
Steam news
Full Steam announcements and update articles for this title.
Hello! It's the Steam Summer Sale and we're here to give you an update on development and release some parts that are ready to go!
We're calling this one the Navigational Update as we've made some very cool changes to how you navigate around your Mining Claim.
New Perspective
First off the Navigational Map has a new look to give it some more depth and make navigation a little more exciting.
New Scanning Mechanic
You can now manually trigger a scan (Default: spacebar) which will reveal points of interest in your mining claim. Placing your cursor over them will reveal what they are. This makes exploration a little more interesting and the Mining Claim itself a little less cluttered.
Fixed Pirate Bases
The Pirate Outposts previously loaded into the Mining Claim at random shifting positions each run. As of this update they are fixed locations in the claim and once uncovered they will remain revealed even after you take a nap or reload the game. Pirate Outposts now also display a line connecting them to the selected asteroid if it is in range of the base.
New Nebulas
We have a new type of fixed location on the map in the form of Gas Nebulas which you can enter by visiting asteroids passing through them. These will become more significant when we unlock the Noblecore region which will provide the tools for Gas collection. (If you are interested in visiting that region sooner you can join the playtesting via our Discord)
More Lore
Each station now has a detailed description that we hope you'll enjoy! You can find some other info sprinkled around the Mining Claim as well.
Additional Data
We now have clear labels for each region so you know where you are as you explore and we also have the option to view the overworld map directly from the Asteroid's Minimap so that you can get a sense of where you are and what's around you even when you are busy mining on the asteroid.
Metric System Correction
We are done with the KKM and we have switched to Mm (megameters) for our distance calculations. Megameters are just the correct measure for 1000 kilometers and our fictional KiloKiloMeters was just causing confusion and spreading metric system disinformation so it is now gone. Thanks to those who reached out to us to advocate for this change.
Noblecore Region Coming August 28th, 2026
The next region has now entered Playtesting and is scheduled for launch at the end of August. If you would like to join the playtesters vacuuming up the precious Nebula clouds please join our Discord and let us know. This will be a major update that will also feature many UI improvements alongside a full refactor of the Manufacturing Bay. We've been working on it for a few months now and it needs a little more time as we polish everything up. Here's a sneak peak at what awaits inside the clouds.
In IRL News Some Astronomics concept art was recently featured in a showcase titled Art of The Concept which was a part of Toronto Games Week. The posters will remain on display through the rest of the summer. If you are in the city you can check that out, but if you aren't anywhere nearby you can see our poster here: https://astronomicsgame.com/poster/
In Bundle News
We are always on the lookout for games that have some nice parallels to bundle with and cruising through the Next Fest last week we spotted Cosmodrill - a very cool looking asteroid miner! They've got a demo you can check out right now. If it peaks your interest keep an eye out for the bundle with Astronomics that will grant an extra discount when they launch on July 6th (in 11 days). That is all for now. Cube Corp wishes you a nebulous day!
-hube
Hello! We come to you today with a whole new set of updates and improvements all wrapped into a nice package that we have decided to call the Combat Update. Ever since the Pirates moved onto bases sprinkled through your mining claim we've heard a lot of feedback about them so we have taken some time to clean some of those interactions up. Some spring cleaning just in time for the Steam Spring Sale. Let's dive into it!
The Defensive Emplacement
This one has gathered a whole list of feedback from players primarily the complaint about its accuracy and ability to hit moving targets. It has been polished up (check for the new build animation) and now fires from both barrels (It always had two barrels but only fired from one) but most importantly it has improved aim and tracking letting it snipe incoming threats very effectively. It has been known to take out pirates on pods before they even land. Hope you enjoy those!
Pirate Landings
Speaking of Pirates landing. You probably already know that pirates will land on the sides of the asteroid specifically coming from the direction of a Pirate Base so you can open up your Asteroid Minimap (default M key) and plan your defense based on the positions of those bases. We have also made the pirate waves focus their landing to centralize the threat. They can still land anywhere along the edge of the asteroid but if 3-4 pods are landing all of them will now land in the same general area rather than spreading their attack out causing a very disconnected and spread out battlefield.
