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Not building Dyson spheres today, just enjoying ice cream spheres. 🍦
Good afternoon, engineers, Icarus, who is hard at work mining resources in distant star systems, sends his greetings and wishes you a wonderful day!
Engineers still busy among the stars and reality alike — the blazing heat of summer is almost upon us, and Dyson Sphere Program continues to move forward at full speed.
Here is today’s small update:
Holo beacons can activate "Dark Fog Beaconing" function (in combat mode). Once activated, Dark Fog Hives will dispatch Relay stations to beacon's location. Note: The beacon must maintain power supply and visibility must be set to at least "Local Planetary System".
We know, of course, that many of you are looking forward to the vehicle system. However, this is a special feature that runs through the entire game experience, and to some extent, it will change the rhythm of how the game is played.
In order to present it to every Engineer in the best possible form, it still needs quite some time before it can truly take shape. We are just as eager for its arrival, and we hope it will bring you an even more impressive Dyson Sphere Program, helping this game that has grown alongside all of us reach new heights.
At the same time, we will continue to optimize and update other content, while also working with our publisher to support the creation of collaboration content and more multilingual content. Please rest assured that this will not affect the design and development of the core game itself.
Hello Engineers of Dyson Sphere Program,
We’re excited to announce that Dyson Sphere Program now officially supports Japanese, German, and French!
With this update, we hope to welcome even more players from around the world to explore and enjoy the universe we’ve built together.
To ensure a smooth and comfortable experience across different languages, we’ve made extensive UI adjustments—especially for German and French, where text length can be significantly longer than in English. Our goal is to maintain both readability and visual clarity for everyone.
In addition to in-game text and UI, this update also includes localized voiceovers (including the advisor and voice prompts), as well as CG content.
We’ve had the pleasure of working with talented voice actors for each language. The advisor voiceovers for each language are performed by:
Japanese: Ugaki Hidenari (宇垣 秀成)
German: Frank Schaff
French: Marc Perez
We hope these additions will further enhance immersion for players across different languages as they build and expand their interstellar factories.
We will continue working with our publisher to add more language support in the future. Thank you for your support.
\
Added localization support for Deutsch (German). This includes full coverage of all UI text, cutscene subtitles, and system broadcast voice-over.
Added localization support for Français (French). This includes full coverage of all UI text, cutscene subtitles, and system broadcast voice-over.
Added localization support for 日本語 (Japanese). This includes full coverage of all UI text, cutscene subtitles, and system broadcast voice-over.
Hello Engineers, hope everyone is having a great week.
Don’t forget to take a break, step outside, and enjoy some fresh air.
Now, onto the new update:
You can now set memos in the Planet (Planetary System) Information Panel
Added 3 new combat situational music tracks. These will play depending on the actual combat situation and historical play frequency. They can also be toggled on/off in the settings.
Improved the undo/redo experience in input fields with undo functionality when continuously entering non-Latin characters.
Fixed an issue where canceling a working lab's task could cause incorrect subsequent behavior in some cases
As the festive spirit grows richer, we extend Lunar New Year wishes to all engineers.🧨
In the 2026 Year of the Horse, may production lines surge ahead like galloping steeds, and the tech tree shines like a starry river of brilliance.✨
No matter which sea of stars you wander in, never forget the lights and cares of your home planet.
Thank you for five years of company. Let's ride forward to a new journey together in 2026! 🐎
Dear Engineers, we’re back with another update today!
Since the release of the Anniversary Update, we have continued to make adjustments based on actual gameplay experience, including feature refinements, QoL improvements, and bug fixes. Below is the complete changelog covering updates from V0.10.34.28282 to V0.10.34.28455.Below are the full patch notes for today's update:
Dear Engineers,
Hello everyone! Since our Early Access launch on January 21, 2021, the Dyson Sphere Program has somehow already reached its 5th birthday. We are incredibly happy to have walked this unforgettable five-year journey with all of you. Over these five years, we want to extend a special thanks to every single Engineer. Thank you for your companionship and for the understanding, support, encouragement, and patient waiting you've shown us through the difficulties of development. It is because of you that Dyson Sphere Program continues to grow and improve.The past five years have been a journey of shared progress. For the future of the sea of stars, we remain your fellow travelers.To maintain whole system harmony and keep the learning curve manageable, we are integrating the Vehicle System and the equally flexible Space Station System into a single design framework, which we internally call the "Creation System." Beyond combat, the Creation System will include more factory-focused gameplay, potentially boosting overall production in the future. To provide a more complete and coherent experience, we plan to release the following content simultaneously in a future major update:● Vehicle System● Comprehensive Ground Combat Adjustments● Space Station System● Space Combat System These four systems are tightly linked and interdependent, so we want them to debut together. This will be the final major content update before the game's official release. In short, the design and development complexity of the Creation System is no less than that of the combat system. We hope it brings a massive shift to the game experience. Before we serve the Creation System, we will continue to provide QoL updates. Please give us a little more time, we look forward to the day it launches!
◆ Map Marking & Navigation
Place beacons on a planet's surface to label resource points or factory zones. These are clearly visible even in Planet View (M Mode).◆ Production Line Annotations
Add notes to complex logistics hubs or processing zones to explain supply/demand logic or future plans.◆ Planetary Info & Guidance
Beacons aren't just for the ground—they show up in Planet View, the Starmap, and even against the starfield to guide you through deep space.◆ Blueprint Descriptions
Insert I/O annotations into blueprints to make the logic clear when sharing or reusing them.◆ Personal Notes & To-Do Lists
You can also write down your interstellar To-Do list directly on the Planet Panel. Memos support rich text formatting like checkboxes, icons, and text colors.
