Patch v202610030813
Fix a bug where springs that started in compressed/extended state didn't have the same maximum extent as springs that started in uncompressed state.

Developer posts and news about this game.

Fix a bug where springs that started in compressed/extended state didn't have the same maximum extent as springs that started in uncompressed state.

Fix a bug where generated outputs on e.g. the Sensor wouldn't work correctly in co-op.

Hi, I was recently reminded that Mars First Logistics 1.0 had it's first birthday yesterday! To celebrate I thought I'd make the original prototype of the game available on Steam. You can find it in a public branch called original_prototype. To access the branch, right-click on t

Fix a bug introduced in the previous update where loading a vehicle with a slider part, such as the Fish Fetcher, would cause the game to freeze.

This is a small update with a couple of requested features: The light, medium and heavy spring parts can now be placed in a compressed or expanded state. To change the start state of a part, right-click on it in the part inventory. When the vehicle spawns, the springs will try to

Allow automations using parts like the Sensor and logic gates to continue to function while using the Theodolite. Fix a bug where large vehicles would sometimes spawn inside geometry. Fix a bug where NaN was displayed as time to next departure at monorail stations.

In co-op, all blueprints that are unlocked for the host player will now become unlocked for joining players when they join. The space elevator now has some extra refuel points.

Small fix for Russian translation.

Hello! Update 1.1 adds a number of oft-requested features for long-time players, as well as addressing some common pain points for new players. New features The editor can now optionally show the center of mass of your vehicle. It is disabled by default, but can be enabled in set

Fix a bug where the vehicle could sink into the ground when configured a specific way.

Fix intermittent freezing and audio loss. Use only one shade of blue to depict part selections in the editor to avoid confusion about what is selected. Do not change the default pivot point of copied sub-assemblies to the last hovered-over part when holding ctrl as that behaviour

Allow monorail tracks to be more bendy. German and Chinese translation fixes.

Fix a bug where the space port celebration wasn't showing for co-op clients. Fix a bug with resetting vehicles on Phobos. Generate tyre tread marks on Phobos.

Fix stricken shuttle not rotating for co-op players. Fix a bug where sometimes co-op players wouldn't receive mined raw materials. Fix a bug where the game would say there were no transmitters in range, even though one was visible.

Fix arrow not showing next to virtual ports in UI.

Fix a bug where parts could be duplicated if they were removed with an expanded selection. This would sometimes manifest as parts seemingly going missing, since the duplicated parts could be used for building, but weren't actually added to your inventory.

Fix a bug that could result in parts getting lost when copying another player's vehicle using the Copier part. Fix a bug where the game could soft lock if parts such as the sensor sent inputs to the Theodolite. Increase the cost of the Heavy Duty Jack part. Fix some Simplified Ch

Mars First Logistics is one of those beautifully singular ideas that reminds you why Steam is ultimately a good thing. Shape Shop's painterly, open-ended rover sim is all about constructing kooky robotic vehicles through a LEGO-like building system, used to solve logistical puzzl

Fix a bug where the save file would get corrupted if you joined a co-op game before the first auto-save, resulting in a black screen when you next try to run the game.

After over 2 years cooking in Early Access and 5 years total development time, Mars First Logistics 1.0 is here with a big update! New Main Contracts 10 new contracts have been added with a new area to discover! These new contracts have more of a puzzle focus and are about figuri