Patch Notes

= Alpha (Early Access) =

The Crafting Update - 0.10.2.0 (Latest version)

 * Version Number: 0.10.2.0
 * Type: Alpha (Early Access)
 * Release Date: 6th September 2018
 * View Patch Notes
 * Forum Post

Update 0.9.2

 * Version Number: 0.9.2.0
 * Type: Alpha (Early Access)
 * Release Date: 20th July 2018
 * View Patch Notes
 * Forum Post

Update 0.9.0

 * Version Number: 0.9.0.0
 * Type: Alpha (Early Access)
 * Release Date: 6th July 2018
 * View Patch Notes
 * Forum Post

Update 0.8.0

 * Version Number: 0.8.0.0
 * Type: Alpha (Early Access)
 * Release Date: June 14, 2018
 * View Patch Notes
 * Forum Post

Rover Update
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 * Version Number: 0.7.0.0
 * Type: Alpha (Early Access)
 * Release Date: 8th May 2018
 * Original Post:
 * Patch Notes:
 * ROVERS
 * The Small Rover has been added to the game.
 * It is available in the Catalog for 1000 Bytes and prints from the Vehicle Bay for 2 Compound.
 * Absolute Steering has been implemented for vehicles. Vehicles are now controlled by the movement keys regardless of camera position! (This is the now default steering, can change back to old steering in options menu)
 * The physics model for Rovers has been overhauled.
 * Lateral friction has been added to wheels to prevent rampant sliding.
 * Drag force has been added to Rover acceleration for a more natural velocity cap and more natural steering at high speeds.
 * Acceleration forces now take contact normals into consideration to allow wheels to “roll” over smaller obstacles instead of plowing into them.
 * Certain items attached to the Auxiliary Slots on vehicles and backpack can now be activated by pressing the Contextual Buttons
 * The Thruster has been revised to work better with Rovers.
 * Can now be toggled using the above Contextual Buttons when attached to the Vehicle Auxiliary Slots.
 * Applies a more balanced force for better in-air stability.
 * Can now accelerate Rovers above their max drive speeds.
 * The research cost and recipe of the Medium Rover has been adjusted. Its cost is now 3000 Bytes (up from 2000 Bytes) and requires 2 Compound and 2 Aluminum to print.
 * The built-in batteries on the Medium and Large Rover have been tuned to require more active power sources.
 * The primary reason for the power and recipe changes is to further differentiate the roles of the Medium and Large Rovers from the Small Rover. The Small Rover is intended to be used a light exploration vehicle, while the Medium and Large Rover are meant to serve as heavier haulers and mobile bases.
 * PERFORMANCE
 * We have made a number of improvements to performance on both PC and Xbox, particularly targeting very large save files and multiplayer games.
 * Specific areas of focus include infrastructure refactors and fixes, removing unnecessary animation overhead, reducing the processing cost of deformation, and optimizing older assets that have not been updated in quite some time. This is an ongoing effort that will continue throughout Early Access, but this latest effort should be noticeable for players on the Xbox in particular. Xbox One now utilizes DirectX 12, further improving rendering efficiency on Xbox One and will allow for future rendering quality improvements.
 * HDR
 * Xbox One X and Xbox One S consoles can now play the game in HDR. Please calibrate your monitor using the default Xbox One calibration screen prior to launching the game.
 * OTHER IMPROVEMENTS
 * The ‘Flatten Mode’ on the Terrain Tool has been adjusted to provide more consistent results at any angle.
 * Reward tables of Discoveries have been updated with new items.
 * Additional Quick Help screens have been added to the game to help you after the initial Tutorial experience. Press F1 on your keyboard or the Menu button on your gamepad to check them out!
 * Reduced overall game package size (reduced download sizes and load times)
 * Upgraded game engine to Unreal 4.18.
 * BUG FIXES
 * Fixed a number of issues with wheel collision which were causing Vehicle wheels to stretch in strange ways. These fixes should greatly reduce the number instances of stretchy wheels.
 * Fixed a bug where some Fabricators displayed nonfunctional contextual verbs.
 * Fixed an issue where the 'Use' and 'Examine' inputs prompts did not properly respond to input
 * Fixed an interaction bug where the 'Exit' prompt displays instead of 'Enter' when one or two seats of a 3-Seat attachment are occupied.
 * Fixed a bug where a non-functional 'Place’ verb appeared when interacting with another player’s Habitat
 * Fixed a bug where a player could not operate Winch if another player occupied vehicle it was attached to.
 * Fixed an intermittent bug where the Client players model did not appear to animate to the Host player while using the Terrain Tool.
 * Fixed an issue where Vehicles became embedded in certain kinds of terrain when printed from the Vehicle Bay.
 * The Habitat side slots can once again hold resources and other 1-slot items.
 * Fixed an annoying bug where the Vehicle Bay became inoperable for the Client player if the Host was using the control panel while the Client was joining the game.
 * Fixed a bug where a non-functional ‘Enter’ command appeared when hovering over another player’s Drop Pod in Multiplayer.
 * Power cells look like holograms on clients
 * Fixed a graphical corruption in the power conduit material.
 * Fixed a minor issue with Research rates showing decimal places off-screen on the control panel.
 * Fixed an issue where players could infinitely replicate smelted items. Sorry, not sorry.
 * Fixed a number of localization bugs in the “Learn More” help screens.
 * Known Issues
 * Storm textures showing up as pixelated on the Xbox One
 * Audio might become muffled after an Astroneer dies. We are working to resolve this issue.
 * The game sometimes looses audio when settings are changed. This can be fixed by deleting your game usersettings.ini

Hotfix 0.6.8.0
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 * Version Number: 0.6.8.0
 * Type: Alpha (Early Access)
 * Hotfix
 * Release Date: 2nd April 2018
 * Original Post:
 * Patch Notes:
 * Fixed some crashes that were occurring upon loading saves.

Hotfix 0.6.7.0
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 * Version Number: 0.6.7.0
 * Type: Alpha (Early Access)
 * Hotfix
 * Release Date: 30th March 2018
 * Original Post:
 * Patch Notes:
 * Fixed a bug that caused bases on fabricators, solar panels, and worklights to not deploy.
 * KNOWN ISSUE:
 * Dropping the above items when not near terrain will cause them to teleport under the starting habitat. We will fix this issue in an upcoming update.

Hotfix 0.6.6.0
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 * Version Number: 0.6.6.0
 * Type: Alpha (Early Access)
 * Hotfix
 * Release Date: 29th March 2018
 * Original Post:
 * Patch Notes:
 * Fixed the bug that caused players to lose the ability to pick up items in the world. This should also fix any saves previously impacted by this issue.
 * Fixed a bug with fabricators created in 0.6.3 that caused them to not update their print lists with the new platforms