The Pirate Turret
The Pirate Turret has been polished up and now has a new modular design. The three armoured pillars of the turret are now independent elements shielding the armed pirate within, so you will now have to break through the defenses before you can proceed to eliminate the threat. Be careful not to get too close. The turret has been armed with a taser to defend against those that would get too close in the past to avoid its firepower. You will also notice that the pirate inside the turret looks around and does have some radius line of sight detection so you may sneak past the turret unnoticed if you plan your moves.
Improved Pirate Behaviour
Pirates will now get a little indicative flash in their eye when they spot you. They've been equipped with a cone of vision so you can also avoid being spotted if you stay out of sight. They will immediately respond if attacked from a distance or if nearby Pirates are attacked. When in their "alerted" state Pirates are more aggressive, stop what they are doing to search for threats and have heightened awareness. Their pathfinding has also been improved so we should expect to see improved performance.
The Pirate Miners
These little guys used to be very practical. Leaving them around only had benefits. They were basically an autonomous Mining Turret. Well they have been reprogrammed to now target both your Commandbot and equipment. This doesn't mean you can't make use of them for mining anymore. You absolutely can, you just have to be a little more careful about where you leave them and how you get them there.
The Forcefield
In the past mining lasers would penetrate this shield with ease but now that the Pirate mining bots are a threat to your structures we've made the Forcefield deflect laser beams as well so you can keep your equipment shielded while you deal with Pirate Threats.
Pirate Threat
Speaking of Pirate Threat - a reminder. You can set the Maximum Pirate threat level in the gameplay settings so if you aren't a fan of Pirates you can keep them at Level 1 forever. We've been trying to balance things out so if you have Pirates turned off maybe you'll consider giving them a try now.
Blaster Level 2
Especially since we have for you the level 2 Blaster which has a new auto-fire feature so you can save your fingers from spamming that trigger and just comfortably hold to unleash a barrage. Look for a neat little knock-back effect when firing blasters in the air. Also the Level 2 Blaster has improved cooling so you won't be overheating as much in a firefight. Also worth noting that the Level 1 Blaster has been corrected as it was allowing users with high framerate to fire faster. This is now standardized so you may notice it have a lower rate of fire. Both blasters also have improved targeting when Locked-On (Default key Left Shift). Also bullet collision audio is improved and you'll hear the correct sounds when your bullet hits the shuttle vs hitting a rock!
Improved Overheating / Low Power Warnings
Since we're on the topic of overheating we have improved the warnings for overheating so that the warning flashes just before you are about to overheat. There's also some audio queues that improve the feeling of heat building up as well as a nice particle animation to show you when your Commandbot has overheated and began venting. Similarly to the heat indicator triangle we have taken the low power indicator triangle and moved it to display closer to the center of the screen so that you no longer get caught at 0% battery by surprise.
Notches on the Health Bars
You will also notice that the Equipment Health Bars now have notches on them. Each section represents 50 HP points, so you'll see more notches on stronger structures like the Defensive Emplacement which has a higher HP than most.
Shuttle Jettison Improvements
We have heard many stories about emptying the cargo hold for takeoff only to find the Workerbots have again overloaded the cargo blocking you from taking off. We have made a fix that now locks the cargo hold when you engage a takeoff procedure and enter the Jettison screen. Also once you have corrected the shuttle's weight and exit the storage UI takeoff will automatically proceed. So no more fighting the Workerbots? Combat update!
The Liquid Pump
This update also welcomes an overhaul to our Liquid Pump. The jiggly hose has been replaced with a solid pipe. Wait wasn't this the Combat Update? Yes and now you will no longer be fighting with this hose to get it into the liquid. This also means you will no longer need to wait for the pump to finish building and you will no longer need to carry a Gravity Tether just to complete a Pump setup. The Pump now also has a two step construction process meaning you first pick the position and rotation then you position the hose into the liquid. Some of you reported that the hose was unable to reach liquid pools that spawned inside deeper craters as it was too short. The new pipe will now reach deeper and allow you to extract liquids from higher ground.
