
Steam news
Full Steam announcements and update articles for this title.
This update adds a lot of long-asked for quality-of-life improvements!
Blender Gun now respects "islands" of cells separated by static pixels - blending across a wall will not throw things outside of your forge, and you won't accidentally mix your fuel into the chamber!
Blueprints can now be flipped in X and Y dimension by pressing 'b' and 'n'
Blueprints are now free to place if you have the free cheat on, or if you are in Creative Mode
Spaceship Inventory slots have a "Hold" button on them (hand icon) - when set, those materials will not be moved to the ship on pressing Transfer All
The Spaceship Inventory "Hold" settings are stored in your profile so they will save & restore
Black Powder can be created from the combination of Charcoal, Potassium Nitrate, and Sulfur - this is an explosive that must be sparked, less powerful than Nitro but still pretty powerful :)
Some Hypochlorous Acid reactions are added so Hypochlorous Acid is no longer a dead-end
Buttons and Switches are now not triggered by liquids and gases hitting them (only solids)
The transition height for the background from the surface to limestone caves is moved down slightly, to prevent situation where people stand in an emptied lake and the background changes too early
BALANCE: made the price of the Guide Tab 16 Wood and 16 Carbon so people can get it earlier
BALANCE: made the price of the Walk-Through-Walls Boots Ectoplasm + Titanium so they can get it in biome 3
Also, these are from a hotfix update earlier, but in case you didn't see the update to the last post:
Z + Mousewheel for the added zoom shortcut so it doesn't conflict with row-changing hotkey
BUGFIX: single width lines of pump wouldn't pump liquids that were stagnant because pixels of the same liquid or gas material would swap with each other and not simulate more the same frame - now we don't both swapping same substance materials and single-width pumps work again
BUGFIX: put in something to prevent a bug where segments of the world would save as all sand - not sure what causes this yet but now, for safety's sake, the system will not save segments if they appear as all sand index (all zeroes) because this is almost certainly unintended
A couple new things in this update:
Walk-Through-Walls Boots were an idea from the Discord community this weekend - equipping them lets you fly through any and all built pixels: walls, conveyor belts, machinery, etc. They require Uranium and Ectoplasm and are intended to be in the last quarter of the game as an improvement to Allow Player pixels. Convenient!
Ruby can now be built into Ruby Crystal pixels that stay in place, so you can build structures out of Ruby. This also makes it easier to place Ruby Crystal pixels in the middle of a forge and expose it to Molten Alumina and Molten Chromium, which will grow additional Ruby Crystal pixels that you can then mine. (remember: you can mine a specific material by holding Ctrl while you drill!)
The F1 Help Screen now has a rotation of tips and tricks to help surface a lot of the helpful hotkeys and controls that tend to go unnoticed until someone mentions them. :)
Other additions:
Ctrl + Alt with the Hand will now pick up everything EXCEPT the hovered pixel :)
Ctrl + Mousewheel will now zoom the camera in and out (in addition to the plus/minus defaults) (NOTE: I changed this to Z + Mousewheel so it wouldn't conflict with the row-changing hotkey)
There is a language page in the Settings Window for a duplicate way to set localization; some people were still not seeing the localization button in the corner of the front-end and in-game menu. Those are still there, but now the Settings Window, where those people were looking, also has a way to do the same thing.
READABILITY: added a cause-of-death message for radiation death, as it was confusing some people when they died to it in the underworld
BUGFIX: Sim Loader pixel now counts as Mechanical
BUGFIX: some Mechanical pixels had an incorrect setting preventing them from being crowbarred - this is now fixed
MISC: if a reaction has a required temperature of 0, don't show it in the visual (since it doesn't actually affect anything but was confusing)
MISC: Burning Charcoal now blends into Carbon for consistency
MISC: Made the Handbook icon in the F1 menu look like the Handbook instead of the Guide Tab icon
Some more additions on Jul-28-2026:
Z + Mousewheel for the added zoom shortcut so it doesn't conflict with row-changing hotkey
BUGFIX: single width lines of pump wouldn't pump liquids that were stagnant because pixels of the same liquid or gas material would swap with each other and not simulate more the same frame - now we don't both swapping same substance materials and single-width pumps work again
BUGFIX: put in something to prevent a bug where segments of the world would save as all sand - not sure what causes this yet but now, for safety's sake, the system will not save segments if they appear as all sand index (all zeroes) because this is almost certainly unintended
I think that's everything new for now - we'll have some more cool things coming in the next day or two. Keep bringing your suggestions and feedback in the Discord, and see you soon!
