The Crust — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Hotfix 1.06.1 | 2026-09-12 | # Hotfix 1.0.6.1 Fixes stuck walls, that sometimes appears on doors after loading a save |
| Hotfix 1.0.6 | 2026-09-11 | Changes Added 2 new tracks by our composer, Ilya Khaminov. Added the ability to remove roads using the Universal Demolition tool. Increased the radius of generated resource veins. Fixed road demolition. It now correctly refunds the credits spent. Fixed an issue where pressing Esc when an urgent story contract appeared prevented the quest from progressing. The credit deduction sound is now linked to the audio settings. Improved the settings layout. Localization fixes. Updated some artwork. Shower balance. MacOS As an initial workaround for the black screen issue on some Mac models, we’ve added the ability to skip any video while we investigate |
| The Crust - 1.0 is OUT NOW! | 2026-09-10 | The Crust 1.0 is OUT NOW with the new Planning Mode, a new road tool, a leaderboard, the completed story campaign, new visuals, optimization, new maps, new modules, and much, much more. CRUST Corp. is waiting for you. What to expect from version 1.0?Version 1.0 is a massive update for The Crust, and we are very proud of it!This update brings a huge amount of new content and improvements for both new and existing players. Even if you already played The Crust during Early Access, there is definitely something new here worth coming back for. That said, this release does not mean development is over: there are still plenty of plans ahead! (But le |
| 1.0 is coming TOMORROW!! | 2026-09-09 | 1.0 is coming TOMORROW!!Less than 24 hours until the 1.0 release - we're so excited!! There's been such a huge amount of effort put into the release, we can't wait for you to get your hands on it :)If you want to celebrate the launch with us and dive into 1.0 the moment it drops, be sure to check out the global launch times map below that our team made!The practical stuff1.0 launches on Windows - and, for the first time, on macOS and Linux. Price stays at $31.99, with a 35% launch discount for the first two weeks, until September 24. If you were planning to buy today: wait until tomorrow. Already own The Crust? You already own 1.0 - it arrive |
| Mark your calendars: The Crust hits 1.0 on September 10! | 2026-08-12 | We're excited to announce that on September 10, The Crust leaves Early Access and launches in full! For the past three months we've been polishing the 1.0 build non-stop. It brings the completed story campaign, a major optimization pass and new modules — plus one extra thing that genuinely changes the way you play: Planning Mode. It fits the game so naturally that we honestly don't know how we ever lived without it :) Here's what's coming on September 10:Story & eventsCompleted story campaign with multiple endingsReworked prologueGlobal events: solar flares, meteor showers, epidemics and moreNew mechanicsPlanning Mode for modules and conveyor |
| Patch 0.99.95 | 2026-07-14 | Patch 0.99.95 Added Added a capsule with resources from CRUST in the "Place to Live" quest. Added the ability to quickly clear resources from a conveyor by hovering over it and pressing the M key. Added a tooltip about energy shortages in the Flight Control Center when in auto-trade mode. Fixed Fixed a bug where in some cases contracts would not appear in the active list. Fixed a bug where the tooltip for the purchase timer of resources, modules, or colonists would display information about resource shortages. Fixed a bug where upgrading an Underground Conveyor while holding Shift would trigger the upgrade twice. Fixed a bug where the Fuel Fa |
| 40% off in the final sale before the 1.0 release and price increase | 2026-06-27 | Hello, community!The Steam Summer Sale is here, and The Crust is 40% off! It's the last sale before the full release and the price increase - a perfect moment to prepare for what's ahead!We've come a long way together: tons of bugs squashed, loads of features added. Your reports, ideas, and feedback have made the game so much better, and we're now closer to the full release than ever.In case you missed any of the recent updates, here are quick summaries of three of them, with links to full articles:Balance and QoL UpdateThis update smoothed out the early and mid-game with balance changes. It also brought Tech Center buffs, Barter contracts, n |
| Hotfix 0.99.93 | 2026-06-26 | Hotfix 0.99.93 Fixed a bug where in some cases upgrading a conveyor segment would upgrade it by two levels at once. Fixed a bug where in some cases contracts wouldn't appear in the active tab until filters were reset. Fixed a bug where contracts from SCT Ltd wouldn't appear. Fixed a bug where the overflow button would turn yellow. Fixed the balance of the Fuel Generator efficiency upgrades. Balanced the starting story contracts (reduced engineering points in favor of social points). In some contracts, the engineering point reward has been replaced with social and fundamental points. Reduced the construction cost of the Medical Center and Phar |
| Update 0.99.92 | 2026-06-23 | Patch 0.99.92 Added Added sound to the process of scanning anomalies, resources, and territories with probes. Fixed Fixed a bug where transferring overflow resources from one storage to another placed directly next to it would cause negative values of that resource. Fixed rare cases where a specific arrangement of modules and walls could cause drones and colonists to get stuck. Fixed a bug where in some cases the resource shortage tooltip would behave incorrectly. Fixed a bug where the purchase timer tooltip for modules and colonists would display resource shortage information. Fixed incorrect behavior of the side panel when entering the cont |
| Balance and QoL Update | 2026-06-11 | Hello, community!Over the past month, we've released a number of hotfixes, addressing plenty of current bugs. However, beyond the fixes, we've also introduced many useful new features that we believe you'll find interesting. With so many brief bullet points in the patch notes, it's easy to overlook something important, so in this article we'd like to go over everything in more detail. And at the end, we'll share specifics about the balance adjustments arriving in this update. Base boosts in the Tech Center The Tech Center has received its core functionality: the ability to purchase temporary boosts for your base. These affect all key aspects |