Resource Physics
This specific fix already shipped in a hotfix after the Transit Update but it is a really nice one so worth mentioning here - Resources no longer freeze in the air and remain physically active and affected by gravity until the reach the ground. This means you will no longer have chunks floating around because they landed on a pile or on some rocks and stayed there after the pile was removed.
Overall Performance Improvements
We have been working on improving the game's performance though we still have some items we are working on we hope you see a noticeable improvement especially at the higher resolutions above 1080p.
Cube Corp wishes you a safe, secure, well defended and prosperous day. -hube
Full list of changes in bullet form
Equipment/Constructions
Health bars on Equipment/Constructions now have notches, indicating relative durability
Improved Build View & Data View for ejection - Pump, Drill and Catapult now have better visuals for output trajectory
Forcefields now block Mining Lasers
Forcefield rotation no longer results in incorrect impact points
Scanner no longer making data pickup requests after the asteroid has left the claim or if the Workerbots are under emergency recall
Improved Liquid Pump
Hose removed in favor of more reliable pipe system
Gains 2-step construction guaranteeing good placement before build completes
New pipe system able to reach down into basins far below the pump’s position
Improved Defense Emplacement
Predictive aiming added; will now hit moving targets more reliably
Less spread
Corrected visual to fire bullets from both barrels
Blaster now more accurate, but loses accuracy if fired rapidly
Blaster Lock-on gained predictive aiming for moving targets
Firing blaster while airborne now causes recoil
Fixed Blaster bug that tied firing rate to frame rate; previously, it could be fired far faster than intended if a player had a high frame rate
No longer possible to shoot self when firing straight down
Bullet collisions are now more accurate & reliable
Level 2 Blaster upgrade now available; with fully automatic fire and improved heat dispersion
Multiple mining lasers targeting the same rock now correctly add their damages together
Being hit by lasers causes the command bot to gain heat
Fixed laser damage bug that would make some targets resistant to damage
Overhauled pirate behavior
Pirates now have a distinct ‘Alert’ state, when engaging either the player, or defenses
During Alert, pirates are more aggressive, gain heightened awareness, and stop what they’re doing to look for active threats
A distinct visor ‘flash’ has been added when pirates are Alerted
Pirates will be alerted when a nearby ally is attacked
A cone of vision has been incorporated into pirates awareness
Pirate Miner now targets player and equipment (but can still be used for mining if placed in safe area)
Pirate Turret redesigned
Now features protective barriers that can be individually destroyed
Turret will now call for reinforcements after the first of its barriers has been destroyed
Turret also gained a Shock Defense System to keep attackers away
Improved pirate wave arrivals - All pirate pods now land in the same general area rather than spreading pods along the entire available area they can reach from their base
Updated path-finding system for pirates (as well as creatures); should result in better performance
Dust clouds added to various impacts - you will see the Command Bot, Resources and Pirates kick up some dust as they hit the ground
Improved effect when pirates destroyed
Improved bullet visuals & impact effects
Audio improvements for bullet collisions (shoot a rock vs the ship vs equipment and you’ll hear it)
Visual effect added when bot is in Overheating state
Audio cues added to heat generating tools, to help indicate relative danger of overheating
More types of Footstep sounds added
Added enter/exit audio to monorail
Many new audio effects added to pirates
Lightning effects adjusted to prevent excessive bloom near liquids
Music system reworked, allowing for better transitions between tracks
Music added to stations
Battery Indicator moved to be next to the Command Bot making it clearer when battery is low
Heat Indicator now displays prior to overheat, giving you a chance to prevent it
Fix Sell Resources Contract Req. UI indicator to show that a resource is needed for a contract on another station
Shuttle Storage now locked when users are trying to take off with overloaded shuttle and force to Jettison
Exiting Storage View from takeoff jettison requirement when weight has been corrected now automatically triggers desired takeoff
Fixed a bug where taking off from the shuttle with workerbots onboard the shuttle that were assigned to pickup orders on the surface would cause an index out of bounds as the list of workerbots on the celestial object would get reduced on departure
Fixed Equipment Ejection on Shuttle Takeoff blocking equipment door and losing Datacube entirely
Fixed new-line error in Pirate Level Gameplay Menu setting
Hello! Another day another hotfix but this time we bring some improvements along with it.
