intelligent item stacking logic: Try to neatly fill the unfilled inventory slots first. Then, attempt to fill the remaining items into the delivery package. Finally, try to place the items that cannot fit elsewhere into the inventory.

  • Now, you can click on the version number in the upper right corner to view the changelog during gameplay.

  • In Sandbox Mode, the storage space of the Logistics Station can now be locked as empty.

****
  • The Logistics Station now adjusts the dispatch frequency of Logistics Drones dynamically based on the busyness of intra-planet transportation tasks, up to one per frame.

  • The mechanism for consuming veins (Upgraded by [Vein Utilization]) has been changed from the previous random consumption (where the "Ore Loss Per Mining Operation" serves as the probability) to a fixed frequency (where the "Ore Loss Per Mining Operation" serves as a fixed increment).

  • Significantly increase the item stacking quantity of the exclusive dropping items of Dark Fog.

****
  • Fixed the bug where the power statistics details are not refreshed when open Statistics Panel or change the planet filter after turning off the real-time testing in Power Tab.

  • Fixed the bug that vfx and sfx would be spawned incorrectly when Dark Fog is destroying vegetation on other planets.

  • Fixed the bug that in some cases, the conveyor belt connection data was incorrect.

  • Fix the bug where the percentage of the Constructible Area on exoplanets might show 0%, and on the Maroonfrost planet does not display as 100%.

  • Fix the bug where, in certain situations, the drone only repairs the building that is being attacked and does not repair the buildings that are not under attack.

  • Fix the bug where, sometimes, the turret will keep aiming at and attacking the enemies on the back side of the planet.

  • Fix the bug where the system alert and the Dark Fog assaulting alert UI overlap due to a hierarchy conflict.

  • PS:
  • The priority of filling the inventory and delivery package when the Logistics Bot unloads items has been adjusted to a more intelligent logic. First, the system calculates the maximum number of items that can be added to the inventory by counting suitable slots. Suitable slots include those already containing the same item or those marked with a filter for the item but not yet full.

Example: The player needs 4,500 Conveyors, while the maximum storage capacity of the delivery package is 10 stacks (3,000 Conveyors), resulting in an overflow of 1,500 Conveyors (5 stacks). If the inventory already contains 42 Conveyors and has 3 empty slots marked with a Conveyor filter, the initial calculation determines that 258 + 300 × 3 = 1,158 Conveyors should be prioritized for the inventory. However, since the demand exceeds the delivery package limit by 5 stacks, an additional 300 × 5 = 1,500 Conveyors are added, making the final priority allocation 1,458 Conveyors to the inventory. (If the overflow is less than 5 stacks, this additional calculation will not be performed.)

Item distribution order: The system first prioritizes adding the calculated amount to the inventory. If there are remaining items, they will be placed into the delivery package. If the delivery package is full and there are still excess items, the system will attempt to add them to the inventory again. If the inventory is also full, any remaining items will be sent back.

  • Now clicking on the version number on the top-right corner allows you not only check the major update logs but also grants access to our dev team's "Maintenance Log" — where emergency patches and stealth bug fixes not listed in official updates would be all documented in the in-game update logs in real time!

Patch Notes V0.10.32.25682

Greetings, Engineers!

It's time for the first update in the new year. This time we are bring some bugfixes and optimizations for Dashboard.

But before we continue to further updates for Dyson Sphere Program, we will host a GameJam in our team, which will last for 2 months.

We want to explore some innovative ideas and improve our abilities. And we believe this event will help our team in the future development for Dyson Sphere Program. (During this event we will pause the feature updates for Dyson Sphere Program, bugfixes and optimizations will update as usual. See you all two months later!)

Here is today's full update log:

Version 0.10.32.25682
  • In Dashboard, the 2x1 layout of Production Stats now includes optional layouts for viewing production and storage, as well as consumption and storage.

  • In Dashboard, the Resource Stats now includes "Collection Planned" and "Not Yet Unplanned" filtering modes to help players better understand their resource planning status.

  • It can add a Facility Storage Stats to the Dashboard from Logistics Distributors to track the warehouse status of all connected buildings. For Depots, Tanks, and Battlefield Analysis Bases, the Facility Storage Stats can optionally include the storage information of buildings above them.

