- In co-op, all blueprints that are unlocked for the host player will now become unlocked for joining players when they join.
- The space elevator now has some extra refuel points.

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Hello!
Update 1.1 adds a number of oft-requested features for long-time players, as well as addressing some common pain points for new players.
The editor can now optionally show the center of mass of your vehicle. It is disabled by default, but can be enabled in settings/interface.
The start state of the Slider parts can now be set to half or fully extended, similar to parts like the Hydraulic Cylinder.
The built-in wheel suspension can now be disabled via the controls dialog in the editor.
There is a new audio setting to mute audio when the game is running in the background (on by default).
Monorail trains now run slower on tracks with sharp bends, making it easier to stay on the train.
Electro Magnets no longer stick to other parts on the same vehicle, This could be annoying if you were trying to pick something up and the electro magnet kept sticking to your vehicle instead. It will still stick to other players' vehicles in case you want to drag them out of a ditch, for example. It will also still stick to other electro magnets on the same vehicle, in case you want to use them to power a mechanism such as a magnetically locking door.
The Grappling Hook can now aim through your vehicle. It never interacted with your vehicle anyway, so preventing it from aiming through your vehicle served no purpose.
The Fork part is now thinner, so it can fit under boxes with feet, like so:
Three new blueprints have been added: the Pickup, Magnetic Crane and Fork Lift. I decided to add the Pickup to show off the Slider part - the new start states added some exciting possibilities and I often saw queries from players about how this part could be used. Once I added one blueprint I had to add two more so the grid would be full (it's a bit unsatisfying having a row with only one blueprint in the editor). So I added the Magnetic Crane and Fork Lift blueprints too. These show off some more exotic parts like the Electro Magnet and the Spiked Wheels. The new blueprints will unlock automatically if you've already completed their prerequisite contracts.
I also did a pass on the existing blueprints and updated many of them. Most changes are minor cleanups, but I did make the Scout blueprint wider so it's a bit less likely to flip over. The Fish Fetcher has also been completely redesigned with the Climber blueprint now being similar to the old Fish Fetcher.
The Ice Cube contract has been tweaked to make it slightly easier as this seemed like a point of friction for a lot of players.
The Concrete Pile contract has been tweaked to make it easier to hook the concrete pile on the crane. This was actually not the solution I originally had in mind, but in hindsight it's probably the most obvious one!
Randomly generated side jobs now ramp up slightly less quickly in difficulty and parts unlock in a less random order.
The game has been translated to Spanish (Latin Americas + Spain), Italian and Korean.
Hydraulic cylinders, etc, now auto-return to their original position when their starting position is in the middle.
Saving is now more robust, reducing the chance of corruped save files if there is a power failure or crash while saving.
Fixed an issue where weight was always distributed evenly over rigidly connected sections. This made it difficult to use the Weight part for its intended purpose as a counter weight.
Fixed some invisible colliders at the Mainframe.
Fixed a bug when calculating the refund amount of destroyed structures.
Fixed an issue where the Ball Joint mass was heavier than it was supposed to be.
Fixed a bug where a melted ice cream wouldn't trigger the delivery zone.
Various tutorial fixes and tweaks.
If you find any issues with the update or have feedback, please let me know either in the Steam forums, by emailing me at [email protected], or by using the in-game feedback form (F6).
Cheers!
Ian.
After over 2 years cooking in Early Access and 5 years total development time, Mars First Logistics 1.0 is here with a big update!
10 new contracts have been added with a new area to discover! These new contracts have more of a puzzle focus and are about figuring out how to use the tools you've already unlocked together. They should provide some unique challenges!
The game has been translated to French, German, Dutch, Japanese, Simplified Chinese, Russian and Brazilian Portuguese. We may add more languages in future, but we picked these languages based on wishlists and purchases during Early Access.
A new "virtual port" system has been added. A virtual port is like a regular button input, except that it's triggered by other parts. For more information see the engineer's handbook in the editor. The following new parts have been added to take advantage of this new system:
Relay: This sends its input to its output. This can be used to mutliple key bindings for one part (a commonly requested feature), among other things.
Switch: This part will cause its output to be toggled on and off whenever the input is triggered. You could use this to e.g. have a servo continually move by just pressing a button once, instead of having to hold it down.
Sensor: This part triggers its output whenever it touches an object. For example you could make a horn sound whenever you hit something.
AND Gate: This part triggers its output only when both inputs are triggered.
NOT Gate: This part triggers its output whenever its input is not triggered. For example you could have a servo turn without pressing any keys and only stop when you hold down a key.
Gimbal: This part tries to maintain its initial angle relative to the world. There are 2 variants of this part, one that has 360 degree freedom around an axis and an inline one with a more restricted angle.
Gravity Suppressor: This suppresses gravity on cargo within a limited radius. Useful for heavy cargo!
Levitating Actuator: This is a powered linear joint like the telescoping cylinder, except the 2 ends are held together by an invisible force instead of being physically connected!
Heavy Duty Jack: Another powered linear joint with greater strength.
Auxillary Thruster: A smaller rocket when you need a bit more finesse.
New cosmetic parts: Grille, 15 Degree Bend, 45 Degree Bend and Wedge 2x1.
The total part count is now 108!
New mid position start states have been added to various parts like the Telescoping Cylinder and Rail Slide.
Magnetic wheels can now be activated/deactivated (the default key binding is B). They also have a new visual effect!