And by the way, thank you to everyone reviewing the game!
Over the following months we're going to add a lot more things to Atomcraft! Beside the continued quality-of-life updates and various tools and chemical reactions, there will be some large-scale themed content updates to coincide with the seasonal Steam Sales throughout the year.
The first one will be a major update to the first planet, Primora, adding an optional questline where you discover and experiment with anomalous materials, create new tech (including nanotech pixels), and fight summonable bosses with an interdimensional sci-fi theme. The update will also add new biomes taking you deeper into the planet than ever before!
Join the Discord and Twitch community to give feedback and get more daily info on everything coming up with Atomcraft!
and if you haven't already please leave me a Steam review, it really helps me a lot!
-Triplejump
Here is another set of hotfixes and updates:
CONTENT: added Grass Seed (mines from Grass, can be planted on Dirt or Loam)
REACTIONS: alumina reduction works better with molten alumina now (should be much less finicky)
REACTIONS: made an adjustment so Vanadium Dioxide can react with Molten Aluminum (which makes more sense with the heat range) - should make Vanadium extraction easier
REACTIONS: added the Gravel version of Sulfuric Acid & Water dissolving Granite
QUALITY-OF-LIFE: added Reset to Defaults button to the Settings->Control Bindings list
QUALITY-OF-LIFE: added an Unstuck button (backslash by default) that will pop the player out of stuck spaces
QUALITY-OF-LIFE: When updating the Guide Tab, Inventory Tab, or Spaceship Inventory searches, always refresh the scrollview to the top
QUALITY-OF-LIFE: default to showing Output reactions in the Guide Tab whenever we select a new material
BUGFIX: highlights for the Crowbar and Wrench were using the dotted-line setting from the Hammer; this is now fixed
BUGFIX: Encumbrance warning no longer appears when in Creative Mode
BUGFIX: Creative Mode no longer allows damage to the player (or air loss)
BUGFIX: Creative Mode now has free upgrades!
BUGFIX: made Blender pixel Hardness 0 so we can always Crowbar it
BUGFIX: laser width could previously be changed using Alt+Mousewheel hotkey even if you didn't have the upgrade yet - this is now fixed
BUGFIX: adjusted weight of gasoline and other oil-derived vapors to make them heavier than carbon dioxide
MISC: removed duplicate materials: Molten Glass (which is already Molten Silica) and Corundum Gravel (which is equivalent to Alumina); mining Corundum Walls will now give Alumina, and Alumina can build into Corundum Walls
Stay tuned for more info on the content plans for the game! Last night on the stream we talked about a lot of ideas for the first major content update, that will coincide with the Autumn Sale - going to do a post about this soon! :)
Hey everyone, I did a bunch of quick fixes and quality-of-life improvements today:
BUGFIX: fixed achievements in the full game so they trigger correctly
BUGFIX: fixed a bug with Cooling Pixels where they could freeze materials next to them in place
BUGFIX: no longer give achievements when in Creative Mode
BUGFIX: added a backup condition where if the device profile is corrupted we create a default one instead of hanging
BUGFIX: air cooling was producing sand sometimes - this was broken reference to liquid oxygen which is now fixed
BUGFIX: fixed some material rendering issues in the spaceship inventory
BUGFIX: when the Hammer is building, only make a sound if you had material and building actually occurred
BUGFIX: in the Spaceship Inventory, only allow pasting non-negative numbers into the field
BUGFIX: when ending a session and exiting to menu, reset weather
Quality-of-Life: mute single-drip sounds by default
Quality-of-Life: put the Solar Panel into the laser pixel set so you don't unlock the set and not have a source of grid power
Quality-of-Life: when opening the Spaceship Inventory transfer dialog, make sure the cursor is at the end of the existing number in the field
Quality-of-Life: added phase-of-matter icons to the Spaceship Inventory list
Quality-of-Life: added phase-of-matter to the hovered pixel tooltip
We'll have some more updates tomorrow before the weekend! See you Friday! :)
The game is out now on Steam!!! Please consider leaving a Steam Review - it really helps a lot!