◆ Conclusion First
In conclusion, the results of this optimization are illustrated in the following figure:This meme might have been used a few too many times, but on this Threadripper, the frame rate doubling is the absolute truth. Here are the test results for an extreme save file with 6.8 million Universe Matrices running on a system with a Threadripper 9985wx + 64g ddr5 5600MHz×8 + win10:Before Optimization(~95–100ms per non-critical frame): After Optimization(~43–46ms per non-critical frame):For the same save file on an Intel i5-14400F (6P4E), the non-critical frame overhead was reduced from 290ms to 205ms. Additionally, the per-frame overhead for a 300,000 Universe Matrix save dropped from 14.5ms to 11ms, and a 100,000 Universe Matrix save dropped from 8ms to 6ms. Generally speaking, players with factory scales below 50k Matrices will see a 5%–10% improvement in final frame time, while those exceeding 100k can expect a significant boost of 20%–30%. For top-tier platforms like the 9985WX, not only did the 6.8 million Matrix save drop from nearly 100ms to less than 90ms for two combined frames, but the logic frame time for a 1.2 million Universe Matrix save also plummeted from 22ms to 11ms.
◆ Specific Details
This optimization primarily focuses on the Dynamic Task Allocation Algorithm and Cache Hit Rate. Below, we will briefly introduce our optimization logic and the experience we've gained.
◆ Dynamic Allocation Logic
When running the original game logic on a high-end processor like the 9985WX, a prominent feature in the performance profiler was the appearance of dark red regions following many parallel phases. We've labeled this overhead as "Scheduler Overhead", which primarily involves task scheduling, allocation, and the data synchronization required for inter-thread coordination.For players on standard consumer-grade platforms, this overhead should be nearly invisible. For instance, when running on a 14400F with 16 threads, this overhead averages less than 0.001ms per parallel phase. However, on the 9985WX, this overhead scales explosively as the thread count increases.The reason lies in our previous implementation of the common "Work-Stealing" strategy: once a thread completes its own tasks, it identifies the target thread with the most remaining work and "steals" half of it. To prevent multiple threads from competing for the same target simultaneously, our design only allowed one thread to perform a steal operation at a time. Other threads had to wait for that thread to update the remaining task data before they could proceed. This logic performs admirably at lower thread counts, but issues arise as the scale grows. To make this easier to visualize, let’s use an analogy to helping you understand: Imagine an Adventurer's Guild. Whenever an adventurer finishes their quest, they return to the guild to find the next most valuable quest on the Quest Board. To prevent two adventurers from fighting over the same quest, the guild uses a "random draw" system: the hall master calls out one person at a time to pick a quest. Only after that person finishes picking can the next person be called. When the guild is small, most people are out in the field; the hall is mostly empty, and at most, only one or two people are waiting. But as the scale expands—more quests, more people—the time it takes to pick a quest increases, and the crowd in the hall grows. Hardware architectures like NUMA or CCD are like the guild being forced to open branch offices. However, all branches still share a single Quest Board, and only one person in the entire organization can pick a quest at a time. Every time a branch office starts or finishes a pick, they have to call every other branch to sync the status. This causes the "quest picking" time to skyrocket. We even saw cases where Adventurer A finished a quest and returned to wait before Adventurer B had even been called for their turn. If B was unlucky, the wait time became massive. This led to the extreme phenomenon where increasing threads from 16 to 128 (8x) caused the maximum wait time to jump from 0.001ms to 5ms (a 5000x increase). Looking at the big picture: in a 16-thread environment, after threads finish their initial share and "return to the guild" to steal work, an average of 15.9 threads remain productive. However, at 128 threads, that average could drop to only 3 or 5 threads actually working at any given moment while the rest "wait for their number to be called," leading to a net loss in efficiency. To solve this issue, we have refactored the Dynamic Task Allocation System. We now allow a small probability where two threads might steal from the same target simultaneously—the first takes half, and the second takes half of what remains. By accepting the trade-off that a stolen target might not strictly be the one with the most tasks, we enable multiple threads to pick their "most valuable" tasks at the exact same time. Furthermore, we now group threads into sets of 32, restricting stealing to within the group.This strategy serves two purposes: it limits the time an individual thread spends searching for a target, and it prevents the extreme "diminishing returns" seen at high thread counts—where the n^{th} thread in line might only receive a meager 0.5^n of the remaining tasks. With Thread Affinity enabled (which is the game's default setting), this also significantly reduces the frequency of data synchronization across NUMA/CCD boundaries. Returning to our guild analogy: multiple adventurers can now pick quests simultaneously. If two happen to pick the same quest, they follow a strict sequence where the second person takes half of what the first left behind. Instead of all branches sharing one board, only 3–4 neighboring branches share a board, drastically reducing communication costs. The final optimization result is clear in the new performance charts—the previously glaring red "Scheduler Overhead" regions have essentially vanished.
