STEAMYDATA

Mindustry — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Mindustry v8 Released2026-04-14After a long wait, v8 has finally been released. For those coming from v7, here's a rundown of the major changes. Serpulo Campaign The entire Serpulo campaign has been overhauled; most maps have been completely reworked All sectors from the tech tree now have unique icons Launch pads have been reworked, and now require landing pads at destinations Difficulty modifiers have been added, for those who find the new campaign too difficult (or too easy) All procedurally generated base sectors on Serpulo have been replaced with player-submitted ones Core zones have been added to several maps, allowing for multiple cores to be placed, like in Erekir
Build 157 (Beta)2026-04-09If all goes well, this will be the final version before v8 leaves beta. After build 157 is deployed, I will wait a few days to fix any major bugs present, then release 157.1 as a "full" non-beta version. Changed desktop fullscreen implementation; it should always use borderless fullscreen now Removed redundant "borderless fullscreen" setting Made glowing red wire blocks turn dark when nearby cores are destroyed or the sector is captured on Serpulo Added a sector migration warning to users upgrading from build 146 Added descriptions to sectors that were missing them Changed layout of megabase on Serpulo; added a map submission for the center M
Build 156 (Beta)2026-03-23Fixed schematics having a blank thumbnail when uploaded to Steam Workshop Fixed wait time not saving in processors Fixed many various data patcher bugs Fixed a server memory usage exploit Fixed Japanese font not displaying correctly Fixed many languages (e.g. Chinese) not being displayed in monospace font Optimized build plan rendering Updated a large amount of Serpulo sector submissions Enabled animated shields and planet atmosphere on Android by default Made boosting a stance instead of a command Improved filtering options for map UI Added a "hold position" stance for repair/rebuild units Added a new 3x3 canvas block Added a 'ping location'
Build 155 (Beta)2026-02-09Updated bundled Java version to Java 25 Upgraded backend from SDL2 to SDL3 - this may cause new issues, report them if you see any Added support for dragging save or map files into the game window Made key names in the keybind dialog reflect the keyboard layout Made displays allow other displays in `draw image` Added sub-categories in core database Added support for overwriting sectors in JSON mods Added a hint for content affected by data patches Added credits for map submissions to database (will be moved to a dedicated credits section later) Units are no longer removed from the command queue when commanded by other players Many various bal
Build 154 (Beta) - Major Audio Rework2025-12-16This release includes a complete sound rework for most units and blocks, with a focus on Serpulo content. The audio engine has also been improved to handle more simultaneous sounds without cutting off playback. This release also removes the Serpulo background wave simulation system - if you are not on a sector that is under attack, it will no longer be updated. You will still receive items and exports for sectors that are not currently under attack. I am aware that this may be controversial, but the 'wave simulation' system has always easy to cheese, generally inaccurate, and flimsy at best. Sectors will frequently be lost even when defenses
Build 153 (Beta)2025-10-30The highlight of this release is a new system for patching stats of content on servers and maps. This system will allow players to customize health, requirements, recipes, weapons, bullets, etc. individually. This is not a replacement for modding, as it does not allow adding new assets or content, but it does allow making major changes to the way the game is played and balanced. Read more about it here: https://mindustrygame.github.io/wiki/contentpatches/ Fixed certain campaign maps always resetting after sector loss Fixed unit assembler clogging in certain conditions Fixed overlay floors under liquids not being removed when placed over in th
Build 152 (Beta)2025-09-27Fixed bound unit not saving in logic blocks Made water extractor less effective on charred stone tiles Made turrets rotate-able during placement Made Mindustry use a OpenGL 2 context on Intel GPUs as a possible workaround for a driver memory corruption bug (see Github issue #11041) Made remove ore/wall 'blocks' always show up in in-game editor results Disabled shooting in the editor Added buttons for toggling map layers in the editor Many various community-submitted Erekir unit balancing adjustments (see Github PR #11184) On Erekir, launch location will now be selected based on items required, to reduce confusion Added 30+ procedural attack s
Build 151 (Beta)2025-08-25Deprecated 32-bit Windows version (please switch to a 64-bit install!) Added 'rune' decorative tiles for use in the campaign Added 3 new environmental metal wall blocks and 1 new metal floor block Added support for selecting multiple buildings in command mode at once Added editor support for colored floor/wall configuration Removed "walls to cliffs" button Added support for filling regions with cliffs using fill tool mode Added support for painting floors under certain liquids in editor Fixed colored floors/walls not being filled or mirrored properly in editor Fixed player not being able to command units properly when dead Fixed campaign game
Build 150.1 (Beta)2025-07-25Changed planet launch UI visuals slightly to indicate origin sector more clearly Added a hint for un-researched unit upgrades Added previews of incoming links for Erekir bridges Made enemy spawn positions update when edited in-game through world processors or scripts Increased Breach tungsten ammo multiplier 1 -> 2 Fixed scaling of server headers in server list Fixed possible duplication of servers in server list Fixed teams in logic not being sense-able
Build 150 (Beta)2025-07-23The highlight of this build is the re-structuring of Serpulo sectors to align with their position in the tech tree. Instead of jumping to random positions all over the planet, you will be gradually expanding your territory, starting from Ground Zero. Any previous 'preset' sector saves should be migrated to their new positions on the map. I am aware that not everyone will agree with this change, but I firmly believe that it is necessary, for the following reasons: Placing sectors next to each other makes it far easier to see where the player should go next. Historically, some players have experienced difficulty figuring out where to go early o