  • When building the [Tesla Tower], [Wireless Power Tower], [Satellite Substation], and [Wind Turbine], holding Shift will automatically snap them to the grids.

  • Optimized the logic of the message box prompt when dismantling [Advanced Mining Machines] and [Logistics Stations].

  • [Tesla Towers] and [Wind Turbines] can now be built by dragging at a grid distance of 8-16 grids (10 grids by default).

  • Now adding a Dyson Sphere Stats through the Dyson Sphere editor panel would generate a 4x5 chart by default.

  • Fixed a bug where the Interstellar Logistics Vessels' behavior was incorrect when unpaired during takeoff.

  • Fixed a bug where is closed after adding Stats at certain situations.

Patch Notes V0.10.32.25496

Greetings, Engineers!

The Chinese New Year is coming, and we will be on holiday for the next two weeks. But before we take this yearly break, we are bringing you this update with some new features.

Dashboard

To help our professional engineers manage their factory from the very details. We are introducing "Dashboard". Now you can add the "Stats" from the production and power and some other facilities, research queue or Statistics Panel to Dashboard.

Then you can create charts from the Stats you added in Dashboard to help you view certain aspects of your factory. You can add a specific item or a facility Stats to Dashboard and create a chart for it. You can modify its layout or style and view it at real-time.

[Auto Orbit] Mode Added for EM-Rail Ejectors

You must have had a hard time changing the orbit settings for the EM-Rail Ejectors. When [Auto Orbit] mode is enabled, if the ejector can't eject to the designated orbit, it will automatically look for ejectable orbits.

HD Screenshot Mode

To allow players to capture the beautiful moments, we've added a screenshot mode. Press [Shift + F11] to enter screenshot mode, and you can tweak resolution and camera transforms. The max resolution is up to 4x of the in game resolution.

Some screenshots:

Laying Foundations in Blueprint Mode

Many engineers are complaining about the terrain when pasting a blueprint. So we decided to get rid of the issue by adding a function to lay foundation in Blueprint Mode. Pasting a Blueprint will display the calculated Foundation and Soil Pile cost and automatically level the terrain before completing the paste action.

Just a second.. There's one little gadget that won't join this update. It's a research project we are still working on --- A beacon that could display messages, and it must have a fancy visual effect.

And you can leave your own message here, or write a todo list inside its interface.

And it can be seen at different views, to help you locate the destination.

Hope this research progress can carry on without a problem.

Here is the full log of today's update:

Version 0.10.32.25496
  • Added . Inside Dashboard, the stats added can create a chart to help monitor factory status at real time.

  • Added [Production Stats]. It can be used to create a chart of an item's production statistics.

  • Added [Power Stats]. It can be used to create a chart of a power grid status, or power statistics of a planet or a planetary system.

  • Added [Storage Stats]. It can be used to create a chart of an item's storage statistics.

  • Added [Logistics Stats]. It can be used to create a chart of logistics statistics of a planet or a planetary system.

  • Added [Resource Stats]. It can be used to create a chart of resource statistics of a planet or a planetary system.

  • Added [Research Stats]. It can be used to create a chart of reach statistics.

  • Added [Dyson Sphere Stats]. It can be used to create a chart of Dyson Sphere statistics.

  • Added [Planetary Shield Stats]. It can be used to create a chart of Planetary Shield statistics.

  • Added [Vein Stats]. It can be used to create a chart of veins' statistics.

  • Added [Facility Production Stats], [Facility Storage Stats], [Monitor Stats]. They can be used to create a chart of a specific facility's statistics and its working status.

  • Added [Auto Orbit] mode for EM-Rail Ejector. When [Auto Orbit] mode is activated, it will automatically look for ejectable orbits if the designated orbit can't be reached.

  • Added [Screenshot Mode]. Press "Shift + F11" or click the button at the bottom right corner to enter Screenshot Mode. The adjustable parameters are there to help capture astonishing moments.

  • When tech is unlocked, pasting a Blueprint will display the calculated Foundation and Soil Pile cost and automatically level the terrain before completing the paste action.

