2026-08-13 01:49 UTC · Community Announcements · Not Simon
Fixes saves failing to load in some cases, and stops deconstruction destroying kits and slot contents instead of returning them. A failed refund no longer leaves the structure stuck in the world. Also adds Stationpedia entries for the power pylon and fixes its terminus blueprint.
2026-08-12 13:57 UTC · Community Announcements · Not Simon
Added missing recipe for pylons
2026-08-12 09:19 UTC · Community Announcements · Not Simon
This update focuses on power infrastructure management. A new Cable Gun for laying long runs of cables, accompanied by an Electrical Belt that feeds it cables, and Power Pylons for spanning between bases and outposts. It also comes with some major changes to multiplayer traffic management that should help with multiplayer on large bases, especially those with high latency. If you are happy with our development, please consider supporting us by purchasing a DLC. Your support makes our updates possible {STEAM_CLAN_IMAGE}/28304711/00f74a4b1ec113abe8ac0a66c1f7329d4e82b69d.png https://store.steampo
2026-07-02 05:48 UTC · Community Announcements · Not Simon
This update focuses on Sanitation and QoL features that came about during our recent Vulcan playthrough. Stationeers now have a sanitation need to manage, some new medical injectors have been added, and there's new items to support both. Alongside that is another large performance pass, mostly aimed at atmospherics and large bases, a long list of multiplayer and dedicated server fixes, and a load of fixes and quality of life improvements for rockets. If you are happy with our development, please consider supporting us by purchasing a DLC. Your support makes our updates possible {STEAM_CLAN_IMA
2026-03-26 22:59 UTC · Community Announcements · Not Simon
This hotfix fixes a save-load failure caused by orphaned items, adds missing logic types for new gas and liquid variants, and corrects a combustion error where complex fuel and oxidizer mixtures would only partially combust.
2026-03-19 02:02 UTC · Community Announcements · Not Simon
If you are happy with our development, please consider supporting us by purchasing a DLC. Your support makes our updates possible {STEAM_CLAN_IMAGE}28304711/53738ea27a17426021e4f278ab01b055530a2ebf.png https://store.steampowered.com/app/3196220/Stationeers_Supporters_Marine_Bobblehead/ New Gases & Liquids This update adds eight new gases and liquids to the game, each with unique properties, phase behaviour, and uses. Volatiles has also been renamed to Methane to better reflect what it actually is. Stationpedia has also received an update to help convey the new gasses, and all their properties
2026-02-23 01:44 UTC · Community Announcements · Not Simon
This hotfix addresses several non-critical issues with the Combustion Centrifuge, including interaction and visual scaling problems, corrects logic pin ordering on the Combustion Deep Miner, restores a missing material, and fixes minor configuration issues with the new tanks, including renaming via labeller and incorrect Smart Rotate values. Change Log Changed CombustionCentrifuge over to using anim components for basic animations. Fixed IC10 slot in CombustionCentrifuge was not interactable. Fixed IC10 chip when placed in combustion deep miner is incorrectly sized. Fixed Logic device IC pin c
2026-02-19 03:56 UTC · Community Announcements · Not Simon
If you are happy with our development, please consider supporting us by purchasing a DLC. Your support makes our updates possible {STEAM_CLAN_IMAGE}/28304711/ace13995c0acbb15dff80e26470be85a3046e3fe.png https://store.steampowered.com/app/3196210/Stationeers_Supporters_Hard_Suit_Bobblehead/ Combustion Deep Miner Combustion Deep Miners are a faster, higher-tier version of the deep miner that runs on a fuel mix instead of electrical power. They ramp up and down like the combustion centrifuge, rewarding steady operation with significantly higher mining throughput. {STEAM_CLAN_IMAGE}/28304711/df32f
2026-01-28 04:42 UTC · Community Announcements · Rocket
This update involves some highly technical work to improve how multiplayer works at a base level, focusing on how multiplayer updates are sent by hosts and received by clients. These changes target not just multiplayer bugs, but also have profound impacts on performance as well. Such changes will become very noticeable with larger bases in particular. If you are happy with our development, please consider supporting us by purchasing a DLC. Your support makes our updates possible {STEAM_CLAN_IMAGE}/28304711/fde609b695652507ef82f1e0d9ba0a61312728d8.png https://store.steampowered.com/app/3166330/
2026-01-09 02:34 UTC · Community Announcements · Not Simon
This update previously contained update details. This update has been reverted. To avoid confusion, is it being taken down. It seems a percentage of users are experiencing a serious issue with multiplayer, while some fixes come up for users - these fixes are often counter to each others so highlight a wider issue that we need to sort out. The update post will be deleted, to avoid confusion. If you have no issue, and want to keep playing - please switch to the beta branch. Otherwise we will have to deploy at a future time. One of our own team replicated the same issue at our end, as well. Apolo
2025-12-12 03:00 UTC · Community Announcements · Not Simon
This fix addresses a fatal error when more than one character is detected at once by an Occupancy Sensor. A potential fix for the dynamic canisters not being able to be removed from some portables connectors is in but there are still some remaining issues. We will release another hot fix when we've solved the problem completely. Change Log v0.2.6091.26702 Reduced status icons size about 77% Updated glowing effect for circle mood icons Fixed dynamic Canisters not interactable when joining a save that has a large number of items. Fixed OccupancySensor could throw Stack overthrow exception when m
2025-12-10 05:04 UTC · Community Announcements · Not Simon
Project Clinic A month ago we started our Vulcan playthrough and we've been busy playing ever since. We've talked about our processes before but it's worth talking about again as it is core to how we make games at Rocketwerkz. This kind of play session is not a traditional development play test but rather us truly playing. Sure, we note our issues and ideas down but our goal is to actually just play the game like a normal player. We played on the same server the whole time, but lived separately in our own independent bases. At points when we started to hit performance problems we identified th
2025-10-16 07:22 UTC · Community Announcements · Not Simon
Storm System Changes For a few years storms have been an important part of Stationeers, creating challenges for players to plan and build around. In this update we’ve overhauled their visuals and resolved a number of long-standing issues. A lot of the aspects of Stationeer's storms were hardcoded to be a certain way, and we needed to do some refactoring work to increase their performance, and create a system we could start using for multiple storms. This is only the start of storm related content we can now do, so in the future expect to see more storms roll in. New Storm Visualizations {STEAM
2025-09-23 11:53 UTC · Community Announcements · Not Simon
Thank You! First of all, thank you all for the support. The terrain update was a massive undertaking for us and the response from the existing community, as well as all the new players, has been absolutely amazing. We immediately broke our all time concurrent player record and then repeated that for several more days in a row. Recent reviews rocketed up to overwhelmingly positive which is heartwarming to see.(if you haven't already, consider going and leaving a review, it helps a lot!) Thank you! Small Vending Machine At a fraction of the capacity, with 12 slots, the small vending machine serv
2025-09-16 02:10 UTC · Community Announcements · Not Simon
This hotfix resolves three issues: Error spam on death An error when starting dedicated server Aimee causing error in multiplayer Fixed exploding canisters not destroying terrain Change List Fixed Clients would get interaction locked when picking up an Aimee. Fixed Aimee Animation update was not getting formed correctly causing any Aimee on a server to break the bite-array de-serialise function and de-sync clients. Added check to major update popup to not appear on dedicated server Fixed error spam on respawn due to missing null check (thank you tom_is_unlucky) Fixed Explosions from Canisters,
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