Update 2: Quality of Life - now available! [what's new + patch notes]
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.
Open the original on Steam