Patch: Connection Resource Display
An optimization gone wrong resulted in resources not displaying correctly on delivery connections between buildings. The bug has been fixed on both the demo and the early access builds of the game.

Technical data

An optimization gone wrong resulted in resources not displaying correctly on delivery connections between buildings. The bug has been fixed on both the demo and the early access builds of the game.

The version 0.21 update is focused at improving the performance of the game with larger colonies. The updates can result in a small FPS uplift, however the largest improvements targeted causes of lag spikes. For those pushing the edges of the tech tree and employing 100's of work

I’m very excited to finally have this update out and shared with players! It’s been a long time coming and brings both small and large improvements. The update introduces a new defensive building, new crystal variants, a revamped tutorial experience, the opening of Tier 4 technol

Well that's embarrassing! The tutorial was broken, and maybe for far longer than I want to admit or know. My sincere apologies to those who tried the demo, and even more so for those who may have purchased the game and got stuck almost immediately. No excuses—it's my fault. 👉👉T

This patch fixes some issues that have crept in with recent changes as well as some that have existed for some time. Changes: Fixed: Occasionally critical starting resources (water and iron ore) could fail to generate correctly Fixed: Relays did not properly saving/loading allowe

This update is focused on expanding your industrial capabilities, improving shuttle logistics, and tightening up performance across the board. This update also marks a place in the DSD development where the core systems and features are feeling more stable and allowing much faste

Version 0.161 is live with some balance tweaks, fixes, and world improvements: Sentry Towers now have increased sight range (6 → 8) Start sector updated with more landmass and better access to Al ore Desert sectors now contain fewer water tiles Powered-off buildings cost 50% less

The World Map Update has arrived! This update introduces a new way to explore and build your operations beyond the starting location. Sectors have unique biomes that dictate the appearance of the sector, but more importantly they control the types of resources available there. Ea

It’s been a hot minute since the last update! Even so, DSD is still 100% in active development, and the biggest update yet is close to being done! Much of the last few months have been spent working on the new World Map functionality. Initial prototypes took the game in one direc

This patch is mainly aimed a fixing an issue with tweens/animations that may have been the cause of several issues that were breaking the game for some players. A few small issues were also addressed. Fix or partial fix for tween/animation issues that were blocking some players f

Small patch to fix the issue where resources could not be delivered to the repair hub. Repair hubs will now also display a fuel cell icon when their storage is not full.

This update is focused on polish, improving player feedback, economic balance, and other quality of life improvements. Gameplay & Systems Enemy Spawning issues fixed (or greatly reduced) cases where enemies didn’t spawn or only partially spawned. You should see more consisten

A recent update that included a fix for the issue where laser towers did not always fill their inventory with fuel cells was causing deliveries to sometimes stop. The fix has been reverted until a better solution can be found. My apologies introducing a big bug by trying to fix a

The transportation update is here! Global storage is out and supply chains are in! This update fundamentally changes how you’ll design and optimize your colony. You'll need to plan carefully, connect strategically, and keep those workers fed and housed if you want productivity re

It’s always a bit scary to talk about possible or potential features, but that’s what this update is going to do. With the worst of the bugs and performance issues fixed and, if we’re honest, sales slowing after the initial release it seemed like a good time to turn my focus to p

This patch is all about the early game economy. Getting those resources shipped out and the tech credits rolling in faster and easier. This means more supply ships, increasing the transaction limit and letting the auto trader put in more orders. The patch also comes with a health

This update is all about performance plus some quality of life improvements. The game went through another round of optimization which should be very noticeable when the number of buildings is large. Load and save times should also be significantly shorter. With the shorter save

Bug fixes! The latest build (version 0.1009) brings with it primarily bug fixes and one new feature to help with sharing bugs and providing feedback. In the save and load menu to the right of each save file is a new bug icon that will open the feedback form. When the form is subm

This update (v 0.1) has been all about improving performance, adding polish, building out the 3rd tier of the tech tree (full version) and of course getting ready for releasing Deep Space Directive into early access! The all new auto-trader can be unlocked in the 3rd tier of the

Development is going full steam ahead! With an anticipated early access release some time next year - hopeful early next year. A big focus has been performance improvements with a look towards larger colonies and more variety of buildings. This has included an update to the game