Patch 0.6.5
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 * Version Number 0.6.5.0
 * Type: Alpha (Early Access)
 * Release Date: 15th March 2018
 * Original Post:
 * Patch Notes:
 * VEHICLES
 * The Medium Rover and Large Rover have received a visual update. New front and back slots which provide extra storage when unconnected to power.
 * Rovers have received an update to their suspension. Handling should be much better. Also, gravity on vehicle chassis has been adjusted so mobile bases should be more stable.
 * The power connection between Rovers and Platforms has been changed to directional.
 * Research unlock costs relating to Vehicles have been reduced:
 * The Vehicle Bay cost has been reduced from 1000 Bytes to 250 Bytes
 * The Medium Rover cost has been reduced from 2400 Bytes to 2000 Bytes
 * The Large Rover cost has been reduced from 8000 Bytes to 6000 Bytes
 * The Open 1-Seat cost has been reduced from 600 Bytes to 300 Bytes
 * POWER
 * A three port Splitter object has been added to the game prints from the Small Fabricator for 1 Copper
 * Directional power visualization has been updated for clarity.
 * Power Cells behavior has been changed. They now act as an on demand, single use battery which will only discharge when power is needed by the item they are attached to.
 * BASEBUILDING
 * Modules can now be unpacked on top of Rover bases enabling a kind of mobile base, once unpacked, base modules on rovers are linked forever.
 * Added new Platform and Storage variants to the game! (KNOWN ISSUE: OLD FABRICATORS WILL NOT UPDATE TO INCLUDE THE NEW PLATFORMS. UNTIL WE ISSUE A FIX, PRINT A NEW FABRICATOR TO SEE THE ENTIRE LIST OF PRINTABLE PLATFORMS.)
 * Medium Platform B - More compact version of the Medium Platform, costs 250 Bytes to research and 1 Resin to print.
 * Large Platform B - More compact version of the Large Platform, costs 500 Bytes to research and 2 Resin to print.
 * Large Platform C - Winged version of the Large Platform which swaps the Tier 2 side slots for 20 Tier 1 slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
 * Large Platform D - Two-tiered platform with 10 Tier 2 storage slots, costs 2000 Bytes to unlock and 2 Aluminum to print.
 * Extra Large Platform - An octagonal platform with a single Tier 4 slot, and eight cable sockets, costs 3000 Bytes to unlock and 2 Aluminum to print.
 * Extra Large Storage - A domed Tier 4 storage platform that prints on top of a Large Rover, or an XL Platform. It contains 31 Tier 1 storage slots, costs 3000 Bytes to unlock, and 2 Compound and 2 Aluminum to print.
 * The Vehicle Bay can now be operated by a Control Panel.
 * Module Control Panels have received a lighting pass
 * INTERACTION
 * A large number of the orange floating UI buttons have been removed from the game and replaced with interaction verbs. Your bases should look a bit less like a Las Vegas light show.
 * The default Use verb has been replaced with contextual interaction verbs. For instance the Work Light now uses the verbs “Turn On” and “Turn Off,” while Drop Pods, Habitats, and Seats now use “Enter” and “Exit.”
 * AUDIO UPDATES
 * Update Smelter Audio, better end loops. Less Abrupt.
 * Added variations for Base Building.
 * Hazard Plant SFX
 * OTHER UPDATES
 * Items in the Catalog have been slightly reorganized.
 * BUG FIXES
 * Fixed a longstanding bug where Tether lines did not go dark in Multiplayer games when disconnected from an Oxygen source.
 * Fixed a bug where the Astroneer’s headlamp would turn off while dying inside a Drop Pod
 * Fixed an issue with cables twisting in strange ways in relation to the planet center.
 * Fixed an issue with power sockets on platforms twisting cables in strange ways in relation to the planet center.
 * Due to the physics constraints of the world, vehicle chains have once again been limited to a maximum of 4 Rover bases.
 * Power Nuggets once again charge batteries. Cave spelunkers, rejoice!
 * Drop Pods should no longer launch into space when invoking the Use command.
 * Large Solar arrays can once again be moved by the Winch!
 * Mineral Extractor and Smelter should once again auto-pull from and auto-deposit into connected storage.
 * Fixed several recurring crashes on PC and Xbox One which should increase general stability.

Patch 0.6.2
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 * Version Number: 0.6.2.0
 * Type: Alpha (Early Access)
 * Release Date: 28th February 2018
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Large Storage on a Rover or on a Large Platform will now pass-through power!
 * We are extremely excited that players are finding all new ways to plug different base and vehicle modules together, and realized we needed to add some functionality to large storage to account for that.
 * Now generators, wind vanes, and solar panels connected to Large Storage will pass power through to the platform or vehicle they are printed on.
 * Additionally, we are working on new platforms, storage units and more to keep expanding on the variety of configurations for bases. Details soon.
 * BUG FIXES
 * Fixed missing sounds that were not loading for fireworks and other items
 * Fixed an interaction but that resulted in players being unable to use the terrain tool after sitting in a 3-seat on a Shuttle or Large Rover
 * Fixed a bug where users were able to unpack base modules that were not on a Large Platform.
 * Fixed a bug where a battery that was plugged into a power pool would constantly tell the player it was full
 * Fixed a bug where running platforms that got disconnected would then gain infinite power
 * Fixed a bug that would result in "wireless power" for disconnected platforms
 * Fixed a bug that caused a full Mineral Extractor to turn into Barad-dûr, resulting in the Eye of Sauron's gaze to follow your every move in your solar system. (GIF)
 * CRASH FIXES
 * Fixed and added guards against crashes resulting from the array of connections while regenerating and merging Tether networks
 * Fixed and added guards against crashes resulting from the unpack animation failing to play
 * KNOWN ISSUES
 * Corpses in the habitat from disconnected players trap players in the Habitat.
 * Until we a get a fix in, make sure players do not disconnect while sitting in the Habitat!
 * You can almost always jump your way out, or examine the corpse to start the despawn timer.
 * Rovers sometimes become stuck in terrain on save/load.
 * Power nuggets no longer charge batteries
 * They do however, still power rovers and other battery based items one their batteries have been depleted.
 * Clients in multiplayer sometimes cannot see holograms on modules or in the Catalog.
 * Invoking the use action on a printable Habitat sometimes causes the player to simultaneously grab it, causing them to rocket into space.
 * The burn-off particle effect shoots across the entire screen.
 * Large platforms are intended to create oxygen in this build
 * We plan on changing this behavior in an upcoming update.
 * Extractors no longer autofeed from connected storage
 * Solar Array crashes are no longer moveable

0.6.1.0
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 * Version Number: 0.6.1.0
 * Type: Alpha (Early Access)
 * Release Date: 23rd February 2018
 * Original Post:
 * Patch Notes:
 * Fixed a few crashes that were occurring
 * Fixed missing sounds that were not loading for fireworks and other items
 * Fixed an interaction but that resulted in players being unable to use the terrain tool after sitting in a 3-seat on a Shuttle
 * Fixed a bug where users were able to unpack base modules that were not on a Large Platform.