◆ Optimizing Memory Bottlenecks
Regarding memory performance, we must first thank our community for their incredible passion and insight. Since launch, many keen-eyed players have noted how memory performance impacts frame rates. Some modders even released memory-specific optimization mods, providing us with invaluable insights and experience. That Dyson Sphere Program places higher demands on memory than many other game genres is not surprising. The game features a massive number of independently operating entities, each with its own unique data. To keep performance under control, we have deliberately avoided overly complex logic in entities that players may build in large quantities. As a result, most entity logic remains straightforward: the CPU “reads data → makes a small change → reads the next data,” which naturally leads to very frequent communication between the processor and memory. In addition, while the game is highly parallelized and deliberately follows sequential memory access patterns during data traversal, memory performance can still become the primary limiting factor on newer consumer platforms. For those curious about which part of their hardware is the "limiting factor," here is a general guide: Modern Consumer Platforms (e.g., Intel 12th Gen+, AMD Zen 2+): With high core counts, large caches, and strong pre-fetching, the bottleneck usually tends to be limited by memory bandwidth. Earlier Consumer Platforms (e.g., Intel 7th–10th Gen, AMD pre-Zen architectures): With smaller caches and limited concurrency, the bottleneck often leans toward memory latency. Legacy Platforms: The raw performance of the processor itself is likely the primary constraint. When designing our data structures, we always consider memory and performance—we avoid designs that are obviously cache-unfriendly. However, we must also balance this with maintainability and scalability. Hardware evolves rapidly; over-optimizing too early can sacrifice development efficiency and increase maintenance costs, only for the optimization to become obsolete as technology changes. Therefore, during the middle stages of development, we continue to keep on feature implementation. Once a stable version is achieved, we pivot our focus to systematic optimization. In this update, we have optimized the data structures for common buildings like Production Facilities and Sorters. Specifically, we have separated rarely-used data to "slim down" the structures, reducing bandwidth pressure during sequential traversal. For data shared by a large number of buildings(such as recipes), we have consolidated them. This ensures that when the CPU accesses multiple same-type buildings using the same recipe, the relevant data is much more likely to already be in the cache. We have also implemented low-cost caching for data that is frequently accessed but stored far away in memory, while eliminating unnecessary non-local memory access. Since a processor's cache management is essentially a "black box" to us, many optimizations require empirical testing. A change might provide a slight boost on one device but a noticeable performance hit on another. To address this, we tested over twenty different variations and built twenty internal builds of the game, ultimately selecting the dozen-plus optimizations that showed the most significant, consistent improvements for this update.◆ Other Optimizations
Beyond the two major optimizations mentioned above, we have also refined other areas that showed significant room for improvement in late-game saves, particularly on enthusiast-tier hardware like Threadripper.For instance, fully constructed Dyson Spheres no longer require intensive per-frame calculations. We have also replaced standard thread locks with Read-Write Locks in "multiple-reader, single-writer" logic scenarios to improve concurrency. Furthermore, the pre-calculation logic for power system demand has been relocated to a stage that better supports multi-threaded parallelism and cache hits, which significantly mitigates performance issues caused by False Sharing.◆ Future Directions
Optimization is a journey without a finish line. We still have several optimization milestones on our future roadmap(such as refining the Cargo System and addressing sudden stutters in the Logistics System that can occur in extreme save files). However, these modifications are broad in scope and involve intricate logic; any unexpected issue could carry significant risks. Because each change requires extensive testing to ensure stability, they were not included in this current update. Furthermore, for a long-term project, premature optimization can often disrupt the development rhythm and increase the complexity of code maintenance. We intend to revisit these plans once the current versions are stable and the team has sufficient bandwidth. This will allow us to thoroughly validate and refine these solutions before steadily introducing them to the game.
◆ Custom Character and Mixed-Language Spacing
The new component allows for fine-tuned control over character spacing and the specific kerning between Chinese, English, and numerical characters. This can be adjusted based on the specific text to ensure a clean, aesthetic layout.◆ Smart Justification and Line Breaking
As the text container width changes, the component automatically adjusts spacing for a more natural visual flow. Additionally, we have built-in rules for Chinese punctuation, ensuring that line breaks now follow standard typesetting conventions.
◆ Icon Mapping
The new component supports the insertion of in-game icons directly into the text (such as planet names, Logistics Stations, etc.). This allows players to create much more vivid and informative text content.◆ Advanced Extensibility
We have also developed a wide range of extended features for the new component, including:Checkboxes Support Hyperlink Support Table Support These powerful features provide a solid foundation for the future implementation of an in-game Wiki. Furthermore, this architectural work serves not only the current version but will also benefit the team's future projects. The time and heart invested in this are well worth it; we are truly paving the way for the future.1:Visit the Steam Awards page:
https://store.steampowered.com/steamawards/nominations/2025
2:Find the Labor of Love Award category
3:Select Dyson Sphere Program and submit your vote! And here's a little preview of something exciting—our 5th Anniversary Celebration for Dyson Sphere Program! On January 21st, 2026, together with our publisher GamirrorGames, we'll launch the 5th Anniversary Celebration! We'll share development updates and reveal some new content we've been working on—something worth looking forward to! You are the ones who keep this universe expanding. You are the reason every update matters. Cast your vote today, and let's show that sincere dedication deserves to be seen—and long-lasting passion always echoes back. Stay tuned for more news. See you at the 5th anniversary!Greetings, Engineers!
Here is today's full update log:
● Fixed an issue where the \’s brief information panel would retain item information from other buildings when there were excess items.
● Fixed an issue where SSAO display errors caused incorrect perspective effects in certain situations.
● Fixed a bug where the Central Core visual effects of the Spce Dark Fog appeared incorrectly scaled.
● Fixed a bug where Starmap grids might exhibit intense white overexposure on AMD graphics cards.
● Fixed an issue where \ might display black dots on AMD graphics cards.
Greetings, Engineers!
In our last update, we rolled out \ and the \. Since then, we’ve been keeping a close eye on your discussions and feedback — and we really appreciate all the ideas and reports you’ve shared with us! Based on your input, we’ve been hard at work polishing things up with a round of fixes and improvements.Here is today's full update log:
● Added an \ mode to the advanced settings of multithreading system, which is selected by default. When enabled, the operating system will automatically assign logical processors to game threads.
