- 2026-09-11 Weekly Update - 12 September 2026
Hello, This week has been very busy so it's going to be another very small update. Main highlight is a new advanced research and a surface albedo rework. Nothing much to talk about. I want to work on a new challenge world next. I expect it will take me two weeks.
- 2026-09-04 Weekly Update - 4 September 2026
Another small update this week. The only thing really worth mentioning is a new dominion. I would love to have at least 1 more in the game. I really like them even though I know many people ignore them. The variety feels nice. I also reworked the methane flare completely. It is now a more flexible "combustion generator" which can use one of three recipes. Next week I would like to do an albedo rework. It's been badly needed. Changelog Misc bugfixes New dominion Methane flare rework 4 new world visualizer textures (for 4 different dominions) Modified the sun angle in the world visualizer A potential fix to the only bug I could not fix Dynamic quantization for higher speed performance Some minor life thermodynamics adjustments
- 2026-08-28 Weekly Update - 28 August 2026
Small update this week. I have been trying to slow down and am liking this slower pace. I added two new advanced researches that are fairly weak, but pack in a bunch of flavour and I like flavour. It serves to fill up more of the higher cost advanced researches. I also added a new difficulty setting for "Life thermodynamics". It's a bit experimental still, and may need some adjustment. There could be some bugs with it too. It will limit life growth to actual energy input, and provide some cooling as well. Finally, there is a new small guide/starter preset for ship automation. I would like to also add one for life and a guide for presets. Changelog Misc bugfixes 2 new advanced researches Biostorage now also enables space food Life thermodynamics Ship automation starter guide Buffed manufacturing shop points curve slightly Optional transfer weight sliders for space storage GOTO in scripts…
- 2026-08-21 Weekly Update - 21 August 2026
As promised, this week I worked on a new challenge world, and I should probably discuss it a little bit. The world is a little simpler than I initially anticipated, but this is because the original design would likely have placed it beyond ShadesNightmare in difficulty. That was not my goal. I wanted something in between Wolfy and Shades, so I had to hold back and simplify a few things. I still think it's a very fun concept, and I can certainly design an expanded more complex version in the future if I want. As part of this world, I realized that allowing buildings to exist in certain conditions was a little wonky, so I added a new feature that can destroy buildings in certain conditions. These conditions are met by Story World 12 and 14. Since this could damage existing automation, or have unforeseen consequences, I have introduced a new difficulty setting to turn off this feature. I w…
- 2026-08-14 Weekly Update - 14 August 2026
Good Friday. It's been very nice being to spend time and just making tweaks instead of rushing for more content. This week I actually had the chance to sit down and try out a lot of these difficulty settings I added. In particular, I wanted to test space access capacity alongside some lopsided ship energy cost multiplier (200 before, 15 after in my case). I have made some QoL changes to it and buffed it a bunch. In this update, I also added aerobraking. It's not particularly useful on default settings (and in fact can be dangerous for your planet) so it's an optional difficulty setting. It's mostly useful with space access capacity on. With aerobraking you can convert the potential energy of your import directly into heat, and save on space access capacity. However, anyone who does the math on this kind of stuff will quickly realize that at the rate we actually import resources in TT th…
- 2026-08-09 Hotfix - 10 August 2026
A recently introduced bug was preventing progression on Story World 14.
- 2026-08-09 GHG Factory adjustment - 9 August 2026
The previous update introduced a major nerf to GHG because it was physically nonsensical. This went a bit too hard however and the factory became far too weak. I am compensating for this nerf by buffing the ghg factory a large amount.
- 2026-08-07 Weekly Update - 7 August 2026
Last week I updated the climate model to accommodate phase change heat and I said it was a mistake. It was a mistake. We've had so many climate-related issues this week. I need to apologize for one of them : runaway greenhouse effect from water was far too common. This update rectifies this. It also includes a large nerf to safe GHG. Not really because it needed nerfing, but because it was just too powerful for what is physically plausible. In terms of new stuff we have a new very late advanced research. I want to add more advanced researches in that part of the game. It's a bit barebones right now. I also added a new difficulty setting for space capacity. This is effectively a major nerf to space elevator. It probably needs balancing, but I want to do so after I also added aerobreaking. They will be able to work together. There is also a major rework of atmospheric chemistry. Stuff lik…
- 2026-08-01 Hotfix - 1 August 2026
Hotfixed an issue causing infinite condensation.
- Hotfixed Story World 6 Crash - 31 July 2026
A bug on World 6 was causing the game to crash.
- 2026-07-31 Weekly update - 31 July 2026
This week might look like a fairly small update, but I actually worked very hard for 3 days on some large rework of the climate model under the hood. While my goal still is not for a completely physical model, I did want to get a bit closer to realistic. I wanted to enable a new optional difficulty setting that accounts for the energy of phase changes. Indeed, evaporating water actually cools its environment, and raining water warms its environment. This could lead to more challenging gameplay, as the player might have to fight a lot of thermal inertia to get what they want. To accomodate this setting I had to make some changes elsewhere and... a small change in the climate model is never small. I always regret touching it. Oh well what is done is done. Another thing I have done is convert all the textures rebuilds in the world visualizer to shaders. Well "I" is a bit misleading. This i…
- 2026-07-24 Weekly Update - 24 July 2026
Now that the dust of the Steam release has settled a bit, we can go back to weekly updates. As is tradition, new content this week in the form of a new simple advanced research. Modding took a lot of effort this week... and I do not know yet if this effort was worth it. At the very least it was worth trying. Time will tell. Thank you all for over 1000 copies
- Steam workshop - 21 July 2026
Good Tuesday! As promised in the previous announcement, I wanted to enable the Steam Workshop for this game. As part of this update it is now available. After the update, launching the game will now go through a very light launcher first, where you can manage your mods order. I also included 8 mods on the workshop. 7 of which are AI translations. I expect them to be awful. However, someone motivated enough could take one of these mods, fix it and make their own translation out of it. The original language files are available in the game files and look exactly the same if you need a reference point (there are tools for comparing two JSONs files out there). The 8th mod is a mod that adds a new research, a new resource and a new building. It's a great template to add many more resources, researches and buildings if you wish. For example, it should be possible to add an "Ore" resource, modi…
- You exceeded my expectations - 18 July 2026
Good morning. I did not think I would wake up to selling over 300 copies. Thank you so much! I need to repay this of course. So I am going to be adding more things to this game. First thing I want to do is start getting more art in. There are some epic story moments we can illustrate, and character portraits could be fun. I have some ideas. As for what I am doing next well... I really want to get the Steam workshop going for this game. The potential for modding is there. Adding new buildings and projects is totally doable, and not even that difficult (I will make a template mod). More importantly, it will also allow the playerbase to make fan translations if they want. These two things together definitely makes it worthwhile. Then there are some reworks I want to do that will probably show up as a difficulty setting (so it can be opt-in). The first one I want to talk about here is "spac…