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This is a beta release of v8. It does not contain any new Neoplasm faction content - that will be included in a future beta release. With over a year since last release, this version has a massive amount of changes. Here are the highlights.
Another minor maintenance release - the most notable change here is the addition of a boost toggle command option for Nova/Pulsar/etc.
This is a minor release aimed at fixing various bugs and balancing issues with 7.0.
7.0, an update that has been in development for more than 1.5 years, is finally here.
As with earlier major updates, there are too many changes to list in a single post - these are just the highlights.
The first Erekir build is finally here.
This is a massive update that brings with it an entirely new planet - Erekir - with a completely new tech tree. It would take too long to list all the changes and additions in this build, but here are the highlights:
- A new, separate (but incomplete) campaign on the planet Erekir with its own mechanics.
- 100+ new blocks
- New units
- New items
- New factories, turrets, distribution blocks, support structures, etc
- New systems for "scripting" maps with logic blocks and objectives
- A fog-of-war system, available as a custom map rule and enabled on Erekir
- Countless tweaks, improvements and QoL changes
- Countless bugfixes... and probably even more new bugs
The old command center and formation mechanics have been replaced with a 'RTS' command system. Holding [Shift] places you in 'Command Mode', which gives you RTS-like control over your units. Left-click to select groups of units, and right-click to order them to locations or targets.
Note that there is currently no way to RTS-control builder/support units present on Serpulo, like Poly or Mega.
Please keep in mind that the Erekir campaign is still completely unfinished, and covers less than half of the tech tree. While Erekir is nearly complete in terms of block/unit content, most things not covered in the campaign are completely unbalanced, and should be treated as such! Damage/speed/reload/etc values of end-game content are essentially untested placeholder values.
For an introduction to the new systems introduced in this build, play the campaign first. The content added in this update has not been properly tested in custom maps or PvP yet.
To test this build, you must switch to the v7-testing branch by right-clicking Mindustry in your Steam library, then, clicking properties -> Betas -> v7-testing.
Build 127, the first pre-alpha release of v7, is now available on the v7-testing Steam branch. To opt in, right click Mindustry in your Steam library, then click Properties -> Betas -> Select v7-testing in the drop-down box. Note that this is a highly incomplete version of v7. Most content planned for v7 is unfinished, and will not be included in this release! Ideally, this version should be more stable than 126, but without a release, I cannot say for certain. The current "stable" version (126.2) contains severe bugs & balancing problems that have been addressed in this release. Due to these issues, I may have to split the v7 update into two different parts; whether or not such a split release happens at all depends on how long it takes me to finish the "interplanetary" v7 content. Consult the Mindustry Trello for more information on plans for the full v7 release.
As 6.0 is more or less stable now, updates have slowed down significantly. This is likely to be one of the last notable releases before 7.0.
In light of user feedback, I will be making some changes to the way co-op works in the campaign. These changes are in no way final, and may be reverted if problems are found with the approach. Currently, the campaign only affects the host player. While clients connected to the host are allowed to use the hosts's research, they cannot progress themselves. This is because there was no straightforward way for me to carry over 5.0's "parallel progression" system with shared items, as global inventories no longer exist. To improve the co-op experience, I will be implementing the following changes: 1. Any research the host does will transfer over to all connected clients, even after they disconnect. To prevent gaps in the tech tree, every direct dependency will unlocked as well. This means is that if you connect to a host and they research a Meltdown, for example, you will permanently get the Meltdown unlocked, along with the Arc, Lancer, etc. 2. Clients will be able to use any research they have, even if the host doesn't have it unlocked. 3. Clients will receive a copy of all the resources the host is producing on the current map, distributed to all their sectors. If they do not have space for the materials anywhere, they won't get any. 4. Clients will be able to research new tech in multiplayer, even if it depends on technology that only the host has. The item cost will be taken from their local inventory - not from the host. For example, if the host has unlocked the Scorch but the client has not, the client will still be able to research the Arc turret, which normally would require researching the Scorch. In doing so, they will unlock the Scorch as well, to prevent random tech tree gaps. This system is not particularly intuitive, but it's probably better than the current state of co-op.
After more than 9 months of development, 6.0 is finally here. There have been far too many changes to reasonably list here, so I'll go over the highlights.
This is the third (and final) development update concerning 6.0, the next major update for Mindustry. For the second part, see here. In terms of content, 6.0 is practically done. I've added all the units, blocks & new mechanics I had planned, and all that's left is balancing and further campaign implementation.
This is the second development update concerning 6.0, the next major update for Mindustry. For the first part, see here. Many significant issues and bugs have been fixed since the last post. The game is now stable enough to play normally in multiplayer without game-breaking crashes or bugs, and most non-campaign content has been implemented. An alpha build may be released to a separate Steam branch in the coming couple of weeks.
This is the first of several development updates I will be making concerning 6.0, the next major update for Mindustry. While the information below is not a comprehensive list, you'll see highlights of what I've been working on for the past few months.
This is a small update that addresses a few bugs related to servers and adds some QoL tweaks. Changelog:
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This is most likely the biggest update that will be coming before the release of 6.0. Notable features in this release include:
Liquid voids, which can be used in sandbox to reduce spills without using a powered incinerator, as well as underflow gates, which are inverted equivalents of overflow gates.
A new tech tree layout. This design reduces wasted space and prevents overlapping blocks appearing when mods are installed.
Font icons of most blocks and items. These can be used in names, the chat, or message blocks. To copy a character for a block or item to your clipboard, shift-click in the placement menu or database.
Full changelog:
This update comes with a new minimap view and some control improvements. You are now able to pan around the map with WASD while paused or dead, as well as move around the map view (M) with your mouse. Full changelog:
The most significant feature of this update is mod scripting - you are now able create your own content with custom behavior and mechanics, using JavaScript. See the Example Mod for a simple block that creates its own behavior. This system has very little documentation at the moment, but more will come as things are developed. Full changelog:
This update brings a few new blocks, some QoL changes, and many various bugfixes.
Pictured is the Plated Conduit, which is a liquid equivalent of the Armored Conveyor, and the Battery Diode, which can be used to directionally transport leftover power from critical areas. Both of these blocks were made with the help of @Quezler on GitHub.
A new lighting system is being tested. This can be enabled by starting a custom game and enabling lighting in the rules.
Full changelog:
Mindustry 5.0 is now out, with many new exciting features. These include:
Schematics. Select an area, then paste it somewhere else or save it for later use. Rotation and flipping is fully supported.
Automatic drone rebuilding. Phantom drones will now automatically replace broken blocks.
New placement controls. Edit your build queue on the fly, remove specific blocks or rotate existing ones. For planning on multiplayer servers, building can now be paused and resumed with a keybind.
Mods. Create and share your own modifications of the game through a simple json-based system. No knowledge of programming is required. Take a look at the example mod repository to see what this looks like. Documentation is currently a work in progress.
Note that modding is currently unstable. Report any bugs you find using the link in the game.
Full patch notes:
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