Mars First Logistics Patch Notes — April 8, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello!
Update 1.1 adds a number of oft-requested features for long-time players, as well as addressing some common pain points for new players.
New features
The editor can now optionally show the center of mass of your vehicle. It is disabled by default, but can be enabled in settings/interface.

The start state of the Slider parts can now be set to half or fully extended, similar to parts like the Hydraulic Cylinder.
The built-in wheel suspension can now be disabled via the controls dialog in the editor.
There is a new audio setting to mute audio when the game is running in the background (on by default).
Monorail trains now run slower on tracks with sharp bends, making it easier to stay on the train.
Electro Magnets no longer stick to other parts on the same vehicle, This could be annoying if you were trying to pick something up and the electro magnet kept sticking to your vehicle instead. It will still stick to other players' vehicles in case you want to drag them out of a ditch, for example. It will also still stick to other electro magnets on the same vehicle, in case you want to use them to power a mechanism such as a magnetically locking door.
The Grappling Hook can now aim through your vehicle. It never interacted with your vehicle anyway, so preventing it from aiming through your vehicle served no purpose.
The Fork part is now thinner, so it can fit under boxes with feet, like so:

New blueprints
Three new blueprints have been added: the Pickup, Magnetic Crane and Fork Lift. I decided to add the Pickup to show off the Slider part - the new start states added some exciting possibilities and I often saw queries from players about how this part could be used. Once I added one blueprint I had to add two more so the grid would be full (it's a bit unsatisfying having a row with only one blueprint in the editor). So I added the Magnetic Crane and Fork Lift blueprints too. These show off some more exotic parts like the Electro Magnet and the Spiked Wheels. The new blueprints will unlock automatically if you've already completed their prerequisite contracts.

I also did a pass on the existing blueprints and updated many of them. Most changes are minor cleanups, but I did make the Scout blueprint wider so it's a bit less likely to flip over. The Fish Fetcher has also been completely redesigned with the Climber blueprint now being similar to the old Fish Fetcher.
Contract changes
The Ice Cube contract has been tweaked to make it slightly easier as this seemed like a point of friction for a lot of players.
The Concrete Pile contract has been tweaked to make it easier to hook the concrete pile on the crane. This was actually not the solution I originally had in mind, but in hindsight it's probably the most obvious one!
Randomly generated side jobs now ramp up slightly less quickly in difficulty and parts unlock in a less random order.
New languages
The game has been translated to Spanish (Latin Americas + Spain), Italian and Korean.
Other fixes
Hydraulic cylinders, etc, now auto-return to their original position when their starting position is in the middle.
Saving is now more robust, reducing the chance of corruped save files if there is a power failure or crash while saving.
Fixed an issue where weight was always distributed evenly over rigidly connected sections. This made it difficult to use the Weight part for its intended purpose as a counter weight.
Fixed some invisible colliders at the Mainframe.
Fixed a bug when calculating the refund amount of destroyed structures.
Fixed an issue where the Ball Joint mass was heavier than it was supposed to be.
Fixed a bug where a melted ice cream wouldn't trigger the delivery zone.
Various tutorial fixes and tweaks.
If you find any issues with the update or have feedback, please let me know either in the Steam forums, by emailing me at [email protected], or by using the in-game feedback form (F6).
Cheers!
Ian.