Fixed issue with Crane / Monorails / Catapults freezing during construction or transit point placement
Resources/Equipment will (mostly) no longer float in the air if on top of a rock that gets removed
Fixed issue where Workerbot were not correctly detaching from a Monorail on destruction
Fixed issue where rebuilding broken Monorail blocked transit in one direction
Tag symbol above deployable equipment stays at correct distance when equipment upended
Fixed bug where tooltip couldn’t fit full description for salvageable equipment on a single line
Improved visual for salvageable equipment
Fixed bug that prevented users from purchasing Freighter / Shuttle upgrades that cost ZERO Cube Credits when their credit balance is negative
Looks at those resources fall when things below are picked up! No more hovering chunks.
Thank you all for the bug reports and the patience as we work through new issues.
Cube Corp wishes you a prosperous day. -hube
Just some small fixes to follow the Mransit Update
Fixed issue with soft lock on monorail repair
Fixed issue with inidicator icon on selling screen not showing resources for contracts / upgrades
Added message to the main menu which I forgot to add yesterday!
Please use the Monorail responsibly. Cube Corp wishes you a prosperous day! -hube
Astronomics is one year old!
Before we get into the update let’s take a moment to celebrate our one year anniversary! Astronomics launched on Feb 10, 2025 and since then we’ve released several major content updates, improved the performance, reduced the grind and made some great progress on the quality of life front while welcoming many new users to the Steam Forums and Discord. Thank you all for giving this game a shot and for sharing all your feedback to make Astronomics better. To celebrate this milestone we are releasing the Transit Update! Many of you have been asking for bridges and we’ve been hinting at something like that coming. Today it is finally here.
Introducing The Workerbot Monorail
We’re very happy to introduce the new Workerbot Monorail! (Brace yourselves for the flood of gifs from Springfield) This structure has two endpoints connected by a flexible metal rail. It can be used to bridge gaps, cut corners but also has the capability to traverse up and down small heights.
Its greatest feat is being able to transit several Workerbots at once (so long as they are going in the same direction) which drastically improves Workerbot performance on the asteroid. It also has the capability to lock the direction of travel allowing you to build transit superhighways in high traffic areas.
The Enhanced Catapult
But wait there’s more! The Catapult is also updated. It can now be loaded by the player (much like the Crusher, Scanner and Storage) so now you can help move items with a nearby Catapult. It also has the capability of auto loading which means it can be sequenced with Drills, Pumps and other Catapults in a chain of launchers. Equipment will now route via Catapults too!
Improved build sequence
We have also improved the build sequence for all these transit machines so that now you can place the structure and the transit points before the molten iron is charged allowing you to cancel if the transit points can’t be placed where you had intended. This ability to cancel works on Cranes, Catapults and Monorails.
Extended Manufacturing
This was added in a recent smaller update but worth mentioning as not many folks read the patch notes! The Manufacturing Bay has been extended so that there is now always room for all the possible machines. Level 1 now has 4 bays and Level 2 has 7 bays. We are still working on a complete Manufacturing Bay refactor, but this change will at least remove some of the pain points you have shared with us.
Reduced Upgrade Costs
In an effort to improve progression and reduce grind we have removed the Cube Credit costs of some of the initial Freighter and Shuttle upgrades so that the journey through Cube Corp and Medusa Mineral is smoother. We will continue to evaluate and adjust the cost of upgrades in the remaining stations.
Quality of life - Resource Selling Markers
We've noticed players having to jump around the Upgrades and Contracts before selling resources and we wanted to alleviate that friction by providing more information about your resources directly in the Sales Interface. You will now be notified if a resource is require for an upgrade or if it is required for a contract.
