The game can now be played in Simplified Chinese, Japanese, Korean, Russian, German, French, Spanish (Spain), Brazilian Portuguese and Italian. Everything you read is translated: menus, machines, research, transmissions, achievements, DOCS and the Code Lab lessons. Your code stays the same in every language, so a script you write or share works for everyone.
Late game industry gets new tiers. Industrial Machinery Mk II and Mk III take Smelters and Fabricators to two and then four times their speed, Advanced Oil Extraction adds the Oil Pump Mk II and the Seismic Sonar, which finds three more oil reservoirs hidden under the planet's rock formations, and the Battery Charger keeps spare batteries topped up so a Pioneer can swap them and get straight back to work. Saves are much smaller and autosave faster, the editor no longer lags on big colonies, and all your scripts can open as tabs in one editor window.
Nine new languages
- 简体中文 (Simplified Chinese)
- 日本語 (Japanese)
- 한국어 (Korean)
- Русский (Russian)
- Deutsch (German)
- Français (French)
- Español de España (Spanish, Spain)
- Português do Brasil (Portuguese, Brazil)
- Italiano (Italian)
To switch, open Settings > Language and pick one. The game doesn't follow your Steam language on its own. The change takes effect straight away: on the main menu the game reloads in the new language, and during a game it saves and reopens your colony in it.
The Steam store page and all achievements are translated as well.
These translations were made with the help of AI. The game has more than 15,000 pieces of text, so I built a translation pipeline around the game itself: every line is translated with its context, checked again in a separate pass that did not write it, and game terms stay the same on every screen.
Players on the experimental branch have been trying them since 0.1.29, but some lines may still sound off. If one reads awkwardly or uses the wrong word for a game term, please tell me in the Steam discussions or on the Discord, with a screenshot if you can. Reports in your own language are welcome.
New in this version (0.1.32)
Industry and oil
- Industrial Machinery Mk II (375,000 Terraform Index) adds Smelter and Fabricator Mk II upgrade packs: twice the processing speed for 1.5 times the power.
- Industrial Machinery Mk III (625,000 Terraform Index) adds the Mk III packs: four times the original speed for three times the original power.
- Advanced Oil Extraction (475,000 Terraform Index) adds the Oil Pump Mk II pack, which pumps 1.5 times its well's rate, and the Seismic Sonar.
- The Seismic Sonar finds three more oil reservoirs hidden under rock formations, including formations you already surveyed with an ordinary sonar.
- Upgrade packs are made in a Fabricator, and an upgraded machine keeps its recipe, connections, scripts and stored goods.
- The Heat Generator Mk II pack research now unlocks at 40 heat units instead of 80.
Battery Charger
- New research at 25 ppt oxygen: the Battery Charger charges loose Portable and Heavy Portable Batteries from the local grid, and a parked Pioneer swaps its drained batteries for charged ones.
- Its Mk II upgrade (5,500 t biomass) holds 8 batteries and charges two at once.
Automations and scripting
- New research, Automations (50,000 Terraform Index), adds a Computer tab for scripts that belong to no machine: they keep running whatever the power, and any Unassigned script can be copied into one.
- Scripts can show a short status message on their machine with set_status(message, level), clear it with clear_status(), and read any script's status with get_status_report().
- Mining sites and drills are linked for scripts through has_drill, drill_id and site.
- Scripts can now import the collections module.
- isinstance and issubclass accept game classes such as Smelter and Component once you import them from __builtins__.
- The Data Archive now holds 2,048 entries and the Signal Bus 512 channels, and both pages stay quick at those sizes.
- Pioneer, Rover and drone cargo loads now report slots_full when every cargo slot holds another item.
Editor
- All your scripts can open as tabs in one script editor window, which you can float, pop out into its own window or dock into the game.
- When a script really was changed both in the game and in an outside editor, the editor now shows both versions and lets you keep one, use the other, or merge them.