● Added an \ toggle to the fleet panel in the combat interface, allowing players to control whether Icarus’ ground or space drone fleets attack Dark Fog structures.
● When a Splitter inputs stacked cargos into a Depot above it, if the slots in the Depot cannot fully
accommodate the stack, the stacked items will be split before being input.
● Newly saved blueprints will now be auto-selected in the \.
● Players can now directly enter blueprint mode from the \.
● Fixed an issue where the copied blueprint area might be slightly larger than the actual range when copying blueprints.
● Fixed a bug where Logistics Bots interact with Inventory might cause an error when viewing blueprint data.
● Fixed an issue where dragging the \ after pausing game time in the \ would cause incorrect animation behavior.
● Fixed a bug that prevented pasting a Dyson Sphere blueprint with a text length exceeding 300,000 characters after copying it.
Engineers, long time no see!
Over the past few weeks, we've gone through the public test of the new multithreading system together. A big thank you to everyone who actively joined the test and shared feedback — your patience and valuable input helped us improve stability and efficiency step by step.Today, we're excited to announce: The old multithreading system has officially retired, and new one is live!To help everyone get the most out of the new system, we've prepared a Multithreading Setup Guide. Offering different core binding strategies tailored for different hardware and needs. We hope this helps you enjoy smoother and more stable gameplay with noticeable performance improvements.If you run into any issues, please check out the guide for reference, or join our official Discord server and report in the #bug-report channel. Our team will review and address problems as soon as possible. In addition to the new multithreading system, we've also made a number of gameplay optimizations and updates.In the gaming community, you never know what surprises players will bring. During the public test, one player shocked us by running the multithreaded version of DSP on a Threadripper CPU! Not only was it jaw-dropping, but it also brought us valuable feedback: our game didn't seem to support more than 64 threads. We quickly located and fixed this "happy problem." But the story doesn't end there! Facing such high-end hardware, we ran into another problem—our team didn't have such a "god-tier" equipment to test on. So, we made a bold decision: shamelessly asking the player if we could "borrow" his CPU power for a round of benchmarking. (Performance on a 680W Universe Matrix Save) From the screenshot, the game didn't show much difference compared to consumer-grade CPUs. After some probing, we found the reason: the player's memory was DDR4-2666. The bottleneck was most likely the memory!So the big question is: how do we optimize further? And what platform should we use to validate those optimizations? Just as we were at a loss, we reached out to AMD. To our delight, they generously offered us a beast of a machine: a Threadripper PRO 9985WX system! The specs alone are thrilling: 64 cores, 128 threads; Base clock 3.2 GHz, boost up to 5.4 GHz; Support for up to 8 memory channels. This is the ultimate testing platform tailor-made for us!😿 Unfortunately, due to typhoon delays, this monster is still on its way to us. Please join us in waiting patiently for the unboxing moment!Once the "beast" arrives, we'll immediately begin in-depth optimization and testing on this extreme hardware. And if you're a Threadripper owner yourself, stay tuned—the optimizations we're preparing for you are coming soon! (Of course, consumer-grade CPUs will also see performance improvements.)
Whether you're building a Dyson Sphere that envelops a star or forging a fleet empire that spans the galaxies, the infinite cosmos carries humanity’s ultimate dream.
Dyson Sphere Program and X4: Foundations proudly present their new bundle—Cosmic Constructors. Master the journey from micro to macro; from solo builder to stellar empire
—everything lies in your hands!
Grab the bundle now and enjoy a 10% discount as you embark on your cosmic journey! 🚀
We're thrilled to have partnered with our publishers to bring Dyson Sphere Program to Cologne. Meeting players from around the world and hearing your amazing stories was truly an honor.
Now, we'll be taking a short break before diving back into development (though let's be real - the dev work never really stopped! 😉).
Here's a look back at our adventure - see you next time!
Space factory automation × mech combat base-building. Get two iconic sci-fi experiences in one package — build, explore, and fight your way across the galaxy!
Enjoy a 10% discount on the bundle. Already own one of the games? You can grab the other at 10% off too, and complete your interstellar builder’s collection with ease!
Suit up your mech and conquer the stars!
🎊 As our screenshot event comes to a close, we’ve received an incredible collection of works from engineers across the galaxy—some capturing the breathtaking splendor of the stars, others showcasing the intricate might of sprawling industrial empires. Each shot preserves a unique moment of Icarus’ journey through the cosmos.
🙇 A heartfelt thank you to everyone who froze these moments in time through your lens, allowing us to once again feel the romance and power of interstellar exploration.
🎉 After careful review by the development and publishing teams, Winner List is here! Come see if your name is among them!
Steam Gift Cards:
We will contact you via direct message within 7 business days to distribute your prize. Please keep your direct messages open.
⚠️ If you have any questions about claiming your prize or have not received it, please contact us via email:
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We’ve concluded our Chinajoy exhibition in Shanghai, China!
Next, we’re heading to Cologne, Germany for Gamescom (August 20-24 Hall 10.2 E-14).
If you’ll be there, don’t miss our booth at Hall 10.2 E-14 ——
Exclusive merch/goodies awaits!
Meet the Dyson Sphere Program core devs in person!
Booth Number: Hall 10.2 E-14
P.S. Yes, the lead creators will be on-site. Your chance to chat with the minds behind the cosmos!
