- Physics: Fixed vehicles being launched into space when parented to a resting or anchored grid

Steam news
Full Steam announcements and update articles for this title.
Build: Fixed strut colors reverting to default after world reload
Physics: Fixed erratic orbital data and gradual Pe/Ap drift in low planetary orbits
DockingPort: Fixed docked entities undocking on world reload
Computer/Dashboard: Fixed cursor-to-pixel conversion rounding to the nearest pixel instead of the one being aimed at
UI: Alt key now tap-only for Mouse Look (hold mode disabled until window snap bug is fixed)
Tooltip: Fixed concurrent tooltips merging into one
Xenoncode: Added get_item_value_unit() and use it in crafter
Documentation: Added full-text search with highlighted excerpts in results
Documentation: Fixed content scrolling on its own when resizing the window
Documentation: Fixed scroll position carrying over to the next page when navigating
XenonCode: Fixed scalar matrix elements treated as matrices in arithmetic
Modding: Fixed gap between loops when using looping play_sound
Wheel: Fixed infinite acceleration exploit from rapidly toggling the gearbox input
Creative/Admin: Restored original drone speed, now adjustable from x0.25 up to x4 with Page Up/Down
Next Update: DESTRUCTION!!!
This update adds symmetry for components and pipes, peer-to-peer multiplayer without port forwarding, and in-game documentation.
The symmetry system now works with components and pipes, not just blocks. Place a component on one side and its mirror copy appears on the other, with correct orientation. Pipes are also mirrored automatically between matching ports. Deletion and painting follow the same symmetry. Uses 2x resources when mirroring.
You can now play with your friends without forwarding any ports or configuring your router. Friends see a "Join Game" button in their Steam friends list when you're hosting. A new Friends tab in the multiplayer menu lists all friends currently hosting with a direct Join button.
Press H (rebindable) to open the built-in documentation browser. Covers all components, tools, game mechanics, XenonCode ...
Context-sensitive: press H while hovering an inventory item or aiming at an entity to open its specific page. Inventory items also have new tooltips showing their wiki description and property badges (Symmetry, Airtight). Available in 7 languages (EN, FR, DE, ES, IT, RU, ZH).
New types: vec2, vec3, vec4 vectors and mat2, mat3, mat4 matrices (plus non-square variants like mat2x3). Built-in functions: dot, cross, normalize, length, distance, angle, lerp for vectors; inverse, transpose, determinant, identity for matrices. Supports swizzling (e.g. myVec.xz, myVec.zyx).
XenonCode scripts and custom HUDs can now be published to and installed from the Steam Workshop.
Creative/Admin: Added fly speed control with Page Up / Page Down, from x1 to x4 multiplier
Build: Mesh tool now displays thickness direction arrow on aimed triangles
XenonCode IDE: Added missing Zoom shortcuts in Editor Shortcuts menu
Computer/HUD: Added multi-line support in print() using n
Avatar: Fixed style resetting when toggling flashlight during editing
Avatar: Fixed color picker preview not matching actual rendered colors (gamma correction)
Avatar: Fixed Crafting window remaining visible when Backpack is collapsed
Build: Fixed missing SHIFT keybind documentation in Strut/Triangle tooltips
Build: Fixed floating flexible cables after deleting builds
Build: Fixed mesh/strut tool snapping to vertices behind the aimed surface
Blueprint: Fixed cable ports remaining permanently blocked after deleting cross-build flexible cables from spawned blueprints
DashboardTool: Fixed edge snap (SHIFT) not working on triangle panels
NavInstrument: Fixed speed values shown in scientific notation in info panel
Launcher: Fixed solo game startup being slowed down by checking all subscribed Workshop mods instead of only the ones used by the world
Fixed desync of component position on subgrids attached to joints
Fixed Magic Cube "Ignore Environment" not ignoring gravity
Fixed some UI elements remaining visible when toggling UI off (F3)
Social links:
Hey everyone!
This update introduces a new sensor component, new build elements, and several improvements across the game.
A laser rangefinder that measures the distance to the nearest surface, whether terrain or another build. Configurable range up to 25 km, with an optional visible green laser beam. Useful for applications such as altimetry, automated guidance or collision avoidance.
