⚜ SteamCozy

Home / News / The Crust

Balance and QoL Update

The Crust · Community Announcements · June 11, 2026

Read the original on Steam ↗

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 of the game - production, logistics, and personnel. For instance, you can buy a boost that increases power output, allowing you to set aside energy concerns for a while and focus on higher priorities. Just don't forget to scale up your power infrastructure eventually, as boosts do expire :)

Help with building the laser cannon

Many players have rightly pointed out that the space community seems in no hurry to help save Earth from the impending disaster, preferring to leave the task entirely to the player. We agree that the organizations are acting, to put it mildly, unreasonably, so we've added support in the form of useful material deliveries for the early stages of the laser cannon. At the game's full release, this mechanic will be expanded and refined to make the quest feel more dynamic and varied, and deliveries will depend on your reputation. More details on this later - no spoilers for now :)

Deep slag refining

We've long been asked to provide more ways to use slag. Thanks to new research into deep slag refining, secondary processing is now possible, allowing you to extract oxides and rare-earth minerals from slag.

Barter contracts

To add more variety to contract mechanics, we've introduced barter deals. These offers are accessed via a point of interest with different requests as you progress through the game.

AI trade analyst

A new research option that simplifies choosing contracts. The analyst automatically calculates a contract's potential profit against current market prices for resources and also ensures the maximum reward for its early completion.

33 new colonists

Hiring colonists allows you to house over 180 specialists at your base, but our most active players began to run out of available personnel. That's why we've added 33 new unique colonists. Unlike the others, these newcomers have a lower hiring cost and a smaller salary, letting you bring in affordable specialists and train them in whichever skills are most relevant to you.

Visual improvements

We've updated the appearance of bulk resources on conveyor belts and in storage so they read well under various lighting conditions and are more distinctly different from one another. We've also added color-coded indicators for connectors, following the same logic used for conveyor belts and distributors.

QoL improvements

When laying wires, players often misclicked and accidentally placed a power pole hologram instead of connecting a wire to an existing pole. This was, understandably, inconvenient, so we've added snapping for wires and pipes within a one-tile radius. And if you still end up placing an extra pole, the wire removal tool now lets you delete both the poles themselves and the connections between them.

Another improvement concerns how module inputs and outputs are displayed. Now you simply need to click on a module to see which resources are being supplied to production. To help you quickly spot jams, we've added an indicator for resources stuck on a conveyor belt.

The research menu now displays the current game speed. You can also pause the game directly in this window to calmly plan your next research steps, or speed it up and watch the progress of newly researched technologies. We've also refreshed the "buy science points" button.

We've also expanded the tooltip when hovering over science points. It now lists all available ways to earn them.

Logistics management has been adjusted as well. The rocket list now shows their upgrades, making it easier to choose the most suitable transport.

We've also improved the color coding for rockets that are ready to be loaded for a contract.

Have you ever accepted a contract and then forgotten to send the shipment, losing precious time? Such contracts will now be marked with a special icon reminding you that the goods need to be dispatched.

We've also improved sorting for personnel and transport. Free units not assigned to other modules or routes now appear at the top of their respective lists.

And a few more useful changes:

- Improved UX when using Esc. You can now press Esc to exit any menu or go back one step if multiple submenus are open.

- Added path highlighting for connected underground conveyor belts.

- Added a notification when a room cannot be built because it contains unexcavated regolith.

- Added a "Set route" button for trucks in the Mobile Drilling Rig interface.

Balance

In this update, we've adjusted several aspects of game balance based on accumulated data as well as community feedback and suggestions. We've achieved the following goals:

- Sped up production development in the early game, especially in the story campaign.

- Smoothed out sharp difficulty spikes in the mid-game.

- Sped up progression through the research tree.

- Improved game optimization by reducing the number of performance-heavy calculations per unit of time.

- Made the easy and normal difficulty modes more forgiving.

- Eliminated situations where you'd run out of power on the very first lunar night.

- Reduced micromanagement of the Mobile Drilling Rig by lessening the need to frequently relocate mining operations.

- More precisely balanced the value of produced resources of tiers 2, 3, and 4, as well as resources produced using gases.

- Increased the digging speed for walls near the elevator.

- Increased the useful (working) time of colonists per day.

Full patch notes:

Update 0.99.91

Added

Fixed

Changed

Balance

[dynamiclink href="https://store.steampowered.com/bundle/75587/The_Crust_Artemis_Edition/"]

Steam Reviews: Your Feedback Matters


[p align="start"]If you’ve been playing The Crust and have thoughts to share, leaving a Steam review is a great way to support the game. Reviews help other players understand what the experience is like and give the team a valuable perspective on what’s working well and where things could improve.

[p align="start"]It doesn’t need to be long or detailed. Even a short note about your experience is helpful, and the team truly appreciates everyone who takes the time to leave one.

Join The Crust Community


[p align="start"]You can find the The Crust community on Discord and Reddit for discussion, updates, and feedback. We also post detailed patch notes on Discord for those who want to follow changes closely, You can vote for an idea that could be added to the game, or submit your own on our website:

idea.the-crust.com

[p align="start"] We wish you a smooth launch and unforgettable adventures!

--

Veom Studio team

The Crust MORE ON STEAMCOZYThe Crust 76.9% positive · 2,603 reviews Price tracking · player charts · similar games →