Just make sure you don't forget to breathe.
Build Extensive Bases and Discover What it Takes to Survive:

Everything in your space colony is under your control, from excavation and resource allocation right down to plumbing and power systems. Resources will begin depleting with your first breath, however, so be sure to dig fast if you want to live.It’s Mind Over Matter with Stress Simulations:

Keep the psychological impact of survival at bay with fun leisure activities, great accommodations and even better food for your colony. Duplicants each have different and potentially destructive ways of reacting to stress, so be sure to always keep them happy. Whatever the cost.Avoid Boiling with Thermodynamics:

Temperature control is a constant concern in space; too cold and you'll freeze, too hot and you'll fry. Keep tabs on ambient environmental temperatures and your colony's heat production to maintain a nice, cozy atmosphere for your colonists.Enhance Efficiency through Complex Gas and Liquid Simulations:

Create interlocking pipe systems to swiftly deliver fuel and liquid to critical areas of your base. Plan well and be rewarded as your colony transforms into an imperishable, well-oiled machine.Take Charge with Power Grid Simulations

Choose from a multitude of power sources including coal, hydrogen, natural gas or just plain old elbow grease. Manage power runoff, circuit overloads and meltdowns to keep your colony running smoothly.Always Keep Yourself Breathing:

Enter the Oxygen Overlay and watch air moving through your base in real time. Monitor carbon dioxide accumulation and oversee oxygen generation processes to mold your colony into a veritable deep-space oasis.Waste Nothing through Extreme Recycling

Make use of every last resource for a base that truly exemplifies efficiency. Recycle waste into precious fuel, process unbreathable gas into air or harness the natural bodily processes of wild creatures for food. If you’re clever, you might even be able to run a base off colonist farts.Explore Diverse, Procedurally Generated New Worlds:

Summon new worlds with a push of a button. Experience tons of untamed space rocks, then suffocate to death in them!
Hello, friends!
Our March 2025 Quality of Life update is out today! This free update squashes some long-standing bugs and improves UX in all versions of the game. It also includes DLC-specific additions, bug fixes, and improvements for The Bionic Booster Pack.
Highlights of this minor update include:
QoL & bugs for all versions
Weve introduced a smarter search function in the build menu and Research screen. It uses fuzzy search, synonym matching and even initialismfor example, you can now search "mm" to find the Microbe Musherto help you find what youre looking for faster. Improving searchability is an ongoing process, and we hope to keep building this out in the future.
Another thing thats got us all in a fizz is the new range of visual effects applied to liquids: a mild "underwater"-type distortion becomes increasingly conspicuous as the liquids temperature rises, eventually leading to bubbles that intensify as it approaches its boiling point.
Weve also changed the way that liquids get displaced in the sim, to fix some liquid duplication bugs.
The database continues to expand, and now contains entries for our quirky little Duplicantsincluding basic health metrics and links to the various systems that keep the crew alive and well.
The Bionic Booster Pack
We fixed a bug where the Flydo fetch drone would fly erratically on autopilot when it depleted its power bank supply. We also updated the Skill screen for Bionic Duplicants to add an overview of all the boosters available on that world. You can even assign or unassign boosters directly from that screen. Bionic Duplicants are now susceptible to diseases, too!
The Frosty Planet Pack
Bammoths wont run into walls anymore, and there are now themed Monument blueprints for this DLC in the Supply Closet!
Summary
We fixed a bunch of bugs (including some veteran ones like liquid duplication!), made our search functions more responsive, added visual feedback to liquids that are heating up, improved booster management in The Bionic Booster Pack, and added cosmetic blueprints to The Frosty Planet Pack.
If your mods are breaking or you need a little extra time before switching over, you can opt in to the temporary, unsupported Previous Update branch .
Help us track down new bugs to fix, or click here to send us your feedback and ideas! We appreciate all your input.
Full patch notes below.
Changes and Improvements
- All versions[list]
- Smarter search text matching in the Research screen and build menu[list]
- Search inputs (e.g. a buildings category, recipes, common name synonyms, and small typos) now return more useful results.[/*]
- Initialisms can also be used, e.g. mm will match Microbe Musher.[/*]
- All versions[list]
- Fixed a bug where liquids on special tiles (e.g. airflow tiles) were being displayed as if they were floating above the tiles instead of sticking to them.[/*]
- Fixed Biobot, Rovers (Spaced Out!), and Flydos (The Bionic Booster Pack) choosing to idle over lower priority chores.[/*]
- Fixed a bug causing the element of worn out Atmo Suits to change to Dirt after being repaired.[/*]
- The Power Control Station building no longer describes itself as being a necessary part of a power plant.[/*]
- Fixed a bug where Duplicants could slip when walking over a mesh tile that had a slippery liquid inside.[/*]
- Fixed Bottle Emptier not emptying milligrams.[/*]
- Fixed an issue with the UI scale on 16:10 monitors causing the UI to appear small even at 200%.[/*]
- Fixed an issue that could happen when launching the game on Macs, when installed on a non-native file system such as FAT32/exFAT.[/*]
- Fixed an issue where an Incubator whose egg had recently been removed would request the egg when loading the save again.[/*]
- When the power circuits are rebuilt (e.g. network is disconnected or reconnected either via construction, destruction or circuit breaker):[list]
- The current load on all circuits is now set to an invalid value (-1)[/*]
- the wire sidescreen will display this state as "?"[/*]
- the wattage sensor will now not change its automation state until it receives a valid value from the wire it is monitoring.[/*]
Supply Closet
- The Frosty Planet Pack[list]
- Added DLC-themed cosmetic blueprints for monument parts.[/*]
- A significant refactor of the DLC system was made. Attempts were made to prevent mods from breaking, but some will need to be updated by their creators.[/*]
- Deprecated supportedContent in mod_info.yaml, instead use requiredDlcIds and forbiddenDlcIds. See the stickied post in the modding forum for more information.[/*]
- A large number of methods were marked [Obsolete] with descriptions of what to switch to. Please check your warnings and turn on warnings as errors.[/*]
- Added IHasDlcRestriction interface. The intention is for this to be implemented anywhere requiredDlcIds/forbiddenDlcIds are used.[/*]
- Specifying DLC requirements for IEntityConfig has changed.[list]
- Deprecated IEntityConfig.GetDlcIds().[/*]
- DLC restrictions are now optionally specified by implementing IHasDlcRestrictions.[/*]
- Mods implementing GetDlcIds are detected and assumed to be in the old AVAILABLE_
format, and loaded correctly. [/*]
Since Last Update
- Fixes[list]
- All Versions[list]
- The water shader distortion effect is no longer affected by the camera zoom level.[/*]
- Stabilize the ordering of items in the Research Screen and Build Menu.[/*]
- Trim whitespace off the ends of search text to avoid excluding[/*]
- matches due to whitespace differences.[/*]
View full update
Minimum Setup
- OS: Ubuntu 18.04
- Processor: Dual Core 2 GHzMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD 4600 (AMD or NVIDIA equivalent)
- Storage: 2 GB available space
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