Hello Engineers,
The public test for our newly rebuilt multithreading system is now live! This test is open to all players and focuses on evaluating the performance of the new multithreading system under different hardware configurations. We sincerely invite all engineers to participate in this public test—your feedback will help us create a better gameplay experience!
1. Open your Steam Library → Right-click Dyson Sphere Program → Properties → Betas → Select the branch: public-test-0 - Public test branch for new features.
2. During the test, if you encounter any issues, feel free to report them in the #multithreading-bugs channel on our Discord:
While we’ve been steadily developing the vehicle system and core game features, we realized that the growing complexity of the game was pushing our current architecture to its limits. Without addressing these performance bottlenecks. If the CPU performance bottleneck is not resolved, the addition of the vehicle system could seriously affect the gameplay experience.
Out of responsibility to our players, we once again analyzed and reviewed all core systems in the game. We chose to focus this round of performance optimization on the multithreading system and completely rewrote the related code. This will allow us to more effectively utilize multi-core CPU power and alleviate stuttering and frame drops during large-scale factory operations. (See the multithreading dev log for more details:
More importantly, this optimization will also lay a more stable and smoother foundation for the future vehicle system update.
So whether you’re a min-maxing player optimizing every second of production or a relaxed explorer traveling the stars, we hope this update gives you a smoother experience.
Update Log for Multithreading System:
● Completely overhauled the \. The new multithreading system can more efficiently unleash performance potential, bringing more frame rate improvements in large-scale factories.
● \: Added advanced settings for the new multithreading system. The advanced settings include \, \, \, and \ — 4 customizable strategies. By customizing these strategies, players can better utilize the new multi-threading system.
● Overhauled the \ performance test. The new performance test is compatible with the overhauled game core logic, helping players better analyze game performance overhead.
● Added \. This tool can be accessed by clicking the \ button in the Performance Test (CPU). It provides real-time operational data for all game logic, allowing players to directly observe the execution methods and efficiency of the game's core logic.
● \ logic now uses Dynamic Allocation Strategy in multithreading, improving CPU core utilization.
● \ updates in worker threads synchronize with \ in the main thread, improving CPU core utilization and operational efficiency.
● \ logic added to multithreading with Dynamic Allocation Strategy, improving CPU core utilization and operational efficiency.
● \ logic uses Dynamic Allocation Strategy in multithreading, improving CPU core utilization.
● \, \, and \ logic adopt Dynamic Allocation Strategy in multithreading, improving CPU core utilization.
● \ logic updates in worker threads synchronize with \, \, and \ in the main thread, improving operational efficiency.
● \, \, \, \, and \ logic added to multithreading with Dynamic Allocation Strategy, improving CPU core utilization and operational efficiency.
● Core logic of \ added to multithreading with Dynamic Allocation Strategy. Updates synchronize with related positional logic of \ and \ in the main thread, improving CPU core utilization and operational efficiency.
● \ use Dynamic Allocation Strategy in multithreading and synchronize with \ in the main thread, improving CPU core utilization and operational efficiency.
● \ added to multithreading and synchronized with \ in the main thread, improving CPU core utilization and operational efficiency.
1. About Save Files & Mods
Q: Can I use my old save files in the test branch?
A: Yes, old save files are compatible with the test branch. However, we strongly recommend backing up your saves locally beforehand to prevent any potential data corruption.
Q: Will saves from the test branch be compatible with future official versions or the default branch?
A: In principle, yes. Save files from the test branch should be compatible with both future official releases and the default branch. That said, we still highly recommend backing up your files before switching branches—just in case.
Default save location (if unchanged):
%USERPROFILE%\\Documents\\Dyson Sphere Program\\Save\\
Q: Can I still use my old Mods in this test version?
A: We advise against using any mods during this test phase.
This update includes a complete overhaul of the game’s core logic, with major code changes that may cause conflicts with most existing mods. If you’ve previously used mods, please back up your saves and mod files before switching branches, and ensure your game files are clean to avoid unexpected errors.
Of course, we deeply value and support the modding community and are always inspired by your creativity. One of the goals of this test is also to give modders enough time to adapt their mods for the new system.
Q: Will logic circuits built with splitters still work?
A: If your logic circuits are built using vanilla splitter and traffic monitor setups, they should still work. However, setups that rely on modifications or unconventional configurations may no longer behave as expected.
2. Multithreading Settings & Performance
Q: Where can I monitor thread performance?
A: We’ve added a new \ tool. You can access it from the Performance Test (CPU) panel by clicking the \ button. This tool shows real-time data for all logic threads and helps you better understand how the core systems are running.
Q: How do I configure CPU core binding? What if I don’t understand hardware?
A: We add The Advanced Multithreading Settings in \ allows you to customize strategies like thread binding and scheduling. If you’re not familiar with hardware, just use the \ to test different presets and see what works best for you. We’ve also provided a default strategy that should work well for most setups. You can always discuss tuning strategies in our community groups.
Q: What kind of performance boost should I expect? How can I feel it?
A: The main improvement is in the CPU's "game logic frame" time. As shown in the dev log, there is a noticeable boost in logic frame performance. If your save contains large factories or intense combat, the difference will be more noticeable.
Q: My CPU uses a hybrid architecture (e.g. P-cores/E-cores). Will this update help?
A: Our system supports hybrid architecture. If you're using Windows 11, performance will generally be better than on Windows 10.
Q: Does this optimization reduce the hardware requirements?
A: This update mainly improves how efficiently CPU threads are used—it doesn't lower the hardware requirement overall. There is still significant GPU load in DSP.
3. Other Questions
Q: What are the future update plans? How’s the vehicle system coming along?