Thanks everyone who has been following development of the game for the past 16 months! :) It started out as a simple web demo on itch.io to try writing a falling sand simulation, and gradually expanded until it turned into a massive game about finding every element in existence on a planet. :) Here is the original web demo in case you want to see what it started as: https://triplejumpgames.itch.io/sandgame
For the launch week, Atomcraft is at a 20% discount! :) There will be various content updates moving forward, so please follow the social hub and the Discord and/or Twitch channel for more information :)
See you in the game!
This update finally adds the nuke launcher and nukes. :)
They are super-destructive, so be careful! (However, they are also a good source of some of the heavy radioactive isotopes due to their fallout)
Other things in this build:
PERFORMANCE: optimized the highlight code for drawing lines with the Hammer and other tools, so it should run at normal speed now
Added a rolling set of backups for the world header savefile - if you have an issue with the ship inventory disappearing (not sure what triggers this yet) there will be up to 5 rolling backups in the world directory you can restore to.
BALANCE: reduced the Ruby cost for unlocking the turret pixel category to 16 (from 64)
BALANCE: procgen now ensures at least one Cobaltite room in the lower layer of the limestone caves
MISC: F2 to toggle Editor Mode now only works after entering the command editor in the console
MISC: added a property to materials to be able to have unnecessary pixel types not appear in the Guide Tab (for technical variants of pixels so we don't see lots of pixels with the same name)
BUGFIX: fixed some material rendering errors in the Guide Tab
BUGFIX: fixed some incorrect localizations in German and Russian
BUGFIX: Hydrogen Bromide Gas can now condense into a liquid
BUGFIX: when clicking to replace something in the toolbox, we now do a check of whether the target slot contains an item that shouldn't go into the source slot (previously only checked one-way, and could get the save file into a corrupted state)
Thanks for checking out the game! We'll be launching very soon! :)
Here are the release times for the game!
I will be streaming on , so check out the release stream there!!!
Time Zone
Local Time
Pacific Daylight Time (PDT) – Los Angeles, Vancouver
Wednesday, July 22 – 9:00 PM
Mountain Daylight Time (MDT) – Denver, Calgary
Wednesday, July 22 – 10:00 PM
Central Daylight Time (CDT) – Chicago, Dallas
Wednesday, July 22 – 11:00 PM
Eastern Daylight Time (EDT) – New York, Toronto
Thursday, July 23 – 12:00 AM
Atlantic Daylight Time (ADT) – Halifax
Thursday, July 23 – 1:00 AM
UTC
Thursday, July 23 – 4:00 AM
British Summer Time (BST) – London
Thursday, July 23 – 5:00 AM
Central European Summer Time (CEST) – Paris, Berlin, Rome, Madrid
Thursday, July 23 – 6:00 AM
Eastern European Summer Time (EEST) – Helsinki, Athens
Thursday, July 23 – 7:00 AM
Turkey Time (TRT)
Thursday, July 23 – 7:00 AM
Moscow Time (MSK)
Thursday, July 23 – 7:00 AM
Gulf Standard Time (GST) – Dubai
Thursday, July 23 – 8:00 AM
Pakistan Standard Time (PKT)
Thursday, July 23 – 9:00 AM
India Standard Time (IST)
Thursday, July 23 – 9:30 AM
Bangladesh Standard Time (BST)
Thursday, July 23 – 10:00 AM
Indochina Time (ICT) – Bangkok, Ho Chi Minh City
Thursday, July 23 – 11:00 AM
China Standard Time (CST) – Beijing, Shanghai
Thursday, July 23 – 12:00 PM (Noon)
Singapore Time (SGT)
Thursday, July 23 – 12:00 PM
Philippine Time (PHT)
Thursday, July 23 – 12:00 PM
Japan Standard Time (JST) – Tokyo
Thursday, July 23 – 1:00 PM
Korea Standard Time (KST) – Seoul
Thursday, July 23 – 1:00 PM
Australian Western Standard Time (AWST) – Perth
Thursday, July 23 – 12:00 PM
Australian Central Standard Time (ACST) – Adelaide
Thursday, July 23 – 1:30 PM
Australian Eastern Standard Time (AEST) – Sydney, Melbourne, Brisbane
Thursday, July 23 – 2:00 PM
New Zealand Standard Time (NZST)
Thursday, July 23 – 4:00 PM
This update adds the ability to track materials - when you click the eye button in the guide, the material will be added to the pinned list, and sparkling effects will play wherever the material is. This effect shows through fog-of-war, and can make it easier to identify and locate ore deposits.
