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Surviving Ceres

Surviving Ceres Steam news

Ryan Saunders | May 2, 2025 | game

Released

0players observed · 5 October 2026 - 19:59:33 UTC

IndieRPGSimulationStrategySteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak121
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score87% positive

Surviving Ceres news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak121
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score87% positive
  • Total reviews138
  • Release dateMay 2, 2025
  • DeveloperRyan Saunders
  • PublisherOne Man Media

Genres: Indie, RPG, Simulation, Strategy

Company pages: Developer: Ryan SaundersPublisher: One Man Media

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Surviving Ceres Steam news

Surviving Ceres news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • My Next Game Has A Store Page - 14 August 2026

    Greetings, Ceres fans. I have news about my next game for your consideration.It is called "Clone. Optimize. Sacrifice."Clone. Optimize. Sacrifice. is a fun/casual game with city building, a deep spreadsheet RPG system, and auto-battling. The short description is as follows;"Build a city of science and magic, power up cloned heroes through automated dungeons, inherit their strength through cloning, and recycle the rest for science in this casual idle city-builder with deep RPG progression and competitive auto-battle leagues."The game features endless incremental progression through cloning with low-stakes gameplay. Progress at your own pace and work to create the ultimate team of heroes, using countless items, inherited passive abilities, and over 140 classes, each with unique stat-based upgrades.I will start a beta test for the demo soon through the game's Discord, and I expect to have…

  • Minor Update - 26 January 2026

    Greetings Pilgrims; This small update fixes a few minor issues reported by the community. Fixes Changed the wording of the "Oxygen Unit" to make it more straightforward where you can place it. Changed some collision volumes to prevent any overlapped structures, leading to issues. Optimized the "Advanced Refinery" to be more performant. A lot is going on with this facility: auto-refining, worker logistics, drones adding and removing items, and players storing and taking items out. This could lead to issues. These changes should help remove those issues. Changed some drone logic for collecting ore from drills. This should help them take full-sized stack loads, even when you have low-stack items in the first slot, by looking at the end slots and working backwards. Have fun and stay safe.

  • Tweaks and Fixes - 17 December 2025

    Greetings Pilgrims;This minor update addresses issues reported by players.Some collision fixes, number tweaks, terrain tweaks, and a handful of optimizations for colonists, drones, and auto-machines.Nothing major, but a bunch of small things that add up to a better player experience.Unless more reports come in, I expect this to be the last minor update and for the focus to shift to the next major update in 2026, which will be the visual update, followed by an additional planet to terraform and controller support.Have an amazing holiday, and I hope to have some fantastic Ceres news in 2026.

  • Fixes and Tweaks - 3 November 2025

    Greetings Pilgrims;This minor update includes many fixes and tweaks to existing issues.There are a few bug fixes for minor issues, such as drill salvage containers spawning incorrectly when destroyed by alien bugs, and other minor issues with customization and colonists.There are also many improvements and tweaks to drones, auto machinery, and colonists.These include fixes, optimizations, and some rebalancing of drone carry amounts and auto machine crafting speeds.There are still potential issues when combining automation, such as drones bringing food to an auto-cooker to be cooked, while other drones take food from that machine to the mess hall, where colonists automatically take food to eat.When things occur randomly close to one another, we can get unexpected results. Such as a colonist selecting what food and water they want from the mess, then just as they try to collect, a drone d…

  • Update 1.5 Hotfixes - 25 September 2025

    Greetings Pilgrims; Just a few quick hotfixes for minor issues found by the community. A huge thank you to everyone for the feedback, suggestions, and ideas. Fixed a few typos in some HUDs Fixed an issue that had the auto-refinery not make platinum bars correctly sometimes. Fixed an issue with the "Advanced Refinery" where it wasn't resetting the craft VFX correctly, resulting in odd visuals after heavy use. Fixed an issue that caused drones to bring empty items to storage or facilities, resulting in a white box of nothing due to bad references. Now, if this occurs, it will force the drones to obtain new references and resume collecting. Added some additional capacity for carrying ore from drills. The drills were outpacing drones by too much. I have now doubled their carry capacity (after upgrading to max). The starting carry amount was also increased to give them a better starting poin…