Basebuilding Update
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 * Version Number: 0.6.0.0
 * Type: Alpha (Early Access)
 * Release Date: 22nd February 2018
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Introduction of the Basebuilding System
 * Creating bases has changed fundamentally at its core. Now Astroneers can create bases however they like with a variety of new movable platforms and new ways to connect those platforms together.
 * We have introduced free standing movable base platforms
 * Three all new Platforms have been added. Two versions of the Medium Platform, and a platform for base modules, the Large Platform. These objects can now be placed and rotated individually, allowing for greater flexibility in base configurations. Lock platforms into place by connecting them to power. If you want to move them again, just disconnect all power lines.
 * Introducing: Fabricators
 * Fabricators are portable printers that allow you to make bases. Pop up the new control panel, pick what you want to fabricate, and in the end you will have a crate you can unpack immediately or bring with you anywhere you go. The Small Fabricator allows you to bootstrap an entire base from your Backpack and is used to print Medium Platforms and Medium Fabricators. The Medium Fabricator is for printing Large Platforms and Base Modules. Medium Printers and Vehicle Bays remain unchanged for now.
 * The starting Habitat module has received a visual update
 * Complete with a built in Oxygenator, Power Generation System, nighttime running lights, and 4 power connectors, the new Habitat is top of the line Exo Dynamics technology.
 * All printed base Modules and Platforms now come in the form of packaged crates
 * This allows them them to be moved or stored before deploying. Hovering over a crate on the ground or a Module on a Platform will show a hologram preview of its orientation. Base module crates can only be unpacked while on top of a platform, so keep that in mind when planning your base.
 * Added a new Landing Pad which automatically deploys next to a new Habitat
 * The Landing Pad is used to call in your first packaged items, and as zone for other players who join your session to land. Be aware that calling in new packages to the landing pad will destroy the extant ones. We plan on adding more functionality to the landing pad in the future. For now, shuttles will still land in the area in front of a vehicle bay.
 * Bases created in previous builds will automatically migrate to the new Basebuilding system
 * When loading into an old save, Platforms and Modules will be converted to their movable, packaged form. We tried to support old saves as best we could so there was no loss of items, but terrain might not always generate properly. As always though, use old saves at your own risk.
 * All holograms have received a visual update
 * They should now be much more readable at all times of day.
 * The introductory landing sequence has been updated
 * We will continue to improve on the introductory sequence in future updates.
 * Implemented an all new Power System
 * Changed the Power System over to a system that uses streaming shared power pools
 * That means items that need power pull from available power generators on a connected network. All Modules, Rovers, and crashed solar arrays have been migrated to use this new power system. To see how a network is doing, check out the new power indicators on platforms.
 * Cable and Cable Connector Art has been updated
 * Cables and their Connectors are now indicators for how much power is running through a network. When the indicator is red, the network needs power and all Modules connected to it will not run at optimal efficiency. As you add more power, the indicator will begin to expand, and connected Modules will run faster.
 * Added a new directional power tool, Extenders
 * Extenders are printable in bundles of six from your backpack. Extenders provide directed power flow, which redirects excess power from one pool to another. Drag a cable from the extender to indicate the direction of power and where you would like it to flow. Power flow is indicated by the large chevron on the cable.
 * Added small standalone platforms for small power items
 * When placed on the ground, Small Solar Panels, Small Generators, Small Wind Vanes. and Worklights will now deploy standalone bases with two Power Connectors on them. Use these to add power to your network, power bespoke standalone platforms, or as extenders that also add power. Small worklight bases also contain spikes can now stick to any terrain surface regardless of orientation.
 * Interaction Updates
 * A new interaction verb “Use” has been added to the game
 * Holding Use (by default E on keyboard and X on the Gamepad) triggers using an object. It is also used to get in and out of vehicles and the Habitat.
 * A new interaction verb “Examine” has been added to the game
 * Holding Examine (by default Q on keyboard and Y on the Gamepad) triggers examining an object or its control panel.
 * Holding Q on keyboard or Y on Gamepad will now open the Catalog whether or not the Backpack is open
 * This is a change from the double-Q / double-Y interaction from previous releases.
 * Shoulder buttons can now toggle items in the Backpack Auxiliary slots on and off.
 * Interactions that need to be held rather than tapped, like Use and Examine, now have a visual indicator ring around them.
 * Platforms and Modules can be rotated using Z / X keyboard and RB / LB on Gamepad by default.
 * When standing close enough to power slots, Gamepad users will auto-select slots that can pull connections.
 * The Backpack printer can now be used with the directional pad and A button, rather than having to use the Gamepad cursor.
 * Other Updates
 * Small Generators now auto-pull nearby Organic resources when actively generating power.
 * Small Generators will now automatically turn on when an Organic resource is added.
 * Firework rocket has been added to the Catalog as an unlockable object. Happy Lunar New Year!
 * Control Panel buttons, including the Research Platform, have been updated to change color and icon depending on whether pressing it will start, stop, or cancel a process, or if there is insufficient power.
 * Tutorial help menu carousel has been updated to include Basebuilding, Power, and Interaction changes.
 * Informational widgets that appear at the bottom of the screen have received updated visuals.
 * Optimized rendering of hovering info text that appears over holograms, along with other minor framerate optimizations.
 * Made several changes to the gravity system to improve stability of Rovers.
 * Medium Generators now provide about 30% more power
 * BUG FIXES
 * Fixed several issues causing Rovers to float when outside of physics range. There should now be fewer instances of Rovers going on a beautiful journey into space.
 * Unified the simulation of the vehicle chain. This should mean many less vehicle physics freakouts going forward.
 * Fixed an Xbox One crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability.
 * Fixed a PC crash that sometimes occurred when players were transitioning into Multiplayer games, improving overall stability.
 * Fixed a minor issue where large rocks would not despawn when dislodged, causing untidy bases.
 * Fixed an occasional bug where the mouselook camera would do a single wild 360 degree swing.
 * Fixed an issue where players were sometimes able to pick up things inappropriately while seated.
 * ROADMAP HIGHLIGHT
 * Dedicated Servers - (Q2 2018)
 * We now have our final plan for implementation and player workflow when it comes to dedicated servers and have begun implementation. The rollout plan is to have servers provided through a 3rd party during Early Access for stress testing, and then DIY hosted servers at a later date.
 * Basebuilding - Implemented & In Progress
 * Its finally out! As mentioned above, we still have plenty more we want to add to this system. We would love your feedback once you get your hands on it.
 * Research 2.1* - Implemented & In Progress
 * The next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates.
 * Weather and Hazards - (Q2 2018)
 * As a part of Terrain 2.0 we will also be introducing an entirely new weather and hazard system to challenge players. First on the list is fixing the wind system so it is more predictable and players can rely on it as a source of power generation.
 * Terrain 2.0 - (Q2 2018)
 * Not much has changed here. The terrain system is now stood up, and final tools are being implemented to account for item placement in the world. Adam has begun generation of terrain and exploration of new planets and biomes.

Patch 0.5.1
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 * Version Number: 0.5.1.0
 * Type: Alpha (Early Access)
 * Release Date: 18th January 2018
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Research System now uses Multi-Phase rates
 * This release we've made a big update to the research system that debuted in our last update. Now every research subject contains multiple phases with different Byte values. Some items have their most valuable phase early, some much later, and some in between. So if you really want to maximize your research operations, you have lots of new decisions to make about what to research, when, and for how long. To help you make these decisions and figure out how much you want to min-max as a player, the Control Panel on the Research Chamber now shows a timeline of all the current item's phases.
 * If your current research subject has moved into a lower-rate phase, and you want to replace it with something that's higher value, you can stop the current research operation and load in the new subject right away. But be careful, stopping a research operation early means sacrificing any uncollected points! So don't be reckless, okay?
 * Update to the lighting system has been implemented
 * In this patch we included an overhaul to the lighting system. The main goal was to get the game running using the ACES tone mapper, so we could then get the game running in HDR in a future update. That meant spending lots of time recreating the look of Astroneer in a completely new system. We aren't completely done tweaking this, but overall this approach is a huge step in the right direction.
 * FIXES
 * BUGS
 * Fixed a number of issues that were causing save files to be deleted when the game crashed or the application was closed. In the most common case, this occurred when very large saves took enough time to write out that the user had time to close the window before the file finished.
 * Fixed an issue causing inconsistent playback of Gas Hazard audio
 * Fixed a minor issue where the Astroneer could still walk around when scrolling through the pages of the Help screen.
 * Fixed an annoying Multiplayer bug which prevented the Client player from exiting a flipped vehicle in Multiplayer games.
 * By adjusting a few things in the engineering team’s favorite part of the code, local wind effects should now only spawn for the relevant player rather than all players in a Multiplayer game.
 * Fixed a bug where the Research platform remained in the "completed" state if it lost power while in that state.
 * Base platforms no longer have "ghost" slots on the front that store only Compound. Goodbye, secret Compound storage.
 * CRASHES
 * Fixed a crash that occurred when entering the pause menu
 * Fixed a crash that occurred while printing an item
 * Fixed a crash that occurred while opening your backpack in certain situations
 * Fixed a crash that occurred while loading a save game
 * ROADMAP HIGHLIGHT
 * Dedicated Servers
 * We currently have a dedicated server running with a third party that we can connect to. There are plenty of bugs still yet to deal with, but we are getting closer and closer to public launch.
 * Basebuilding
 * We have already completed a couple of playtests, but this is feeling really great right now. If you watched the vlog, you can catch some glimpses of basebuilding in action.
 * Research - Implemented & In Progress
 * We just keep going! This update As with all of the new systems we are shipping, these are just base implementations that we will now work on expanding. Multi Phase items are now in, and the next steps include working on items that instantly grant you research points, and unlockable blueprints that can only be found out in the world and never be unlocked via the catalog. Expect this to keep getting more content for our next few updates.
 * Terrain 2.0, Weather, and Hazards
 * This is still in a similar place as last update. Zabir is working hard on ironing out some of the last authoring tools that the art team will use to create planets, biomes, and weather. The next step here will be generating one of the existing playable planets with the new system for testing!
 * Also, the first versions of aggressive flora were shown off in the last vlog. We are now working on making variations that utilize some of the cool behaviors Andrew created.

