StarRupture

Update 2: Quality of Life - now available! [what's new + patch notes]

Creepy Jar

Hello everyone!

We’re excited to release to you our second Update to StarRupture’s Early Access, named “Quality of Life”. In this update, we have focused on crucial improvements to one of the core gameplay features - factory building.

Besides fixing hundreds of bugs, this major update introduces numerous quality-of-life features based on your feedback. So we’d like to thank you all for your comments and messages, and for helping us make StarRupture the best it can be during its road to 1.0 release.

Below, we’re presenting you with a summary of new features introduced in Update 2: Quality of Life, followed by an expanded explanation of each one of them, and we’ll top it off with the vast list of patch notes included in the Update.

Full list of new features & improvements introduced in Update 2:

Building Features

Copying Buildings along with their settings

Building settings copy-paste function

Multi-deconstruct feature

Deconstructing Buildings without Foundations

Pillar Support height adjustment

"Add Pillars" functionality in Building Mode

Ability to snap Platforms to the sides of Pillars

Drone Roundabout overhaul

Game-balance improvements

New and balanced production recipes

Base Core upgrade cost rebalance

UI Features

Production per minute

OCL’s package sendout rate

Search bar in Buildings & Storages

Teleporter & Base Core custom names on the Map

Autosave heads-up

Abandoned Bases Completion Tracker

Infected Bases Completion Tracker

Corporation level requirements display

New interaction options with items

"Continue" button in the main menu

UI/UX Improvements

Alphabetical Item order in Storages

Custom building name & task icon visibility

New game cursor

Reworked Infolog

New accessibility options (on/off): Headbob, Camera shake, Sprint FOV change

Building Features

Copying Buildings with their settings

The building copy feature has been improved, as you can now copy a building alongside its settings by pressing the Z button. If you want to copy just the building without its settings, use the new Ctrl+Z shortcut.

Building settings copy-paste function

A simple keyboard shortcut of Ctrl+C & Ctrl+V will help you quickly copy and paste a selected building setup, such as a production recipe or corporation order. The copy & paste action works either by looking at the building or when interacting with its interface.

Multi-deconstruct feature

The Building Tool now allows you to quickly mark multiple constructions and deconstruct them all at once. Constructions that use the stability of the buildings you’d like to deconstruct will now be highlighted in red to help you see the result of your deconstruction.

Deconstructing Buildings without Foundations

Another new feature will allow you to toggle the ability to deconstruct buildings excluding their foundations. This may prove handy when you don’t want to delete the floor level of your current construction.

Pillar Support height adjustment

Pillars will now automatically adjust their height when you try to place them under already existing Platforms.

You can also manually adjust the Pillar's height when placing it on the ground by simply scrolling your mouse wheel.

We’ve also added new keybinds and other changes in preparation for new building features and even more improvements in the future.

"Add Pillars" functionality in Building Mode

Placing new buildings on various height levels will now be a breeze thanks to the “Add Pillars” ability.

Enabling it will automatically add Pillars under the building you want to build, and in the same way as with regular Pillars, you will be able to control the Pillars’ height by scrolling your mouse wheel.

You can also turn off the pillars when placing a building if this better suits your construction.

Ability to snap Platforms to the sides of Pillars

Platforms can now also be built on the sides of Pillar Supports. This neat feature opens brand-new possibilities for creative building and making your factory even more spectacular.

Drone Roundabout overhaul

The Drone Roundabout, in addition to receiving a fresh look, will no longer slow down your Drones, as it will transport them equally fast as the fastest rail connected to your Roundabout.

Game-balance

New and balanced production recipes

With improved v.1 recipes, new v.2 & alternative recipes, the production of some of the late-game items has been rebalanced.

Regular recipes for v.1 buildings have been rebalanced to require fewer buildings, making it easier to produce later-game items in larger quantities.

The recipes for the v.2 buildings have been rebalanced, simplified, and divided into two categories:

Upgraded v.2 recipes, which require the same ingredients as the v.1 recipes but in bigger numbers, and produce more items at the same time;

Alternative v.2 recipes, which have slightly different ingredients than the v.1 or upgraded v.2 recipes, and produce even more items at the same time.