  • Customization Update 1.5 - 22 September 2025

    Greetings Pilgrims;In this all-new 1.5 update, we have added an extensive suite of customization options. Along with those options come a few new pieces of gear, technology, and tools to help you acquire and analyze alien samples, unlocking additional options.First Some FixesAddressed several issues with dronesFixed an issue with platinum drillsFixed some language errorsAdded some stability to prevent crashes during large, fast item transfersReduced some colonist demands performance-wiseTweaked some numbers for alien bugs to try and find the right balance across all difficulty settingsNow on to the main courseHow Do We CustomizeTo access the new customization options, you will need to build a "Colony Customization Center" located on the "Basic Base Constructor".I wanted to keep this new facility accessible early on, including in the demo, but it does have a hefty funding cost to unlock.…

  • Update 1.4B - 29 August 2025

    Greetings Pilgrims;This small patch addresses some issues reported with the latest 1.4 update, which I recently launched.The advanced farm inventory was increased to 20 to make logistics easierSome typos were found and fixed in a variety of menusDrones no longer take raw foods from the auto-cookerDrones no longer take ores from the refiner, only barsFixed an incorrect title in the Research MenuFixed an issue with teleporting inside your base from the teleport facility that would cause your oxygen to drainThere are still a few changes and improvements I want to make to the drone system, but they are larger in scope and will require more time. I intend to incorporate some of the larger changes into the next major update, scheduled for October.Thank you for your continued support. Please reach out if you encounter any issues or have suggestions for improving our existing systems. I am alwa…

  • Update 1.4 is Live - 11 August 2025

    Greetings Pilgrims;I am pleased to announce that update 1.4 is now live, featuring some amazing automation and logistical additions that the game has needed to tie late-game base/colony management together. As well as some other significant changes and tweaks based on player feedback.It will not make any older saves unplayable. However, depending on how progressed an older save is, some newer additions might not be available in your playthrough. Many changes and additions will benefit older saves, but some of the newer facilities, machines, and tools may not appear in your blueprints if you have progressed past certain stages.With that disclaimer out of the way, let's get into the patch notes. Changes And TweaksVariety of fixes for the recycler for items that yielded the incorrect returns or weren't recycled. Reduced the "Mission Control" from the advanced base constructor to the basic…

  • Some 1.2 Hotfixes - 15 June 2025

    I have just finished tackling a rather difficult technical issue that was affecting the game. I am not going to get into specifics, but if you want specifics, feel free to come to Discord for a more technical chat. I am happy to announce that I have figured it out, and it will make expanding the game possible. In this small patch, I have added a few quick fixes for some issues. Fixes I fixed an issue that prevented a supply crate from being looted in the 70% melting ice cave. I fixed an issue that prevented the 70% ice wall from displaying its melt values to players. I have added a small blocking volume to the mess hall above the supply container to prevent colonists from being bumped up on top of the box due to collision. This should no longer be possible. I have added a few dependencies that should elevate some issues for Win 11 users that could result in a crash. Unreal is a great en…

  • Patch 1.2 Hotfixes - 11 June 2025

    Just a few quick hotfixes to a few minor issues found in patch 1.2 I have fixed a new issue with the deconstruction tool becoming incorrectly active. This fix should prevent this from happening again. I have added some changes to AI colonist logic to increase performance, prevent a few loops they could get stuck in, and implement some preventative measures for colonists getting stuck on certain things mesh-wise. This is it for now. So far, patch 1.2 is running well. I will be ready to hotfix anything that comes up, but ideally, I will be moving forward with 1.3, which will revolve around automation and logistics for the colony to better smooth out the late-game side. It will also include some other good changes and additions. There is no date for that patch yet, but feel free to join Discord to stay up-to-date as work continues. Have fun out there, pilgrims.

