2026-09-11 02:06 UTC · Community Announcements · AnukenDev
Added a system for plugins to display custom UI on clients (see https://mindustrygame.github.io/wiki/serverUiBuilder/) Added support for servers sending dynamic textures to clients via `Vars.netServer.sendTexture` Added server remote methods for bulk-filling tiles Added button to restore automatically disabled mods Added version selection for mods that are reinstalled Added support for viewing items in bridge conveyors Added descriptions for more settings Added a button to the server browser to sort by player count Added a target dummy block for measuring DPS Added button to unset keybinds Add
2026-07-06 23:40 UTC · Community Announcements · AnukenDev
This release brings a new system for adding arbitrary content (sounds, music, images, blocks, items, etc.) to maps or servers. In terms of functionality, this is very close to what JSON mods can provide, except without any manual downloads necessary. Any maps/saves with assets in them must be exported through the in-game UI to work properly; for performance reasons, assets are not embedded in map/save files unless exported in this way. This system will likely have serious bugs, so expect hotfix releases after this one. Added 'LOD-like' system for hiding various details like power lasers when z
2026-05-23 22:43 UTC · Community Announcements · AnukenDev
Fixed save corruption caused by large build queues Fixed use of `@queries` world logic variable causing save corruption Fixed message block content limits being inconsistently enforced (now always 400) Fixed patched message blocks causing network issues; the length limit is non-patchable Fixed some sync issues with payload control Fixed Quell bullet not tracking cursor correctly Fixed liquids under walls counting towards sector resources Fixed containers dropped adjacent to cores clearing their items Fixed several issues relating to data patch map softlocks Fixed specially crafted logic code c
2026-04-15 10:33 UTC · GamingOnLinux
Mindustry is a free and open source open-ended factory management game with RTS and tower defense elements, with a major new update finally out. Read the full article here: https://www.gamingonlinux.com/2026/04/after-years-in-development-v8-of-the-factory-management-rts-mindustry-is-out/
2026-04-14 21:14 UTC · Community Announcements · AnukenDev
After a long wait, v8 has finally been released. For those coming from v7, here's a rundown of the major changes. Serpulo Campaign The entire Serpulo campaign has been overhauled; most maps have been completely reworked All sectors from the tech tree now have unique icons Launch pads have been reworked, and now require landing pads at destinations Difficulty modifiers have been added, for those who find the new campaign too difficult (or too easy) All procedurally generated base sectors on Serpulo have been replaced with player-submitted ones Core zones have been added to several maps, allowin
2026-04-09 01:45 UTC · Community Announcements · AnukenDev
If all goes well, this will be the final version before v8 leaves beta. After build 157 is deployed, I will wait a few days to fix any major bugs present, then release 157.1 as a "full" non-beta version. Changed desktop fullscreen implementation; it should always use borderless fullscreen now Removed redundant "borderless fullscreen" setting Made glowing red wire blocks turn dark when nearby cores are destroyed or the sector is captured on Serpulo Added a sector migration warning to users upgrading from build 146 Added descriptions to sectors that were missing them Changed layout of megabase o
2026-03-23 19:49 UTC · Community Announcements · AnukenDev
Fixed schematics having a blank thumbnail when uploaded to Steam Workshop Fixed wait time not saving in processors Fixed many various data patcher bugs Fixed a server memory usage exploit Fixed Japanese font not displaying correctly Fixed many languages (e.g. Chinese) not being displayed in monospace font Optimized build plan rendering Updated a large amount of Serpulo sector submissions Enabled animated shields and planet atmosphere on Android by default Made boosting a stance instead of a command Improved filtering options for map UI Added a "hold position" stance for repair/rebuild units Ad
2026-02-09 03:49 UTC · Community Announcements · AnukenDev
Updated bundled Java version to Java 25 Upgraded backend from SDL2 to SDL3 - this may cause new issues, report them if you see any Added support for dragging save or map files into the game window Made key names in the keybind dialog reflect the keyboard layout Made displays allow other displays in `draw image` Added sub-categories in core database Added support for overwriting sectors in JSON mods Added a hint for content affected by data patches Added credits for map submissions to database (will be moved to a dedicated credits section later) Units are no longer removed from the command queu
