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SAND CRUISER PlaytestNewsUpdate to 0.5.0 — everything since your last build (0.1.0)
In-game event

Update to 0.5.0 — everything since your last build (0.1.0)

SAND CRUISER Playtest · published 5 Aug 2026, 16:51 UTC · build 24575739

All newsPlayers around this dateRead on Steam
⚠ Important: You're coming from build 0.1.0 — four versions have landed since. Saves from 0.1.0 no longer load — please start fresh.

0.5.0 — Logistics, Hygiene & Work Speed


The ship now keeps books on its goods, and the crew gains two new axes — hygiene and work speed.
New

  • Logistics — a dedicated window shows each good's stock history, who consumes and produces it, and which transport routes it takes
  • A storage room unlocks the bookkeeping; from 60% quality on, the full breakdown. Every locked readout says what it's missing
  • Hygiene is the fifth basic need — the wash station now serves hygiene instead of recreation
  • Work speed depends on room and skill (capped both ways)
  • Eating is a sit-down session again: fetch, carry, sit, get full; a mess hall lifts mood, eating standing up costs it
  • Drinking now takes a moment and has a visible pose
  • Mess hall, workshop and washroom are their own room types (workshop +25% work speed, washroom +20% wash speed)
  • Fuel range ring on the world map
  • "Move Module" tool — no teardown, keeps inventory and condition
  • Two new modules: a plant (new Decoration category) and a small indoor wall light
  • The room overlay shows quality for every room type
  • Hygiene appears in both crew displays


Improved

  • Ingredients stay at their facility instead of being hauled off to storage
  • Room quality is measured in square meters — rooms rate much better, work speed accordingly higher
  • The range ring uses your actual travel speed (smaller in stealth mode)
  • The build toolbar has a per-group color code; each tool shows its sub-modes as toggles, Tab is gone
  • The searchlight now sits under Weapons


Removed

  • Structural stress damage is gone — rough travel no longer damages modules (suspension, sound and readout stay)
  • The old dining module "Food Table" (replaced by the Mesa Table) — a built Food Table is missing after loading


Fixed

  • The combat alert was tied to the combat window — it now runs independently of the display
  • Crew washing never finished and blocked the wash station permanently
  • Crowds formed at need stations — now a limited queue
  • Material was lost when swapping or detaching a supplied build site
  • Carried goods survive saving
  • Four room types were labeled "Undetermined"
  • Lights flicker visibly and can be adjusted while playing
  • Sloped walls snap to edges and wall faces again
  • Transport routes are complete (build material, floor stacks, drone bay)
  • Goods list: amounts and arrows shifted with long names

0.4.0 — Rooms Start to Matter


New

  • The rec room as its own room type — recreation there is 20% faster
  • Infirmary and bridge lift mood
  • The build catalog names a module's room type in the tooltip


Improved

  • All instruments use the project font instead of drawn strokes
  • The corner tool shows its sub-modes as clickable
  • The build grid highlights its center axes


Fixed

  • Sloped walls fill their end cell (the ~5 cm gaps are gone)
  • Corner markers follow the shape
  • The measuring tape shows the part's actual extent

0.3.1 — Polish


Fixed

  • Connections without a counterpart are dropped on load instead of written back (they grew with every save)

0.3.0 — Pathfinding & the End of the Root Part


The crew walks reliably again, and a cruiser can be built from scratch.
New

  • Building without a template: the base plane serves as ground for the first chassis block
  • "New Blueprint" clears the cruiser (two-step, build mode only)
  • Wiki instead of the help window; all seven cockpit instruments drawn live
  • ? in any title bar opens the matching article
  • Three turrets: Artillery System, Flak Cannon, Phalanx (same firepower, larger footprint)
  • Mesa Table: a dining table with its own meal storage


Removed

  • The Root part ("Root Core") is gone — the origin now holds an ordinary chassis; deletable, replaceable, copyable
  • The help window (replaced by the Wiki)


Improved

  • When splitting, the larger side survives instead of the anchor side
  • Frames dock on all six sides of a drive unit
  • Modules place in 0.1 m steps, rotate by 45° (drive units stay coarse)
  • Build mode can't be left with a hull-less cruiser
  • Module info hides empty lines
  • Restocking between storages only above a minimum amount
  • Smaller resize handle on windows


Fixed

  • Goods lying loose on the floor count as stock and get delivered to facilities
  • Leaving build mode no longer deletes silently (a prompt names the figures)
  • The BALANCE diagram accounts for walls, floors and chassis
  • The crew approaches workstations, beds and storage from the access side
  • Blocked pawns re-path; an occupied target spot no longer blocks work
  • Consumption cooldown after eating; recreation only works off the clock
  • Idle facilities state the real reason
  • Recurring notices are debounced
  • Tooltips no longer stick after a click
  • The defeat screen always stays on top

0.2.0 — The Supply Chain


Haulers lost cargo, galleys got no ingredients, the crew starved — that's fixed. Plus a help system, visible room types and hull fire.
New

  • Help window via ? in every title bar
  • Rooms show their type and effect in the overlay
  • Room types bridge, engine room and storage
  • A sign over facilities waiting on an ingredient
  • Hull fire: heavily hit areas burn and smoke
  • At night the swarm follows the trail left during the day
  • Containers can be locked to a single good
  • Trend arrows in storage
  • Gas as a resource


Improved

  • An infirmary requires a cot
  • Clickable instruments highlight on hover; POWER and RESERVE open the systems overview
  • No more notices in normal operation — only when something's stuck


Removed

  • Lighting is no longer its own room type — light counts toward room quality


Fixed

  • Galleys are supplied again
  • Haulers no longer lose cargo in the corridor
  • Long routes no longer abort a transport
  • Transport orders no longer loop endlessly
  • Goods no longer end up on the floor unnecessarily
  • Text overran its box in five spots in the build HUD
  • The BALANCE diagram showed the ship mirrored
  • The selection marker sat next to storage zones
  • Recon couldn't be opened without contacts
  • "Storage full" reported the same thing repeatedly

⚠ Currently Known Issues (as of 0.5.0)

  • The crew freezes in their own rooms — cause found, rework underway
  • Skills don't affect work speed yet — until then only the room counts
  • A single wash station isn't enough for a large crew
  • The frame rate has dropped; cause under investigation
  • In narrowly sized windows text runs out of its box

🧪 Please test


Focus this time: the new Logistics, the new room types and the sit-down meal. Feedback in our Discord — tell us what's broken.

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