The configure controls tab in the editor now shows the channels of all parts at a glance.
New music!
New achievements!
There is now an intro animation when you start the game. If you just want to see the intro animation without restarting, first do a manual save of your current game and then select new game. Then after the intro animation you can restore your save.
The camera can no long go under mud.
Transmitters can no longer be placed too close to stations. This is to prevent buildings colliding with transmitters when they are built.
Explosives are less sensitive.
The "enable developer console" setting has been removed. Instead, to enable the developer console, simply bind the relevant key in the controls settings tab.
I hope you enjoy the update! If you have feedback let me know in the Steam Discussions or you can still press F6 in-game to send feedback or report bugs.
Thanks so much for all your support and feedback during Early Access. The game wouldn't be what it is without you!
Before I get into the details of update 5, I have a special announcement: Mars First Logistics will be coming out of Early Access on 26 September 2025! Here's the announcement trailer:
With that out the way, let's get into what's in update 5, which is out today:
Probably the biggest change is that structures like roads and monorails now cost raw materials. Raw materials can be found on rocks and there are new parts for mining them: the drill and mining laser. There is also a scanner for more easily locating raw material deposits.
There is a new main contract to deliver some volatile explosives that unlocks the drill part and introduces raw material mining. The scanner and mining laser can be unlocked by completing side jobs. The other big change is to the order of main contracts. Now the biosphere, rocket launch site and fair areas unlock after completing the resort/sports area. This was done to more gradually introduce raw material mining. Roads also now unlock later in the game - they were maybe a bit OP to unlock so early.
Reaction Control System (RCS): This allows for control of pitch, roll and yaw when flying and is unlocked with a blueprint after completing the main contract to build a road.
Camera: Activate to play in first-person mode! You can attach multiple cameras and switch between the different views too.
Auto-connector: This part can be used to bridge short gaps that otherwise don't line up neatly.
Monster Wheel: A very big wheel!
Spiked Wheel: Provides extra grip.
Electro Magnet: Makes it easier to pit up metal objects or attach to metal surfaces. Only becomes available as a side job reward after completing all main contracts.
Copier: Allows copying other player's designs in co-op.
Heavy Duty Servo: Has very high torque.
And a few more surprises...
The grappling hook also has a new look and it can now be extended as well as retracted.
Most parts can now be made transparent!
Terminals at stations now refuel you instead of the station as a whole. They have their own little fuel pumps and the refuel radius has been reduced.
Procedurally placed stations now all start off as remote outposts which are upgraded to functional buildings, such as a factory or habitat, when a side jobs to the station is completed. I think this change makes it feel more like you're directly contributing to the expansion of the settlement.
Subtle shading has been added to the terrain to better highlight small bumps.
There is now snow on high peaks and the terrain is in general slightly more colourful.
Rare ice or mud lakes may be encountered throughout the world.
Monorail trains can now be summoned at any station with a completed monorail (there is a new button on the station platform for this purpose).
Monorail trains also now travel faster and the shunt has been removed.
There are more monorail stations on the map and they get their own icon indicating their direction.
The above changes should hopefully make monorails more useful!
When binding keys in settings, conflicts are now allowed. Conflicting bindings will simply be unset and a warning will be shown. This should make it less tedious to rebind keys.
A "night mode" setting has been added. This darkens the editor and splash screen backgrounds.
The pitch of structures like roads, pipes and monorails can now be adjusted using the W/S keys (or left stick). Note that, for gamepads, the default binding to rotate structures is now also the left stick so that dpad up/down can remain zoom.
Water pipes are now easier to drive on using the magnetic wheels.
Resetting while flying no longer transports you all the way back down to the ground.
It's now possible to bind the numpad keys separately from the number row keys (although their glyphs are the same).
When resetting, the vehicle is now oriented to the camera direction.
Race wheel handing has been improved.
Magnetic wheel speed has been increased.
The radius where a road or other structure will connect to a station is now shown.
Roads now end further away from stations and have a little on-ramp. You may need to re-create some roads for their end-position to change.
The distance to structure connection points is now shown.
The top speed when flying has been increased.
Your rover now has a little home garage where you start the game.
How side job pickup points are calculated has been overhauled and now pickups can be inside buildings (e.g. a warehouse). Previously they always had to be out in the open. This change also fixes the bug where parcels would sometimes spawn on roads.
Structures are also now always fully refunded if destroyed. The previous behaviour of structures only refunding if they weren't complete was confusing to a lot of players.
The Ore Hauler, Rocket and Grappler blueprints have been updated.
The theodolite now has an aim dot and the way connection points are selected has been tweaked. The aim dot can be disabled in settings.
The high speed motor now has arrows indicating it's forward direction.
The mass of the Weight part has been doubled.
After completing the fair, there is now one whirlwind remaining, in case you want to go for a whirlwind ride.
In co-op, all parts and structures that are unlocked for the host will become unlocked for joining players when they join.
The part inventory in the editor is now divided into sections, with undiscovered parts getting their own section at the end.
Some parts now have a brief description under their title in the editor.
Fixed a bug with incorrect obstruction errors when placing transmitters in co-op.
Many other smaller fixes.
I hope you enjoy the update! The next major update will be version 1.0 on 26 September 2025!
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This page aggregates Steam news feeds, patch notes, and developer announcements for Mars First Logistics, 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 Mars First Logistics statistics page.
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