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
Captain of IndustryNewsPatch notes for v0.7.7
Game update

Patch notes for v0.7.7

Captain of Industry · published 14 Jul 2025, 04:27 UTC · build 19110927

All newsPlayers around this dateRead on Steam

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.
* Digester is now always unlocked with the first recipe that needs it, allowing organic waste digestion without researching bio diesel first.
* Added HF recipe to Medical supplies 3 research.
* Slightly increased throughput of all storages.

Performance improvements
* Added LODs for storages.
* Optimized launch pad model and added LODs for it and rockets.
* Optimized settlement squares 3D models and rendering.
* Trains now resume reservation search from the last failure point, instead of starting from scratch each tick.

UI improvements
* Added edge scrolling (configurable in settings).
* Added electricity and maintenance consumption for belts and pipes in the build toolbar.
* Added capacity and throughput for storages.
* Fixed missing research cost product icon in space station UI.
* Added proper handling for clicking on some space station alerts.
* All conveyor lift variants are now combined in statistics.
* Added a Back button to the space station UI.
* Open the Codex on the right click of a pinned product in the HUD.
* Added alters for “above percentage full” for thermal storages.
* Added particle effects to loose storages.

Fixes
* Fixed that trains which had never had any cargo would never leave a station with "empty of any".
* Terrain areas are now properly updated to terrain changes.
* Fixed tier 1 vehicle depot having a logistics mode dropdown but no ports for belts.

Modding
* Moved unlocked state of protos from UnlockedProtosDb to the protos themselves.

More from Captain of Industry

Other announcements

All news
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…Game update11 Aug 2026Patch notes for v0.8.7New content and improvements * Modular ramps can now go up to height 4, being able to go above train tracks. * Vehicles now approach ramps slightly faster. * Trade dock cargo is now included in the global search. * Increased the number of switchbacks allowed in a single train path from 16 to 32. * Trains no longer plan switchbacks inside critical sections. * Vehicles that cannot cross water no…