Check out the gallery below to see all the new & balanced recipes:

Base Core upgrade cost rebalance

The upgrade costs for the Base Core have been rebalanced - we’ve decreased the number of required Meteorite Heart and Ignitium (to reduce the time spent on collecting them) , and reduced the quantities of other necessary resources (to make it easier to deliver them to the Base Core) . Additionally, the requirements for upgrading your Base Cores should now better match the progress in the Corporation Levels.

Check out the graphic below to see the new Base Core upgrade costs:

UI Features

Production per minute

Crafting UI has been refreshed. The new UI shows more info about the input and output items, including the number of items being crafted per minute.

Search bar in Buildings & Storages

Sharp minds think fast, and so does the search bar we’ve added to Buildings & Storages, which speeds up the process of finding a particular item you want to locate.

Teleporter & Base Core custom names on the Map

Custom names for your Teleporters & Base Cores will now be visible on the map, so that it will be much simpler to remind yourself about what has been placed where.

Autosave heads-up

A handy little countdown heads-up will be displayed to inform you about the upcoming autosave. Remember, you can always change the frequency of autosave - or turn it off completely - in the game options.

Abandoned Bases Completion Tracker

Abandoned Bases now have a new UI that allows you to track your progress both while exploring them and when looking at them on your map.

This will help you to know if a particular location could be worth getting back to for some additional, not previously collected goods.

Infected Bases Completion Tracker

Infected Bases now also show info about the number of Infection Tumors left to be destroyed. The same feature applies to your own infected Base Cores. Additionally, finding the Infection Tumors will be slightly easier now, thanks to improved VFX visibility.

Corporation level requirements display

Planning your factories should now be easier, as both the OCL and the Corporation Terminal will show you exactly what items are required when, and whether you have already unlocked the recipes for those items.

New interaction options with items

New interaction options have been added to various interaction screens. You can now:

destroy an item’s stack,

transfer a single or all stacks of an item from your inventory to a building,

take a single or all stacks of an item from a building to your inventory.

We’ve also added new keybinds, which will speed up particular actions, including:

splitting an item stack in half

and dropping a single or all stacks of an item.

Storages have also received these improvements, as well as the sorting option and the ability to eat your consumables directly from Storage.

Don't worry about needing to remember those things, as every available action is described in the new interactive UI below the interaction menus.

"Continue" button in the main menu

The brand new “continue” button in the main menu will resume your latest game save and allow you to get back to action faster.

UI & UX Improvements

Alphabetical Item order in Storages

Items will now be sorted alphabetically on the selection list inside Storages - finally peace, finally order.

Custom building name & task icon visibility

For a quicker lookup of a particular building, you can now point at a building nearby, and you’ll see its custom name & current active task icon.

New game cursor

A brand new cursor has been added to the game for better scalability across different screen resolutions and better interactions with UI elements.

Reworked Infolog

The game’s infolog has also been improved. Thanks to added activity type names & improved text wrapping, the infolog will now be much more useful in tracking your actions, collected items, finished tasks, unlocked levels, or skills.

New accessibility options

New accessibility options have been added to the game’s menu. You can now enable or disable Headbob, Camera shake, and Sprint FOV change.

The update also contains hundreds of fixes and improvements based on the feedback you’ve provided us via our official support page, the Steam forum, and our official communities.

See the full patch notes for Update 2: Quality of Life below.