Research Update
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 * Version Number: 0.5.0.0
 * Type: Alpha (Early Access)
 * Release Date: 18th December 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Complete Overhaul of the Research System Added the new and improved Research Chamber
 * Added the new backpack Catalog Module
 * First Implementation of the new "streaming" power system
 * Implemented new resource colors
 * UI updates
 * Added a new in-game tutorial
 * Automatic Crash Reporting Implemented
 * New Soundtrack Music now added to the existing soundtrack songs
 * FIXES
 * The game now auto-saves appropriately when force quitting via the window “x” in the top right corner or by pressing ALT+F4.
 * Fixed a visual issue where Client player’s dropship had no thrusters in Multiplayer games.
 * Players can no longer hold objects after death or during the re-launch animation from orbit.
 * Fixed a few issues with quick stowing of items not interacting well with the backpack printer.
 * Fixed the Terrain Brush color ring to reflect the player color in the 'tool disabled' state (it’s no longer fuschia).
 * Fixed a few other instances of Client players getting stuck in a wheelie while driving a medium rover in Multiplayer games.
 * Fixed an issue in Multiplayer games where the soil burn-off effect on the drill did not display for Client players
 * Fixed a bug in Multiplayer games on Xbox One where the 'No Power' text and symbol were not visible on Modules to Client players

=Pre-Alpha (Early Access) =

Hotfix 223
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 * Version Number: 0.4.10223.0
 * Type: Pre-Alpha (Early Access)
 * Hotfix
 * Release Date: 22th November 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Oxygen Tank Fix
 * Shuttles are created with some fuel
 * Vehicle gravity has been tuned
 * KNOWN ISSUES
 * Gas bags are broken

Patch 221
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 * Version Number: 0.4.10221.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 13th November 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Added rigid joints between rovers
 * Rover trains are now limited to 4!
 * Patch Notes now on the home screen
 * Contextual Quick Stow enabled
 * New music and sound implemented
 * Implement New Music Assets
 * Audio - Update "negative" UI sound effect
 * Audio - cleaned up foley SFX
 * Oxygen/Power/Resource Plinths removed from planets
 * BUG FIXES
 * Hydrazine Catalyzer now shows the name of the resource (Ammonium) required to make Hydrazine.
 * Fixed an issue where the Fuel Condenser wouldn’t fill an entire canister with fuel in five battery cycles.
 * Fixed several Multiplayer issues causing Canisters holograms to frequently not appearing for the Client player.
 * Fixed an issue where empty canisters some times display as full on Client
 * Fixed a Multiplayer issue where the Mineral Extractor module would become temporarily invisible for the Client player.
 * Fixed an issue where the ‘'Enclosed 1-Seat' would be un-selectable in Vehicle Bay after the player cycled away from printing it.
 * Player can no longer jump infinitely off of items on the deform tool with the backpack open.
 * Fixed issues with inconsistent power usage by Augments.
 * Objects dropped from backpack upon death are no longer buried when the player returns, instead items that were slotted into the Deform Tool are now found on a Deform Tool near the body.
 * Fixed some awkwardness for players getting out of vehicles while they were upside down.
 * Fixed a major Multiplayer issue which prevented players from rejoining a game after they quit to the Main Menu.
 * Fixed a Multiplayer issue where Tether lines would not go dark for Client players when they were disconnected from an oxygen source
 * Fixed a visual-only bug in Multiplayer games where the Mineral Extractor canisters looked full for Client players
 * Crane controls once again work for gamepads!(édité)
 * Fixed a crash in Multiplayer games that occurred when Client players left the game while seated in the respawn Habitat.
 * Instances of the hilarious, yet annoying Rover Rodeo have been reduced, but may still occur in extraordinarily laggy network situations.

Patch 219
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 * Version Number: 0.4.10219.0
 * Type: Pre-Alpha (Early Access)
 * Xbox 'Play Anywhere' exclusive
 * Release Date: 7th November 2017
 * Original Post:
 * Patch Notes:
 * This is an update specifically for Xbox One X users, rolling out the Xbox One X Enhanced version of Astroneer!
 * This update pushes the game to render at 4K UHD as well as other enhancements made possible by Xbox One X hardware.
 * There is an equivalent patch on all other Xbox "Play Anywhere" users, but only to make sure that all versions can play multiplayer together.
 * More information about our next content update for all platforms coming later this week!

Excavation Update
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 * Version Number: 0.4.10215.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 12th October 2017
 * Original Post:
 * Patch Notes:
 * NEW CONTENT
 * Added the new "Reusable Canister" item
 * Mineral Extractor Module now available to build.
 * Hydrazine Catalyzer Module now available to build
 * New Boost Mod Augment is now available.
 * Fuel Condenser changes: The fuel condenser now requires multiple charges to create a full canister of refined Hydrazine, and also reusable canisters to put that Hydrazine in.
 * New Power Dynamic has now been implemented ° Deforming, flattening, or removing terrain no longer uses backpack battery power. Deform forever!
 * The backpack no longer "trickle charges". That means if you run out of power, you are out until you can generate or find more. Be careful!
 * Printing from the backpack printer now draws power.
 * Augments also now draw power when activated on your terrain tool.
 * Deforming with the drill head fills connected canisters.
 * OTHER EXCAVATION UPDATE CHANGES
 * Adding terrain now requires stored terrain from reusable containers
 * Added a new Soil Hose to the Deform Tool to show Soil usage between the Deform Tool and Canisters in the Backpack.
 * Added Soil gauge to the Terrain Brush
 * Updated Deform Tool to have a burn off valve to indicate lost terrain when Canisters are full
 * Revised Soil usage to have a 1:1 relationship with changes made to terrain. ‘Flatten’ mode now collects or consumes Soil contextually.
 * Opening Backpack while the Deform Tool is equipped will now pop out the Deform Tool automatically. Likewise, closing the Backpack with the Deform Tool popped out will automatically equip it. Pressing the Deform Tool ‘equip’ button/key while the Backpack is open will toggle popping out the Deform Tool instead of closing the backpack and equipping it.
 * Indicator slots can now pull resources from Deform Tool in addition to the the Backpack.
 * Deform Tool slots are now available when quick-storing items to the Backpack.
 * When dying, any items attached to the Deform Tool or Backpack’s Auxiliary Slots are dropped with the Backpack itself instead respawning with the Player.
 * When respawning, the Astroneer will now descend from the Space Station in their Habitat.
 * Added new tutorial sequence to introduce Soil collection and changes to power usage. (Note that new saves will have to complete this tutorial before all starting recipes are made available) All Augment recipes now (temporarily) unlocked until the new Research System is released. Have fun!
 * AUDIO CHANGES
 * Mixed, Mastered, & Implemented new music assets
 * BUG FIXES
 * The Thruster now plays sounds when it activates and deactivates
 * Fixed an issue where audio occasionally did not play when removing terrain
 * Fixed an issue where Beacon icons would become inaccurate while viewing from orbit
 * Partially fixed an issue where dead Astroneer backpacks would use world lighting, making it difficult to see what it is on them in low light situations. Future updates will have a more complete fix.
 * Beacon collision model has been changed so it is no longer spherical. No more escaping Beacons!
 * Driving past conduits on Rovers no longer pops attached objects off the front and back connectors
 * Fixed an issue where Rovers would fly into space when loading a save from a rover seat
 * Fixed several issues with Rovers displaying inconsistent physics
 * Fixed an issue with Rovers not having the power to perform basic intended functionality
 * Sandstorm Attenuation should now be working properly
 * Fixed an issue where Rovers would load in incorrect positions when quitting to Main Menu then reloading the Saved Game.