Noblecore Region
But wait, wasn’t this meant to be the Noblecore Region update? Yes it was. The Noblecore Region is unfortunately getting pushed back. We have been working on the gas resources but inspired by the pirates moving into the asteroid claim we have similarly pivoted to a design that will see gas clouds placed in the mining claim. This adds even more importance to the trajectories of asteroids as you’ll now have to ride them through a gas cloud to capture the gases, but this has added some complexity to this region and will require more time to execute. I do have a visual to share with you from our efforts so rest assured it is progressing, just isn’t ready for prime time this month.
Celebratory Bundle
To celebrate our one year anniversary we have bundled up with awesome automation title AutoForge. If you are into steering hard-working robots and automating resource gathering, crafting and exploration you should check it out. The AutoForge devs are currently wrapping up an exciting Multiplayer Update which will bring their game to a whole new level so keep an eye out for that.
You can now get an additional 10% off on AutoForge if you own Astronomics by "completing" the bundle.
Thank you all again for joining us and following along on our development journey. We hope you enjoy monorailing your Workerbots around.
Cube Corp wishes you a prosperous day!
-hube
Hello! I bring you some fixes for the weekend! Let's dive into them. Manfuacturing Expansion
We have definitely heard your frustrations and suggestions for the current manufacturing setup and we are actively working on an overhaul of that system but it became clear that we could also introduce a quick fix that will help eleviate some of the friction in manufacturing that you've all been reporting so please say hello to your expanded manufacturing bay! Level 1 Bay now contains 4 slots and Level 2 Bay now contains 7 slots! Enought for all the machines and then some. As I mentioned - this is not the final fix - we are still working on refactoring the manufacturing system as a whole. ALSO it is now possible to press E to skip the CUBO dialogue when salvaging a Manufacturing Machine.
Data Scanner Bug Fixes
The Data Scanners no longer request data cube delivery after the asteroid has left the mining claim
The Data Scanners should no longer have trouble offloading data to Data Cubes (which would sometimes happen if players were manually picking the cubes up and putting them on their back in the process of ferrying data)
The Datacubes will no longer VANISH when loaded into Shuttle Cargo after the asteroid has left the mining claim
This shoud solve some of the issues of workerbots trying to perpetually load/unload while you are trying to take off (leaving some straggles behind)
Pirate Adjustments
We have adjusted the frequency of PIrate Attacks so that there's some extra time between waves
As always Cube Corp wishes you a prosperous day!
-hube
Hello! The holiday decor is gone along with that gift under the tree BUT we have a small feature addition - Crane construction is refactored and you can cancel a Crane if you find the transit points don't reach where you wanted without having to self-destruct. Also inclouded is a bug fix that prevents Salvage Equipment and Pirate Cores to get sent to the Surface Crusher! Cube Corp wishes you a prosperous new year! -hube
Many reports came in of inconsistent behaviour breaking the UI when docking the shuttle after returning from the asteroid. This issue should now be corrected. Looks like our new MK II Commandbot under the tree was (only sometimes) interfering with the landing trigger. Cube Corp wishes you a prosperous end of 2025! -hube
We are celebrating the holiday season with a gift many have been asking for! The MK II Commandbot is here and until January 5th you will find it in your freighter to grab for free wrapped in a big red bow.
Upgraded MK II Commandbot
The upgrade will be available to everyone at TW Gems station but for the Holiday Season (until January 5) everyone can grab the MK II Upgrade from under the tree. This upgrade features:
One extra tool slot
Two extra modification slots
Expanded inventory
Stronger Frame
Longer Battery
New Loadout Save System
We have also added a new Loadout save system for you to define 3 different loadouts that you can easily switch between to quickly swap between your favorite configurations.
Pirate Landing Fixes
The update also includes fixes to the Pirate landing system
Pirates will now respect forcefields and no longer land in zones protected by the shield
Pirate Pods will no longer land in the same location clipping into each other
Cube Corp wishes you a prosperous holiday season. Big thank you from all of us at Numizmatic for a great 2025. See you all in the new year! Best,
-hube
Landing with another round of hotfixes
Fixed tagging of certain reed-like plants that had no biomass chunks when destroyed
Fixed reed plants not showing up on the Asteroid Map
Fixed Cube Corp logo missing on entry to Cube Corp Station
Fixed Storage Cubes visibility on the Asteroid Map
Pirate Turrets added to Asteroid Map
Mining Turrets and Pirate Miners now have their laser audio respecting distance
Pirate Turrets can again summon reinforcements but only if there is a Pirate Base in range
Cube Corp wishes you a prosperous day! - hube
Hello! I arrive today with another small update that contains a lot of nice goodies.