Other things in this update:
Reactions: added Hydrogen Bromide + H2O to make Hydrobromic Acid
Reactions: added reactions to reclaim Manganese from Manganese(II) Oxide, Manganese(II) Chloride, and Manganese(II) Sulfate (fixing some dead-end materials)
Quality-of-Life: save/restore whether to show if a material is in Inventory+Ship
Quality-of-Life: allow middle-mouse-clicking the pinned recipe ingredients to assign them to the current selected slot
BUGFIX: NPCs no longer duplicate when exiting/entering a session through the menu
BUGFIX: fixed the behavior of the upgrade tooltip freezing when pressing Shift
BUGFIX: Heat Insulator pixel is much better at insulating heat now
BUGFIX: don't toggle Lock Slot when an edit field / the console is active
MISC: cleaned up materials and reactions to remove old stuff that is no longer used
More updates coming soon!
This adds 4 more languages: Hungarian, Swedish, Vietnamese, and Indonesian! :)
Also:
BUGFIX: in Creative Mode, made sure encumbrance isn't a thing
BUGFIX: Pipette mode (holding shift to pick up a single pixel) no longer accidentally does a normal grab if you miss the pixel and are hovering empty space
BUGFIX: Price on the Rocket tooltip now shows up consistently
BUGFIX: Tried an export setting that may improve word-wrap in Chinese/Japanese languages
Quality-of-Life: if the current HUD material is locked, we now see its name to the right of the material slots
MISC: Added some hardening and diagnostics around saving/loading the world to see if it fixes the occasional error where world segments get turned into sand
More updates coming soon!
This update adds a couple quality-of-life improvements that have been requested:
Added Lock Functionality for Material Slots - if you press 'L' when hovering a slot, a lock will toggle on it - this keeps the slot tied to that material identity even if you empty it, so you don't accidentally change your slot assignments around. - If you are not hovering a slot, 'L' will toggle lock on whatever the current selected slot is. - The tooltip when hovering a slot will tell you when it is locked. - Lock status is saved/restored in the savegame
Added Ctrl+Mousewheel & Ctrl+Shift+Mousewheel as shortcuts for changing rows (in Toolbar and Material Bar, if you have the multi-row upgrades)
If you hold Specific Material hotkey (Ctrl by default) over empty space, it will use whatever is in the current material bar slot
BUGFIX: added release-focus to the row-select buttons for the toolbar and material bar so they don't get retriggered by keys after you press them
More updates coming soon!
This adds one of the most-requested upgrades: the Material Belt lets you have 10 rows of material shortcuts on the bottom of the screen! Now you can have a lot more control over the selections of materials you have available!
This upgrade requires Molybdenum, so you should be able to get it in the second underground biome.
Also, this update adds 3 more languages: Ukrainian, Italian, and Czech!