Crashes & Performance issues

Secured the game's code that may have caused a crash when building multiple platforms

Secured the game's code that may have caused a freeze during Fire Wave for the Hosts and a stopped animation for the Clients

Addressed a performance drop that occurred when a player was using deconstruct on a large save file

Secured the game's code to prevent a potential crash when deconstructing a Base Core while the infected Base Core UI widget remains displayed

Secured the code that might have caused crashes while deconstructing Viewports

Fixed a performance drop that would occur upon granting items from the Supporter Pack

Secured code that might have caused crashes when players reloaded their save file in the Forgotten Engine's Generator Room

Secured code that might have caused crashes for Clients upon joining their Host in Forgotten Engine

Improved game performance at the beginning of a Fire Wave

Secured the game's code that may have caused a crash when collecting loot containers while listening to Audiologs

Addressed a crash that would occur after the player changed the session type from online to offline after being invited

Improved game's optimization while the player is holding out ghosts of buildings

Improved stability of the game when the player is continuously placing buildings from the Personal Drone in quick succession

Secured the game's code that may have caused a crash when placing a Base Core at the maximum distance from the Personal Building Drone

Secured the game's code from a crash that might occur in co-op when both the Host and Client upgraded the Rail

Secured the game's code to prevent crashes in co-op, where one player claims the last reward in the Corpo Terminal while the other player has that corporation tab open in the Development Station

Secured the game's code to prevent crashes while opening buildings' UI

Secured the game's code to prevent crashes while one of the co-op clients died

Secured the game's code to prevent crashes while managing the factory and its buildings

Secured code changes that may have caused crashes while launching the Personal Building Drone

Multiplayer issues

Fixed an issue where Viewports didn't merge correctly for the client players in co-op sessions

Fixed an issue where multiple dialogues would overlap after losing an Antenna fight in co-op

Fixed an issue where an audiolog wouldn't be played for the client in the co-op session if another dialogue was already playing

Addressed an issue where Viewports would not merge properly if the client built them far away from the Host

Fixed a bug that would cause loot containers to not disappear upon pickup for the client

Addressed an issue where the client of the session would not see Points of Interest on the map previously discovered by the Host

Fixed an issue where the infolog about gaining a new level would not be displayed to the client

Fixed an issue where a trigger is displayed for the client to have already activated the Control Room in Forgotten Engine

Fixed an issue that caused Antenna markers to disappear from the map in co-op sessions

Fixed a lack of the directional damage indicator for the client in the co-op sessions

Fixed an issue where clients couldn't pick up loot containers from the world

Fixed an issue in co-op where Interior Buildings could be placed simultaneously in the same spot

Fixed an issue where the items dropped into an existing dropbox may cause them to vanish in co-op sessions

Fixed an issue where Quartz Ore would not spawn for the Client if the Host was far away

Addressed a co-op replication issue where enemies moving across multiplatforms would appear to jitter or stutter for client players if the host's framerate dropped

Fixed an issue where ammo slots were grayed out if the client inserted the ammo to Defense Tower or Turret

Fixed an issue in Forgotten Engine where the client could not see the animation for the Forgotten Engine's Cannon after reloading the session

Fixed an issue where clients could not use ADS if the Shotgun was the first equipped weapon

Addressed an issue where clients would unexpectedly receive the "Bigger Inventory" infolog pop-up upon joining a reloaded session

Addressed an issue in co-op where a rejoining player would not be protected from the Fire Wave inside the Habitat

Addressed an issue in co-op where players were unable to view the description of a character in the Regeneration Chamber if that character was already occupied by someone else in the session

Addressed an issue where the client of the session could change the host's character if they were both using the Regeneration Chamber at the same time

Fixed an issue in co-op where clients could build a Drone Rail from a socket that was already occupied or currently being built by the host

Fixed an issue in co-op where the map area remained covered for players who joined a game after an Antenna had already been activated

Fixed an issue where the client would lose stamina while running on powered Supported Platforms far away from the Host

Fixed an issue where the client spawns in the host's model while joining the co-op session for the first time

Fixed an issue where Swarmers may die with a visible delay for the client in co-op sessions

GAL dialogues should now trigger for all players in co-op sessions upon a new discovery

Autosave interval settings should now be properly greyed out and ineffective on Listen Servers

Fixed an issue where some of the dialogues were not playing for the client in co-op sessions

Fixed an issue where the client of the co-op session would not see the walls of the Habitat

Fixed an issue where one of the co-op clients has two characters assigned in the Regeneration Chamber

Fixed an issue where the ghost of Supported Platforms may not appear correctly for the co-op clients