  • Adjusted Sandpile cost calculation when leveling terrain with proliferated Foundations. Now the calculation of proliferated Soil Pile gain and cost is calculated respectively and then summed.
  • Fixed a bug where power generation stats is wrongly calculated when opening the Dyson Sphere tab for entire star cluster in Statistics Panel.

  • Fixed a bug where Wind Turbine and Geothermal Power Station can be built closely.

  • Fixed a bug when Dark Fog Planetary Base has a threat level over 70%, its UI is not always displayed.

  • Fixed a bug where some hover information display for some facilities is wrongly displayed.

  • Fixed some in game text.

Patch Note V0.10.31.24632

Is it winter now? (Because suddenly it's very cold here)

So, it's been a while since the Update Preview, and it's about the time to give this update and thank all our engineers for your continuous support.

This update includes the newly added [Game Goals] system, along with the optimizations in , [Statistics Panel] and [Voice Broadcast]. Probably you'd like to read this log while waiting for the game to be loaded?

And here is the full list:

**

**

  • Added [Game Goals]. The new Game Goals UI will give hints on controls, constructions and technology unlocks to help players start and know their feasible next-steps.

  • Added [Item Searching] function in Statistics Panel.

  • [Statistics Panel] Production: Added look-up function for item's upper and lower stream production (An item's materials and it as a material).

  • [Statistics Panel] Production: Added "Reference Rate"attributes. (The ideal production and consumption rate are calculated assuming every running facility is at maximum efficiency).

  • [Statistics Panel] Production: Added Import/Export Rates for items in a star system or on a planet.

  • [Statistics Panel] Production: Added tooltip for the histograms. It displays the item production and consumption for the interval.

  • [Statistics Panel] Power: Added a radial chart for power statistics to more intuitively display the ratio of power supply and consumption.

  • [Statistics Panel] Dyson Sphere: Added statistics for Solar Sails, Structure Points, Cell Points for every Dyson Shell.

  • Added Upgrades [Solar Sail Attaching Speed]. This upgrade increases Solar Sail attaching speed.

  • When failing to paste a Blueprint, hold Ctrl will hide buildable facilities, and hold Shift will only display buildable facilities.

  • Added [Voice Timbre Style] options in settings. Voices can be changed by preference. Every broadcast can be changed or silenced.

  • Added Sound Effects for the following facilities: Quantum Chemical Plant, Negentropy Smelter, Advanced Mining Machine, Statellite Substation, Geothermal Power Station, Signal Tower.

  • Added warning toggling options for specific Dark Fog swarm assault. (Applies to HUD message, sound warning and voice warning).

**

**

  • Changed the visual style in [Blueprint Mode]. Planet surface, water, foundations, and models of Conveyor Belts, Sorters will have different colors and visuals.

  • Added border effect for the rectangle selection area in [Blueprint Mode].

  • Now in [Blueprint Mode], click on the facility icon will change its hologram color.

  • Now when failing to paste a Blueprint, the paste area will turn dark instead of red. The pasting area will have a better visual for finding out the erroring facility.

  • Now when failing to paste a Blueprint, an error message will show up by the erroring facility.

  • Changed the layout of information in [Statistics Panel].

  • In panel, if a description for a prerequisite tech is too long, it will be displayed by scrolling.

  • Power supply range model is changed from sphere to cylinder to supply high facilities better. (Old saves need to reconstruct facilities to apply the new range model).

  • Now when building [Conveyor Belts] in air, holding Ctrl will force snapping the construction position to the relative ground grid position instead of the mouse point position.

  • Now in Replicator (Icarus), if an item is not satiable for every material requiring it, the materials will be displayed in orange background.

  • Reduced the frequency of item transition across levels in stacked Labs. Increased the max transition number and item cache.

  • Added "Defense Coverage", it can be viewed in [Planetary Shield] UI and [Shield Contour]. It refers to the ratio of the area on the planet that with a shield altitude higher than 5m.

  • Changed the Planetary Shield hit effect.

  • Adjusted the barrage attack logic and projectile visual effect of .

  • Added afterburner visual effect for [Construction Drones].