And the following additional things:
Made the Steel Alloy reaction not increase the amount of Iron in the world (consumes Carbon, but that is reclaimable)
Added a new room type for the lower level of the limestone caves that contains Cobaltite, to reduce the probability of not finding it
Increased the power output of the Turbine and Solar Panel pixels
Quality-of-Life: doubled the Ruby drop-rate from Granite
BUGFIX: Diamond now builds into Diamond Wall (not Diamond Deposit), which can be crowbarred
BUGFIX: prevented buying a recipe or a tool-bearing upgrade when the inventory is completely full
BUGFIX: prevented empty tooltip appearing over undiscovered map rooms when searching for materials in the World Map tab
Misc: added a texture for lava so it stands out visually in the lava caves
More stuff coming soon! :)
Added Thai Language in this update! :)
Also:
QoL: save/restore settings for the Hammer, Crowbar, and Wrench :)
QoL: added highlight effects on toolbox slots (highlight the slot something can be placed in, better feeling of reactivity)
BUGFIX: rendering errors with some materials in UI contexts are fixed now
BUGFIX: Bowl of Coal shouldn't heal non-Fireguy anymore
More coming soon!
Here are some more fixes! :)
Quality-of-life: made Alumina reduction easier
BUGFIX: rebalanced Potassium Oxide + Sulfuric Acid
BUGFIX: fixed balance of Cesium Carbonate + Hydrochloric Acid
BUGFIX: non-match materials can now fall down a diagonal slope of filter pixels
BUGFIX: filters no longer stop horizontal movement (conveyors can push things through)
MISC: allow building walls using Diamond
More quality of life and other fixes coming soon!
People have requested this multiple times, and it's finally in: the worldmap can be zoomed and panned around (either with scrollbars or click and drag)
Also: fixed an issue with the demo achievement medals so they swing on the correct pivot points now :D
Some big updates coming this week, stay tuned!
I've been grinding on performance improvements all day and I think the game is now about 20-30 fps improved over where it started this week.
Even running a debug build through Godot it's pretty smooth / at 60 most of the time unless I max the sim area.
And I think there are probably additional improvements I can still make - this bodes pretty well for possible future additions to the simulation...
Other misc:
BUGFIX: fixed MENU_SETTINGS_LABEL_CONTROLS_ROTATE string that was missing from localization
BUGFIX: fixed IsBuilt flag (crowbar destructibility) on some variants of placed Heating Element
More coming soon!
This build is to add some performance improvements I worked on today that got back about 15+ extra frames per second :)
Also:
reduced threshold of when falling-material sounds happens so it isn't as annoying
BUGFIX: fixed an issue with the pixel lighting drop-off having been disabled in an earlier build
More performance improvements coming soon!
The previous Cooking system is now replaced with a much more straightforward one, that still keeps an aspect of discovery! The Cooking tab now shows a list of any recipes you can make with your current ingredients (can also filter using the search text edit). Recipes that you haven't made yet with the current player on the current planet appear as silhouettes with ??? as the name, and become visible the first time that you buy them. Hopefully everyone likes this version of the cooking system a lot more :)
Other things:
Quality-of-Life: added a Trashcan to the Toolbox tab, so you can throw out consumable items by picking them up and clicking on it (tools and other items are not destroyable, just consumables)
Quality-of-Life: auto-grab focus on text edits in all tabs that have a text edit for convenient typing
BUGFIX: fixed the highlight rendering over loose materials
BUGFIX: removed some unnecessary allocations that may have been influencing memory issues
BUGFIX: fixed the melting point of Nickel
More updates coming soon!
The new build tonight adds Formula-only search mode - clicking on the mode button in the material inventory, reaction search, or in the spaceship inventory, will swap between Name Only, Formula Only, and Name+Formula search modes!