Build 149 (Beta)2025-04-30Fixed various errors related to pathfinding Fixed a map editor crash Fixed naval units in waves ignoring walls when pathfinding Fixed RTS AI building up units infinitely in many cases Fixed campaign not saving wave state when game is closed Fixed overdrive state not saving Improved visual interpolation of unit-based missiles on servers Many various balancing changes to Erekir power blocks and turrets Added Frozen Forest completion requirement to silicon smelter Added a search bar to the keybind dialog Added a new system for mods to register their own keybinds (existing mods utilizing vanilla keybinds will break) Added a way to manually select
Build 148 (Beta)2025-04-21Fixed info button in tech tree not being clickable Fixed stats for Scathe not displaying correctly Fixed liquid transportation blocks being too explosive when full Fixed moving a build plan always moving it to the front Removed tar fields requirement for Plastanium Compressor research Various minor map fixes for Origin, Sea Port and Extraction Outpost Added support for named colors in logic with % Added sensors for display size and draw buffer size Added tiled logic display block Reverted bridge cost increase Made Fungal Pass a requirement for T2 units Rebalancing of Erekir turret ammunition
Build 147.1 (Beta)2025-04-14Added tooltips for additional information about difficulty modifiers Added experimental rule for RTS AI in Serpulo (likely to be buggy) Added logging for OpenGL errors Reduced research cost for various T1 unit factories and units on Serpulo Fixed various minor map issues Fixed compatibility with Java 8 / 32-bit version not launching Fixed various crashes Fixed player being able to rebuild locked derelict blocks Fixed player names in minimap scaling with zoom Fixed local games not being discoverable
Build 147: v8 Beta Release2025-04-11This is a beta release of v8. It does not contain any new Neoplasm faction content - that will be included in a future beta release. With over a year since last release, this version has a massive amount of changes. Here are the highlights. Campaign Overhaul of Serpulo campaign, with many new user-submitted maps and reworks of existing ones Difficulty modifiers for the campaign New launch pad mechanics - a landing pad is now required to receive resources New functionality for the Interplanetary Accelerator (still a work in progress) The tech tree can now be viewed in multiplayer for other players Core database tabs for different planets (or m
Build 1462023-09-04Fixed a variety of issues with unit & block cost multiplier rules Fixed many various crashes Fixed various achievements not triggering Fixed pathfinding not being able to path through solid enemy blocks Fixed naval units sometimes attempting to pathfind through land Fixed water tiles with space background resulting in a black background Fixed internal legacy blocks being logic constants Fixed power node double-click leading to interaction rate limit triggering Fixed units sometimes being unkillable Fixed units with long paths sometimes recalculating forever Fixed serious issue with player units getting bugged in certain maps with puddles Fixe
Build 1452023-06-19Fixed logic icons for certain content being squished Fixed a freeze caused by stack routers Fixed Base AI not working sometimes Fixed mods not being able to override UI images Fixed map flags added in objectives not syncing Fixed a crash related to editing canvases Added votekick reason option, made votekicks cancel-able by admins Added button for admins to switch player teams Added past player names / IPs to player trace info Added fill erase mode to editor Added option to adapt UI to Macbook notches Made Serpulo attack sectors not invade nearby sectors while you are attacking them Various improvements to the schematics UI Starting unit comm
Build 144.22023-05-22Optimized base memory usage slightly Fixed logic blocks not re-enabling blocks when unlinking from them Updated various Serpulo turret sprites/animations Re-added the base builder AI rule and enabled it in the existing custom game attack/PvP maps Buffed Tecta unit Made file chooser on Linux now use Zenity when possible Improved schematics used in base generation on Serpulo Various minor improvements to modding API
Build 1442023-05-11Fixed "any" environment button not enabling Fixed a crash related to an experimental rule being enabled on certain servers Fixed lag caused by sorters updating minimap very quickly Fixed Serpulo generated bases sometimes having unlinked power nodes Fixed JSON planets/sectors/status effects not having a mod name prefix - this may break bundles Fixed invalid liquid consumption stats on plasma bores Doubled max schematic size Canvas blocks now show their image preview in the schematics dialog Newly created maps and schematics now use the provided name as a filename instead of random numbers (Limited to alphanumeric characters) Added camera recta
Build 143.12023-04-08Fixed startup crash when changing UI scale to 5% Fixed network error when calling world logic explosion instruction with a null team Fixed sector background simulation not taking into account builder/repair units Fixed server-side network error when placing certain large logic schematics Fixed force projector hitbox being a square Fixed blank weapon stat boxes for certain units Fixed various regressions from last release (batteries being broken in mods, server menus not closing...) Added support for multi-barrel recoil in mods Made duo barrels move separately when shooting Improved stat display for various blocks
Build 1432023-04-01Fixed some keybinds missing translations Fixed a long-standing pathfinding issue of enemy wave units exhibiting "confused" behavior in certain maps Fixed a server exploit that allowed users to block others from connecting Made entity sync network errors log a warning instead of forcibly disconnecting clients Made server list show multiple servers per row on wide screens Misc fixes to Steam lobby system; you can now set a name/color when hosting New UI for turret/unit weapon stats in core database Improved support for modded planets with different radii Added support for `cloudMesh:` and HexSkyMesh as a type for planets in JSON mods Added worl