- What we're working on - Mental Health, Relationship and Free Time - 4 September 2026
Hello everyone!We wanted to share some news about what we're working on and our goal with the next update!Our main objective is to make the colony more alive instead of the current situation where Ecopunks are basically hard workers that only eat, work and sleep everyday. So to achieve this, we will add Mental Health, Relationship and Free time activities.RelationshipEcopunks will be able to build relationships between them. Each Ecopunk will have a personality with tendency for some type of dialogues (joking, small talking, serious talking) that will affect the relationship.During free time, Ecopunks will engage dialogue and, depending the personality of both, will result a positive or negative outcome affecting the relationship between both, becoming friend or disliking each other gradually. The dialogue and the relationship will also affect the Mental Health (like positive if one tal…
- Update 0.2.3 - Irrigation & Growing Pot - 24 July 2026
Hello everyone!Here's what's new with this update:Irrigation & SprinklerWhen your gardener reach a certain level, they will be able to do some research to unlock first the sprinkler and then irrigation.The Sprinkler will allow you to automate the crop watering for the gardeners. Gardeners will supply it with dirty water and the sprinkler will water all the surrounding crops, allowing them to have more time to do other tasks.The irrigation system technology will need a high level gardener, while the sprinkler will need to be supplied, the irrigation furrows, once built, will not need any future supplies. It will water all crops in a bigger radius without further work needed from your Ecopunks. A wooden bridge come alongside to make way on irrigation furrows too.Growing PotIn addition of the technology for the Sprinkler and the Irrigation System, you will be able to learn a technology to…
- What we're working on - 5 June 2026
Hello everyone!We wanted to share what what we're working and what you can expect for the next update!Farming PotWe will add a way to cultivate Herbal and Mushrooms with Farming Pot. Unlockable by learning the required technologies, it will allow you to build Farming Pot, in different sizes, to let you grow Mushrooms or Herbal Plants for medical purpose. Mushrooms will need to be out of the daylight to grow.Storage FurnitureWe will also add furniture that will work as storage area. It will allow you to store more items in less space in addition of being a good way to decorate your base. And so, it will let you have more spaces by replacing some of your Storage Area for other things.Irrigation SystemAn irrigation system is on the way too. It will allow you to water your plants with more efficiency and give more times for your gardener to do other things and/or scale up your vegetable gar…
- Update 0.2.2 - Difficulty Settings - 1 May 2026
Hello everyone!Here is what's new in this update:Difficulty SettingsNow you can modify the game difficulty on some features to tweak the game for your preferred playstyle. All existing saves will remain unchanged and will be marked as Normal difficulty.You can set the hunger loss, thirst loss, enemy damage & life, chance & frequency of diseases and storm frequency. You can ease the game or make it harder.There is several base presets "Chill" (with no disease, no storm), "Easy", "Normal", "Hard". And you can also made your own preset and save it for later use.With future updates, we will add more settings in it too (like for the raid).You will be able to see your current Game Difficulty when you select your save to load.Hunter & DraftHunter is now a job like any others with its own priority and no longer a "stop everything and follow orders". Draft mode has been added and works exactly l…
- What we're working on - 10 April 2026
Hello everyone!We wanted to share what we're working on for the next update.Hunter and DraftWe heard the feedbacks about the micro-management for the hunter, so in the next update, we will dissociate Hunter and Draft mode.Hunter will work like any other jobs with its own priority and orders to avoid you the micro-management of "Draft->Hunt->Collect->Undraft". It will be automatic, you will just need to define Hunting Area or mark animals to hunt, then the hunters will automatically hunt the animals and collect them.Draft mode will work exactly like how Hunter works before. It will be at the same spot as before, just with a new icon to differentiate from Hunter. So draft mode will be mainly use for combat against mutants and robots (or for specific needs of micro).The Hunting Area order will allow you to define areas for your hunters to patrol and hunt/loot any animals on sight. You will…
- Update 0.2.1 (Hotfix) - 26 March 2026
Hello everyone,Quick hotfix for some bugs.Fix issue where animal offsprings were always maleFix issue where ecopunks can't shoot afterwards if they are ordered to attack while they were cutting up an animalHave a great day/evening!
- Update 0.2.0 - Animal Husbandry - 13 March 2026
Hello everyone,Animal Husbandry update is here! The update is compatible with already existing save files, so you don't need to start over. Wild animals of your current games will be randomized (with random color and sex)Here is what's new:Animal HusbandryWild animals now have more variety and can now be domesticated. They can be domesticated by trapping them in enclosure using specific baits or directly tame them. Domesticated animals can be used for production (like eggs, milk or meat) or be used as companion to follow an ecopunk, or just for the pleasureAnimals have now stats affecting their production, size, satiety and strength, wild animals have low base stats, but once domesticated, can be upgraded by breeding them giving you a new way to have food/water production.Domesticated animals when mature can be assigned as a companion to an ecopunk, just for having a cute pet that follo…
- Animal Husbandry Update delayed to the next week - 5 March 2026
Hello everyone,We have planned to release the update for this week, but we need to do more tests to ensure the quality and the stability of the update. For that, we want to delay the update to the next week to give us the time to polish it.We are very sorry for the delay, we hope that you will like the update.Have a great day/evening and see you next week.