  • Now more localized text strings take effect after changing language (full localization requires restart).

**

**

  • Adjusted [Solar Sail Attaching Speed] to 10/min, speed is upgradable. In saves prior to this update, if [Dyson Sphere Stress System] is researched, the speed is unlocked to 30/min.

**

**

  • Fixed an error in [Blueprint Mode] causing “Icon Layout” drop down menu falsely overlapped.

  • Fixed a bug where Dyson Sphere and celestial bodies can be blocked by shadows when in [Blueprint Mode].

  • Fixed a bug where [Cell Point] number is wrongly displayed in [Dyson Sphere Panel] if the number is too big.

  • Fixed a bug where "Add Essential Items" falsely consumes [Logistics Drones] when it should add [Logistics Bot] in [Control Panel].

  • Fixed a bug where after setting up factories on over 64 planets, Dyson Sphere statistics are wrongly calculated.

  • Fixed a bug when constructing too many [Battlefield Analysis Base]s in one tick may result in the Bases not working properly.

  • Fixed a bug where in very rare cases, after the [Dark Fog Planetary Base] is destroyed, the [Core Driller] can't be removed and hint says units remaining.

  • Fixed a bug where in Sandbox Mode, "Generate/Consume Cargo" is still in effect after untick in [Traffic Monitor].

  • Fixed a bug where loading a sandbox save multiple times may result in [EM Ejector]’s 10x Speed not working.

  • Fixed a bug where opening item selection panel in "New Planet Route", information of planets beyond the [Universe Exploration] level can be viewed.

  • Fixed a bug where tick “Show Shield Contour” while on a different planet would cause an error.

  • Fixed a bug where defense facilities and Blueprint can't rotate counterclockwise by ← (left) key.

  • Fixed a bug where default [Build Menu key (B)] is changed, but can't be opened by the new key bind.

  • Fixed a bug where after pressing F11, the arrow line to Dark Fog is not hidden.

  • Fixed a bug where under certain circumstance, cargos can't join an empty enclosed circuit belt.

  • Fixed a bug where in Blueprint Mode, [Geothermal Power Station] can't be built on a removable [Core Drill] and error says "require lava" or "collide with other object".

  • Fixed a bug where switching views between planets or stars in Starmap, "Route" information is not updating.

  • Fixed a bug when pasting a Blueprint for Logistics Station, if a belt is reversed before the Station is built, the belt will output item from the other end.

Patch Note V0.10.30.23430

Hi engineers,

Hope the weather is getting cooler out there (for the Northern Hemisphere). It's been over 40℃ (104℉) this week here. But don't worry, we are doing okay.

**

Here is the update for some issues addressed recently:

** Version0.10.30.23430


  • Added [Bloom Effect] in the video settings. You can now toggle or adjust the bloom effect in the scene (if black spots or screen glare occur, you can choose to reduce or turn off the effect).

  • Added a restriction on the difference in tilt angles at both ends of the sorter. When building the sorter vertically, sorters with sufficient length at both ends will no longer prompt "Distance Too Close."

  • Fixed a bug where the recipe for replicator would display correctly but could not actually be crafted in certain cases.

  • Fixed a bug where mining machines could not detect minerals that were too high or too low in elevation.

  • Fixed a bug where in certain situation, after building all the holograms and leaving the planet, an error might occur when the battlefield analysis base powered on next time.

  • Fixed a bug where some buildings would show a foundation requirement when pasting blueprints onto the Maroonfrost surface.

  • Fixed a bug where sorters sometimes would not rotate according to the tilt of the conveyor belt during manual construction.

  • Fixed a bug where sorters would not rotate according to the conveyor belt tilt when pasting blueprints.

  • Fixed a bug with incorrect collision detection for tilted sorters.

  • Fixed a bug where sorters could be constructed underground.

Patch Notes V0.10.30.23341

Hello, Engineers. Hope you had a great weekend. The update last Thursday has caused some issues. We've urgently fixed the bugs in this patch.

Here is the full patch notes:

  • Optimized the performance of inserting cargos to Conveyor Belt line, ensuring that the first node in a closed-loop conveyor line will not stop when cargo is inserted.

