Update 1.0.13
2026-09-22Patch 1.0.13 Added • Added the ability to remember the last excavation mode. • Added a button to drop resources to the ground in the distributor interface. Fixed • Fixed the navigation zones of the Cargo Dock and Expedition Center, which could cause trucks to take incorrect routes. • Fixed an issue that could, in rare cases, cause drones to fail to complete the construction of Living quarters. • Fixed an issue where colonists sitting in a truck but not assigned to an expedition were not displayed in the Personnel list. • Fixed an issue where repeatedly building and demolishing roads would award credits. • Fixed an issue where selected professions were not saved correctly in the Colonists menu. • Fixed an issue where drone logistics would only update after clicking the module again when enabling or disabling it.
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• Fixed an issue where demolishing a section of a conveyor in the middle would not refund the credits for the demolished section. • Fixed an issue where roads were displayed with an incorrect cost. • Fixed an issue where a road could be demolished along with a Electric Pillar and cable if they were under the cursor. • Fixed an issue where the adjustment step was incorrect when setting a colonist's individual working hours. • Fixed an issue where demolishing an underground conveyor refunded more credits than intended. • Fixed an issue where the construction button was not centered on the Shower module. • Fixed an issue with delivering Dr. Keller to the base. • Fixed a missing Russian voice line for the mechanic in the Anomaly Scanner tutorial. • Fixed the names and descriptions of some research options. • Fixed the description of the Fuel Generator at an outpost. • Major updates to the Japanese and Korean localizations. • Improved pillar placement accuracy in Cable Routing Mode. Changed • Replaced some artwork. • Removed the ability to mirror the Beacon of Hope. • Improved the visual appearance of conveyor routing in Planning Mode. • Reduced the brightness of road lights. Balance • Increased starting credits by $25,000 at all campaign difficulty levels. • Increased starting credits by $50,000–500,000 in the custom sandbox settings. • Adjusted the description of the Large Truck speed upgrade. • Increased the base power output of the Fusion Generator from 700 → 1000. • Increased the construction cost of the Fusion Generator: Modular Terminals 40 → 60. • Reduced the Fusion Generator upgrade bonuses from 15 → 10% and 30 → 20%. • Reduced the research cost of the Technocenter. • Reduced the research cost of the Large Machinery Factory. • Reduced the research cost of High-Voltage Transformers. • Reduced the research costs of Level 1, 2, and 3 Regolith Extractor upgrades. • Reduced the research cost of drone production. • Reduced the cost of Level 2 and 3 Regolith Extractor upgrades. • Reduced the number of randomly generated POIs on the global map by 10–15%. MacOS • Fixed an issue where the cursor would not properly hover over buttons, making them difficult to click. Patch 1.0.12 Added • Added a recipe copying system to the module and storage interfaces. • Added new speed-related research options to the CRUST Solution Science Points store. • Added medical supplies to the second Hope-2 capsule. • Added a new research option that increases the number of connections for an Electric Pillar to 6 and increases its maximum radius. Fixed • Fixed an issue where disabling Planning Mode could result in an additional module being scheduled for construction. • Fixed colonist statuses while they are in the shower. • Fixed an issue preventing modules that do not require CPU from being moved from Planning Mode to construction when the current CPU exceeds the allowed limit. • Fixed UX issues that could, in rare cases, prevent roads from being demolished. • Fixed the name of the speed setting in the controls menu. • Fixed an issue where unfinished or planned Electrolysis Plants could, in rare cases, start producing oxygen. • Fixed the number of workplaces displayed in the tooltip for all farms and the Carbon Fiber Factory. • Fixed the name of the research mentioned in the scientist's voice line about underground mining. Changed • Swapped the positions of the current number of beds and the required number in the colonist tooltip. • Improved the encyclopedia page about the Launch Station. • Added a new image to the News section in the main menu. • Updated research and upgrade descriptions. • The resource panel no longer collapses or expands when switching between levels (crater > underground level and vice versa). • Localization fixes. Balance • Reduced the research cost of the Medical Center. • Simplified the requirements for researching roads. • Increased the amount of Science Points awarded for reaching a new level of relations with organizations. • Increased the capacity and cost of the Large Capsule: 9000->9800 units, $5850->$6400. • Reduced the research costs of the Large Storage and Large Bulk Storage. • Reduced the research costs of the Small Vehicle Assembly Facility. • Reduced the research costs of the Cargo Dock. • Reduced the research cost of the Robot manufacturing technology. • Reduced the research costs of Roads. • Reduced the research costs of the Programmable Conveyor Distributor. • Reduced the Press's CPU requirement from 4->3.





