Space Haven - 1.0 Now Released!
Space Haven Patch Notes — May 13, 2026
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.


Greetings, Spacefarers!
We have arrived! Space Haven is now Fully Released after a long journey together in Early Access. We want to give a big thank you to all of you playing our game and giving us feedback. We've strived to do our very best and keep grinding based on the feedback we've received.
With Space Haven we hope that somewhere along the way, the game becomes more than just systems and mechanics for you, our players. A colony sim you enjoy to discover and play, a goal we've had in mind since the beginning. All these years, from the bottom of our hearts, we've done our very best to deliver to the best of our capabilities.
A Special Thank You to You - Our Players, Streamers and Freelancers

Here's to you! All the players, youtubers and streamers as well as our freelancers helping us with the game in various ways. You've been an integral part of making Space Haven come alive just as it is today.
Space Haven would never be the game it is without all of us putting our own visions together, and leaving our own mark on it. You, our players, are part of it too. And we hope what we've managed to accomplish so far is an indication of that.
A warm welcome to our new players. Hope you enjoy the game and if you run into any issues reach out to us and other players on our Steam forums, Discord or Reddit! We are all here for you.
Space Haven 1.0 - Release Candidate Updates

We decided to take a bite-size approach to our 1.0 release and do many Release Candidate updates this year in preparation for the 1.0 Release Day. Our approach has been to continuously update this year with QOL and other updates towards the full release. We did not want to gatekeep for the release day and then have to frantically fix possible new bugs as new players play the game.
This way the game is already more tested when going live for full release, and it also allows streamers to create content of the game without having to hassle with some hidden test branches to let them play.
1.0 Release Candidate Updates We've Done This Year

