2026-03-19 20:09 UTC · Community Announcements · Sirrah
Finally, it is spring time again! But, if Earth's sunshine isn't convincing enough, try a different star. Maybe Trappist-1, a friendly red dwarf, with a couple of habitable looking planets. {STEAM_CLAN_IMAGE}/44883835/8e2fd0d24665cc4c25cd666bc316edb19e053248.png Or try out the free demo. Don't worry, you can take your save games into the full game! {STEAM_CLAN_IMAGE}/44883835/6c85e25f0d51c51029b07d2adb12e42f04a185c9.gif
2026-02-13 13:35 UTC · Community Announcements · Sirrah
This update brings various UX improvements. Each improvement by itself might seem minor, but they do add up! The trade route lines are now clickable. If you want to adjust a trade route, or locate the corresponding cargo ship, you can now click on any of the trade routes while you're zoomed out in space. Many of you have requested improvements to the trade routes and this won't be the last of the improvements. And I hope this will help while I continue working on future improvements. You can now configure how the game behaves when the application loses focus. The Options menu now has a Run in
2025-11-05 17:07 UTC · Community Announcements · Sirrah
This is just a quick bug fix. The "optimizations" from last week caused an occasional (non fatal) exception when Storage Depots tried to determine the priority of factories to distribute and pickup goods. That should be fixed with this patch. This update also fixes some instances were the cargo drone was unable to plot a path to a building. This would result in the occasional immediate delivery to or pickup from e.g. the Coffee Roaster. The changelog for v1.0.16: Fix resource pickup issues around several buildings. Fix some issues with the target selection for cargo drones.
2025-10-31 15:23 UTC · Community Announcements · Sirrah
You might have seen the news about the security exploit in games built with Unity. Both Steam and Windows have measures in place to ward off most of the danger, but each Unity game should be patched, including Trappist. The markers for colonies and cargo ships at the edge of the screen used to clump together in the corners. Now they are better spread out which makes it easier to click on the right marker. Some recent feedback pointed out issues in building placement. This update addresses a bunch of these and I expect the building placement to feel much better now: The collider of the Storage
2025-09-29 15:12 UTC · Community Announcements · Sirrah
This update has some smaller fixes, but some of these might be very noticeable. First is that HDR rendering is now enabled in Unity's URP rendering pipeline. This doesn't enable HDR output, but it does result in better VFX, including for emissive materials used on some buildings, lava and the Trappist-1 star. Overall the camera controls should feel less janky. Some tweaks will be most noticeable for those playing at 120 fps or more. The keybindings to continue building (hold shift) and to toggle the grid (hold ctrl) can now be modified. If the defaults don't apply automatically you can use "Op
2025-06-26 18:58 UTC · Community Announcements · Sirrah
Today starts the Summer Sale 2025! This is an excellent time to take a break at Trappist-1. Whether you prefer to take a refreshing plunge on an ice-cold ocean world or just chill in space, Trappist-1 might be just what you need for a holiday. {STEAM_CLAN_IMAGE}/44883835/8e2fd0d24665cc4c25cd666bc316edb19e053248.png The updates over the last few months introduced new resources, factories and aliens, a Colony Panel and production info to quickly switch between your colonies and make better decisions, and improvements to trade routes. {STEAM_CLAN_IMAGE}/44883835/44d4bbc14745b7aa26be96f665e275fd76
2025-05-31 09:17 UTC · Community Announcements · Sirrah
The recent addition of the Colony Panel exposed some issues with how the cargo ships handle movement orders. Especially while the game speed is set to paused. This v1.0.13 update fixes the reported issues and adds some improvements. You can now give repeated orders to a cargo ship, while it is at a landing pad, with the game paused, without issue. Other similar cases are also resolved. This issue happened because ships can be in a "transition state" for taking off from a landing pad, going into space or going down into a colony. Most movement orders given while the ship is in that state were i
2025-05-24 11:27 UTC · Community Announcements · Sirrah
This v1.0.12 update builds on last weeks QoL additions and focuses on the trade routes. You can now change the order of trade stops within a trade route. This should help with untangling and optimizing trade routes. {STEAM_CLAN_IMAGE}/44883835/d01153cbc0de4bc1a72b223dd1c6c97aebf20e2a.png Something else you might notice, the trade routes now use small arrows (instead of dashes) to give a visual indication of the direction of the trade loop. And when you start a new trade route, or resume a paused route, the cargo ship will always start at the nearest colony. Thank you all for your feedback! The
