Astro Colony Patch Notes — June 3, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
Hello, explorers!
Today is a big day for Astro Colony, as it's finally available in full access after over eight years in development!
YES, the game is available in version 1.0 on Steam, so go ahead and update the game to the latest!
The 1.0 experimental period was long, but I hope it was worth the wait!
The story

The game has now full story waiting to be told!

A new, intriguing story unfolds. The main plot threads are revealed the moment the Stargate is crossed—but not only then!
Improved multiplayer
The game currently supports rapid replication, which allows for precise data verification and not overloading the network bandwidth. It is now possible to construct way bigger stations without worries!
The syncing of large stations is now being handled well by dividing sending packages, so it should never get stuck during syncing.
In addition, multiplayer tutorials got improved and made it easy to progress for both players.
All effects are now matching client and server.
Unlocked items, tools, and guides marked

To make the game easier for people who are just starting out, items that have been unlocked are now highlighted. The categories and individual buildings, tools, and resources are appropriately marked.


Guides are also showing up when the player progresses enough in colony development.
New achievements

There are now a total of 25 achievements.
New devices

New devices are being added to the game. It extends the duration of the game, increases its complexity, and introduces new methods of interaction and crafting.
Mirroring buildings

This is certainly the most requested feature. Along with rotating buildings and swapping gates, it offers enormous possibilities for designing and automating your colony.
Redesigned technology tree

The tech tree got redesigned to allow for a longer initial phase where players can mainly focus on conquering surrounding planetoids and cosmic harpoons.
After completing the first phase and getting into engineering science, water is discovered.
Only then is it possible to build the first thrusters and move to find planets!
New recipes design

Recipes of all devices got reworked, so they have a new selection menu. The number of recipes got reduced to only one per machine unless it is upgraded so it can use 2-3 recipes. 
To make things easier, related items for specific recipes are highlighted in the menu.
Devices efficiency

Device efficiency can be improved during the game by upgrading the devices or feeding astronauts with food that provides work bonuses.
Inventories size changed

Each device will get its own limit, so previously impossible factory designs will become possible. The full carbon reactor won't accept more carbon ore, so it will be sent to another carbon reactor. For players who love infinite inventories, the change will be optional. This will also help with continuing a playthrough after loading a legacy savegame.
New Celestial Bodies

A black hole is no longer the only object in the universe awaiting discovery. They all can be located using radars!
A supernova is a powerful and luminous explosion of a star. It provides iridium resources that are collected with specialized drones.
A neutron star is the gravitationally collapsed core of a massive supergiant star! After building Stellarcracker, it generates neutronium plasma.
Configurable STACK & SLOT limits
There are new ways of controlling the resource flow of devices.
The crafting device can control input and output stack limits. It's helpful to reduce the number of pushed resources in and out.

All storages can now limit the number of slots, so players can easily store exactly as many resources as needed.
Full controller support?
It was a high priority for me to deliver more controller support. The work was done to present controller keys when the controller is active. That change will be added soon, since it required more testing.
About the full controller support and slot management, I have high hopes to get this done by the end of the year. It would be great to publish the game on consoles!
What next?
Soon I will share a roadmap to tell you guys what the plans are for 1.0 and next versions 1.1 and go on.
I would also love to organize a series of streams on Twitch and Steam, like I used to do in the past.
Please check our Discord for more announcements.
https://discord.com/invite/EFzAA3w
IMPROVEMENETS & FIXES
New cinematic and music
Construction menu "new unlock" indicators are showing correctly for all technologies.
Fixed problem that transport bots would not deliver resources if there is no correct recipe active.
Better prioritizing bots tasks so they can get upgraded before going to the workplace
Buildings are pushing resources faster to match conveyor belt speed
It is now possible to rename humans
Multiplayer water/electricity numbers should be accurate
Multiplayer recipes are no longer appearing twice
Transporting water via upgraded docking fixed for high numbers
Cable cars no longer can waste delivered resources when a storage is full
Multiplayer has better syncing resources
Crafting devices allow splitting and take resources
Toast system improved to not repeat the same toast multiple times
Fixed an issue where the base warehouse would have wrong numbers after transferring all items
Fixed tutorials to trigger every objective
Multiplayer visuals client are now fully matching server (like construction)
Selected items are not showing accidently preview actors to other players
Fixed problem with transport bots entering a building
Fixed exploit that humans and robots could be saved in the blueprint and used to multiply AI
Fixed sounds to trigger less, like door sounds when bots walk through
The game is currently on Sale, so please don't forget to grab the game when it is discounted. Please share your feedback and let me know what is important for you in the upcoming 1.0 release!
Please don't forget to leave a review if you really like the game!
Thanks guys so much for support!
Tefel (Terad Games)