2025-12-16 23:20 UTC · Community Announcements · AnukenDev
This release includes a complete sound rework for most units and blocks, with a focus on Serpulo content. The audio engine has also been improved to handle more simultaneous sounds without cutting off playback. This release also removes the Serpulo background wave simulation system - if you are not on a sector that is under attack, it will no longer be updated. You will still receive items and exports for sectors that are not currently under attack. I am aware that this may be controversial, but the 'wave simulation' system has always easy to cheese, generally inaccurate, and flimsy at best. S
2025-10-30 17:53 UTC · Community Announcements · AnukenDev
The highlight of this release is a new system for patching stats of content on servers and maps. This system will allow players to customize health, requirements, recipes, weapons, bullets, etc. individually. This is not a replacement for modding, as it does not allow adding new assets or content, but it does allow making major changes to the way the game is played and balanced. Read more about it here: https://mindustrygame.github.io/wiki/contentpatches/ Fixed certain campaign maps always resetting after sector loss Fixed unit assembler clogging in certain conditions Fixed overlay floors unde
2025-09-27 04:52 UTC · Community Announcements · AnukenDev
Fixed bound unit not saving in logic blocks Made water extractor less effective on charred stone tiles Made turrets rotate-able during placement Made Mindustry use a OpenGL 2 context on Intel GPUs as a possible workaround for a driver memory corruption bug (see Github issue #11041) Made remove ore/wall 'blocks' always show up in in-game editor results Disabled shooting in the editor Added buttons for toggling map layers in the editor Many various community-submitted Erekir unit balancing adjustments (see Github PR #11184) On Erekir, launch location will now be selected based on items required,
2025-08-25 00:10 UTC · Community Announcements · AnukenDev
Deprecated 32-bit Windows version (please switch to a 64-bit install!) Added 'rune' decorative tiles for use in the campaign Added 3 new environmental metal wall blocks and 1 new metal floor block Added support for selecting multiple buildings in command mode at once Added editor support for colored floor/wall configuration Removed "walls to cliffs" button Added support for filling regions with cliffs using fill tool mode Added support for painting floors under certain liquids in editor Fixed colored floors/walls not being filled or mirrored properly in editor Fixed player not being able to co
2025-07-25 23:23 UTC · Community Announcements · AnukenDev
Changed planet launch UI visuals slightly to indicate origin sector more clearly Added a hint for un-researched unit upgrades Added previews of incoming links for Erekir bridges Made enemy spawn positions update when edited in-game through world processors or scripts Increased Breach tungsten ammo multiplier 1 -> 2 Fixed scaling of server headers in server list Fixed possible duplication of servers in server list Fixed teams in logic not being sense-able
2025-07-23 19:46 UTC · Community Announcements · AnukenDev
The highlight of this build is the re-structuring of Serpulo sectors to align with their position in the tech tree. Instead of jumping to random positions all over the planet, you will be gradually expanding your territory, starting from Ground Zero. Any previous 'preset' sector saves should be migrated to their new positions on the map. I am aware that not everyone will agree with this change, but I firmly believe that it is necessary, for the following reasons: Placing sectors next to each other makes it far easier to see where the player should go next. Historically, some players have exper
2025-04-30 23:38 UTC · Community Announcements · AnukenDev
Fixed various errors related to pathfinding Fixed a map editor crash Fixed naval units in waves ignoring walls when pathfinding Fixed RTS AI building up units infinitely in many cases Fixed campaign not saving wave state when game is closed Fixed overdrive state not saving Improved visual interpolation of unit-based missiles on servers Many various balancing changes to Erekir power blocks and turrets Added Frozen Forest completion requirement to silicon smelter Added a search bar to the keybind dialog Added a new system for mods to register their own keybinds (existing mods utilizing vanilla k
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