2025-05-16 13:22 UTC · Community Announcements · Sirrah
Thank you all for the feedback you've given on Trappist! This update adds some of the most often requested QoL features: a panel to switch between colonies, consumption and production rates in tooltips and space bar as the default key to pause/resume. New Colony Panel There is a new panel to quickly switch between colonies. It shows a colored icon for each settled colony, and can be expanded to show the colony names or be disabled in the Options menu. Clicking on any icon works pretty much the same as clicking on the colony names while in space. You also have the option to send a selected ship
2025-03-24 19:13 UTC · Community Announcements · Sirrah
This update has gotten a bit bigger than planned. The main addition is a new storyline, which introduces a new alien race that has been waiting at the edge of the Trappist-1 system for you to melt the ice at Zima. Demo available! In the demo, you can colonize the Desert Planet and encounter your first alien. The demo is limited to two colonies on the Desert Planet, but you can continue to build indefinitely. And your save games and your progress towards any achievements transfer to the full game. New buildings and resources There are 7 new buildings specific to Zima Blue, both above and below
2024-09-02 17:44 UTC · Community Announcements · Sirrah
The Steam Space Exploration Fest runs from September 2 to 9. I'd like to take this opportunity to thank you all for your reviews and comments. It’s amazing to see that Trappist resonates with so many of you! It's been a while since the last update, so I want to share with you what I've been working on. Upcoming update The next update expands on the Zima story line. It includes a new alien race that finds a new home under the sea after you've cleared the ice at Zima. - New buildings for Zima, above and below water - New resources and consumption goods - Researchable technology upgrades that tra
2024-05-31 18:10 UTC · Community Announcements · Sirrah
The previous update added configurable keybindings. With this update they also show properly in the tooltips and dialogs. The icons will also update when you switch between keyboard & mouse and gamepad. Valve rated the previous version as Playable on Steam Deck and this update improves on that. Including display of the right controller icons, a slightly larger default size for the UI and better touchscreen support. Thank you all for playing, and for your feedback and bug reports! The changelog for v1.0.9: - Show dynamic keybindings in tooltips and dialogs - Switch displayed keybindings to matc
2024-04-15 09:47 UTC · Community Announcements · Sirrah
With today's update you can configure the keybindings for Trappist! The Options menu (icon in the top-right corner of the main menu) now has a Keybindings button which brings you to a new screen where you can configure most keybindings in the game: {STEAM_CLAN_IMAGE}/44883835/401b4263a7fd5602201a8240ac5c73744026674f.png If you run into issues after changing the keybindings, you can reset the keybindings by pressing the Restore Defaults button. Some of you may recognize the above screen as the configuration menu that comes with Rewired. This is a Unity asset that helps with keybindings and cont
2024-04-12 11:49 UTC · Community Announcements · Sirrah
With today's update you can configure the keybindings for Trappist! The Options menu (icon in the top-right corner of the main menu) now has a Keybindings button which brings you to a new screen where you can configure most keybindings in the game: {STEAM_CLAN_IMAGE}/44883835/401b4263a7fd5602201a8240ac5c73744026674f.png If you run into issues after changing the keybindings, you can reset the keybindings by pressing the Restore Defaults button. Some of you may recognize the above screen as the configuration menu that comes with Rewired. This is a Unity asset that helps with keybindings and cont
2024-04-05 12:21 UTC · Community Announcements · Sirrah
This is a relatively minor update. But I did want to get these fixes out while I'm working on the next, bigger patch. The Cargo Ships are now better distributed over all available landing pads. The previous patch already had some fixes to handle collisions better. But this will help create fewer collisions. This should help with the performance of your trade routes. But it's up to the player to make sure there are enough Landing Pads at a colony! Previously a selected Cargo Ship would always land near a fixed approach point of a colony. With this update the cargo ship will come down within vie
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