| Hotfix 0.99.90.3 | 2026-06-08 | Hotfix 0.99.90.3 Fixed a bug where tooltips when hovering over anomalies were empty. Fixed the sound behavior in probe launch mode when moving the mouse with the zone limit. Fixed a bug in the "Meteorite Fall" quest where the quest would automatically progress. Replaced the video in the "Meteorite Fall" quest with the correct one. Text corrections in the AI Analyst and in tooltips when hovering over science points in the top panel. Improved the tooltip when hovering over the active contract timer at the top of the screen. Removed the statistics and achievements categories from the "Journal" section. |
| Update 0.99.90 | 2026-06-06 | Update 0.99.90 Added sorting when selecting transport in the expeditions window. Added the ability to sort the list when selecting colonists to work in modules Added display of rocket upgrades when choosing a rocket in the logistics menu. Added color indication for each connector level, similar to splitters and conveyors. Added descriptions of vehicles to small and large factories. Added highlighting for connected underground conveyors. Added highlighting for the selected category in the "Transport" section of statistics. Added 11 new unique colonists with low hiring costs and low salaries. Fixed a bug where in rare cases colonists could get |
| Update 0.99.89 | 2026-06-04 | Update 0.99.89 Added information about science point categories to the corresponding tooltip in the top panel of the screen. Added an upgrade for increased colonist movement speed inside living quarters. Added visual indicators for module inputs and outputs when a module is selected. Added a tooltip when hovering over rocket cargo upgrades in the Launch Station. Added a block on the accept contract button if no Launch Station has been built on the base. Fixed a RAM leak that occurred when on the ground level of a large save while the game was unpaused. Fixed a bug where in rare cases modules in living quarters wouldn't detect available electr |
| Patch 0.99.88.4 | 2026-05-29 | Hotfix 0.99.88.4 Added 18 new colonists. Fixed a bug where on older saves some anomaly descriptions could be unlocalized. Fixed a bug where the fuel production recipe using methane was not working correctly. Fixed several rare cases where a rocket set to auto-sell could get stuck on the Launch Station. Fixed an exploit in the auto-sell mechanic that allowed credits to be gained without sending resources. Fixed a bug where in rare cases drones would get stuck because they couldn't pick up a resource from a hard-to-reach spot. Fixed a bug where assigning the Flight Control Center for demolition and then cancelling it would cause a second, immob |
| Update 0.99.88 | 2026-05-25 | Patch 0.99.88 Added a new research — AI Trade Analyst. The Analyst automatically calculates the potential profit of a contract against current market resource prices and ensures the maximum reward for early contract completion. New research to increase the number of resource types available for auto-sell and auto-buy. New research to increase the speed of all trucks in the Tech Center. Fixed a bug where modules wouldn't consume water available at the base, reporting a shortage instead. Fixed a bug where in sandbox mode with custom settings the CPU limit value couldn't be changed. Fixed a bug where the Tech Center upgrade for faster colonist t |
| Update 0.99.87 | 2026-05-22 | Update 0.99.87 Added Added a research for advanced slag processing to extract rare earth minerals. Added an option to “come and scan with LPS scanner” when assigning a rover via right-click. Added a tooltip about detaching the Multi-resource Storage from a module. Added icons for Tech Center enhancements. Fixed Fixed a bug that prevented completing barter contracts. Fixed an issue in the “Black Obelisk” quest where two colonists could fail to return from the expedition while still remaining in the colonist list. Fixed an issue where during long, uninterrupted play on a save, colonists could start ignoring dining tables and neurostimulators in |
| Supporter Pack and Artemis Edition are now Live | 2026-05-09 | Hello, engineers!From time to time, we receive messages and emails from you asking us to support the development of The Crust. Some of you ask about Patreon or whether we’ll launch another Kickstarter campaign.We don’t plan on holding large-scale fundraisers of this kind. However, we still want to offer something extra for those who wish to support a high-quality 1.0 release and the game’s continued development. That’s why we’ve decided to release a Support Package. Supporter Pack The “Supporter Pack” is not required to complete The Crust; it includes one new module, as well as cosmetic and non-game items such as the artbook and wallpapers. H |
| Hotfix 0.99.86.1 | 2026-05-09 | Hotfix 0.99.86 Added a tutorial for automatic resource transportation using Multi-Resource Storage. Added the ability to place decor on both sides of a wall if there are living quarters on each side. Fixed an issue where the previously selected landing location would reset after launching a capsule. Fixed an issue where, in some cases, the notification about a resource stuck on a conveyor would not disappear after the conveyor was dismantled. Fixed an issue where a conveyor would not highlight again when hovered over with Shift held down. Fixed an issue where resources would stop rendering at long distances. Fixed a text line in the CPU secti |
| Patch 0.99.86 | 2026-05-08 | \Hotfix 0.99.86\ Added a tutorial for automatic resource transportation using Multi-Resource Storage. Added the ability to place decor on both sides of a wall if there are living quarters on each side. Fixed an issue where the previously selected landing location would reset after launching a capsule. Fixed an issue where, in some cases, the notification about a resource stuck on a conveyor would not disappear after the conveyor was dismantled. Fixed an issue where a conveyor would not highlight again when hovered over with Shift held down. Fixed an issue where resources would stop rendering at long distances. Fixed a text line in the CPU sec |
| Patch 0.99.85.4 | 2026-05-07 | Patch 0.99.85.4 Added an indicator for resources stuck on conveyors. Added a notification explaining that a room cannot be constructed if it contains unexcavated regolith. Added icons for rover upgrades. Added a route assignment button to the Mobile Drilling Rig interface. Added a pause indicator to the research tree. Fixed an issue where overflow resources on conveyors would fall to the ground after loading a save. Fixed an issue where dismantling conveyors with Shift would not fully refund credits, even with the corresponding research unlocked. Fixed an issue where a non-existent Landing Platform could appear after loading a save and select |