Other additions:
Quality-of-Life: can delete blueprints through the blueprint list in the blueprint tab (will delete the file on disk)
Quality-of-Life: pinned reactions are persistent between opening and closing the game
Quality-of-Life: the thermometer HUD displays the current temperature number below it
Quality-of-Life: Fireguy NPC will now buy the Bowl of Coal off of you (trades for Cheeseburger)
Quality-of-Life: added 'generate_biome_1' (caves) and 'generate_biome_0' (surface) commands to the console - this should help people who still get stuck with low ruby amounts in the caves
Quality-of-Life: can click on avatars in the carousel to bring them to the front in the New Player Screen
Quality-of-Life: Crowbar's highlight is 'red' to distinguish it from the Hammer and other tools
Quality-of-Life: Fireflies can eat cut grass, so it is easier to create a firefly farm
BUGFIX: teleporation to the player's ship when at 100% repaired now works (and the tooltip reflects the correct state)
BUGFIX: Heating Pixels no longer cool down pixels next to them if hotter then the Heating Pixel's effect
BUGFIX: some minor visual fixes to UI elements
More stuff coming soon, including a revamp of the cooking system! :)
This is a quick fix build for bugs with the logic gates and gun pixel that had to do with the recent wiring update. :)
This update finally fixes the issues with wires being finicky (especially around L-shaped corners). :)
This is pretty huge for making anything using wires.
Other quick fixes:
fixed an issue where Electrode pixel was still using the player's avatar battery (now should use the power grid)
added the Turbine pixel to craftables - materials falling or rising through it generate grid power
made conveyor belts and pumps 4x speed (now they go as quickly as possible :))
Quality-of-Life: when opening the Specific Transfer Dialog in the spaceship, automatically grab focus on the value field so you can just start typing the number
More stuff coming soon!
This update adds the ability to teleport to any friendly spaceships that you have repaired. Click on them in the world map (the tooltip will show if they are repaired or still broken) to warp to them instantly!
The power generating and consuming pixels now have a separate power channel, with the current input and attempted output shown on this Power Grid UI, so they now have a separate power setup from the player's avatar battery.
Once you get to the second level of Laser (orange), you gain the ability to change laser color using the lower-left HUD controls. This gives you some better control over the strength of laser you want to use.
Other things in this update:
Quality-of-Life: there's a setting in Gameplay category that lets you swap the primary HUD bar for the mousewheel from material bar to the tool bar (and shift makes it change to the material bar)
Quality-of-Life: added a setting in Gameplay to reverse the direction of the mousewheel on toolbar / material bar in case it seems more intuitive
BUGFIX: ship input pixels now respect the "extinguish on pickup" setting
BUGFIX: fixed an issue where clicking a material slot would open the hub window if last set to material tab
BUGFIX: fixed an issue where deactivated heating elements and conveyors couldn't be deconstructed
BUGFIX: Fireguy was trading the old heating pixel that didn't have temperature adjustment - now should give the correct loose Heating Element pixels
BUGFIX: Fixed a bug where researching the Forge help system node before being told to would break the tutorial progression
MISC: put all the pixel-driven simulation sounds into the Ambience category of volume, which seems more expected
More updates coming soon! :)
This adds a feature that has been requested a couple times: ability to transfer a specific number of pixels in the Spaceship Inventory Screen! I think I found a pretty good way to do it, but let me know what you think; I'll probably add some more details.
I also have been doing a bunch of bugfixes and quality-of-life things from what was reported during Next Fest. Here are some of them:
Quality-of-Life: added a setting for lessening flashing when using laser or rocket launcher in darkness
Quality-of-Life: added hint to the Upgrade Tooltip to make sure people know they can hold Shift to freeze the tooltip and click on the materials to open the Guide (appears if you have the Material Guide upgrade already)
BUGFIX: added fix for a bug where the Hand tool could disappear from the toolbox
BUGFIX: added procgen rule to ensure that there is at least one Ruby source room in the first layer of the Caves (so we can always make the Laser upgrade)
BUGFIX: fixed issue where exiting to the main menu and then creating a new world would result in duplicated spaceships until the client restarted
BUGFIX: put in more checks for the Material Guide upgrade in UI places where you can click to warp to it
BUGFIX: Cesium compounds (Cesium Carbonate and Cesium Chloride) had incorrect text, fixed from Cerium to Cesium
BUGFIX: LiMn2O4 + H2SO4 reaction had incorrect output, changed to Manganese(II) Sulfate
MISC: fixed some other minor visual bugs and added some additional hover feedback to UI elements
The next update is probably going to be an even bigger handy requested new feature, so stay tuned for that one soon! :)
This update has a bunch of quality-of-life improvements that were requested by various people through the feedback system and the Discord:
QoL: Now you can drag and drop tools between the toolbox and the toolbar when in the toolbox tab
QoL: In the Material Guide, there is a toggle that lets you see checkmarks and X's on each material in the reactions to show whether you have the material in your inventory already or not (then you can hover each material to see the exact amounts)... it will also show a spaceship icon if you have the material but only in the spaceship
QoL: In the Material Guide page, clicking on a material in the hotbar at the bottom of the screen show recipes for that material
QoL: In the Material Guide page,, left-clicking on a Material in a Reaction advances to that material (as previously), but right-clicking on it now warps you to the Inventory Tab and searches that material in it. You can also right-click on the search results in the left pane to warp to them in the Inventory Tab.