  • Post-Launch Major Update 1 - 9 June 2025

    Quick disclaimer: This update might have unexpected results in an ongoing playthrough. Some buildings that have changed could clip into each other. The new "One Floor Teleporter," if already placed, will be wonky when the new model replaces the old version in an existing game. Some new machines, such as the recycler, might not be found in your blueprints if certain saving conditions have also occurred in your ongoing save. If you wish to continue an ongoing playthrough and there are issues, please feel free to use Steam's ability to set the game back to any patch state. I will leave the previous patch available for anyone who wishes to finish a run before trying the new version.Let's get into the good stuff with that disclaimer out of the way. This patch is the first of many significant updates planned for the game to take it to the next level. This patch is focused on building and craf…

  • A Few Small Fixes - 15 May 2025

    Greetings Pilgrims; This small patch contains a few quick fixes to a few lingering issues. Patch Notes I fixed an issue with landing pads remaining in use after launching a rocket. This was a tricky fix to track down, but I am now confident it is 100% fixed. Unfortunately, it can not fix any existing saves with broken landing pads, but if you come to the Discord, I can manually fix those saves for anyone who ran into this issue. Moving forward, it won't occur. I fixed some typos and language issues. Thank you kindly to "Hanorilin" from Discord for her help with this. I fixed an issue related to having multiple "Aerial Defense Cannons." This will now function correctly if you have any cannon manned by a colonist. I fixed an issue with the export of $1 billion worth of exports in a single rocket achievement that would not correctly fire if sent in the wrong rocket. This now fires for any…

  • A Few Small Fixes - 12 May 2025

    There was a rare issue where the Hub could be placed low enough that colliders could overlap the landscape, making it impossible to place some structures. There was a rare issue where landing pads would stay in use after you launched a rocket. I just wanted to push these couple of small fixes to address some minor issues. I am currently working on the first big update, but I had to get this out for players. I hope to have the first major update ready for June, but if you want to stay up-to-date, consider joining the Discord. Thank you, and have fun terraforming.

  • Post Launch Fixes Part 3 - 8 May 2025

    Greetings Pilgrims; This patch contains some fixes and tweaks based on reports and feedback gathered from the community. It should also mark the final fix patch before I begin working on the first significant update. Thank you to everyone for supporting me and the game. It means a lot. Patch Notes Fixed an issue where the farming level was displayed as the cooking level in the review colonist jobs menu. Fixed an issue that caused the "Advanced Farm" not to remember your chosen sorting method. I have increased the weight of "Killbots". They were far too light considering the weight of their parts to construct. The rotation tooltips for some objects that can't be rotated were removed. Fixed an issue that caused "Platinum Drills" to deconstruct as "Obsidian Drills". I have added a new YouTube creator poster for GameEdged, who has been doing a fantastic series on the game. This can be found…

  • Post Launch Fixes Part Two - 6 May 2025

    Greetings Pilgrims; It has taken a lot of hard work, but the next update is ready with various fixes and improvements to many of the issues reported by players. A huge thank you to everyone for supporting the game and for taking the time to give great feedback and reports. We have also received a whirlwind of excellent suggestions, which we will discuss in the future after the game is stable and as close to perfect as we can achieve. Patch Notes Opening and reading data pads will now pause the game, making them easier for players to use. However, for this to function, you must now use the escape key or press the close pad to exit. You can no longer use tab or E (the default key values), but ESC is an excellent key. I have added an unstuck command. We fixed an issue where pressing escape on the leaderboard resumed the game but left the leaderboard up. Fixed an issue where deconstructing…