Fixed an issue where the autosave timer would not be visible for co-op clients

Dedicated Servers

Fixed a crash on Dedicated Servers that might have occurred while deconstructing a merged Viewport

Fixed Goliath charge animations on Dedicated Servers

Autosave interval settings changed by the client on Dedicated Servers should now be properly applied

Secured the game's code to prevent crashes while quickly sending consecutive chat messages on Dedicated Servers

Secured the game's code to prevent crashes while loading progression-heavy save files on Dedicated Servers

Building

Fixed an issue where the Ladder would not attach to all segments of the Habitat

Fixed an issue where placing multiple platforms would cause them to ignore collisions and other buildings

Addressed an issue where the player could place multiplatforms over Cave entrances

Deconstructing stacked Habitats should now properly clean up all interior components, preventing leftover machines

Fixed an issue where multi-level regular Habitats connected by horizontal bridges would sometimes remain floating mid-air after deconstructing lower-level structures

Fixed a performance drop that would occur when a player connected Rails to machines

Fixed an issue that caused the Railing to not snap onto Shallow Stairs in some circumstances

Fixed an issue where the Extendable Walkway could not be snapped to the Large Habitat's roof

Fixed an issue where some of the Platforms could be placed despite not having any stability

Fixed an issue where Supported Platforms could be built in a restricted area

Fixed an issue where the Extendable Walkway would attach incorrectly if it was built immediately upon snapping to another structure

Fixed an issue where the player could place multiple Supported Platforms in one spot

Fixed an issue where Solar Panels could not be built due to the "Starlight Obscured" message, despite meeting the requirements

Fixed an issue where a Rail's ghost could collide with another Rail on the same Junction

Addressed an issue where Smelter's cylinders could occasionally persist as "ghost" objects in the world after deconstruction

Fixed an issue where players could not sample any Junctions if the height of the pole was altered

Fixed an issue where buildings could be placed on top of the Bloodfern

Improved the Zipline snapping mechanic to the Zipline Pole

Fixed an issue where Habitat Modules would be left behind upon the deconstruction of the Habitat

Fixed an issue where Interior Buildings could be snapped onto other buildings than Habitat

Fixed an issue where an upper stacked Habitat floated mid-air after the deconstruction of the lower one

Fixed an issue that prevented the Platform from being snapped to a Zipline Pole

Fixed an issue where Pillar Support and Supported Platforms could be built above ground

Base Multiplatforms should now properly replace existing platform layouts when placed directly on top of them

Fixed an issue where the Platform may not properly snap to the Supported Platform

Fixed an issue where Excavators, Drills, and Extractors could have been placed outside of the ore area

Enemies/Combat

Fixed an issue where Goliath's charge would apply inconsistent damage to the player

Addressed an issue where Exploder’s explosion would not correctly apply damage to the player

Tweaked the behavior of Vermin during Antenna attacks, so they would not exclusively target the player

Fixed an issue where Vermin would fall and attack the player from below the floor

Fixed an issue that might have caused the Goliath to clip into buildings while chasing after the player

Fixed issues with Goliath's behavior that might have caused a lack of infection on Defense Towers

Fixed the damage range for Swarmers

Addressed an issue where Spitters' projectile range was too big during the Base Attack

Addressed an issue where the Vermin would disappear before switching to ragdoll for the client

Fixed a damage calculation issue where enemies could occasionally receive an unintended damage multiplier

Addressed an issue where Slasher's jump attacks would still deal damage, even if the enemy was defeated before the attack landed

Fixed an issue where a single Grenade explosion could have killed Goliath

Improved Goliath's pathfinding in multiple places on the map

Improved the behavior of Skylisk's spawners

Fixed an issue where Slashers could be launched into the air while performing an attack

Fixed an issue that could cause Vermin swarms to teleport towards the player

Fixed an issue where Slashers may move backwards while switching aggro between players

Fixed an issue where enemies might have immediately respawned after a kill if a player saved and loaded the session

Fixed issues with the Vermin's incorrect color of…

This announcement was originally published by Creepy Jar on Steam on Sep 2, 2026.

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