QoL: In the Material Guide, when you go back through the history, also update the reaction list
QoL: In the Upgrade Tree Tab, you can hold Shift to freeze the Tooltip, then click on the material requirements in the tooltip to open the Material Guide to them.
Misc: when trying to drill something above your current drill level, the avatar has a message response to make it more immediately clear that the drill hardness needs to be higher
More updates coming soon!!! :)
With the new localizations that have been added recently, the localization menu was getting overcrowded, so now I've made it into a new grid of flags design that is easy to expand with additional flags as more language requests come in. :)
By the way, there has been a lot of good suggestions and feedback over Next Fest Week - I've been taking notes and will be adding a lot of new updates based on these soon! :)
Just a quick update to add Traditional Chinese language setting which was requested in the Discord :)
Some quick fixes :)
added Dutch language option
BUGFIX: fix for a possible save bug when closing the client
BUGFIX: better handle situations where localization locale size settings are not present on UI elements
A couple fixes and additions:
Added sound effects for the Blender Gun
Added a Food Ingredients filter for the Player and Spaceship Inventory
Added a hotkey (Ctrl-F) for highlighting the search text box in UI screens
BUGFIX: the tooltip in the World Map material search is now properly localized
BUGFIX: Blender pixels no longer move programmable pixels (filters, sensors...) when active
BUGFIX: Fixed some graphical and font-rendering issues with the demo achievements tab
BUGFIX: Fixed some UI elements that needed proper localization settings
More updates coming this week during Next Fest! :)
This update adds the Wrench tool to the game! This makes it possible to program the settings of any number of programmable pixels (filters, sensors, etc.) you can draw the highlight zone over. :)
Some other improvements:
Quality-of-Life: when hovering a category of craftable pixels in the Upgrade Tree, a special side-tooltip appears to tell you all the identities of the pixels in the category
BUGFIX: fixed the tooltip for Molten Calcium Chloride, and added a solid version of the reaction with Chlorine Gas to fix issues with the heat range
BUGFIX: when pausing in the In-Game Menu, animations now freeze properly and certain things that would still move don't move anymore
BUGFIX: some phases of matter could cross a diagonal around programmable pixels - this is now fixed
BUGFIX: made the Could Not Connect to Steam screen not look janky anymore
BUGFIX: frontend backdrops now all animate consistently and feel better
See you next week for Steam Next Fest!!! :)
Additions in this patch:
added some more rooms to the limestone caves biome, particularly the upper level where we would sometimes see significant repetition of rooms - this should help with that a lot
added a toggle in the Spaceship Inventory window to switch between Player, Ship, and Both for basis of sorting
improved the settling sounds for metal and rock-type materials so they are a lot less repetitive now
BUGFIX: world map was not opening when you were out-of-range - this is fixed now
BUGFIX: picking up animals should show the proper localized name now
BUGFIX: hovered material tooltip now considers the correct flashlight range when deciding whether to appear
BUGFIX: force refresh of the world map when updating material search
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Atomcraft, 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 Atomcraft 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.