Captain of Industry
Playing now
1,761−26 vs. yesterday
16%of peak
All-time peak
11,097May 2025
Playing now
1,761−26 vs. yesterday
All-time peak
11,097May 2025
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Patch notes for v0.8.6b and v0.8.6c v0.8.6b * Fixed a possible game freeze in highlight rendering and restored the tower highlight on area hover that was temporarily disabled because of it. * Fixed transport highlights that could get stuck or attach to the wrong transport right after an upgrade. * Fixed an error when splitting a transport that had a pending downgrade or replacement. * Fixed transport previews not being removed af… | — | |
| Game update | Patch notes for v0.8.6a * Improved belt graphics to make the belt direction more visible. * Temporarily disabled the tower highlight when hovering its area to prevent a game freeze/crash. * Fixed train station modules disappearing when zoomed out too far. * Fixed train track overlays rendering incorrectly against blueprint stations and tracks. * Fixed a minor shelf visual issue on the T2 universal wagon. * Fixed vehic… | — | |
| Major update | Update 4.2 is out now! Hello, Captains! Update 4.2 has just landed, and it’s a big one: full COI Hub integration directly in the game, modular ramps , a host of new train features , and major performance improvements . We’ve also put together a new trailer highlighting the key features, while this post takes a closer look at everything included in the update. Important : If anything seems off after updating, use Stea… | 24288668 | |
| Community | Captain's Diary #56: How we made products rendering 20× faster Welcome everyone to today's edition of Captain's diary. I am Captain Marek and today I will be talking about some serious performance improvements we've done over the past few months. Are you ready for 20x faster products rendering? Before that, I have an important announcement. Update 4.2 is nearly finished and will be released on the 20th of July! The key new features to look forward to are:… | — | |
| Game update | Patch notes for v0.8.5 Improvements * Increased the maximum camera distance by 50%. * Added a new adaptive simulation speed mode that lowers the sim rate before frames start dropping, keeping the game smooth under heavy load. It is the new default and can be changed in the settings. * Mine and forestry towers areas, and logistics zones, can now be edited together. Editing one area shows all of them at once so it is e… | — | |
| Game update | Patch notes for v0.8.4b * Train network unload modules now default to 100% threshold (always demand) instead of 0%; load modules still default to 0%. This makes train networks work out of the box without configuring sliders. * Train dispatcher now tiebreaks between equally-good idle trains by picking the one closest to the supply station. * Improved colliders for train tracks, stations, bridges, and roads. * Improved… | — | |
| Game update | Patch notes for v0.8.4a * Cargo depot and station modules now show input/output products, and the product search now includes trains. * Reintroduced network train timeout based on transfer inactivity rather than total time at station, with a notification when a train is forced to depart. * Terrain inspector tool no longer rounds tile sizes. * Fixed terrain physics stopping on tiles touched by a recovery save load. * F… | — | |
| In-game event | Captain's Diary #55: Forum and Mods on COI Hub COI Hub now supports mod hosting and forums. Update v0.8.4 adds recovery saves, a terrain inspector, and performance improvements. Feel free to read the full details on our blog at | 23083052 | |
| Game update | Patch notes for v0.8.3a * Optimized train state synchronization (up to 10% FPS gain in train-heavy games). * Added more zoom-to-cursor options with a new default (check settings if you prefer the previous behavior). * Added a camera motion damping slider. * Fixed blueprint rotation misaligning multi-tile surfaces relative to decals and other entities. * Fixed errors and visual glitches on instanced entities after swit… | — | |
| In-game event | Update 4.1 – Trains networks and Quality of Life Ahoy everyone, Captain Marek here with an exciting announcement: we’ve just released Update 4.1, bringing fully automated train logistics, along with lots of smaller features and quality-of-life improvements. Checkout our blog post for all of the details! | 22823744 | |
| Game update | Patch notes for v0.8.2c * Fixed highlighting of train tracks on bridges. | — | |
| Game update | Patch notes for v0.8.2b Improvements * Reduced memory consumed by bridge meshes by up to 80% through mesh deduplication and caching. * Mod directory name must now match the mod's ID (from the manifest), misnamed directories are now rejected with a an error message. * Moved pipes before molten metal channels in the entity list. * Trains no longer slow down for waypoints when they can proceed directly to the next statio… | — | |
| Game update | Path notes for v0.8.2a Improvements * Optimized bridges initialization resulting in ~40% faster content loading. * Bridge segments whose pillars are entirely on land can now be built using unity build. * Excluded pillars, poles, and other infrastructure entities from global search results. * Re-ordering a ship to a new world location no longer sends it back to the dock first. * Speed increase keybind no longer cycles… | — | |
| Game update | Patch notes for v0.8.2 New feature: pillar tool * Added ability to add and remove pillars on transport belts and pipes, similar to train track pillars. * Added 'remove_redundant_transport_pillars' console command to remove all redundant transport pillars. We recommend saving your game before using it. Removing redundant pillars can improve performance. Improvements * Stacker tower rails can now be placed on the ocean… | — | |