Added various sound effects to help polish up the audio
Added visible Logos to the Stations so that players have a better sense of where they are
Best of luck out there! Cube Corp wishes you a prosperous day! -hube
Hello! Another day another hotfix this time stemming from your reports that Pirate Pods were landing all over the place. We investigated and found the issue. Pirates should now be landing at the edges more consistently. We will continue testing and improving their arrival trajectories. You should also see an increase in wave intensity if you pass closer to a Level 2+ pirate base.
Fixed Pirate arrival trajectories
Tweak to the forcefield shader to have more colour
Cube Corp wishes you a prosperous day! Stay safe out there.
-hube
Hello! Coming in with a small list of hotfixes. Thanks for the reports!
Welcome message in main menu updated
Fix to Turrets, Emplacements and Pirate Miner sometimes getting stuck
Fix to soft lock in Tutorial during scanning for resources step
Cube Corp wishes you a prosperous Cyber Monday
-hube
Hello! The Cartography Update went out ealier today and it seems a flaw with the Gravity Well made its way into production. The flaw has been corrected!
Fixed Gravity Well breaking Asteroid Time Remaining
Added controller UI to Blaster and Repair Tool Level 2 showing the options they have with key
Cube Corp wishes you a prosperous day! - hube
Hello! We have a surprise update for you to celebrate the Thanksgiving Black Friday Cyber Monday Holiday Weekend! The Cartography Update!
Pirate Bases on the Mining Claim
For starters we're introducing a big change to the mining claim map. Pirate Bases! In the past pirates threat would just be uniform throughout the region on asteroids of a given class, but now pirate stations are physically present and only asteroids that are passing within range of a pirate base will be affected by pirates.
There has also been a big change to how pirates arrive on the asteroid. Previously pirates could just drop anywhere on the asteroid making it difficult to meaningfully plan any type of defenses. Now pirates will arrive at the edges of the asteroid targeting edges that they can physically reach from their pirate base.
You're probably asking yourself how you’re ever going to know where the Pirate Bases even are - once you're on the asteroid you can't possibly keep track.
New Asteroid Map View
Well now you can! Enter the new Asteroid Map view! When you open up the map and zoom all the way out you'll see the asteroid heading vector as well as vectors pointing to nearby pirate bases that will be sending enemies your way. This will help you place defenses and focus on building up in safe zones that you can meaningfully protect.
This map is not just for tracking pirates. It has the capability for you to track all your equipment, distinguish surface rocks, identify biomass, resources above ground as well as those you've discovered down below and get a quick view of all your structures. It'll also help you find the pirates, which you'll have to pay closer attention to because they now have the ability to cut through the rocks and they’ll be making off with your resources if you let them run wild.
New Repair Tool (Level 1 and 2)
Speaking of pirates running wild - we have a new repair tool for you! Both level 1 available at TW Gems and level 2 available at Ceres Vesta are entering the game. Level 1 lets you slowly repair any structure you built with Molten Iron using just the energy on your Commandbot. Level 2 lets you do that faster but also lets you patch damage up with molten iron quickly which solidifies over time restoring the structure’s health after you’re gone.
New Pirate with Mining Laser
The Pirates are also welcoming a new addition - the Miner. A small pirate equipped with a mining laser, so you'll have to keep track of them and make sure they don't clean out the other side of the asteroid while you're not looking. You'll also notice that pirates now have a chance of dropping a new resource - the Pirate Core. It is the working heart of a pirate and you'll find some lucrative contracts that will request their delivery.
Pathfinding Updated!
Also worth noting is the updated pathfinding library which should speed up pathing calculations and reduce some of the error states we’ve seen shared in the player.logs of bug reports. So not only you (the player) will have an easier time getting around the asteroids
Astronomics will be on a 25% discount for two weeks and we've also got two new bundles to share with you in this Black Friday celebration! The very cool Deep Space Exploitation which has some nice asteroid mining parallels to our game and the newly co-op updated Occupy Mars! Check those out for an extra discount if you already own Astronomics!
