Poly Universe
Playing now
0+0 vs. yesterday
0.0%of peak
All-time peak
313 Sep 2026
Playing now
0+0 vs. yesterday
All-time peak
313 Sep 2026
| Published | Kind | Announcement | Build |
|---|---|---|---|
| Game update | Update 0.9.2.2 Good morning folks, and happy Sunday! Before we get started, I want to mention that I also post updates on Twitter! So if you'd like to hear news about the game that way (or if you're interested in the other random prototypes and tutorials that I sometimes throw together), Follow me here: @Pouchmouse Right! So, with this update I'm looking to fix a number of small problems before continuing wit… | — | |
| Game update | Quick update (v. 0.9.2.1) So this was a bit of an oversight, but up until now I'd forgotten that you'd need a way to delete old save files.* This update fixes that. =) * Okay, I didn't actually forget. I just figured hey, making the UI is hard and if people want to delete saves they can always do it manually . What I forgot was that if you delete a save from outside of the game, Steam's cloud-save system will actually r… | 6307461 | |
| Game update | FX Update (v.0.9.2.0) Happy Thursday Everyone! Just a small update today, featuring new visual effects for rockets taking off, landing, crashing, and exploding. Plus new sounds for menu interactions and a subtle sound for when characters are speaking. Also a small but important optimization: The planet generation code would sometimes cause hitches in the framerate when you started a new game. This is corrected now,… | — | |
| In-game event | The 60-FPS New Years Update (0.9.1.9) Happy Saturday, Everyone! I dug into the game's rendering and discovered a lot of room for optimization. Many of the models in the game were being rendered individually instead of in batches, causing the game to waste time on unnecessary draw calls. To put the problem in perspective, before I got started I was seeing an advanced world with a population of 100 take about 25 milliseconds to rende… | — | |
| In-game event | Christmas Update - 0.9.1.8 Merry Christmas everyone! Version 0.9.1.8 is now live, and it introduces a couple new mechanics and features: * Roads and Bridges are back in the game! They'd been in a much earlier version, but hadn't affected gameplay much. Now they're back and buildings which are adjacent to a road get an efficiency bonus proportional to the percentage of buildings on the planet that you can reach along that… | — | |
| In-game event | Weekend Update (0.9.1.5) Happy Sunday, everyone! I've spent the past two weeks attempting to track down the crashes that people have been experiencing. I found two places where the game was allocating new objects each frame, and I suspect these were causing the game to eventually run out of memory and crash. Both are fixed now so hopefully you have a crash-free experience on your hands. I've also enabled much better cr… | — | |
| In-game event | Weekend Update (0.9.1.4) Happy Sunday Everyone- I've been experimenting with ways to improve the look of the ocean; trying to make it look more dynamic and wavy while still keeping to the game's polygonal art style. After a lot of experimentation with different shaders, I've finally arrived at something that looks quite good! That's my opinion, at least. You're free to disagree in the comments. =) I've also continued r… | — | |
| In-game event | Weekend Update (0.9.1.3) And just like that, it was time for another weekend update! For the past few weeks I've been working on improving the game's art style. This has been a bit tricky for me because I want to achieve a consistent look -- where all the terrain, buildings, plants, and creatures feel like they belong in the same chunky, triangular world. ...But at the same time having enough detail to catch and hold o… | — | |
| In-game event | Weekend Update - (0.9.1.2) Good morning everyone and Happy Sunday! I've just uploaded a small update with two important changes: · The UI for the Save and Load screens has been expanded, so if you gave your save files long, descriptive names they won't get cut off anymore. I hope. Unless you really wrote an entire essay in the save file's name, in which case maybe it will still get cut off? · Boats don't fly anymore. The… | — | |
| In-game event | Update 0.9.1.0 - Professions Morning, everyone! Version 0.9.1.0 adds a much needed change to how workers are assigned to buildings. The problem up until now was this: A building has an ideal number of workers that you have declared should work there. And it also has an actual number of workers, which can sometimes be lower than the ideal number due to the fact that workers have died without there being anyone to replace th… | — | |
| Game update | Update! 0.9.0.3 Hi all- Version 0.9.0.3 is live! This is a small update that addresses some of the suggestions folks had in the comments: * The Professions menu now shows advanced buildings that were missing from it before. * The Professions menu also correctly updates to reflect the latest world if you switch planets while leaving it open. =) * The tooltip on the Population bar (that small one in the upper ri… | — | |
| Game update | Update 0.9.0.2 Hi all- Version 0.9.0.2 is live, and it fixes a few important problems. For one, the movement speed of your citizens wasn't being initialized until you looked at the world they lived on. So if you loaded a game with multiple planets, Peabs on each planet would be stuck in place until you visited their world. Also, I've extended the UI for trade missions so that it's possible to see how much car… | — | |
| Major update | January Update - Story Mode Hello everyone! I've just wrapped up a major update to Poly Universe, including a bunch of advanced resources, new building types, and a story/campaign mode. So here's what's in the latest build, which I'm affectionately referring to by its nickname "Version 0.9.0.0": * New advanced resources like Diamonds and Silicon can only be found on certain worlds. And no, it's never the world you start o… | — | |
| Community | Roadmap Update - Modding! It took a bit of work, but I've gotten Poly Universe to the point where much of the content is moddable and the process for modding is (hopefully!) quite easy. To create your own mod, you can start by downloading the sample here: Place that sample mod in your local mods directory -- which is probably C:\Users\yourname\AppData\LocalLow\Pouchmouse\Poly Universe\Mods\Local. You can always check th… | — | |
| Community | Game Roadmap Update! (number 1 of many) I just realized I didn't really announce this in any 'official' capacity, but: Roads and Bridges have been added to the game! Roads and bridges can be found in their own tab on the central 'Build' menu, and come in two flavors. You can build stone roads, which let your Peabs move slightly faster, or if you're flush with resources you can splurge on Steel roads, which improve walk-speed even fur… | — |
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.