New build element type: triangular panels. Thin panels placed on a 25 cm grid, allowing shapes that are not possible with regular blocks. They support normal smoothing for curved surfaces, such as canopies or cockpit glass. They are airtight and work with the pressurized volume system.
Thin beams connecting two points in space. They are placed point-to-point and can be painted.
Build: Revamped block selector with real-time animated 3D previews instead of static icons
NodeEditor: Added Unit Converter node for common physical unit conversions
NodeEditor: Increased Output/Switch node input limit to 128
DashboardTool: Added decorative Trim element for dashboards (1 cm increments, up to 4 m)
XenonCode IDE: Debug console can now be fully collapsed
XenonCode: Added ability to use expressions in array and kv indexing
Computer: Added search filter in library
Launcher: Modded server info icon now shows a preview tooltip and a full mod list on click
FissionReactor: Added Lifetime output channel (estimated remaining time in seconds)
DestructorTool: Added destroy warnings for various components
ThrottleLever: Added ability to control with mouse cursor when mouselook is detached
Blueprint: Fixed gizmo was allowing rotation relative to player camera
Blueprint: Fixed default paint materials disappearing when spawning a blueprint
Blueprint: Fixed wrong blocks for merged blueprint onto existing build
Avatar: Fixed velocity being reset to zero when opening UI (chat, inventory, etc.)
VehiclePhysicsSensor: Fixed size values not matching sensor orientation
Pump: Fixed erratic flow at low rates (below 0.5 kg/s)
Terrain/Ore Scanners: Fixed roll affecting scan direction when pitched
Fixed MiniNavInstrument creative inventory only giving one item
Social links:
PaintTool: Added ability to replace a color across the entire build (by block, pipe type, or component type)
PaintTool: Added symmetry support for painting (blocks only)
PaintTool: Fixed painting screens (color was stored in blueprints)
Launcher: Added option to not reopen launcher when quitting the game
Added FPS limiter setting for unfocused window
Reduced framerate when game window is minimized
Build: Fixed wrong block getting destroyed when rapidly breaking blocks on a build
NodeEditor: Fixed camera offset limits preventing navigation to distant nodes
NodeEditor: Fix connections lost on repeated Ctrl+V paste
NodeEditor: Fixed comment node hiding other nodes when resized large
DashboardTool: Improved dashboard Shift-snapping to work correctly on all block shape faces
Fixed missing airtight flag on PowerConverter
ToggleButton: Added ability to define custom On/Off output values
XenonCode: Fixed a few bugs with KV objects after recent optimizations
Modding: Handle CRLF gracefully when parsing macros
Computer: Code editor window always opens uncollapsed (fixing node dots visible while collapsed)
Improved blueprint placement system on a build using a Gizmo, and allow for rotation with mouse wheel
Added ability to aim and click on components with mouse (also when using mouselook if no active item)
XenonCode: Improved runtime performance of code execution
XenonCode: Added game_mode
PushButton: add Single Pulse option to getinfo (V)
HUD: added mouse_look
HUD Controller: sync XenonCode declarations with client (fixes "Failed to load program")
XenonCode: bugfix foreach KV when key contains dot
Fixed modded lights stuttering on moving builds
Fixed Avatar physics slowly sliding down when partially standing on the side/edge a build
Fixed vehicle wouldnt take avatar mass when entering into a seat as a drone
Added ability to spawn new builds in space (Frames and Blueprints) - Only when near another build
Chat: Improved chat command history navigation with visual popup
Allow /give command without specifying username in multiplayer
Fixed SpoolTool was requiring exact type selection for flexible cable removal
Scroll on screens/components: added $x,$y uv coordinates before $material (potential breaking change)
Scroll on screens/components: fixed sticky scroll function
Adjusted adventure goals and tooltips
Added OreScannerTool
Added GoldPlatedCircuit and tweaked some recipes
Added ability to pin any window (Hide with ESC and bring back with TAB)