- Animal Husbandry - Dev Progress 2 - 20 February 2026
Hello,We're almost finished with the update, it will be out in 2 weeks!Wild animals will have more visual variety, each wild animal will have its own color (some more rare than other), size and visual difference depending the sex. But some colors can only be made by mixing races with the tamed ones. And they also have their own stats that you can inspect, so you can choose which animal you want to tame to add in your husbandry depending your needs.The ecopunks will be able to have a tamed animal as a companion that will follow the owner and attack, defend and hunt together. It will be a great tool for hunting and attacking enemy camps.A new job will be included, Breeder, who will take care of animals, giving them food/water and manage the reproduction and production.Some optimization will be in the update too, with a gain of 20/30 fps while testing, specially in a advanced game with a l…
- Animal Husbandry - Development Progress - 30 January 2026
Hello everyone!We wanted to share our progress and what you can expect for the next update.At the current stage, all wild animals can be tamed by placing a bait and trap them in a fence. After some time, the animal will get used to it and will be domesticated (all aggressive animals will be peaceful when tamed). Wild animals have all specific stats (egg production for chicken, milk for goat, meat for rat/rabbit, size, appetite, force) and with a base color, and visual difference between male and female.Domesticated animals will need some care, with water and food (they can eat wild plants generated by trees). We don't want to make an over-engineered/over-complicated system, so it will not be required to min-max everything to get animals and to take good care of them, it will be a feature that will help you survive and also bring some fun by raising animals and try different combinations…
- Update 0.1.1 - 16 January 2026
Hello everyone!We wanted to make an update addressing some fix and QoL before the bigger update.Features/QoLAutomation for gathering wild plants around a tree, now you can check which plants you want to collect on a tree and they will be marked as to be gathered (for existing and future generated wild plants)Notifications are now clickable and will focus on the interested object. For instance if a ore vein is restored, clicking on the notification will move the camera to it, same for characters notification, the spoiled item will focus the storage zone and Evolution Point gained will open the Evolution TreeAlert are also now clickable and will cycle through the interested objects (for characters, damaged walls, composted tiles in fallow, open Evolution Tree for Evolution Point alert)Adding a button (magnifier icon) next to each animal species to cycle through tooLocalizationChinese adde…
- Update 0.1.0 - 5 January 2026
Hey everyone!The udpate is here, here is the list of new features and modifications:FeaturesAdding female ecopunk, women are here! It's randomized at start, so you can have female/male at the beginning (or depending the roll, all female or all male). And newcomers will be also randomized. (for existing saves, your ecopunks will still be male by default, and newcomers will be randomized like a new game) Adding provisions system. You can now assign a desired nutritional or water value to ecopunks, on wake up they will take provisions targeting as much as possible the desired values and will take lunch break instead of moving to storage zone to eat/drink. And even when drafted as hunter, they will eat/drink, so you can make longer exploration. Provisions are in a different inventory, so it will not cumbersome the main inventory.Adding two "automation" settings, an auto-heal and auto-repair…
- Happy New Year! - 1 January 2026
Happy New Year everyone!I hope you had good time with Christmas and New Year's Eve!Thank you very much for all the feedbacks, that helps us a lot to improve the game.An update is coming for monday (or even sunday) with some features including, female ecopunks, provisions system, direct order (to give direct task to an ecopunk by selecting him and right click), and macro management settings (like auto-repair, auto-heal to avoid searching for sick eocpunks or damaged walls to mark as to be healed/repaired).We will tell you about the next update after this one and what's the first big feature in it.Have a great day/evening, see you very soon!
- Update 0.0.9 (Hotfix) - 21 December 2025
Hey everyone!Hotfix to resolve water collector issue, it was a bug with collateral effects, so issues like sandstorm stays several days (only visually), builder who play build animation but nothing is built (same for crafters on craft benches), or sun that doesn't rise and stay at night are fixed tooHave a great evening, and Merry Christmas!
- Update 0.0.8 (Hotfix) - 20 December 2025
Hey everyone,small hotfix to fix an issue with animal behavior that tried to get to unreachable crop/wildplant (and so get stuck)
- Update 0.0.7 - 19 December 2025
Hey everyone!New update including some QoL and management settings:New:Adding a production limit window to limit some resources and avoid to have an unnecessary huge amount of seeds etc (if you set production limit to composters before this update, you need to set it again after the update due to the system modification)Adding a item destroyer, directly from the global inventory window, to destroy unwanted items (small trash bin icon next to search bar to show the window)Adding a delete save button on main menu (you can find it in the load save window, next to load button)Balancing:Better calculation for temperature source automatic mode, they will now turn on and turn off at better time, so they will consume less resources (and issue when both a heat source and cold source were on at same time is fixed too)Nettle, dandelion and rhubarb are now edible Animal carcasses give more nutritio…
- Update 0.0.6 (Hotfix) - 13 December 2025
Hi everyone,Hotfix for the recipes that didn't register the "batch" amount (1, 5, 10 etc)
- Update 0.0.5 (Hotfix) - 12 December 2025
Hi everyone,Small hotfix for food stocks which decrease too fast
- Update 0.0.4 - 12 December 2025
Hello everyone,We changed quite few things and adding some features, here is the list:New:Adding "batch craft", now some recipes have "sub-recipes" to craft by batch (shown when selecting a recipe), like for cooked carrot, you can now craft by stack of 5, or stack of 10 to avoid unnecessary movement from the cook (and you can always craft 1 by 1) Adding extra info on a lot of buttons to give more info on how things works (you can change the behaviour in the settings to always shown, never shown, and shown with alt key) Adding info on construction, now you will be able to see what craft bench can make directly in the tooltip of the button, see the durability and temperature modifier of wall, rest time of the bed Adding info on tree order, you will now be able to see the biodiversity of the tree directly in the tooltip of the plant tree order Adding a tutorial part for medicineBalancing:T…
- Update 0.0.3 - 7 December 2025
Hi everyone!Just a small hotfix on some issues:Fix some crashing issuesFix item duplication bug which happens in some circumstancesHave a great evening!