
Official patches, updates and announcements from the developer.
Actively updated· 2 updates / patches in the last 30 days
Wiring Consistency Update and Infinite Source pixels! (1.0.63)
Wiring Consistency This update adds a major improvement for wiring consistency - pixels that transmit signals are now processed in a separate pass in an order-independent way.
Universal Progress now available! :) (1.0.62)
This is something that has been requested since launch, and it took some time to figure out the right way to do it in code and UX - now you can have profiles where your progress is saved across worlds!
This update finally adds particle accelerator pixels! They are currently craftable through the same category as the lasers, require super-heavy isotopes (so you have to do the manually isotope production to some degree first), and use power from the grid (currently 16 kJ per
Hydrofluoric Acid & Plastic, Enthalpy Update, and More! (1.0.56)
Pictured: the new Heat Pump pixels :) Hydrofluoric Acid Updates & Plastic Hydrofluoric Acid now reacts with many more things, including Ceramic Walls! To contain Hydrofluoric Acid, you can now create plastic (PTFE - polytetrafluoroethylene) and build walls with it.
This update adds some quality-of-life improvements that players requested: QoL: Larger sim areas now allowed: up to 10x10 chunks - this makes it a lot easier to run large scale machines all at once and pull the camera zoom way out :) QoL: Buttons in the Select World Screen to
The Wrench tool now has the same shape options as all the other tools. :) This is convenient if you want to have alternating filters allow different things through a filter row.
This update adds some hotfixes: BUGFIX: Monster Ring wasn't functional before - now it works :) It adds to the max monster count and doubles the monster spawn rate. This also makes it possible to spawn monsters in Creative Mode to get ectoplasm or slime.
This build adds a number of bugfixes. The biggest one is that random number generation (RNG) is revamped to prevent inconsistencies that were present before.
This update lets you grow fungus and obtain various useful materials from it! :) Fungus spores will now change into the static fungus pixels when they settle on a material that fungus is able to grow through.
Just a quick update to add this as fast as possible: UI scaling is now finally in the game! The default keys for scaling the UI are comma and period (they are rebindable in settings) The UI scale is saved/restored in the device save data.
This update adds Phosphoric Acid and some ways to create a variety of sodas and cola :) (making soda is going to be important for an upcoming Slime Ranching update) Apatite also now mines into 3 variants: Fluorapatite, Chlorapatite, and Hydroxylapatite, each of which can react
Lasers, Mirrors, and Prisms! (1.0.43)
This update adds a bunch of things related to lasers! Emerald, Sapphire, Amethyst, and Diamond Laser pixels are now craftable! Mirror Pixels are craftable from Silver and Glass! They deflect lasers, and can be opened/closed using signals.
Here are a couple quick hotfixes while I'm working on some bigger updates: QoL: delay resaving the *.universe file when the player restores an element so it doesn't create a pause - this is what was causing the freezing for some people when completing an element in the ship
Today I did a bunch of bugfixes, and also made adjustments to lava! Andesitic Lava now cools into Sodium Aluminosilicate, and I added reactions for Sodium Aluminosilicate and its downstream products: Sodium Silicate, Sodium Aluminate, and Aluminum Hydroxide, to connect it into
Added Background Paintbrush! (1.0.34)
The first pass of background pixels is now in! Using the Paintbrush, you can paint on the background using specific materials: Rose Petal + Egg Yolk (Blender) = Red Paint Marigold Petal + Egg Yolk (Blender) = Orange Paint Sunflower Petal + Egg Yolk (Blender) = Yellow Paint Cut…
A bunch of quality-of-life improvements in this build! 1.0.32: Added "Show HUD" toggle on F6 UPGRADE: Recharge Rate 4 added, to make Particle Accelerator beam easier to use Added Credits Screen Made the achievement for the best ending also trigger the “escaped the asteroid belt”
This adds a few things, mostly related to the save system: put in better containment for when errors occur on planet segments in the loading and saving processes in situations where a planet segment didn't get saved properly, will load as empty instead of being filled with sand
We have big updates to the save system in this build! The new save system will save everything related to a particular world into a singular .universe file in the Worlds directory (currently about 120MB).
With this update I have mostly made some improvements to memory allocations and performance that should help to reduce stuttering for players who have been experiencing it.
Just a couple quick things today: QoL: If something is already in your Material HUD Bar and you Middle-mouse-button it to select it, it'll just select the existing material slot instead of assigning a duplicate QoL: Walk-Through-Walls Boots only operate when in Jetpack Hover
Temperature Sensor pixels are now in the game! These should be handy for temperature regulation in machines. :) You can use Rotate and Program (as well as the Wrench) to adjust the settings. Possible values are 500K, 1000K, 1500K, and 2000K.
Some great updates today: the Balancer and Splitter are now added to the game! The Balancer takes in inputs from the left and the right in a perfectly alternating manner, and drops them below.
Berry bushes can now finally be planted using Berries :) They grow very quickly (will probably get some tuning in the future), so now you can create your Berry and Wine auto-farms!
Here are some quick hotfixes and additions for Survival Mode! Wire-blocks now allow materials to pass through vertically or horizontally, but block on diagonals - the diagonal passage was creating some confusing situations with ways that people commonly use wires, so I'm hoping
Survival Mode Added!
Survival Mode is now in the game! I know what you're thinking - there already was a Survival Mode! Well, that mode is now Normal Mode, and we have a NEW mode called Survival Mode which adds a lot of additional challenges, for example: Slimes spawn on the surface and are more…
The Multitool is now in the game! This tool, available after the Crowbar, combines the functions of Hammer and Crowbar into one for extra-fast building! A lot of people have asked for this, and it's finally here. :) Pinned Upgrades are also here!
Just a quick update to add a long-requested feature: Toggleable Pumps! These give you a lot more control over how you move materials between chambers. :) You could even hook them up to timers and sensors to make more precise machines.
This update adds some new things related to cows! Cows now actually eat grass. After eating 6 pixels of grass (max 2 per bite), they will poop. The Cow manure reacts with Soil to create Loam. There is also a new craftable Cowbell pixel in the Extra pixels category.
This build adds a LOT of hotfixes and quality-of-life improvements! BUGFIX: gases no longer condense when in space (only when in the atmosphere) BUGFIX: fixed a logic issue with how the maxed-all-friendships achievement was awarded in the demo, where you could trigger it early
We've got a new update out! This one adds four more languages to the localization settings: Finnish, Romanian, Norwegian, and Greek! And also, a bunch of fixes! Things in this build: Added new languages: Finnish, Romanian, Norwegian, and Greek!
The cows and chickens will now properly respawn where you're placed them, so you can start creating automatic farms. :) They still sometimes fall through single width floors though, so I'd recommend making them at least double-width for now, until I have a chance to revisit
Just a bunch of minor hotfixes and quality-of-life things tonight: BUGFIX: made the "Did You Know" tip carousel in F1 help not render over the individual help pages BUGFIX: made dropping materials with the Hand tool respect static walls (not drop in area outside of what is
READ BEFORE LAUNCHING PLEASE! - Steam Cloud is now active and linked!
Steam Cloud is now set up for the full game, and is linked to the same save path as the demo. This should seamlessly carry over people's saves from the demo, however - if you have local data for the full game that would be overwritten by a previous demo, you should probably make…
This update adds a lot of long-asked-for improvements to building! Hammer Tool Improvements: The Hammer Tool can now cycle through: line, empty rectangle, filled rectangle, empty oval, filled oval.