  • When a blueprint contains only Conveyor Belts, Sorters, Traffic Monitors, and Spray Coaters, it is now possible to raise or lower all buildings in the blueprint in the same way as elevating Conveyor Belts.


  • Fixed the bug where the mineral reserves displayed for Advanced Mining Machines on remote planets in the control panel showed as zero.

  • Fixed the bug where minerals accumulated on remote planets could be taken from the control panel.

  • Fixed the bug where some UI text displayed incorrectly in the control panel.

  • Fixed the bug where the Battlefield Analysis Base could not be built or rebuilt on its previously planned building holograms.

  • Fixed the bug where inputting cargo into a closed-loop conveyor belt with the pile sorter could lead to data anomalies.

  • Fixed the issue where, when the mecha construction drone was turned off and a large number of blueprints were pasted, errors might appear when entering a new planet and planning buildings.

  • Fixed the bug where sorter collisions might behave abnormally when pasting blueprints.

  • Fixed the bug where turrets would rotate according to the incline of the conveyor belt when built on it.

  • Fixed the bug where half-level elevated conveyor belts might attempt to avoid horizontal belts by raising or lowering when encountering them.

  • Fixed the bug where conveyor belts would also automatically raise or lower by half a unit when passing through buildings like spray coaters.

  • Fixed the bug where the end of a line would not check for excessive twisting when planning connections to conveyor belts.

  • Fixed the bug where mining machines might cause an out-of-bounds array error in multithreaded mode.

  • Fixed the bug where conveyor belts with different positions and input-output will be merged into one section after blueprint copy-pasting.

  • Fixed the bug where excessively long blueprint file paths in the blueprint library caused incorrect UI display.

Patch Notes V0.10.30.23272

Long time no see, engineers!

It's been a while since the last update. We've received lots of feedbacks from you on the "Transport Update". So we've been working hard during the dog days, and now the update is ready for shipment.

Now a new transport Control Panel(I) is added. All types of transport across the cluster can be managed through here. You can also locate desired Stations or Distributors by clicking the locate button.

Added route display for paired Stations or Distributors. You can now have a clear view of the route and the items transported.

There is some complaints about the pairing system since the last update. So we decided to optimize it further. Now with "Designated Pairing", you can create isolated route(s) without being interfered by other Stations.

And more...

Now you can "dive" the belts.

Here's the detailed Patch Notes:

  • Added a control panel (I) where engineers can view current information and settings for all logistics facilities in the entire cluster, aiding in better factory management.

  • Added the "Interstellar Logistics" tab to view the current status of Interstellar Logistics Stations and Orbital Collectors.

  • Added the "Intraplanetary Logistics" tab to view the current status of Planetary Logistics Stations, Interstellar Logistics Stations, and Advanced Mining Machines.

  • Added the "Logistics Distributor" tab to view the current status of Logistics Distributors.

  • Added a setting to automatically pause the game when switching to the background.

  • Added a upgrade [Conveyor Belt Slope Limit], it can be unlocked after researching [Super Magnetic Field Generator]. If unlocked, building a Conveyor Belt will not be limited by its slope.


  • Optimized the construction system to reduce lag when a large number of building holograms on the planet have all been constructed or deleted.

  • In blueprint paste mode, copying a Satellite Substation now shows the blueprint hologram directly as an unpowered state.

  • Players not in warp or flight mode will no longer be attacked by the Phase Laser Towers of the Dark Fog Hive.

  • Added a designated pairing setting in the Interstellar Logistics Station behavior settings. When set, other logistics stations will not actively execute normal pairing tasks with this logistics station.


  • Fixed the bug where small wreckages would shake or sink on the ice surface.

  • Fixed the bug where after a Guardian blocking skill, there was a chance of appearing at the planet's core.

  • Fixed several bugs related to conveyor belt operations in blueprint mode.

  • Fixed the bug where some target indicator lines would occasionally flicker frequently.

  • Fixed the bug where cargo flow speed would be abnormal if the node at the head of a closed Conveyor Belt loop or a particularly short node in the line had a different speed from the previous section.