- The editor understands type tests: after isinstance, a type_id test, hasattr or match site.kind():, it offers the right methods and stops flagging code that is only valid for that type.
- Go to Definition now has Go Back, and jumping to code that is off screen centres it.
- The editor warns when a name you define hides a built-in or a game type.
- Tooltips show the return type on the signature line, and class hovers show the class docstring.
- Vim mode can run startup commands set in Settings.
- Playground tabs can be reordered, the Playground output can scroll on its own, and F5 runs or continues the script.
- Settings and Bio Orders can be searched, Find can be limited to a selection, and fleet rosters can be grouped.
External editors
- VS Code, PyCharm and Zed can Apply Library and Apply All Libraries, like the Computer's Library tab.
- VS Code language tooling is now optional for each scripts folder.
- Separate editor windows now use your user_stubs.py for suggestions and checks.
Interface
- The Computer tabs are arranged in two full width rows with icons, and the main menu has a Discord button.
- Notifications show the icon of the tech, contract, achievement or item they are about.
- Planet Map biomes have more contrast.
- Exotic deposit peak rates and Thermal Cap cycle timing appear only after the matching survey reveals them.
Fixes and improvements
Saves and performance
- Saves are much smaller and autosaves are faster: console history is now kept in its own file next to the save.
- Moving rovers, drones, storms and scans slow the Planet Map and the menus far less, most of all on Linux, and a building under construction no longer makes the map redraw every pipe and wire.
- Typing in the editor no longer lags on large saves, and suggestions update after construction, pipes, power lines or wildlife change.
- Control Room boards with many busy cards answer a click in well under a second instead of several seconds.
- A long save or world load on a slower PC no longer ends the session, and a full disk is now named in the save error.
- Saves with hundreds of open editor tabs load again: tabs you cannot see stay asleep until you open them.
- On Linux, changing a setting no longer makes every later save fail.
- Send Error Report now includes the game's log files and console history, and the "simulation stopped" notice has its own Send Error Report button.
Gameplay and scripts
- A script can no longer add its own names to a machine or replace a machine's methods, as the editor already warned: keep your own values in your own class, as DOCS shows.
- computer.deploy("pioneer", outpost) now places the vehicle at that outpost instead of outside it.
- unload_reagents() now moves whatever fits into the Bio Lab output instead of refusing until the output is empty.
- A Control Room card that calls any() or all() before its main loop no longer stops updating.
- Calling a method that only one kind of site has now tells you which kind has it and how to check for it first.
- The error for ~ on an unsupported value now reads as it does in Python.
Editor and interface
- The autocomplete documentation box no longer flickers between two positions, and editor popups follow their window when it moves.
- Fixed completion documentation shrinking to one line when the list opens near the bottom of the editor.
- Holding a movement key in the editor no longer makes the cursor keep moving after you let go.
- Editor tab switching and debugger step keys now work from every tab and panel of a script window.
- Separate windows: a minimized window no longer sits on screen as a blank grey bar, and Clear in a popped out console now sticks.
- Peek, Shop search inside a category, and each dashboard page's scroll position now behave as expected.
- A saved Signal Bus template can be sent from its own row.
- DOCS supports the mouse back and forward buttons, no longer shows a sell price for items the game will not buy, and says which machine settings reset when their script stops.
- Clicking Load Game again while saves are loading no longer restarts the list.
- The end screen console now scrolls instead of cutting off.
- Your own typing is no longer mistaken for an edit from an outside editor, so the game no longer fills a Library's Variants with "In-game edit" copies; copies already made this way are packed away inside the save, which makes the save much smaller.
- A separate Library editor no longer reloads over and over while you type in a large Library.
- Selected text in the editor stays selected when the file changes in an outside editor, and selected text in the console stays selected when its line repeats.
- On Linux, the graphics settings now describe what each choice allows instead of promising a faster mode.
Your colony carries over: the game upgrades your save the first time you load it and keeps an untouched copy of the original next to it.
Thank you for playing, and for helping the game feel at home in your language.