Patch 201
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 * Version Number: 0.3.10201.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 15th September 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Added the Alignment Augment (This new augment creates a flat plane that is perpendicular to the curve of the planet. Unlike the existing Flatten mode, which flattens based on a selected voxel and mimics that angle)
 * Changes to tether placement (Pressing the “place tether” button will now place a Tether post at the Astroneer’s feet.)
 * Gamepad Control Changes (When using the terrain tool, the camera now defaults to a fixed over-the-shoulder view, and holding LT unlocks the cursor and puts you in the old default mode)
 * New sounds and updates to old sounds have been implemented
 * Connecting two conduits together now has audio.
 * Worklight now has audio
 * Vehicle enter and exit animations now have sound effects.
 * Beacon audio has been updated
 * FIXES
 * Fixed a rare crash, that according to engineers was “super weird, and something that should never occur,” involving the game trying to access non-existent Rover wheels.
 * Fixed a crash that occurred while trying to change resolution in cases where the settings .ini file had become corrupted.
 * Fixed an edge case where the game would crash while unplugging the controller and holding any button.
 * Fixed a Multiplayer crash that would occur if a Client player joined a game while the Host was not on Terran.
 * Two different actions can no longer be assigned to the same key / button
 * Fixed an issue where audio values reset to 0 after changing them during active gameplay, and then terminating the title.
 * Fixed an issue on Xbox One where brightness setting temporarily persisted when backing out of the pause menu without selecting 'Apply and Resume.'
 * Steam client Options menu text adjusts more elegantly to changing window sizes or resolutions (except for very small resolutions or unusual window shapes).
 * Changes to Options menu now persist between sessions on Xbox One
 * Fixed an issue in Multiplayer games, where Smelter audio loop continued playing for the Client player.
 * Fixed an issue where the Heartbeat audio loop continuously played after returning to main menu.
 * Fixed an issue on Xbox One where players would respawn partially underground after dying by falling
 * Reintroduced the plumbline to Beacons
 * Fixed an issue where items would go on a beautiful journey into space if not collected from an dead Astroneer before a second death occurs.
 * Fixed a major issue where saves were disappearing on Xbox/Win10
 * Fixed a bug that was causing Rovers to fall through the world when loading into a saved game
 * Astroneers should no longer get stuck inside base modules as they are being built.
 * Fixed a bug where Tethers were not auto-highlighting for selection when playing with a controller.

Hotfix 200

 * Version Number: 0.3.10200.0
 * Type: Pre-Alpha (Early Access)
 * Hotfix
 * Release Date: 19th August 2017
 * Original Post:
 * Patch Notes:
 * Fixed an issue where audio settings for music and sounds defaulted to zero
 * Fixed a multiplayer crash related to clients grabbing research chests and then crashing
 * Fixed an issue that would cause some savegames to cause the game to crash on load.
 * Fixed some default resolution issues. This is still a work in progress, and users who still have resolution issues should follow these steps: Go to - SteamLibrary\steamapps\common\Astroneer Pre-Alpha\Astro\Saved\Config and delete your GameUserSettings.ini file. OR Users\"your username"\AppData\Local\Astro\Saved\Config\WindowsNoEditor.

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Patch 199

 * Version Number: 0.3.10199.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 17th August 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * The Options Menu has been completely overhauled. You can now:
 * Adjust display options including VSYNC and keep those changes
 * Adjust graphics options to suit your hardware, including Shadow Quality, AA, PP and effects.
 * Audio options now actually work! Adjust them to your liking.
 * Keybindings on PC will now remain saved between sessions, with some added options like mouse sensitivity, toggling the hold to sprint, and others.
 * Right now navigating and adjusting options in this menu is a little wonky, as you have to use the keyboard. Didn't want to hold it out of this update just for that reason. This menu will continue to be updated over the course of the next few releases.
 * The Trade Module has received some bug fixes and interaction improvements, such as:
 * The maximum return value is always the number of slots on the trade platform rocket.
 * Now, once you reach the maximum return value, you will not be able to add more resources to any remaining open slots.
 * If you add an item that pushes the trade value above the maximum, or switch the return item to something with a more favorable exchange rate, the actual return will always be clamped to the maximum.
 * Resources that are on the trading platform already when the maximum return value is hit or exceeded can always be removed (but cannot be attached again unless removing them causes the return value to dip below the maximum).
 * Beacon colors can now be changed.
 * Audio has been migrated to the Wwise Engine from Unreal 4 and remixed using the new technology.
 * New cave exploration music tracks added.
 * Remixed / mastered existing music with additional instruments added. Tracks broken down into separate layers to leverage Wwise game states.
 * Music becomes distorted when low on oxygen.
 * Music changes based on time of day.
 * Music now streams rather than load entirely on game start, reducing RAM impact
 * Sound is sent through a reverb when underground.
 * Footstep sfx are affected by the movement speed of the player.
 * Ambience loops no longer heard when at the main menu or orbiting a planet.
 * Both the medium and small generator’s audio slows down when their “fuel” is near empty.
 * When death occurs, sounds stop playing earlier.
 * Music does not abruptly start again when death occurs, it now fades back in over an extended period of time.
 * Wind turbine audio more appropriately matches their animation frequency.
 * Sandstorms now have improved distance attenuation and better stereo / surround panning.
 * Sandstorm rock impact added for when the player gets hit by a boulder.
 * Low oxygen breathing audio now triggered more abruptly rather than a gradual fade in.
 * Rover tire audio no longer plays when vehicle is in the air.
 * Rover engine audio no longer plays when rolling unpowered down an incline
 * Rover engine audio revs when vehicle is being powered and leaves the ground.
 * Rover shutdown sound added
 * Improvements to the active voice count in the game, allowing for slight performance gains.
 * Each suit now has a unique Death animation.
 * FIXES
 * Fixed several issues causing Multiplayer crashes which occurred when Client players returned to their base after venturing far away from it.
 * Fixed numerous Multiplayer crashes related to interacting with items in the world as a client
 * Fixed a Multiplayer issue that prevented Win 10 players from connecting to Xbox players
 * Fixed a number of performance degradation issues relating to base conduits.
 * Fixed several audio issues where sounds would persist even after the event has ended, including:
 * Biome Ambience SFX will no longer play when the player is in space.
 * In Multiplayer games, the sound effect of building loops no longer continues playing for the Client player.
 * Fixed issues with SFX being played from sources not close to player.
 * Fixed issue where Sandstorm audio would continue after the storm ended.
 * The sound of oxygen being replenished no longer persists when disconnecting from the oxygen tether before the tank has fully recharged.
 * Fixed issue where the ambient overworld wind sounds did not change when going deep underground.
 * Fixed intermittent issue where the Rover did not make any sound when driven.
 * Fixed missing audio upon Pajama Suit Astroneer death
 * Fixed missing audio upon Bubble Suit Astroneer death
 * Fixed “double death” issue with Astroneer taking fall damage and dying again when respawning after falling from a high altitude.
 * Collecting multiple resources with the Drill will no longer cause all the open slots to break.
 * Fixed issue where Resource items would float off after being blown away during a storm
 * Fixed issue where Save Slot 1 was sometimes overwritten when creating save data in Save Slot 2 and beyond.
 * Fixed minor but extremely annoying issue where newly built base conduits would not follow the hologram path.
 * Upon death, previous backpack inventory should no longer appear hovering next to the Habitat.
 * Fixed a major issue where performance would severely degrade when players opened the Options menu
 * Fixed issue where incomplete nuggets of Power were not consumed when placed on a slot.
 * Fixed issue where Terrain Tool Augments were not working correctly
 * KNOWN ISSUES
 * On Xbox One, any changes made to the options menu will not persist between sessions. This will be fixed soon.
 * Some “vocal” efforts play on the server when activated by the client.
 * Sound for some players is defaulted to 0 on startup. Get into that new menu and turn it up!
 * When the game is in fullscreen, changing resolution has no effect