  • Fixed the bug where inputting cargo into a closed loop might cause the line to stop.

  • Fixed the bug where the flow rate might not reach the maximum when merging high-speed conveyor belts.

  • Fixed the bug where a mysterious black hologram sometimes appeared in the conveyor belt construction preview when right-clicking to delete buildings in a blueprint.

  • Fixed the bug where building holograms might display abnormally when dragging and pasting blueprints.

  • Fixed the bug where erroneous connection might occur if blueprint coverage objects were constructed or dismantled during the forced construction process of pasting blueprints.

  • Fixed the bug where holding Shift and moving with arrow keys in blueprint mode would move in the wrong direction.

  • Fixed the bug where too many Chinese characters in the blueprint introduction would cause the blueprint to become invalid.

  • Fixed the bug where too many types of buildings in a blueprint would crowd the blueprint code display space. Now, the content of the blueprint introduction can be fully displayed, and it will be presented in a scroll list.

  • Fixed the bug where changing the case of letters while renaming a blueprint would cause an error.

  • Fixed the bug where selecting a corrupted save file would prevent it from being overwritten.

  • Fixed the bug where clicking the reconstruct switch on a Battlefield Analysis Base without power would mark ruins as holograms.

  • Fixed the bug where, even without power, the Battlefield Analysis Base would mark ruins as holograms when placed.

  • Fixed the bug where, when two Spray Coaters extracted proliferators from the same Conveyor Belt section, dismantling this section and building a new one elsewhere might cause one Spray Coater to extract proliferators from the newly constructed Conveyor Belt.

  • Fixed the issue where planning routes between short-distance buildings like Spray Coaters and Traffic Monitors would be incorrect.

  • Fixed the bug where the pie chart continued to update after disabling CPU real-time monitoring in the statistics panel.

  • Fixed the bug where the foundation could not lift more than 1024 minerals.

  • Fixed the bug where some building UIs could not be modified using the recipe paste shortcut when opened.

  • Fixed the issue where actions like entering/exiting construction mode would affect Icarus' movement status.

  • Fixed the issue where the collision range of unbuilt sorter holograms would be abnormal and difficult to select upon reloading a save.

  • Fixed the bug where UI elements overlapped when planet names were too long in the Esc menu.

  • Fixed the bug where too many buildings in the range during demolition could cause errors.

Small Patch V0.10.30.22292

Hi engineer,wishing you a happy Children's Day!

  • Adjusted the zoom scale of the camera to the target planet when selecting a destination for interstellar routes.

  • Interstellar route selection no longer jumps the camera to the destination.

  • Interstellar routes can now be established between any planets/systems, without the need for factories in the target planet/system.

  • The search box in the point-to-point transport panel will now display all matched logistics stations.

  • Optimized the WASD movement in the Technology Tree.

  • Fixed the bug where group settings did not take effect immediately after clicking the group setting button.

  • Fixed a bug where sand pile is picked up as a physical item. (Existing sand pile items will remain)

  • Fixed the bug where the UI display of Advanced Mining Machine is incorrect.

  • Fixed the bug where NaN was displayed in the brief information of the Eclipse Fortress under certain circumstances.

  • Fixed a bug where Technology Tree keeps scrolling if the computer is connected with a joystick, steering wheel, controller, etc.

A Shipshape Transport Update

Hi, engineers. Long time no see. You might already know Icarus was preparing some new fancy stuff for a future update. It’s a project that requires lots of resources from across the entire cluster. Icarus can only hope its vessels had brought enough warpers, or they would return 2000 years later.

CentreBrain already found the Interstellar Logistic Stations not being very “logical” when they are on many different planets. Like when one ship set off to deliver some ores, all needing stations are going overboard and spamming “Mine, mine!” in the transmission. So CentreBrain is now planting a logic chip into the Interstellar Logistic Station to make it function more properly.

Now you can set priority settings in Interstellar Logistic Stations, it comes with a new shipshape UI will help you manage your transport priorities.

For the details of the transport update, please refer to the Interstellar Transport Optimization Dev Log

This is not a final update for the interstellar transport system, a few future optimization updates are planned for further optimization.