Added ability to capture mouse scroll from screens and components
Added toggle crouch option in settings
Slightly tweaked Ore compositions (adjusted: Al, Ag, Sn, W, C)
SpoolTool: Added more alternative auto-path-finding permutations with scrollwheel
ConstructorTool: while creating a new build, hold shift to align new frame with ground and set static
ConstructorTool: add ability to place wall block (floor) directly in front of you like a frame (hold shift to snap to ground and set static)
ConstructorTool: make the drag plane and mousewheel axis clearer to understand when aiming with holographic grid and normal line
Crusher: add ability to recycle components back into their raw materials
Crafter: add ability to launch auto-crafting from a Computer (when 3rd input channel set to Container output)
Computer: resolve io labels by alias without needing a router
Refactor /give items and crafter recipes to use fully qualified names to fix conflicts with modded items
XenonCode IDE: no more default nodes - display a message when empty
Battery: added Throughput in GetInfo instead of differential of charge and discharge
Changed CenterOfMass indicator to a proper CoM icon
Avatar: Fill water tank from feet level instead of body center
Canister: increased capacity to 2x integrated tank (was 1/4x)
Fixed HDD tooltip showing duplicated mass value
Improved consistency for tools to prioritize take/stack items from/to its own inventory first and then the backpack
Inventories: Fixed dragged item focus (was often displayed behind the inventory window)
Black screen when camera goes underground
Added ability to pin multiple GetInfo (V) windows
Added SpoolTool for placing cables and allow stacking of spools (breaks existing spools in inventories)
Updated icons for all tools
Updated DLSS to 4.5 (310.5.0) - Only affects DLSS without RayReconstruction
Fixed regression where custom bios (main.xc) is not loading automatically in AIO Computers
Note that any old cable spool in existing worlds will have to get thrown away and crafted again. The SpoolTool must be used to actually place cables.
This update marks an important milestone for Archean.
It officially introduces modding through the Steam Workshop with XenonCode & Blender and brings significant changes to Adventure mode, with new mechanics related to mass, inventory management, and interactions.
Modding is now a core feature of Archean.
Players can create fully custom components modeled using Blender and scripted entirely in XenonCode, with their own behavior and internal logic. These components integrate into the game exactly like native ones, including construction, inventory handling, data systems, and interaction with vehicles and the environment.
Mods are fully supported through the Steam Workshop. Publishing, updating, subscribing, and sharing are handled directly via Steam, with no manual installation or external tools required.
This first iteration establishes the foundations of the modding system and will continue to evolve over time.
Here are a few components created by players in the experimental version:
Adventure mode now introduces a real mass system for the avatar.
The contents of the avatar’s inventory have mass, which:
directly affects the avatar’s movement speed and Jetpack
is added to the total mass of the vehicle you're sitting on
The inventory gains several new mechanics aimed at reducing unnecessary actions and making interactions more natural.
New features:
Active hand: select an active tool or item from any inventory by double-clicking on the item/tool
Tools can now directly use resources from an external container, as long as they are placed inside it
Avatar crafting can use resources from all open inventories, with automatic transfer to the backpack
The search bar now performs real item filtering
Building tools receive new options focused on precision and efficiency.
Main additions:
Movable symmetry axis with 0.125 m precision, allowing perfectly centered mirrors on blocks
The Paint Tool can now paint all faces of a block at once using a modifier key (Shift)
It is also now possible to place components directly on the ground, without requiring to build a platform.