A: We’ve planned our 2025 development roadmap, and the vehicle system is progressing steadily. We'll share more updates when ready.
Q: What should I do if I encounter bugs during the test?
A: If you run into bugs, please first make sure your game is in a clean (unmodded) state. We suggest removing all mods and restarting the game before checking again.
If the bug still occurs in a clean environment, please report it in the #multithreading-bugs channel on our Discord. Our team will review and address the issues as soon as possible.
Thanks again to all our engineers for your patience and support! We truly hope you’ll take part in this public test and help us fine-tune the new multithreading system.
And of course—we’re extremely excited to see just how far the power players among you can push the game’s limits with this massive optimization boost!
Let’s build a better Dyson Sphere Program together!
Discord:
V0.10.33.26465
\
● Remade \ display mode. It provides 3 options: Borderless(cursor freed / confined), Exclusive Fullscreen, Windowed. The maximum resolution for Windowed mode is the maximized window size excluding window borders and taskbar space.
● Now shadow casting can be set in \. Turning it off can slightly reduce rendering overhead.
● Now the maximum duration of ground Dark Fog debris can be set in \.
● \ Production: Added sorting by ascending / descending consumption rate.
● \ Upgrade Facilities: Added upgrade/downgrade by 3 levels functionality.
● \: Added \ button. When pasting a blueprint code, information related to the blueprint such as description will remain unchanged.
\
● \ Power: Facilities not connected to a power grid will no longer be recorded in power demand.
● When opening the \, it now defaults to the latest browsed folder from current session.
● \ Recipe tip now only displays the formula for that recipe, and no longer shows all formulas for this item.
● Optimized the pop-up position of \ tooltips to ensure that the content is not obscured by other UI elements.
● Adjusted the box colliders of miniature particle collider. After dragging to build, it allows a Tesla Tower to be built between two miniature particle colliders.
● The maximum level of \ has been modified to 88.
● Click the in-game clock in the bottom-right menu to toggle between 12-hour clock and 24-hour clock.
\
● Fixed an issue where opening the Dyson Sphere Panel (Y) while the Dashboard was active could cause incorrect background colors on side UI elements.
● Fixed mouse wheel zoom responsiveness in the Dyson Sphere Panel (Y) when accelerating logic frame rates in outer space.
● Fixed incorrect display of the 3×1 layout of \ for conveyor belts and logistics stations in the Dashboard.
● Fixed a bug where the number of \ for storage tanks is incorrect after selected monitoring current and overhead facilities.
● Fixed a bug where destroying space units such as Relay Stations and Lancers may leave black shadows at the original location.
● Fixed a bug where disabling the construction function of mecha construction drones might cause an error.
● Fixed an issue on the \ where pressing \ after clicking “Load” would exit the entire panel instead of just closing the dialog.
● Fixed a bug where "Matrix" text fails to highlight when the mouse quickly moves across different matrices in the \.
● Fixed a bug where some plants are missing icons in \.
● Fixed a bug where abnormal detection could be incorrectly triggered upon reaching extremely high mineral utilization levels.
● Fixed several UI layering issues.
● Corrected various localization text.
On July 20, 1969, humanity set foot on the Moon for the first time, opening a new chapter in space exploration. When Icarus leaves its initial planet and soars among the stars, with the galaxy unfolding in breathtaking detail across the screen, a new chapter of Dyson Sphere Program begins as well.
Decades later, we still remember that historic first step on the Moon—and we will also remember every moment Icarus lit up the stars and strove to build a Type III civilization.Now, it's time to capture your own mark on the cosmos. Snap the shutter, and share your journey across the stars.
“Screenshot Mode” is a new feature added to Dyson Sphere Program this year. Press \ to enter the mode, where you can adjust various parameters and camera angles to help capture your most awe-inspiring moments.
Submission Window: July 18, 2025, 5:00 (PT) – August 5, 2025, 24:00 (PT)
Winners Announced: August 12, 2025
Submissions must use the in-game screenshot mode of Dyson Sphere Program (default shortcut: Shift+F11), with a resolution of at least 1920×1080.
No theme restrictions — show us your most unique and memorable moments!
Each participant may submit up to 3 screenshots, but can only receive one prize.
You’re welcome to include captions, inspirations, or stories behind your images (this could earn bonus points!).
Choose any one of the following methods:
Post your screenshots in the #screenshot-contest channel on Discord
Share your screenshots on Reddit under /r/DysonSphereProgram
Post on X with the hashtag #DSPScreenshotContest and tag @DysonProgram
All entries will be reviewed by the Dyson Sphere Program development team, publishing team, and Discord community moderators. Winning submissions will be selected based on creativity and visual impact.
Judge’s Choice Award (50 winners): $10 Steam gift card
By participating, you authorize the official team to showcase your screenshots and display your username/nickname.
Plagiarism, unauthorized use of others' work, or any content that violates local laws will result in immediate disqualification.
@GamirrorGames reserves the right of final interpretation of this event.
Greetings, Engineers!
We are proud to announce a special milestone for Dyson Sphere Program — we are hosting our very first fan concert this summer.
This is uncharted territory for both our development and publishing teams, as we have never organized an event like this before. The idea was born rather unexpectedly on a winter afternoon:
“What should we do this year?” “What if we held a concert?” “Let’s make it happen.”
And so, an ordinary day turned into the beginning of something entirely new.
To all our engineers who have supported us over the years — thank you. Your continued enthusiasm and love have brought us this far. We are committed to going even further, to creating more meaningful, joyful experiences that resonate not only across the stars and galaxies, but also in our shared imagination and memories.
