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Captain of IndustryNewsPath notes for v0.8.2a
Game update

Path notes for v0.8.2a

Captain of Industry · published 14 Mar 2026, 23:46 UTC

All newsPlayers around this dateRead on Steam

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 into super speeds when they are not activated.Fixes
* Fixed that FBR enrichment would skip a beat every now and then due to remaining fuel life amounts not being carried over to the next cycle.
* Fixed that train pathfinding underestimated the cost of routing through stations, causing trains to prefer pathing through stations unnecessarily.
* Fixed that boats would spin up to 359 degrees when leaving the dock.
* Fixed amphibious dump truck mixed material pile colors.
* Fixed a crash related to settlements.

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Other announcements

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Game update15 Sep 2026Patch notes for v0.8.7cImprovements * Transports and mini-zippers now highlight the ports of the entities they connect to (including their suggested product icons). * The in-game hub UI now loads images and files from a CDN, making loading faster. * The in-game downloader now verifies the integrity of every downloaded file. Simulation determinism * The game is now deterministic across a save/load boundary. A loaded g…Game update10 Sep 2026Patch notes for v0.8.7bSimulation determinism * All simulation math now runs on a pure-integer arithmetic, so results are bit-identical across CPU vendors and machines. * Fixed vehicle path-finding that could finish on different ticks on different machines. * Fixed ship path-finding behaving differently depending on whether the pathability overlay was open. * Fixed terrain props (rocks, bushes) generating non-determi…Game update22 Aug 2026Patch notes for v0.8.7a* Added new 3D models for T1/T2 Electrolyzers. * Optimized truck buffer balancing when storages or dumping designations are cut off from trucks, which caused FPS drops at high sim speeds (over 10x faster in those cases). * Fixed incorrect layout of height 4 ramp entrances. * Fixed trains planning switchbacks that ignored critical sections when the switchback point was in the middle of a partly…