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Experimental Test 002

 * Test Name: Terrain As A Resource
 * Version Number: 0.3.257.99
 * Type: Pre-Alpha (Early Access)
 * Experimental Test
 * Release Date: 11th August 2017
 * Original Post:
 * Changes
 * Gameplay Changes
 * Adding or flattening terrain requires terrain “ammo” in containers.
 * This will likely be a significant change for some people. You can no longer add terrain indefinitely, even when tethered to your base. Instead, you'll need a ready supply of collected sediment in order to add terrain to the environment. However, while flatten also requires a sediment supply during this test, we'll be updating it soon to both fill and deplete canisters depending on whether it is removing or adding terrain.
 * Deforming terrain no longer uses power
 * We've removed the power draw from deforming terrain. This means that while adding or flattening terrain now requires a Sediment supply, removing terrain is completely unrestricted, even if you are disconnected from your tether line. You'll no longer find yourself staring at your backpack's battery meter, waiting for it to slowly charge in order to continue deforming.
 * This change allows for you to think more strategically about your backpack power usage. In exchange for removing the terrain tool's power draw, we're adding more uses for power in the form of items and abilities that you'll use intermittently. We've started by having Augments draw power, but we'll be introducing lots more uses going forward. And we've also removed the backpack's "trickle" charge, so you'll have to pay more attention to your power supply when it's in use.
 * Terrain and Hydrazine are now stored in reusable Canisters
 * Every Astro will start with one reusable canister. Additional canisters can be printed from your backpack at the cost of 1 Resin. While deforming, terrain removed from the environment will fill up canisters attached to the backpack or terrain tool. If all canisters are full (or no canisters are attached), collected terrain is burned off and permanently destroyed.
 * New Items & Modules
 * Reusable Canister
 * Can hold either Sediment (terrain) or Hydrazine (with other resources to come later). Printable from backpack for 1 Resin. Not to be confused with the oxygen canister, which still costs one titanium.
 * Ammonium
 * The previous behavior of harvesting canisters full of Hydrazine directly from "fuel" crystals was not intended to be a long term solution. Mining these crystals in the wild will now provide Ammonium, an entirely new resource. Ammonium can be refined into Hydrazine at the new Refinery module. Left unrefined, Ammonium is stable and will not detonate when caught in an explosion.
 * Sediment Processor Module
 * This new module allows you to filter out the trace resource deposits contained within collected sediment. The amount of resources produced depends on the rarity of the selected resource. For the purposes of this test, you'll be able to filter out Compound, Resin, Organic, Malachite, and Laterite.
 * To use the Sediment Processor Module, gather Sediment (Terrain) with your Terrain Tool into any available canister (empty, or partially filled with Sediment) attached to your Terrain Tool or Backpack. Then, transfer the collected Sediment by attaching canisters to the slot at the top of the Module's tank. Note that you can attach partially filled canisters, so long as they contain Sediment.
 * Once the Module's tank is completely filled, attach the desired resource to be filtered to the slot on the bottom-left. (If the resource can be filtered, an indicator hologram will appear on the Output slot on the bottom-right).
 * Hydrazine Refinery Module
 * The Refinery Module is the only way to convert Ammonium into refined Hydrazine. You can also still produce Hydrazine using the Fuel Condenser (but with a few changes which are covered below).
 * To use it, gather Ammonium from purple crystals found in the wild. Then, place Ammonium on an open Input slot on the bottom of the Module, along with an empty canister on a slot along the top. You can refine up to four nuggets of Ammonium at a time (provided you have a canister for each). Press the button, and the refinery will convert Ammonium into refined Hydrazine.
 * Fuel Condenser
 * We've made some adjustments to the Fuel Condenser to make compatible with the introduction of resuable canisters, and to better balance it alongside the new Refinery. The Condenser still produces Hydrazine from power alone, but you'll now need to provide a Canister for it be stored in. Additionally, filling an empty canister now requires multiple full charges.
 * To minimize tedium, we're adding a 'Set It and Forget It" mode. Once the activation button is pressed, the Condenser will automatically re-activate each time its battery is charged until the attached canister has completely filled.
 * Aside from being a balance update, we're also using this change to potentially pave the way for automation systems going forward.

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Hotfix 197

 * Version Number: 0.3.10197.0
 * Type: Pre-Alpha (Early Access)
 * Hotfix
 * Release Date: 28th July 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * The effects of storms have now been scaled down. They will still cause things to blow away, but your rovers will now no longer be in perilous danger whenever the wind blows.
 * FIXES
 * Upon death, ghost Astroneer corpses appear at your base.
 * When basebuilding, conduits stray of of their intended path when resin is placed on them
 * In MP games, Host players will see worklights illuminated for themselves and Client players, but Client players will not see the light
 * Issue where the transform of an object moving into the backpack isn't set correctly, resulting in the item appearing inside the Astroneer

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Experimental Test 001
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 * Test Name: Gamepad Controls
 * Version Number: 0.3.240.99
 * Type: Pre-Alpha (Early Access)
 * Experimental Test
 * Release Date: 26th July 2017
 * Original Post:
 * Changes:
 * Active Grabbing
 * The right trigger now activates a state in which you are allowed to quickly and easily grab things in your vicinity. Rings will pop up notifying you of items and modules that you can pick up or interact with. Press A to then pick up your selected item, or interact with base modules and items with buttons on them.
 * Releasing the trigger while you are in the grabbed state will slot things into your hand. This allows you to freely move around the world with one item that your Astroneer is now holding. It looks rough right now, but if we decide to keep this, it will be animated so that way things aren't eating your entire body.
 * Not so fast though, there is a downside to keeping items in your hand. Instead of just using your hand as another slot, items in your hand will prevent you from using your terrain tool, because your hand is occupied.
 * B is now the designated button to "undo" or "cancel" the grabbing state. If you have something actively grabbed or in your hand, you can press B to drop it. This can be used to just drop something at your feet, or drop an item you grabbed so you can continue using the terrain tool.
 * Deforming While Using the Camera
 * Previously, the controls only allowed you to see where you were deforming by tracking the ring on the ground indicating where you were going to add/subtract/flatten terrain. This new scheme breaks that up, allowing you to still control the camera, while freely moving the terrain tool indicator ring around you. This allows greater freedom to see where you want to deform, or the ability to pan around to the next area where you are going to add or subtract terrain. Use the left stick to control deforming, and use the right to look around. What this does take away is the ability to move while deforming.
 * Quick Grabbing
 * Now you can quickly and easily grab lots of items and slot them directly into your backpack without having to actually open it. Mouse and keyboard players already have this functionality, and now gamepad players can also utilize this feature. To quick grab, hold the right trigger, and then press the backpack button, Y. This will place items directly into any open slots in your backpack.
 * Tether Placement
 * Tethers now are extremely easy to place down using the gamepad. The main way is to press down on the d-pad one time. This will put a tether into your hand, and while holding right trigger, allow you to place it anywhere you want. The newest functionality now allows you to place a tether at your feet after putting one in your hand. Press down on the d-pad again to place your already grabbed tether. This gives you the ability to place down long tether lines without ever having to use the virtual cursor.

