
Steam news
Full Steam announcements and update articles for this title.
Added designable blocks — a customizable design system that replaces the old variants for stairs, fences, columns, and beams. Instead of several static variants there is now a single block with adjustable appearance. The number of variants and settings will gradually increase.
New decorative variants have been added for fences and stairs, as well as thin floor/ceiling with design customization — for neater and more detailed builds.
Finally, decorative covers for pipes and wires have been added so that utility networks can be beautifully integrated into architecture.
We still support old saves (roughly from version 0.17). To simplify this, a save migration system has been created — you can see it working in the log after loading an old map. The migration runs in a temporary directory, so it cannot corrupt the original save. Steam Cloud saves are now supported.
A weather system has been added: rain, fog, clouds. The weather depends on the main biome the player is in. Currently weather does not affect block operation, but this may change in the future. The system continues to evolve and will be refined further.
Conveyor logic and animation have been reworked. Movement is now smooth and independent of conveyor placement order. Items on the conveyor move as a single unit rather than pushing each other while waiting for a free slot.
The LOD system has been completely reworked. Rendering has been overhauled — the map is now rendered in full columns instead of sectors. This should provide a significant performance improvement at large render distances. The render distance limit has been significantly increased.
The world generator has been updated. Ore areas are now more noticeable and larger. Surface tracing for grass and decoration placement has been updated — they should be placed more accurately on the surface and less often end up floating in the air. Materials for all ores have been reworked — they differ more from each other and look better. In addition, numerous smaller changes to the generator and decorations have been made.
Text rendering on the map has been improved, and a compass along with custom markers have been added. The player inventory UI has been changed: the tool belt and equipment are now separated. Signs (Sign and Advanced Sign) now support item icons using the tag.
The deposit experiments in 0.20.0 were interesting, but in 0.21 we decided to try yet another approach. Currently all deposits use this mechanic. Yield is the total extraction rate from a deposit. The Drilling Rig no longer increases speed with tier — it always extracts at 100% speed. With higher tiers the Drilling Rig receives a larger productivity bonus instead.
Computer balance has been reworked: computers without a booster now provide research proportional to energy consumption, with no penalty for a higher tier.
The current focus is resource cost balancing: in this update the overall copper cost for chip production at all stages has been increased, as has the steel cost for the machines themselves.
A network mode prototype is in development: LAN observer, host and client connections, synchronization of animations and basic logic. The main goal is to build a working framework and validate key directions without deploying full-fledged multiplayer functionality yet.
Hundreds of changes have been made to the game. It is quite hard to cover all of them in a single article — better to see them for yourself!
We also invite you to visit our official wiki.
https://wiki.evospace.tech/index.php/Quick_Start_Guide
Additionally, we would like to move to a shorter update cycle and publish more information here on Steam, which is what we will be doing in the near future.
Among the upcoming changes: work is currently underway on transport (drones, trains), tutorials, logic circuits (very good progress), other planet generation, and much, much more.
If there is something specific you would like to see first — please share in the comments.
If you want to report a bug, suggest a game change, or ask a question — join us on Discord {STEAM_CLAN_IMAGE}/34328861/dad6a9b90b564e5aa73bc6b483f2fffe4a255e80.pngMac launch fix
Mouse inversion
Minor sector optimization
Shader compilation optimization
Pumpjack draggable fluid fix
Bigger conveyor widget
Map centering on player
Map icon culling
Deferred map initialization
Loader animation fix
Loader speed fix
Mouse sensitivity setting
Map window settings storage
Map window ore labels
Map window fluid percent
Teleport bug fix
Map options localization fix
This update lays the groundwork for a new era in Evospace. We're reworking fundamental mechanics—from energy and research to map generation and recipes. This is not a full release yet, but the first step in a larger series of changes, so your feedback is especially valuable.
Steam engine, high-voltage buffers, new wire types — new levels of technology await. Visual updates for classic machines including the Assembler, Constructor, and Stirling Engine.
Circuit progression and research systems have been overhauled: research no longer requires circuits, but they now provide a significant speed bonus. Research costs increase exponentially, and the tech tree has been deepened.
Dozens of new research items have been added, and the dependencies of existing ones have been updated. Productivity support added: some recipes now have a base productivity bonus, laying the foundation for future efficiency systems.
Map and deep resource deposits have been reworked: deposits are now part of the world structure, not discovered via scanner. Quarries and drilling rigs updated, including optional resource depletion mechanics. Hard metal has been replaced with a new composite tier, offering a fresh take on late-game progression.
Lua scripts for map generation have been added. Currently, they power a couple of simple mods: one for the map generator and one for the starting platform where the player spawns. This opens up possibilities for procedurally generated structures on the map and will also serve as the foundation for the tutorial mission.
The Modding API has been expanded — blocks, items, recipes, and much more are now configured entirely in Lua, making customization easier and more powerful than ever. The localization system has been migrated to JSON and Crowdin, allowing seamless mod localization without requiring .pak files. Mod support now includes map generation and UI extensions.
Steam engine
Transformers
Wire tiers
High Voltage Battery Buffer
High Voltage
Wire resistance
Recipes overhaul
Researches overhaul
Map overhaul
Ores overhaul
Deep deposits overhaul
Drilling rig overhaul
Hard metal replaced with Composite tier
Circuits progression overhaul
Network graph update
Modding API
Grass
Assembler
Constructor
Stirling Engne
High Voltage accessors
Modding Interface update
Mapgen modding
Energy input and output slots have been removed from recipes, now energy is consumed and produced directly by machines.
Added support for productivity boost * a percentage increase in crafting output.
Added a base productivity of 50% for the metallic parts recipe.
Rebalanced the blast furnace recipes.
Added a heat input for the oven.
Rebalanced fuel values.
Removed the requirement for circuits in research, now circuits provide a significant speed multiplier, and the cost of research increases exponentially at higher levels.
Refined the requirements for research.
The resource conductor system has been reworked to support energy production directly by machines, and the calculation of load and production should now be more accurate.
The settings menu has been reworked, and the settings themselves are now Lua*scripted objects, available for mod creation.
Improved the localization system, migrating to a JSON*based system integrated with UE5 for easier localization implementation, including mod localization without pak files.
Reworked quarries and deep ore deposits, now deposits are not generated by a scanner but are tied to the map, and there is also an option for resource depletion.
Update 0.20 is more than just a version bump. It’s a paradigm shift. Stay tuned for further development and be sure to share your impressions! If you want to report a bug, suggest a game change, or ask a question – join us on Discord
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Evospace, 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 Evospace 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.
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