Kardaviik - Patch 0.5.0 - New Control Scheme, UI, VFX and more!

major update

Kardaviik Playtest · build 24255708 · published

On SteamNotes only · this build shipped before we watched the app

[ INCOMING: PATCH_0.5.0 ][ STATUS: NEW_CONTROL_SCHEME ]

Hello everyone! 

We have been working really hard over the past month to bring this new patch and we’re very excited to finally share it with you. Our focus for this patch has been on the playability for new players with an improved UI design and a brand new control layout. 

Another HUGE difference you may have noticed is that we have changed our name to Kardaviik! Long story short, we didn’t want to get sued so we’ve come up with our own name. We will share more about its origins shortly! 

To the patch notes!

Highlights

  • Rebuilt the user interface across the HUD, inventory, dashboard, research tree, blueprint library, crafting, tooltips, menus, and settings.

  • Hotbar!

  • Reworked control scheme.

  • Added programmable cosmetic blocks (which allow for colour selection/lighting effects) and image-to-blueprint importing.

  • Reworked waypoints with icons, custom typographic icons and a much more performant engine.

  • Improvement robustness of the Save/Load system to prevent losing save progress.

New Control Scheme!

  • We have fully rebuilt from the ground up the control scheme and maps to provide a much more streamlined user experience. These are still a work in progress so if you want to contribute to the default layout let us know you comments in Discord.

  • New multi-select interaction: select up to 64 blocks for batch removal, upgrading, and phantom replacement.

  • It is now possible to place in open space.

  • New point-to-point auto pathing gesture for path-like blocks, i.e. transporter and pipes. The allows you to automatically join two points together without placing blocks individually.

  • Planar gesture: you can now place cosmetic blocks in a 2D planar area, for fast wall/floor building.

  • Hotbar! Use this to store your blocks and blueprint for quick access. You can have up to 5 (for now).

  • Separated Quick Swap from Copy Configuration and added clearer Copy and Paste Configuration actions.

  • Unlocked blocks can now be planned as phantoms without carrying the item.

Blueprint improvements

  • We have made a lot of improvements to the Blueprint systems. Before they were basically unusable as there were many crashes and issues in placing them. Most of the known issues have been solved and we are happy with this as a useable feature now. We hope for more community feedback on how we should improve the usability of this feature, but we also have some good ideas in the pipeline.

  • Blueprints can now be placed based on mouse look and can be rotated and moved forward/back.

  • Added temporary blueprint creation feature, which allows for a quick selection to be created as a blueprint immediately.

  • Blueprint previews now anchor to the targeted surface and can be rotated before placement.

  • Redesigned the Blueprint Book with search, streamlined category browsing and metadata editing, and blueprint pinning to hotbars.

  • Added click-to-drag blueprint selection gesture for selecting the area you want to capture.

  • Fixed Fluid Tank capacities when placing blueprints or restoring saves.

  • Fixed various bugs, including crashes.

Character Improvements

  • Lots of improvements to T001! Making him more responsive, and diegetic. We will continue to iterate on his design over time, but he might need some help from his best friend. Woof!

  • Halved the run speed and move old max to sprint. Sprinting now consumes fuel.

  • First person and Third person have been merged with automatic transition when scrolling in and out.

  • Improved the third-person camera with voxel-aware collision, better interaction targeting, and near-camera fading.

  • Splash screen camera now navigates around voxel terrain instead of clipping through it.

  • Players now respawn at a recently visited heater when available, with the 0,0,0 as a fallback.

  • Prevented newly placed blocks from trapping players and limited block interactions to player reach.

  • Added T001 effects for frost, heater warmth, internal warmth, and low-fuel effects.

  • Added effects for sprint propulsion, gas extraction, multi-block removal, and T001 joint force fields.

Helper Bots

  • They finally get their own texture and thruster effect!

User Interface

  • Rebuilt the HUD, dashboard and statistics, inventory and fuel panels, self-fabricator, research tree, Blueprint Book, item tooltips, main and pause menus, save/load screens, and settings.

  • Organized crafting jobs into 12 collapsible subcategories: Extractors, Logistics, Block Crafting, Containers, Energy, Utility, Building, Ingots, Research, Chips, Components, and Gas.

  • Redesigned item tooltips with clearer sections for stats, energy costs, manufacturing sources, outputs, raw materials, and requirements.

  • Research queues now show an estimated duration for each task and support up to five queued tasks.

  • Improved interface responsiveness across different resolutions, UI scales, and ultrawide displays.

  • Improved settings defaults and Steam Cloud persistence, including versioned custom-control overrides.