Here is the full list of this update: (V0.10.30.22239)

  • Added priority setting feature to the interstellar logistics system.

  • Added ability to set point-to-point transportation for logistics stations with highest priority.

  • Added ability to designate interstellar routes, which are high-priority transportation routes between planets/planetary systems for specified items.

  • Added ability to group logistics stations, with higher priority transportation between stations within the same group.

  • Added a 0.3x resource multiplier, adjustable from the start game interface.

  • Added setting to automatically mute the game when switching to the background.

  • (Experimental) Tilted conveyor belts can now be constructed; adjust them using the [←]/[→] keys during conveyor belt construction (no in-game prompt available).

  • [Battlefield Analysis Base] pickup speed x2.5; picking up sand pile will not affect the speed of picking up other items.

  • Added an option in the [Pickup/Drop Filter] panel to disable sand pile dropping.

  • Real-time height information is now displayed when constructing conveyor belts.

  • Add the "Free item" toggle setting from the sandbox mode replicator panel to the save file.

  • Now you can use to navigate the Tech Tree(T).

  • Optimized docking positions for drones at the [Battlefield Analysis Base] to reduce clipping issues.

  • Increased on-screen rendering limit for Traffic Monitor.

  • Fixed a bug where, after a downhill slope with a curved bridge on a conveyor belt, constructing a sorter would result in the direction being the same regardless of how it was pulled.

  • Fixed an issue in sandbox mode where inputting items with proliferator point bonuses into locked slots at interstellar logistics stations would cause individual item proliferator point bonuses to exceed 4 points.

  • Fixed a bug where enemies would get stuck underground in certain situations, causing defense turrets to continuously attack the ground.

  • Fixed a bug where Icarus would incorrectly deduct energy shields in certain situations.

  • Fixed visual effects bug with the plasma projectile of the Dark Fog plasma sentry tower.

Patch Notes V0.10.29.22010

Hello engineers, we're rolling out some updates to improve your gaming journey.


  • Added 19 system broadcasts, including voice broadcasts, text-based tips and pinnable icons.

  • Changed the activation/deactivation SFX of [Warp Engine].

  • Increased the damage of Icarus' [Energy Shield Burst] skill.

  • Adjusted the jamming number of [Jamming Capsule] and [Suppressing Capsule] from 60 to 180, also extended the jamming effect time of slowing enemies' movement speed and attack speed.

  • Increased the ROF of [SR Plasma Turret] from 0.5/s to 0.6/s.


  • Fixed a bug while Dyson Sphere technology is unlocked and no Dyson Sphere is planned, entering the space and opening the [Dyson Sphere Panel] will cause an error.

  • Fixed a bug where a under a [Logistic Distributor] is not built yet and placing an item into the [Logistic Distributor] would cause an error.

  • Fixed a bug where upgrading a building did not reset its proliferation progress, which could cause replicating items infinitely.

  • Fixed a bug where under certain circumstances, [Laser Turret] does not attack the Dark Fog.

  • Fixed a bug when adding an upgrade to queue, a prerequisite level is not reached, but its following upgrade can be queued.

  • Fixed a bug where under certain resolution settings, production numbers are not fully displayed in [Statistics Panel].

  • Fixed a bug of [Pile Sorter] filter logic, if the filter is set to another item, pile sorter should not continue to transport the previous item.

  • Fixed a bug when landing on a planet, changes of prebuild data might cause an error.

Patch Notes V0.10.29.21942

· Optimized Icarus' "Throw" skill controls.

· Fixed a bug where removing a Battlefield Analysis Base may cause an error. · Fixed a bug where Icarus' energy shield can take damage without apparent cause while Icarus is in space. · Fixed a bug where pointing to a Blueprint would cause an error if its path contains curly brackets.

Patch Notes V0.10.29.21904

  • The setting of Fast Build in Sandbox Mode will be saved.

  • If a newly created Blueprint has the same path as the existing one, the existing Blueprint's icon, thumbnail and description will be loaded automatically.

  • Fixed a bug where slow down effect of EM Capsule was incorrect in certain situations.

  • Fixed a bug where it may not be able to fix damaged buildings after loading a save.