Full changelog:
Official Modding system (Blender and XenonCode) through the Steam Workshop
Adventure: Avatar inventory now has mass (affects vehicle mass and avatar speed and jetpack)
Added ability to place components directly on the ground without the need to build a platform
Added latest log file contents directly in launcher (Settings tab)
Inventory: Added "Hand" -> ability to select an active item/tool from another inventory by double clicking it
Inventory: Added ability for tools to use items from external containers by placing said tool inside that container and double clicking it
Inventory: Search bar now filters items instead of just highlighting them
Inventory: Remove escape key handling for active item deselection in Belt (use backtick ` instead)
Inventory: Allow avatar to craft using resources from any open inventory (it will automatically move what it needs to the backpack)
Pilot Seat: Exit seat by quick press R instead of hold (added option for Hold)
Build: Added movable symmetry axis with 0.125m precision, allowing mirror on center of blocks
Build: Fixed symmetry mode allowing invalid frame placement when opposite side is occupied
PaintTool: Can now paint all sides of a block at once with Shift
PaintTool: Fixed pipe metallic paint
BlueprintTool: Fixed blueprint rotation not updating block colors properly
BlueprintTool: Improved blueprint hologram performance
LinearTrack: Added ability to override limits via GetInfo(V)
data logic: reading non-numerical text values (like kv objects) as numeric (like input value for the lamp) are now considered 1.0 if not empty, 0.0 if empty
Fixed empty computer bays after a system crash or power outage
Fixed container falling off of vehicles upon ownerpad reset
Fixed pulling 0 kelvin temperatures from turbopump
Potentially fixed race conditions during solo connection to local server causing a CTD
Social links:
Since this summer, we've been working on a first iteration of the modding system, built around XenonCode. It already allows you to create your own custom components, with fully scripted behavior, usable like any native component in the game. Here are a couple of things players have been experimenting with recently:
The modding system is available on the experimental branch. If you’d like to try it, ask questions, or contribute to the discussion, you can join us on Discord: Discord
While working on this system, we've also added several new features, improvements and fixes.
These are included in today’s release update on the default public branch.
Here’s the full changelog: New Features
Added SlopeLight component
Added MiniNavInstrument component
Added PlayerSensor component
Added ability to add any component on Dashboards at arbitrary positions/orientations
Added ability to override any component screen via a computer connected to it
Added click_hold() entry point for continuous interaction with screens
Computer: Added IDE Library to locally save and reuse XenonCode files across computers
DockingPort: Can now transfer items between docked entities
Volume: Added composition output
PushButton & ToggleButton: Added dual-sided option in GetInfo (V) to make them usable from both sides
Crafter: Displays alert if crafting fails due to low power
Subgrids: no more occupancy added from the parent hinge component, for more permissive builds and fixing invisible block issue when using partial blueprints (not retroactive)
Launcher: Enhanced world selection table with sorting and last played timestamps
Fixes & Changes
Improved gravity computation to account for celestial body's rotation when vehicle is inside outer radius
Mouse look does not block when interacting with components anymore
Fixed solo game not starting when port 8881 is already in use (now uses a random available port, unless "accept_remote_connections = yes" in server.ini)
Fix modifier key handling to prevent stuck keys
Fixed velocity sensors stale values when vehicle is resting
Fixed FluidPort was capturing environment when volume was empty
XenonCode
XenonCode Nodes: Improved dynamic input handling for math/boolean nodes when using manual values
XenonCode Nodes: Increased max character limit for manual input values from 7 to 256
XenonCode: Added ability to chain accessors for KV text object
XenonCode: Allow more characters as the key for KV text objects when accessed via a variable key or via foreach, the key can contain anything except .{}
XenonCode: Fixed ^ operator precedence
XenonCode: Improved numerical precision for const values
Social links:
This update brings Full RGB support with the paint tool, for blocks, cables and components.
It also allows to paint using different material types like Chrome, Glossy, Matte, and we've added (rough) Metal and Transparent (glass).
The new paint tool interface lets you save multiple palettes with an unlimited number of colors.
As a bonus, you can now also paint any part of all components and pick colors from components.
Another addition to this update is the (rough) Metal material option for the avatar colors. The old "metallic" option has been renamed to "Chrome".
Fixed buoyancy with volumes (makes submarines usable, finally)
Increased log verbosity
Rocks go in backpack when belt is full
Edit computer code upon key up (releasing) F instead of key down (to fix the F chars appearing in the code)
Fixed avatar_sensor_environment_composition was empty when in seat and in drone mode
Take volume into account for avatar_sensor_density and avatar_sensor_temperature
XenonCode: added a text "replace" function
XenonCode: potential performance improvements (thanks to Jake Rossum)
XenonCode: Fixed crash when using bad arguments in draw functions
XenonCode: Fixed false error when defining a virtualscreen in a program with no entry point
Keyboard & Numpad: Send a signal on channel 1 when the SEND button is pressed
Bugfix crash on Windows caused by invalid characters or reserved names
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Archean, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Archean statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.
FAQ
Browse related Steam game intelligence pages and categories.