We sincerely hope this new endeavor will be a smooth and successful one. The Dyson Sphere Program symphony concert “Cosmic Harmony of Light and Strings” will take place on August 1st at the Jaguar Shanghai Symphony Hall. We warmly invite you to join us in person as we celebrate this journey together through music.
And before we forget — here’s how to get your tickets!
Ticket Information: Tickets are available via the Shanghai Symphony Orchestra official website. (Special thanks to Republic of Gamers for their generous sponsorship.)
Hello, Engineers! We're excited to share that development of Dyson Sphere Program has been progressing steadily over the past few months. Every line of code and every new idea reflects our team's hard work and dedication. We hope this brings even more surprises and improvements to your gameplay experience!
(Vehicle System: Activated!)
During development and ongoing maintenance, we've increasingly recognized our performance ceilings. Implementing vehicle systems would introduce thousands of physics-enabled components—something the current architecture simply can't sustain.
Back in pre-blueprint days, we assumed "1k Universe Matrix/minute" factories would push hardware limits. Yet your creativity shattered expectations—for some, 10k Universe Matrix was just the entry-level challenge. Though we quickly rolled out a multithreading system and spent years optimizing, players kept pushing their PCs to the absolute limit. With pioneers achieving 100k and even 1M Universe Matrix! Clearly, it was time for a serious performance boost. After a thorough review of the existing code structure, we found that the multithreading system still had massive optimization potential. So, our recent focus has been on a complete overhaul of Dyson Sphere Program's multithreading framework—paving the way for the vehicle system's future development.
(A performance snapshot from a 100 K Matrix save. Logic frame time for the entire production line hits 80 ms.)
Let's briefly cover some multithreading basics, why DSP uses it, and why we're rebuilding the system.
Take the production cycle of an Assembler as an example. Ignoring logistics, its logic can be broken into three phases:
1. Power Demand Calculation: The Assembler's power needs vary based on whether it's lacking materials, blocked by output, or mid-production.
2. Grid Load Analysis: The power system sums all power supply capabilities from generators and compares it to total consumption, then determines the grid's power supply ratio.
3. Production Progress: Based on the Power grid load and factors like resource availability and Proliferator coating, the production increment for that frame is calculated.
Individually, these calculations are trivial—each Assembler might only take a few hundred to a few thousand nanoseconds. But scale this up to tens or hundreds of thousands of Assemblers in late-game saves, and suddenly the processor could be stuck processing them sequentially for milliseconds, tanking your frame rate.
(This sea of Assemblers runs smoothly thanks to relentless optimization.)
Luckily, most modern CPUs have multiple cores, allowing them to perform calculations in parallel. If your CPU has eight cores and you split the workload evenly, each core does less, reducing the overall time needed.
But here's the catch: not every Assembler takes the same time to process. Differences in core performance, background tasks, and OS scheduling mean threads rarely finish together—you're always waiting on the slowest one. So, even with 8 cores, you won't get an 8x speedup.
So, next stop: wizard mode.
Okay, jokes aside. Let's get real about multithreading's challenges. When multiple CPU cores work in parallel, you inevitably run into issues like memory constraints, shared data access, false sharing, and context switching. For instance, when multiple threads need to read or modify the same data, a communication mechanism must be introduced to ensure data integrity. This mechanism not only adds overhead but also forces one thread to wait for another to finish.
There are also timing dependencies to deal with. Let's go back to the three-stage Assembler example. Before Stage 2 (grid load calculation) can run, all Assemblers must have completed Stage 1 (power demand update)—otherwise, the grid could be working with outdated data from the previous frame.
To address this, DSP's multithreading system breaks each game frame's logic into multiple stages, separating out the heavy workloads. We then identify which stages are order-independent. For example, when Assemblers calculate their own power demand for the current frame, the result doesn't depend on the power demand of other buildings. That means we can safely run these calculations in parallel across multiple threads.
Our old multithreading system was, frankly, showing its age. Its execution efficiency was mediocre at best, and its design made it difficult to schedule a variety of multithreaded tasks. Every multithreaded stage came with a heavy synchronization cost. As the game evolved and added more complex content, the logic workload per frame steadily increased. Converting any single logic block to multithreaded processing often brought marginal performance gains—and greatly increased code maintenance difficulty.
To better understand which parts of the logic were eating up CPU time—and exactly where the old system was falling short—we built a custom performance profiler. Below is an example taken from the old framework:
(Thread performance breakdown in the old system)
In this chart, each row represents a thread, and the X-axis shows time. Different logic tasks or entities are represented in different colors. The white bars show the runtime of each sorter logic block in its assigned thread. The red bar above them represents the total time spent on sorter tasks in that frame—around 3.6 ms. Meanwhile, the entire logic frame took about 22 ms.
(The red box marks the total time from sorter start to sorter completion.)
Zooming in, we can spot some clear issues. Most noticeably, threads don't start or end their work at the same time. It's a staggered, uncoordinated execution.
(Here, threads 1, 2, and 5 finish first—only then do threads 3, 4, and 6 begin their work)
There are many possible reasons for this behavior. Sometimes, the system needs to run other programs, and some of those processes might be high-priority, consuming CPU resources and preventing the game's logic from fully utilizing all available cores.
Or it could be that a particular thread is running a long, time-consuming segment of logic. In such cases, the operating system might detect a low number of active threads and, seeing that some cores are idle, choose to shut down a few for power-saving reasons—further reducing multithreading efficiency.