Occupy Astronomics Bundle Astronomical Exploitation Bundle
Thank you again for all your feedback, reports and ideas. Our roadmap keeps growing but we’re very excited for what's ahead.
Happy Thanksgiving to those celebrating. Happy deal hunting to those shopping. Cube Corp wishes you all a thankful and prosperous day.
-hube
Greetings! We arrive today with two small fixes to not so small problems
The workerbots should no longer freeze up and get left behind underneath the shuttle
The Data Scanner checkbox for auto-requesting Datacube delivery is now correctly displaying for each unique Scanner.
That is all for now. Thank you to everyone who shared their player.log files - couldn't have found these without you! Cube Corp wishes you all a prosperous day - hube
Delivering some fixes to smaller issues
Fixed typos in many blueprint / equipment descriptions in the Knowledge Base,
Fixed issue where Shuttle Equipment UI would not open up on first click,
Extended the interactive area to the entire list of equipment icons so you can click an icon to open the Equipment editing popup,
Fixed bug when Jettisoning without any items selected,
Fixed issue with incorrect tutorial videos showing for new equipment,
Fixed whitespace issue on Nitrogen and Petroleum contract
Cube Corp wishes you a typo-free day!
-hube
Hello! Starting the week off with a small update to fix some bugs.
Fixed Aquamarine clusters dropping Sapphire chips when broken down,
Fixed issue where tagging liquid canisters on pump before they were full would cause them to stop moving with the pump animation,
Fix to pump hose that should improve the chaotic shaking that sometimes happens when the hose gets tangled in a knot,
Fixed Data Scanner calling for Datacube when there is no path for Workerbot to reach Scanner.,
Fixed issue user could scan Composition Data, then when scan completed toggle to Phenomena Data and have that loaded onto the Datacube instead of what was scanned.,
Fixed issue where tagging all equipment for storage would actually un-tag the ones that were tagged already,
Fixed issue where items already being carried by workerbots could get tagged again and cause problems when workerbots came to pick up something that was already being carried,
Fixed issue where Workerbots using cranes at the moment the asteroid left the mining claim would drop and glitch
Cube Corp wishes you a prosperous day! -hube
Hello! Back again with some quality of life improvements to help make life easier in the Asteroid Belt
Added new “Tag all equipment” option to the recall menu in Shuttle Cockpit
Added new UI to Expedition Terminal to enable pre-loading of iron onto shuttle forge
Molten Iron Hoppers now correctly return their molten iron to the Forge and Storage when loaded back onto the Shuttle
Fixed bug where picking up a Workerbot enroute for an item would break the pickup tag requiring you to re-tag.
Commandbot Scan and Tag now recognizes larger plants and tags them so that biomass chunks get picked up automatically
Fixed issue where Knowledge Base was reporting incorrect composition data for some asteroids
Fixed issue where Knowledge Base was showing incorrect molten iron cost for some equipment
Here's a GIF of the Shuttle Forge interface in the Expedition Terminal which now lets you preload your shuttle with iron before you set out.
Cube Corp wishes you a prosperous day! -hube
Coming in with a hotfix to correct the reported glitches on Cranes and making Hoppers more effective
Fix for Crane locking up on pickups near rock wall
Fix for Crane locking up on multiple bots queuing
Molten Iron Hopper now pulls from Forges constantly, not only on initial approach
Return to station dialogue box now correctly recognizes Ceres Vesta space
Scanner now has Self Destruct option
Scanner now leaves scorch mark and debris post destruction
Scanner no longer calls for Datacubes once asteroid has left mining claim
Scanner cancels Datacube requests if Datacube delivered manually
Scanner no longer duplicates Datacube requests
Pirate music restored and correctly ending
Pump impact sound reduced
Pump audio corrected for pumping loop
Cube Corp wishes you a prosperous day - hube
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Astronomics, 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 Astronomics 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.