  • Fixed a bug where items in the last slot of the Depot above Splitter cannot be output.

  • Fixed the VFX issue of Dark Fog units in Planetary Base.

Patch Notes V0.10.29.28154

  • Added [Pile Sorter] and related upgrades. Upgraded "Pile Sorter" can simultaneously load and unload stacked cargos, maximizing the sorting capacity.

  • Added [SR Plasma Turret]. It is a plasma turret for ground and it uses Energy Capsule as ammo.

  • Added [Jammer Tower] and related upgrades. [Jammer Tower] can use ammo to reduce enemies' movement speed periodically.

  • Added Icarus Energy Shield Burst skill. Press and hold ** in [Combat Interface] to accumulate power and cast this skill.

  • Added Icarus Throw skill. Icarus can manually throw items like [Combustible Unit], [Jamming Capsule] and in [Combat Interface], deal damage to enemies or reduce enemies' movement speed.

  • In the Dyson Sphere Panel (Y), added an option to hide empty Dyson Spheres in the selection combobox.(enabled by default)

  • Added upgrade level 7 for "Inventory Capacity," providing an additional 2 columns of item inventory slots and 1 column of logistics list slots for Icarus.

  • Added interaction with Dark Fog Relay Stations in Starmap (V).

  • Added [System Broadcast Volume] setting in Audio Settings.

  • No longer display upgrades for [Sorter Mk.III] and it can no longer be upgraded for "cargo stacking" (saved upgrades will retain their values).

  • Modified the automatic material cache quantity for each production facility (based on the recipe, producing duration, and producing speed).

  • Added tips about "Output per Base" in the Dark Fog drop rate information panel.

  • Icarus can now set weapons to "auto fire" and/or "manual fire."

  • Refactored construction and repair system code, reducing performance overhead when laying out large-scale blueprints.

  • Construction/repair tasks will prioritize dispatching drones from the nearest object (mecha or Battlefield Analysis Base). Repairing attacked buildings is more stable and reliable.

  • Optimized prebuild model of Conveyor Belt and it optimized performance overhead of rendering massive Conveyor Belt prebuild.

  • After picking up items, the Battlefield Analysis Base will prioritize placing them into slots with the same item.

  • The red slots of the Battlefield Analysis Base (limited automation input) have been changed to blue slots. Items placed in blue slots cannot be retrieved by automated facilities. Base cannot put picked items in blue slots either.

  • A non-copied built Battlefield Analysis Base will default to 10 blue slots at the bottom.

  • Now, [Core Element] will only drop after [Antimatter Fuel Rod] is unlocked.

  • Changed the maximum loot quantity from a single Dark Fog drop from 1 stack to 20 stack.

  • Icarus space shield radius multiplier: 5x->10x. The Energy Shield Burst damage in space is related to its radius.

  • Ammo amount of [Plasma Capsule] and [Antimatter Capsule] sprayed by Proliferator Mk. III will be rounded off to 13.

  • Ammo amount of 3 Ammo Boxes: 20 -> 30. Reduced the amount of raw materials of these ammo boxes.

  • Blast radius of Shell Set: 13m -> 11m; blast radius of Crystal Shell Set: 13m -> 15m.

  • Fixed a bug where the [Battlefield Analysis Base] on a planet might fail to recall combat drones when the number of buildings exceeded 32767.

  • Fixed a bug where threat monitoring entries disappeared when a Dark Fog Space Hive was not completely destroyed (despite the Hive building being fully destroyed while units like Lancers still existed).

  • Fixed a bug where an attacking Dark Fog Planetary Base on non-local planets had a higher aggression.

  • Fixed a bug where the last grid connection of a conveyor belt would become excessively long when pulled far.

  • Fixed a bug where the prompt panel after a Space Hive assault might get stuck without ending.

  • Fixed an issue where missile turrets might lag under certain conditions.

  • Fixed a bug where ETA calculation for navigating to a Seed was incorrect.

  • Fixed a bug where right-clicking to extract liquid from a Storage Tank automatically returned two items to the backpack.

  • Fixed a bug where the space navigation did not display the hive's name.