In short, OS-level automatic scheduling of threads and cores is a black box, and often it results in available cores going unused. The issue isn't as simple as "16 cores being used as 15, so performance drops by 1/16." In reality, if even one thread falls behind due to reasons like those above, every other thread has to wait for it to finish, dragging down the overall performance.Take the chart below, for example. The actual CPU task execution time (shown in white) may account for less than two-thirds of the total available processing window.
(The yellow areas highlight significant zones of CPU underutilization.)
Even when scheduling isn't the issue, we can clearly see from the chart that different threads take vastly different amounts of time to complete the same type of task. In fact, even if none of the threads started late, the fastest thread might still finish in half the time of the slowest one.
Now look at the transition between processing stages. There's a visible gap between the end of one stage and the start of the next. This happens because the system simply uses blocking locks to coordinate stage transitions. These locks can introduce as much as 50 microseconds of overhead, which is quite significant at this level of performance optimization.
To maximize CPU utilization, we scrapped the old framework and built a new multithreading system and logic pipeline from scratch.
In the brand new Multithreading System, every core is pushed to its full potential. Here's a performance snapshot from the new system as of the time of writing:
The white sorter bars are now tightly packed. Start and end times are nearly identical—beautiful! Time cost dropped to ~2.4 ms (this is the same save). Total logic time fell from 22 ms to 11.7 ms—an 88% improvement(Logical frame efficiency only). That's better than upgrading from a 14400F to a 14900K CPU! Here's a breakdown of why performance improved so dramatically:
1. Custom Core Binding: In the old multithreading framework, threads weren't bound to specific CPU cores. The OS automatically assigned cores through opaque scheduling mechanisms, often leading to inefficient core utilization. Now players can manually bind threads to specific cores, preventing these "unexpected operations" by the system scheduler.
(Zoomed-in comparison shows new framework no longer has threads queuing while cores sit idle like old version )
2. Dynamic Task Allocation: Even with core binding, uneven task distribution or core performance differences could still cause bottlenecks. Some cores might be handling other processes, delaying thread starts. To address this, we introduced dynamic task allocation.
Here's how it works: Tasks are initially distributed evenly. Then, any thread that finishes early will "steal" half of the remaining workload from the busiest thread. This loop continues until no thread's workload exceeds a defined threshold. This minimizes reallocation overhead while preventing "one core struggling while seven watch" scenarios. As shown below, even when a thread starts late, all threads now finish nearly simultaneously.
(Despite occasional delayed starts, all threads now complete computations together)
3. More Flexible Framework Design: Instead of the old "one-task-per-phase" design, we now categorize all logic into task types and freely combine them within a phase. This allows a single core to work on multiple types of logic simultaneously during the same stage. The yellow highlighted section below shows Traffic Monitors, Spray Coaters, and Logistics Station outputs running in parallel:
(Parallel execution of Traffic Monitor/Spray Coater/Logistics Station cargo output logic now takes <0.1 ms)
(Previously single-threaded, this logic consumed ~0.6 ms)
Thanks to this flexibility, even logic that used to be stuck in the main thread can now be interleaved. For example, the blue section (red arrow) shows Matrix Lab (Research) logic - while still on the main thread, it now runs concurrently with Assemblers and other facilities, fully utilizing CPU cores without conflicts.
(More flexible than waiting for other tasks to complete)
The diagram above also demonstrates that mixing dynamically and statically allocated tasks enables all threads to finish together. We strategically place dynamically allocatable tasks after static ones to fill CPU idle time.
(Updating enemy turrets/Dark Fog units alongside power grids utilizes previously idle CPU cycles)
4. Enhanced Thread Synchronization: The old system required 0.02-0.03 ms for the main thread to react between phases, plus additional startup time for new phases. As shown, sorter-to-conveyor phase transitions took ~0.065 ms. The new system reduces this to 6.5 μs - 10x faster.
(New framework's wait times are dramatically faster than old )
We implemented faster spinlocks (~10 ns) with hybrid spin-block modes: spinlocks for ultra-fast operations, and blocking locks for CPU-intensive tasks. This balanced approach effectively eliminates the visible "gaps" between phases. As the snapshot shows, the final transition now appears seamless.
Of course, the new multithreading system still has room for improvement. Our current thread assignment strategy will continue to evolve through testing, in order to better adapt to different CPU configurations. Additionally, many parts of the game logic are still waiting to be moved into the new multithreaded framework. To help us move forward, we'll be launching a public testing branch soon. In this version, we're providing a variety of customizable options for players to manually configure thread allocation and synchronization strategies. This will allow us to collect valuable data on how the system performs across a wide range of real-world hardware and software environments—crucial feedback that will guide future optimizations.
(Advanced multithreading configuration interface)
Since we've completely rebuilt the game's core logic pipeline, many different types of tasks can now run in parallel—for example, updating the power grid and executing Logistics Station cargo output can now happen simultaneously. Because of this architectural overhaul, the CPU performance data shown in the old in-game stats panel is no longer accurate or meaningful. Before we roll out the updated multithreading system officially, we need to fully revamp this part of the game as well. We're also working on an entirely new performance analysis tool, which will allow players to clearly visualize how the new logic pipeline functions and performs in real time.
(We know you will love those cool-looking charts—don't worry, we'll be bringing them to you right away!)
That wraps up today's devlog. Thanks so much for reading! We're aiming to open the public test branch in the next few weeks, and all current players will be able to join directly. We hope you'll give it a try and help us validate the new system's performance and stability under different hardware conditions. Your participation will play a crucial role in preparing the multithreading system for a smooth and successful official release. See you then, and thanks again for being part of this journey!
Ends
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Dyson Sphere Program, 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 Dyson Sphere Program 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.