Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
Surviving CeresNewsPreparing For Launch Part 2
In-game event

Preparing For Launch Part 2

Surviving Ceres · published 21 Apr 2025, 08:25 UTC · build 18178598

All newsPlayers around this dateRead on Steam

Greetings Pilgrims;

This update features a variety of fixes, changes, additions, optimization changes, and QoL changes. We have received great feedback from content creators, streamers, demo players, and testers. This update takes their hard work and uses it to improve the game as we head towards the May 2nd launch. A huge thank you to everyone who has helped support the game through feedback and kind words.

Patch Notes

  • We have added a confirmation when deconstructing the wireless power facility. This ensures players know this will disrupt their base power and that it must be replaced and reset.
  • Changed research done in the research center to remember where you are on the scrollbar when unlocking technologies.
  • Fixed an issue where colonists could consume full stacks of food and water items.
  • Reduced a variety of recipes for parts and goods to streamline progression and keep things from being too much of a grind.
  • Changed a few tips to ensure clarity and that enough valuable information is being given to the player at different game stages.
  • Fixed an issue found when deconstructing the research center.
  • Fixed an issue that could cause colonists to get stuck trying to eat when they failed to find a seat at a table.
  • We have added a blocking volume to deny placing machines into the dirt on farms. This would break machines when they tried to grow the machine like a plant, causing issues.
  • Changed the text on the starter rocket to better inform new players that taking nothing is a good option when you don't know what you need, and let them know they can call for supplies with that same funding later when they have a specific need.
  • Fixed an issue where the power display showed KW instead of MW
  • Fixed a minor issue with hydropower converters not showing the correct visual when operating.
  • We reduced Storage space by four, lowering it to 20 slots. However, we added three research unlocks, each with five additional slots for storage containers. We effectively added 11 slots, but you must unlock them through research.
  • We fixed an exploit where you could remove rocket fuel from a rocket after launching it, and it would still launch. Now, when you hit launch, you can no longer interact with the rocket inventory.
  • Fixed an issue when deconstructing the parts machine.
  • Increase EXP gains on advanced facilities and machines.
  • Fixed and tweaked all display screens to have 100% synchronicity with the mission control room and deny access if you remove your mission control room.
  • Increased the flashlight's power and radius to help better navigate the darkness

I expect to push one more patch ahead of launch and, at that time, also patch the demo to match the launch version of the game. To maximize development time, I have left the demo back a few patches, but that will change ahead of launch. Thank you for your support. I can't wait to get players into the game and start looking towards the future and post-launch content updates.

More from Surviving Ceres

Other announcements

All news
Esports14 Aug 2026My Next Game Has A Store PageGreetings, Ceres fans. I have news about my next game for your consideration. It is called "Clone. Optimize. Sacrifice." Clone. Optimize. Sacrifice. is a fun/casual game with city building, a deep spreadsheet RPG system, and auto-battling. The short description is as follows; "Build a city of science and magic, power up cloned heroes through automated dungeons, inherit their strength through cl…Game update26 Jan 2026Minor UpdateGreetings Pilgrims; This small update fixes a few minor issues reported by the community. Fixes Changed the wording of the "Oxygen Unit" to make it more straightforward where you can place it. Changed some collision volumes to prevent any overlapped structures, leading to issues. Optimized the "Advanced Refinery" to be more performant. A lot is going on with this facility: auto-refining, worker…In-game event17 Dec 2025Tweaks and FixesGreetings Pilgrims; This minor update addresses issues reported by players. Some collision fixes, number tweaks, terrain tweaks, and a handful of optimizations for colonists, drones, and auto-machines. Nothing major, but a bunch of small things that add up to a better player experience. Unless more reports come in, I expect this to be the last minor update and for the focus to shift to the next…