Patch 196

 * Version Number: 0.3.10196.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 21st July 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Migrated to Unreal Engine version 4.15.
 * Fall Damage model been refactored to use fall velocity instead of absolute height values.
 * A variety of error messages for joining Multiplayer games have been implemented in game and localized in all shipping languages.
 * Set up headless game server to begin dedicated server implementation.
 * Worklight object is now available in the build and printable from the backpack.
 * Distinct Gestures and Idles for Bubble, Pajama, and Bio Suits have been added
 * Adjusted FX to fire off at the right times during animations.
 * Implemented basic gameplay telemetry collection.
 * The Game no longer triggers an autosave on the first exit from the Dropship.
 * Backpack shoulder auxiliary slots can hold arbitrary items again.
 * Oxygen tank cost restored to 1 Titanium.
 * FIXES
 * Spikers should once again be visible to Client players in Multiplayer games.
 * Client players should no longer be generating different terrain than the Host in Multiplayer games.
 * Fixed a recurring crash during the object update cycle. Object updating is now more efficient.
 * Full tanks no longer appear empty to Client players in Multiplayer games.
 * The Smelter will no longer lose resource nuggets if there are no slots available on the module, nuggets will fall to the ground instead.
 * Fixed an edge-case, but annoying, issue where players are unable to proceed with the game after clicking the take-off button at the end of the landing sequence.
 * Fixed a crash that occurs when players attempt to load a previously saved game from the Main Menu.
 * Xbox players should now be able to join a previously suspended online game session.
 * Fixed a nondeterministic terrain generation issue which resulted in terrain seams around the landing zone.
 * Several fixes to the Gravity system should reduce instances of Vehicles and unearthed objects floating away.
 * Fixed issue where the Smelter would be restored to a bugged state if the game was saved during the smelting process.
 * Fixed issue where the Research Module would be restored to a bugged state if the game was saved at the wrong moment during chest unlock.
 * Fixed numerical error buildup in camera system causing jitter and drift.

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Patch 189

 * Version Number: 0.3.10189.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 16th June 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Implemented raw logging for join errors in MP games
 * Implemented player-facing messages for join errors in MP games
 * Rover center of gravity has been lowered, improving handling
 * Thrusters are now 10x as fun as they were before
 * Sprint can now be toggled on the Xbox GamePad by pressing the left thumbstick
 * FIXES
 * Fixed an issue where players became stuck inside the Habitat

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Patch 182

 * Version Number: 0.3.10182.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 26th May 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Steam now automatically uploads crash logs.
 * Backpack visual design has been updated and new animations applied.
 * Item names have been updated to better reflect their size. (e.g. Medium Rover, Large Rover, etc.).
 * FIXES
 * Fixed input inconsistencies in the Control Menu.
 * When exiting a Shuttle docked at the Vehicle Bay, the Astroneer should no longer become stuck.
 * Fixed an issue where certain objects still appeared gray after a saved game was reloaded.
 * Fixed an issue with solar panels failing to charge after loading a previously saved game.
 * Fixed a minor art overlap with the Research module hologram and research chests.
 * Even more rocks now despawn after being dug up.
 * Decorators no longer spawn on deformed terrain.
 * Vehicles no longer automatically eject Astroneers.
 * Decorators now clean up appropriately when a module is built on top of them.
 * Fixed an intermittent issue where space station launch buttons would stop working.
 * Fixed an issue where Dropships would remain on a planet if a player's game crashes mid-travel.
 * Fixed an issue where deform tools would be left behind in saved games that were generated in Multiplayer.
 * Smelters no longer generate partial resources.
 * Fixed an issue with objects floating as a player moves away from them.
 * Gas Bag explosions audio now plays correctly in Multiplayer.
 * Fixed issues with the Drill Head that prevented terrain deformation.
 * Fixed an issue where Seats printed by the Vehicle Bay could not be removed from Rovers.
 * Fixed minor audio issue with the Backpack printer.
 * Items ejected from Backpacks can once again be picked up by players in Multiplayer.
 * Fixed Winch cable issues in Multiplayer.
 * Fixed crashing issues caused by broken landing zones in Multiplayer.
 * Fixed several issues where item input indicators were missing in Multiplayer.
 * Fix an issue where player color differentiation did not persist after loading a saved game.
 * Gas bags in caves now despawn after being destroyed.

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Patch 158

 * Version Number: 0.3.10158.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 5th May 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * Hydrazine can explode!
 * Gas hazards now despawn after being uncovered from terrain.
 * Improved research curve. Chests of the same type can now be re-researched. (This resolves an issue where some players might never see certain unlocks)
 * Added Turkish language to the build.
 * Added Early Access/Pre-alpha + Build # to on-screen overlay.
 * FIXES
 * Fixed an issue causing the occurrence of visible seams in terrain in MP or after save load.
 * Improve rover stability in MP so they no longer unrecoverably fly apart.
 * Most rocks now despawn after being dug up.
 * Fix gamepad camera behavior while in planet navigation.
 * Fix incorrect research unlock text.
 * Fix ejected resource nuggets being ungrabbable for non-host players.
 * Fix various audio cues playing incorrectly in MP.
 * Fix power cells not unlocking despite the player receiving an unlock message.

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Hotfix 155

 * Version Number: 0.3.10155.0
 * Type: Pre-Alpha (Early Access)
 * Hotfix
 * Release Date: 27th April 2017
 * Original Post:
 * Patch Notes:
 * FIXES
 * Bug: Fix previously unlocked item blueprints not being Printable.
 * Bug: Power Cells not appearing in the Backpack Printer after being unlocked from Researching an item.

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Patch 154

 * Version Number: 0.3.10154.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 26th April 2017
 * Original Post:
 * Patch Notes:
 * UPDATES
 * MEDIUM PRINTER base module now unlocked at the beginning of new games.
 * You will no longer be required to unlock its Blueprint from Researching.
 * MEDIUM PRINTER base module will include a SMALL SEAT blueprint, available for Printing.
 * You will no longer be required to unlock its Blueprint from Researching.
 * VEHICLE BAY base module now unlocked at the beginning of new games.
 * You will no longer be required to unlock its Blueprint from Researching.
 * VEHICLE BAY base module will include a ROVER CHASSIS blueprint, available for Printing.
 * You will no longer be required to unlock its Blueprint from Researching.
 * FIXES
 * Fix for player color/suits being wrong in MP after Save game is loaded.
 * Fix for DEADLY HEAT-SEEKING storm boxes

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Augment & Research Curve Update

 * Version Number: 0.3.10153.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 21st April 2017
 * Original Post:
 * Patch Notes:
 * NEW FEATURES
 * Added tool augment system: Augment items can be attached to tools (starting with terrain tool) to upgrade or change behavior
 * Terrain tool can now be interacted with when backpack is open in order to slot in augments.
 * New unlockable augment items!
 * Terrain analyzer: Collect terrain of a particular material/color until meter is full. Once meter is full, adding terrain will use the equipped color, and subtracting terrain will filter on the equipped color.
 * Wide mod: Increases the size of the terrain tool brush while decreasing intensity.
 * Narrow mod: Decreases the size of the terrain tool brush while increasing intensity.
 * Inhibitor: Shuts down functionality. Applied to terrain tool, turns off adding/subtracting terrain, but maintains color changes and harvesting.
 * Complete overhaul of equipment unlock progression. Specific equipment unlocks are now dependent on researching certain types of chests while retaining some randomization.
 * Steeper difficulty curve: Fewer types of equipment are available at the beginning of a new game, requiring more chests to be recovered and researched to acquire everything.
 * Research chests are less common overall.
 * GENERAL UPDATES
 * Hydrazine no longer tradeable at trade module.
 * Backpack now opens to one side, if space is clear, to support tool interactions, and clear the view ahead.
 * Backpack gets illuminated when opened to aid visibility in dark areas.
 * Default terrain tool brush size and intensity adjusted.
 * Terrain tool now adds grey terrain when no augment mod equipped.
 * Terrain brush now indicates color
 * Added an interaction indicator between the Astroneer and held items.
 * In multiplayer, the indicators of other players are now visible and receive the accent color of that player.
 * Dynamite explosion power and radius now increases when multiple dynamite sticks are packed together.
 * Mellowed out camera behavior when backpack or terrain tool is out.
 * Updated vehicle code to increase stability.
 * Added new VFX for deformations.
 * FIXES
 * PERFORMANCE FIXES
 * Several significant improvements to key physics systems to improve CPU performance.
 * BUG FIXES
 * Fixed crash on load of some saved games.
 * Fix many objects falling through the world when unattended.
 * Fixed foliage floating in air after dynamite explosion.
 * Fix tethers disappearing on quick-stow if top-left backpack bundle is full.
 * Fix tethers not being placeable while sprinting.
 * Fix Astroneer's head remaining cocked until cursor is moved to a forward position.
 * Fix auxiliary slot items not automatically equipping to backpack auxiliary slots when printed.
 * Fix item unlock messages not replicating to all clients in MP.
 * Fix various MP desync issues.