Release Candidate 6 Patch Notes
Modding: Steam Workshop Enabled.
Space Haven Soundtrack: Updated the Space Haven OST on Steam.
In-Game Music: Added some new random sounds to the ambience.
Fixed issues with Military Alliance inspections.
Fixed issue with the game not saving if there was an empty space at the end of the game name.
Fixed issue with UI scaling setting the build menu slightly out of bounds with some values.
Fixed bugs.
Release Candidate 5 Patch Notes
New Derelicts: Added some new derelicts to the game that can be explored and salvaged.
Quality of Life: Made facilities retain their production settings when the facility is moved.
Quality of Life: The Hull Stabilizer will now retain the hull stability points when moved. The hull stability points will be available again after the Hull Stabilizers has been moved and re-constructed.
Quality of Life: Power Generators and Backup power nodes will retain their stored backup power when moved.
Quality of Life: Added information on how much resources the player has available when a NPC calls and asks for some resources.
Quality of Life: Facility settings and inventory of fractional resources are now transferred over when a facility is moved.
Quality of Life: You can now toggle the sound for some facilities and doors.
Quality of Life: Prisoner Permission tool will show isolated areas, separated areas, to make it easier to see where two areas need to be connected.
Fixed bugs.
Release Candidate 4 Patch Notes
Main Menu: New main menu background.
Main Menu: New main menu music.
Main Menu Music: Added the old Main Menu track To The Moon (feat. Scalefin) to the in-game options. You can select it as a main menu track from the options.
New icon: Game icon updated.
Added a scenario hint for building a builder pod in the station mode start in space scenario.
Fixed some UI graphical issues when using UI scaling.
Added a recharge button to turrets and shields, scanner and targeting jammer. The button is found at lower left when facility is selected.
Added missing targeting jammer icon in the attack systems menu.
Improved Power System: Added a lever to generators allowing the player to prioritize power generated from solar panels.
Fixed a crash issue related to Mac OS.
Fixed bugs.
Release Candidate 3 Patch Notes
Start Crew Customization: Added the possibility to customize the appearance of the start crew. You can now customize the head type, skin color, hair color, outfit and sleeves.
Added big notes on Oxygen levels falling below a threshold and CO2 rising above a threshold on a ship/station. These notifications can be turned off in the notification settings.
Made the comfort values from facilities spread in a more symmetric way as it was not symmetric before. May impact current ship/station designs.
Improved Craft Inventory: Shuttle, Container and pod inventory UIs have been improved.
Added some introduction dialogue texts into the Exodus fleet quest status window.
Renamed the Siren Scanning station mission specific facilities to clarify which facilities are to be built on the station.
Increased the priority on bringing resources for repair of facilities. Now repairing a facility will have a high priority but the player can still prioritize a blueprint instead by setting the high construct priority.
Added a prioritize resources button to a facility needing resources for repairs.
Added an error notification for when all airlocks have been set to have trading disallowed. As this will stop any trades from progressing.
Increased the amount of tools acquired per infrablock in the tools facility.
Added a prioritize resources button to the Tools Facility.
Changed the comfort values for Oxygen Generator and Gas Scrubber to not bleed through walls.
Fixed a crash with selecting outfit colors in the start crew customization menu.
Fixed issues with having an enemy crew member and player crew member stand in the same tile and issuing orders like talk, execute, etc with another player crew member.
Fixed issues with using action commands with a player crew member on a tile having both a rogue bot and enemy crew member in the same tile.
Fixed bugs.
Release Candidate 2 Patch Notes
Improved Logistics: Made crew members capable of carrying more than one box. Their carry capacity is determined by their individual stats.
Improved Logistics: Logistics bots can carry up to three at a time while Salvage Bots stay at one.
Improved Logistics: Items can be bundled together into a box that the crew member can carry.
Improved Logistics AI: Crew members are now able to be a little more effective at checking whether they can pick up another crate on their way to their destination, already holding a crate or two.
Improved Shuttle: Increased the shuttle resource amount capacity from 10 to 20.
Improved Trading: Increased the max items per trade from 10 to 20.
Improved Trading/Transfers: Increased the airlock resource storage from 10 to 20.
Made it possible to select the special sectors/bases in the starmap in station game mode.
Added instructions on how to execute an away mission and how to migrate also to the starmap when selecting a target sector.
Added crew members for hire to some NPC ships.
Made it not possible to take a loan from a faction if a settlement is unpaid.
New graphics for the Energium Generator.
Added some more crew members to the farming station, as it only had 4 to 6 before.
Lowered the defaults on Rogue bot, alien and nebula presence in Station Mode Normal, Builder and Peaceful difficulties. Harsh set to one step lower on Rogue bots presence.
Fixed bugs with the Blueprint errors No Path to Storages and Waiting for other jobs to finish. (Will not directly fix this type of error in a saved game. If you load a saved game the blueprints need to be removed and placed again.)
Added new information to home sectors in station mode related to the resources that will be available there.
Added an extra information note to the Fate of Eden mission.
Tutorial Improvement: Made adjustments to tutorial to close build menu when a tutorial step goes forward to make it easier to select the next item.
Tutorial Improvement: Added another indicator to let the player know some blueprints have not yet beed placed.
Improved Blueprints: Added the possibility to set high construct priority with many blueprints selected.
Improved Tutorial: It was possible to lock the tutorial by having the camera out of current events and the tutorial progressed. This has been fixed.
Added the Sector Crowded big notification to the Notification Settings as an option to make smaller or turn off.
Rogue Bots: Added a new customizable game setting for Rogue Bot aggressiveness. This will affect whether Rogue bots will spread with dropships and the cooldown on building rogue bot flying drones.
Improved Hints: Added some additional scenario hints to the start of station game mode start in space scenario.
Improved the click feedback on deploying a container.
FIXED CRASH: Fixed CRASH ISSUE WITH MIGRATING in Station Mode.
Fixed issue with crew not rescuing unconscious crew members outside of station/ship.
Fixed issue with faction relationship being reset when giving gifts in ceasefire mode and then surrendering after.
Fixed the restrictions on the Hull Stabilizer to better allow placement of blueprints.
Fixed problems with Research Workbench. Crew carrying too many items or wrong items to it.
Fixed an issue with Rogue Bots instantly spawning in a migrated sector if they were incoming or present in the previous home sector that was migrated from.
Fixed some issues with crew/robots carrying multiple crates.
Fixed an issue with Black Market trades not working.
Fixed an issue with not being able to move an Airlock.
Fixed problems with carrying unconscious crew in away missions.
Fixed problems with pathfinding.
Fixed problem with robots running out of power and not being picked up and carried to their home station for charging.
Fixed an issue where the Haven Foundation and the Flaming Sword would not become enemies in the Fate of Eden mission.
Added missing translations.
Fixed bugs.
Release Candidate 1 Patch Notes
Faction Relationships: Implemented new Faction Relationships mechanics into the game replacing the very old placeholder system.
Faction Relationships: Added the ability to hire crew from certain factions depending on the relationship status.
Faction Relationships: Added the ability to take loans from certain factions depending on the relationship status. Added various loan payment mechanics with dialogues.
Faction Relationships: Added some radio chatter messages indicating a ship has crew for hire or offering loans.
Faction Relationships: Lowered the price of gifts to NPC factions substantially.
Sandbox Mode: Added the ability to instant-build facilities.
Sandbox Mode: Added the ability to spawn crew members.
Crew Customization: Added the ability to put a first and a last name for every crew member.
Crew Customization: Added the ability to save/load a customized crew member in the crew selection menu.
Improved UI: Added an extra tooltip for the drill button for cases where the player cannot drill due to not having a mining pod or ore processor.
Improved UI: Added a prioritize resources button to facility blueprints. This allows allocating resources from other blueprints that have already received some resources.
Improved UI: Made the bandbox selector isometric.
Fixed a bug with not being able to pan in the tactical map directly after a notification was hovered over with the mouse cursor.
Fixed an issue with ejecting resources in station mode.
Made the zoom level closer for the first tutorial stages when building facilities.
Added a second alien base type to the station mode.
Made the ship resource rule "empty" rule revert back to default if a sector is leaved with only one ship in the fleet.
Added station doors to the inner areas at the rogue bot home base in the station mode.
Fixed an issue with buying back a crew member that was a prisoner on a NPC ship. The issue was creating a loop with the shuttle going back and forth.
Fixed an issue with shopping with the Exodus fleet and not receiving goods or tech. Issue was related to using keybinds insteand of the close button.
Fixed an issue with surrendered NPC crew members still taking damage in station game mode.
Fixed an issue with Combat Robot animation having the rogue bot animation when going through airlocks.
Fixed an issue with Combat Robots not being able to attack NPC crew members sitting at consoles.
Fixed an issue with migrating.
Fixed bugs.
Spread the Word - Help Space Haven Have a Successful Release!

Spacefarers. I come to you with a dream. A dream of balloons, some beer and a Successful Release! Together we can do it! Hear my speech, Spacefarers.
Aye, fight for it and we may be disappointed. Dying in our beds many years from now, would you be willing to trade all the beers from this day to that for one chance, just one chance to come back here and tell our enemies that they may take our beers and balloons, but they will never take our passion!
I can hear you shout in unison! "You have my beer! You have my balloon! We will go to the local market square and shout Space Haven at the top of our lungs!"
Now's the time to:
Tell your friends and favorite streamers to give the game a try!
Check for new videos on Youtube and Streamers on Twitch and give them many likes.
Help out new players with questions on the forums.
Share the news on Reddit and other forums. You can grab the trailer and share it: https://drive.google.com/file/d/1ZE6mrTYvusOpXIh2t3lwicFTXunWXTSY/view?usp=sharing
Enjoy the Release, Spacefarers!