  • Post Launch Fixes - 4 May 2025

    Greetings Pilgrims; First, I just wanted to thank everyone who has purchased the game, especially those leaving reviews. We don't have many reviews, but we have 100% positive ones, which fills me with joy. Thank you to everyone for their support, with or without a review. There is an issue related to older saves from the demo and demo transitions into the full version. I have made the game run as best I can for older saves, especially those from the February next fest. But there has been so much work done since then that it is hard. They still work, but a few issues are related to newer content and old saves. As for the transition, the Steam cloud saves tried to copy your demo settings into your full version settings. I posted a solution on the forum, but uninstalling the demo and using manual load (not continuing the game) has fixed this issue for everyone. Patch Notes I fixed an issue…

  • Surviving Ceres Has Launched - 2 May 2025

    It Is Launch Time It has taken a few years, but the time has finally come to release Ceres to Steam. I want to thank all my beta testers, demo players, and, of course, the content creators who have helped showcase the game. The game would not be as bug-free and smooth without your help. Thank you. Now that the game is out, we can look toward the future. I have written a road map that you can find in the Steam forums if you want to get an idea of what is planned. Thank you to everyone for their support. I can't wait to get players in the game and hear their feedback as we continue development.

  • Last Minuite Additions - 2 May 2025

    Greetings Pilgrims; This last-minute update contains a few requested features and changes I know many players wanted to see for launch. Patch Notes Custom signs and other signs didn't work correctly. I tweaked the deconstruction to be smaller to avoid deconstructing the wrong buildings closely when they were on top of each other. I added the ability for players, machines, and storage to remember the sort method. I had to put this in a hack job way to quickly get it in for launch. It works well, but it doesn't save if you exit the game and reload. It will continue to remember anything you select while playing, but it doesn't yet save that out. I will add the saving side shortly, but I wanted to push this live for release. That is all inside this small patch.

  • Launch Is Ready - 29 April 2025

    Greetings Pilgrims; This update marks the final update before the game's launch. Unless an issue requires an emergency patch, the game should be ready to go, and we can start to look toward its future. This update is a big update for the Demo. If you are a demo player and want to know what has changed, you will need to read through the previous four update notes posted to the full version. This update improves the Demo drastically and smooths the transition from a demo save to a full version save. Older saves will continue to work with minor exceptions to specific recipe changes. Some changes won't be live in an older save, but functionally, they will work without issue. In terms of the full version, there are only a few minor tweaks. There were minor issues with item descriptions, minor performance enhancements, and a change to how the farm calls for plants to grow. It was previously c…

  • Preparing For Launch part 4 - 26 April 2025

    Greetings Pilgrims; This might be the last update before launch, but we may need one more with any tweaks or fixes if issues are found over the next few days. This patch aims to fix the problems with resolution changes, adds a FOV slider, and provides a few fixes. Patch Notes I tweaked the DPI curve that affects resolution scaling. It was making icons too large on 2k, and I made a few other minor tweaks. My testers will have to verify this, but I am hopeful the HUDS will look good on all resolutions now. Fixed an issue that prevented "Kill Bots" from deconstructing properly. Fixed a mission tip issue that could cause it to get stuck on "Build an expedition facility" if you built the facility before the tip was active. It now correctly skips this tip if you have already built an expedition facility before required. I added a new FOV slider that allows you to set the FOV from 50 to 150. T…

Patch notes and updates

S.noRelease datePatch nameGID number
126 January 2026Minor Update1822556746166143
225 September 2025Update 1.5 Hotfixes1811772772252959
329 August 2025Update 1.4B1809235871616938
415 June 2025Some 1.2 Hotfixes1802354289672158
511 June 2025Patch 1.2 Hotfixes1802354289544138
615 May 2025A Few Small Fixes1799817379461298
712 May 2025A Few Small Fixes1799088287947185
82 May 2025Last Minuite Additions1798454487634136
929 April 2025Launch Is Ready1797820624606529
1026 April 2025Preparing For Launch Part 31797820624512592
1123 November 2024Fixes and Tweaks1783872412036461
1222 November 2024Fixes and Tweaks1783872412009394
1316 September 2024Update 3.b Fixes6250522009529248513

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