| Game update | Patch notes for v0.8.1a * Improved recipe matching for machine copy-paste to correctly handle overclocked recipes and prefer similar recipes across compatible machine types. * Battleships now notify when they cannot reach the world. * Battleships and cargo ships now show a more stable status when unable to reach the world instead of flickering between states. * Optimized train track blueprint and paste placement, redu… | — | |
| Game update | Patch notes for v0.8.1 * Train designer, inspector, and train line windows now group wagons by default, making it much easier to design and manage long trains. * Train inspector now has a more compact layout with inline progress bars. * Added ship recovery - ships can now be recovered to the world edge or their destination (except ships currently moving cargo). * Docks can now be built on out-of-bounds ocean tiles ne… | — | |
| Major update | Update 4 is here! Bridges, Amphibious vehicles, Trains II, Stacker II & more! Ahoy everyone! We are excited to share that Update 4 has just landed on Steam! In Update 4, you can expand your train network with tier 2 locomotives and wagons! Cross intricate terrain features and water areas with two types of bridges with dynamic lanes. Deploy amphibious excavators and trucks to expand waterways that can now be navigated by ships, thanks to their new pathfinding. Automate du… | 22268086 | |
| Community | Captain's Diary #54: Bridges, stacker, sandbox and more in Update 4 Ahoy everyone! Captain Filip is back, and I’m excited to share more information about what’s coming in Update 4. To recap, the update is scheduled for March 9. Since this post only covers the stuff we haven’t shown you yet, here’s a quick recap of everything else that’s coming with Update 4: · Tier 2 trains (both locomotives and wagons) · Amphibious trucks and excavators · Path-finding for ship… | — | |
| Community | Captain's Diary #53: Quality of life, Update 4 release date Hello and welcome to the 53rd edition of Captain’s Diary. I am Captain Marek, and today I’d like to share what we’ve been working on for Update 4, including its release date and a large set of quality-of-life improvements. The short version is this: Update 4 launches on March 9th, 2026 alongside the Trains Expansion DLC . To recap, here are the key features of Update 4: · Tier 2 trains (both lo… | — | |
| Game update | Upatch notes for v0.7.9a * Fixed a rare case of trains getting stuck at a station with configured train limit. | — | |
| Community | Captain's Diary #52: Optimizations of vehicles and ocean Hello and welcome to the 52nd edition of Captain’s Diary. I am Captain Marek, and this week I will share some details about my recent work on optimizing vehicles and ocean simulation. This is a slightly more technical topic, so the TL;DR is that, due to complications with amphibious vehicles, we have optimized vehicles and the ocean simulation, and you will be able to enjoy 10-15% more FPS! Rea… | — | |
| Community | Captain's Diary #51: What’s coming in Update 4 Hi everyone, after a short break, Captain Marek reports for duty. This time with some highly anticipated news regarding our next major Update! In short, Update 4 is coming and it will bring bridges, amphibious vehicles, tier 2 trains, and more. For more details, read the full announcement here: | — | |
| Game update | Patch notes for v0.7.9 Improvements * Tree planters will now ignore import sliders on storage units when looking for saplings. * Improved map cache retention by having loaded games mark cache files as fresh. * Fully constructed tracks are now replaced back when removing a non-constructed entity which overlapped them. * Connectors can now be placed next to each other (while not being connected via ports). * Increased… | 19774566 | |
| Game update | Patch notes for v0.7.8a * Trucks now prefer ore sorters with product assigned matching to the cargo, over auto-assigning new products to existing sorters. * Increased ore sorter products limit from 8 to 16. * Stacker now shows supported products and maximum throughput. * Added more information to the quick deliver/remove button floaters to explain why the buttons are disabled (e.g. lacking Unity or products). * Fixed… | 19607975 | |
| In-game event | Patch notes for v0.7.8 New entity replace/upgrade system * It is now possible to place a new entity over an existing one in order to upgrade/downgrade it. * Placing a storage over an existing one can replace its type (e.g. loose to liquid), tier or orientation (rotation, flip). * A small storage (T1/2) can now be replaced with a large one (T3/4). * Simplified product refunds system, old products that are not used in… | 19459597 | |
| Game update | Patch notes for v0.7.7 Balancing * Removed quick-delivery discount for large quantities. The cost is now linear with the number of quick-delivered products, at 0.05 unity per product. * Trains longer than 100 tiles now strictly adhere to reservation rules and no-stopping zones. * Adjusted exhaust scrubber recipes so that they all take the same amount of exhaust, allowing proper prioritization via recipe order. * Dige… | 19110927 | |
| Game update | Patch notes for v0.7.6a * Reduced minimum height of notification panels. * Fixed scroll bar jumping in the alerts tab when clicking the last element. * Fixed max unity of healthcare category. * Fixed deconstructed entities with overlapping vehicle surfaces leaving forever inaccessible tiles behind. * Fixed icons of solar panels. * Fixed scroll wheel events that were not being detected in keybinding settings. * Fixed g… | 19018236 | |
| Game update | Patch notes for v0.7.6 New content and balancing * Added recipe to digest eggs in anaerobic digester. * Increased orbital cargo limits. * Optimized train driving to reduce slowdowns and waiting by taking other trains’ speed and inertia into account and allowing double-reservations, assuming that trains cannot stop instantly. * Old odd-sized level crossings were marked obsolete and cannot be placed via copy-paste or b… | 18985242 |
Announcements are the developer’s own posts to the game’s Steam news feed: updates and their patch notes, in-game events, releases and sales. The important ones are marked on the players chart.