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Patch 131

 * Version Number: 0.2.10131.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 17th March 2017
 * Original Post:
 * Patch Notes:
 * CONTENT CHANGES
 * 8 new rock-based discoveries available for research
 * SAVE FILE CHANGES
 * Can delete saves
 * Saves use fixed numbered slots
 * Most recent save selected by default
 * Disable starting new game when saves full
 * TWEAKS
 * Reduced camera auto-adjustment so it interferes less when using gamepad
 * Updated attenuation settings on refinery audio. No longer playing as 2D.
 * Adjusted the Terrain cursor analog stick motion curve
 * PERFORMANCE
 * Improved physics update efficiency.
 * Plant Materials updated to be less GPU intensive.
 * Major optimization to base networks and tethers.
 * Significantly reduce network bandwidth usage.

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Patch 125

 * Version Number: 0.2.10125.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 16th February 2017
 * Original Post:
 * Patch Notes:
 * NEW CONTENT
 * Dynamite now craftable from backpack (takes one Aluminium)
 * New dynamite art, fx, audio
 * Dynamite can now be used to destroy base buildings and other objects
 * Added character idle animations
 * Added 9 new discoverable wrecks, including their collectible items within
 * Additional organic research (Artifacts) items added
 * Updated Dropship model art
 * Updated RCS thruster effects for Dropship
 * Updated model art for Trade platform
 * Updated model and FX art for Smelter
 * Added new refinery / smelter audio
 * Added sandboxing of saved games when running the Steam Experimental branch.
 * Improved game pad support on launch menu
 * Performance improvement: Added a system for fully despawning decorator sets as you move away from them.
 * Slight GPU performance improvement to terrain (use 16 bit indices)
 * FIXES
 * Researching an item when you have already researched all recipes will no longer "use up" that item in regards to when future updates add new recipes.
 * It will now also give you a resource.
 * Fixed several issues with how decorator states were saved and restored.
 * Fixed race condition causing occasional anomalous terrain generation.
 * Seed fixes, including shift-click issue and seeds growing in backpack
 * Fix save game issue where conduits don't attach after saving a leaf and building platform
 * Fix save game issue where conduits nubs don't disappear after a save game and using dynamite on the leaf
 * Updated oxygen tank fill looping sound. Fixed Xbox bug that caused it to play at full volume.

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Patch 119

 * Version Number: 0.2.10119.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 21st January 2017
 * Original Post:
 * Patch Notes:
 * Cross-play multiplayer between Xbox One and Windows 10 Store PC versions now works!
 * Fix up the way that objects with research items get dug up. You can now kill hazards without uncovering their buried research item.
 * Make spikers destroy after a bit when you dig them up.
 * Spikers can be jumped on without hurting you, like that jellyfish scene from Finding Nemo.
 * Improve the distance at which objects have physics, allowing (for example) zebra balls to roll further from player
 * Fix the disappearance of vehicles and items, particularly when frame rates are low.
 * A couple surprises you'll have to discover.
 * (Added two new marbles)

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Patch 117

 * Version Number: 0.2.117.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 9th January 2017
 * Original Post:
 * Patch Notes:
 * Fix four major crashes including one that could prevent saves from loading, and one that could occur on MP join.
 * Fix issue where some unburied discoveries would not simulate physics after reloading a save.
 * Fix very bad performance when training together many rovers or trucks.
 * Fix trade module save behavior. All existing lost trade ships in save games should return to earth (possibly after doing the wrong trade, but all new saves will work properly)
 * Bring in physics freeze distance by a bit, reducing incidence of cases where objects fall through ground. (More improvements incoming).

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Patch 0.2.115.0

 * Version Number: 0.2.115.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 29th December 2016
 * Original Post:
 * Patch Notes:
 * Ensure that players joining a Steam MP session are friends with someone currently in session.
 * Fix for client Condenser exploit that would allow player to take unfilled fuel canister.
 * Fix for research item exploit where player could save game after getting item, and reload.
 * Fix for clients not seeing correct light and oxygen state on tethers.
 * Fix for clients being unable to hear anything in SFX category of sounds.
 * Don't allow player to enter vehicles while interacting/holding anything else.
 * Updated the bones discoveries so they have random orientation to terrain.
 * Updated the Discovery version of Geysers to not include snapping points.
 * Undocumented from 0.2.111.0 (already in Steam build):
 * Fix issue where resources hover out of backpack on loading save
 * Fix Popper hazards spawning new research items on save load
 * Likely fix for client being unable to click launch buttons with mouse

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Patch 0.2.111.0

 * Version Number: 0.2.111.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 22nd December 2016
 * Original Post:
 * Patch Notes:
 * Fix invert Y for gamepad applying to cursor motion
 * Controls screen accessed from pause menu now correctly displays controller buttons when using controller.
 * Fix host's gamepad cursor becoming bugged when a client joins
 * Fix ability to pick yourself up while in a seat, and being unable to leave seat.
 * Fix bug where after loading a save, unplaced dropships would freak out.
 * Add ability to enter seat even when it's detached from a vehicle
 * Add ability to sit in a dropship while mounted on a vehicle
 * Allow the 2 expansion slots on backpack to use Filters, Tanks, and Tethers
 * Fix exploit allowing player to trade for infinite resources by thieving the item like a pirate while launching
 * Fix bug that would not allow a full oxygen tank to save an Astroneer from suffocating
 * Cut value of Fuel in half on Trade module
 * Double power requirement and production time of Condenser
 * Fix known physics problems when attaching things to large storage on truck
 * Fix bug allowing player to make building platforms after a conduit hub has already been branched.
 * Change the Shuttle/Spaceship conduit hub type to the same as the habitat
 * Allow Shuttle/Spaceship to reattach to previously created hubs
 * Fix algorithm that picks the height of new base platforms, so that flat terrain makes flat base

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Patch 0.2.108.0

 * Version Number: 0.2.108.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 20th December 2016
 * Original Post:
 * Patch Notes:
 * Fixed deadlock causing freezes on many people's machines, especially those with dual core CPUs.
 * Fixed 10 different crash issues affecting save reloads, multiplayer joins, and general gameplay.
 * Decreased performance impact of distant objects.
 * Fixed certain performance problems that appear after loading a save.
 * Optimized tether networks to significantly improve framerate performance.
 * Tethers now go dark when disconnected from their sources.
 * Properly disabled VR plugins.
 * Changes mentioned in a later patch:
 * Fix issue where resources hover out of backpack on loading save
 * Fix Popper hazards spawning new research items on save load
 * Likely fix for client being unable to click launch buttons with mouse

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Patch 0.2.90.0

 * Version Number: 0.2.90.0
 * Type: Pre-Alpha (Early Access)
 * Release Date: 16th December 2016
 * Original Post:
 * This patch was not posted on the System Era forum, but rather on Steam Community news
 * Patch Notes:
 * Fixed bug where game would go to an unplayable framerate upon going underground. Seems an issue with computing reverb on certain hardware. We've disabled reverb for now and will investigate later.
 * Fix for 100% crash for users with Intel Core2 Duo and Core2 Quad processors.
 * Fix for SteamVR launching alongside the game. We don't have VR support!

= References List =

Historique_des_versions