  • Fixed displayed fuel totals, live-statistics totals for partial intervals, and stale research information when switching worlds.

  • Added a pause-menu action for starting, resuming, or restarting the tutorial according to saved progress.

  • Added unique panels per interactable block to guide players through the production line, as well as adding easy refuel buttons, power/energy statistics, and general block progress. 

  • Brand new design for the UI with a focus on legibility and cohesiveness.

Blocks

  • Reworked asteroid scanning effect and interaction. Now shows a glowing area within the asteroid where the resources can b e found. Select carefully!

  • Added configurable icons and colours for signs and waypoints, including item and character icons, distance displays, off-screen indicators, and adaptive contrast.

  • Heater Cubes now warm a 20×20×20 area. Heater Arrays project a directional 5×5 heating field up to 100 blocks forward.

  • Pipe networks now visualize their current fill, while route previews show the connected fluid type and predicted fill before placement.

  • Electric block animations and connector effects now reflect the amount of available power.

  • Production and power blocks now distinguish inactive, blocked, and disconnected states with clearer, reliably rendered status indicators.

  • New phantom block effect shader.

  • Various improved and upgraded visuals.

Logistics & Automation

  • Each Splitter face can now be set to Auto, Input, or Output before a Transporter is connected.

  • Improved Transporter joining with smarter endpoint selection, T-junction guidance, and more reliable blueprint boundary merging.

  • Fuel Pipes now connect to fuel-consuming blocks only through their directional input face.

  • Redesigned Infinite Chest rules with a category-based item picker and clearer rule editing.

  • Fixed inserter pickup timing, transfer consistency, and chained production-input limits.

  • Phantom pipes now explain that they are not connected to a network and hide unavailable network controls.

  • Extracting from Fluid Tanks and flushing Pipe networks now transfers as much fluid as possible into suit storage instead of immediately discarding it.

  • Increased the Nodal Quantum Miner's maximum gas extraction rate from 20/s to 400/s.

Multiplayer & Social

  • Added Discord Rich Presence with game mode, session state, party size, and lobby capacity, plus a direct Discord feedback link in the menus.

  • Players at the main menu can join eligible hosted Steam lobbies with an open slot through Discord.

  • Sprinting and player action effects now replicate to remote players.

  • Improved remote third-person alignment and laser rendering, preserved undo and redo history for late joiners, and prevented join snapshots from racing home-spawn setup.

  • Improved desync detection by comparing more complete shared-world state while reducing false mismatch reports.

  • Improved multiplayer blueprint placement and transfer reliability and mining-interaction cleanup.

  • Raised the decompressed late-join snapshot limit from 512 MiB to 1.5 GiB to support larger worlds.

Save/Load & Compatibility

  • Added a Recovery view for restoring overwritten or recently deleted saves as new copies. Damaged saves that cannot enter Recently Deleted require explicit permanent-deletion confirmation.

  • Added default-on Save on Exit for single-player games and established multiplayer hosts. Multiplayer clients do not create exit saves, and failed exit saves can be retried, abandoned while continuing to play, or skipped when exiting.

  • Unreadable manual saves now show clearer guidance for retrying or choosing another save while leaving any active world open.

  • If Continue points to an unreadable save, the game now opens the Load screen so players can retry it or choose another save.

  • Prevented duplicate loads during transitions and preserved resource-generation settings in saves.

  • Readable saves using the 0.4.4.1 save schema remain supported. They are upgraded only after the world loads successfully, and the previous save generation is retained in Recovery.

  • Research queue warning: Version 0.5 supports five queued research tasks. When loading a 0.4.4.1 save containing six or seven queued tasks, only the first five are restored.

  • Blueprint compatibility warning: Player-created blueprints from 0.4.4.1 are not compatible with the current 0.5 blueprint format and cannot be loaded or imported.

Performance & Platform

  • Added a one-time first-launch calibration that tests asteroid rendering and selects a device-specific Low, Medium, High, or Ultra render-quality setting.

  • Optimized asteroid generation, LOD processing, and compact mesh construction.

  • Reduced load time-to-ready by improving decompression, block restoration, Transporter reconstruction, and world initialization.

  • Reduced unnecessary rendering updates for block-status effects and chunk visibility.

  • Fixed the Linux taskbar identity and icon.

Thank you again to everyone who is trying out Kardaviik and leaving their feedback! We’re truly grateful for the community we’re building, especially in our Discord! 

Our plans for the future are to continue listening to feedback and polishing the game to make it the best factory game it can be. 

We’ve got a lot of things happening in the second half of the year, and we can’t wait to share it with everyone soon!

[ STATUS: END_TRANSMISSION ]