
Note: The version number for the Nintendo Switch is 1.44.3, but this is the same version as other platforms on 1.44.4.
We’ve got more bug fixes and improvements in today’s patch, including the changes we messaged previously for making Data Circuits scrapable again, and some further fine tuning to Vehicle Ports in response to feedback.
Work is still underway on incorporating the new Save file management features we teased not so long ago, and we’re hoping to get it out to you all pretty soon! The anniversary update for the end of the year is also shaping up nicely, and we look forward to revealing both the new content coming with it and the other surprises we’ve been working on.
But before all that, we also have some fun news for you today! Handing it over to the SES narrative team for a special announcement.

INTRODUCING THE EXO ARCHIVE
As ASTRONEER approaches the 10-year anniversary of its Early Access launch, we’re celebrating a decade of exploration, discovery, and community with the EXO Archive, a new transmedia initiative that brings the universe of ASTRONEER to life through short stories, comics, poetry, and epistolary tales from members of the SES narrative team.
New written works will appear on the ASTRONEER news page, while comics set in the ASTRONEER universe will be hosted on the STARSEEKER comics page. The collection will include original releases alongside several earlier ASTRONEER comics.
The first short story, “Snail Tales: Enoki,” is available now, featuring writing by Amanda I and banner art by Meredith McClaren. When Enoki, the galastropod with exactly one brain cell, gets lost on a bumpy rover ride, she goes off on her own adventure.
Follow along as the EXO Archive expands in the lead-up to this milestone anniversary, uncovering new voices, rediscovering past journeys, and celebrating a decade of exploration through this special collection.
READ THE “SNAIL TALES: ENOKI” SHORT STORY
Check it out! Now, back to the patch notes.

CHANGES TO DATA CIRCUITS
As of this update, Data Circuits have gone back to being scrappable and they’re no longer destroyable with Dynamite. You all rightly pointed out the inconveniences that the recent changes we made unintentionally had on Data Circuits earned from LTEs like the recent EXO A.M.P.P. event, so we’ve walked back some changes and made the following adjustments:
All Data Circuits are now scrappable again.
All Data Circuits are no longer destructible with Dynamite.
Reclaimed Data Circuits are limited to 1 per POI that generated them.
Dev Note: This means that only 1 reclaimed Data Circuit can exist at any given time per POI that generated them, not that you can only use the Reclaim action once per POI. Also, when you generate a new reclaimed Data Circuit, it will delete the previously reclaimed one. This measure is primarily to help with performance.
Reclaimed Data Circuits can be generated from POIs (Points of Interest) that are tied to specific Missions, such as the Vehicle Ports (previously Parkade Pad). This option was added as part of a set of fixes for instances where Mission-required Data Circuits could be lost and would lock you out of completing those Missions, but also for situations where you might lose or misplace them.
IMPROVEMENTS TO VEHICLE PORTS
Made improvements to the outline of the Vehicle Port so it’s no longer so bright.
Changed the areas of the Vehicle Port that bring up the outline when hovering the cursor over it. You now have to hover over the pillars or the canopy in order to access the Reclaim action.
Fixed an issue which caused Vehicle Ports and Mega-X Platforms to not spawn hard terrain under them in new save files created after Update 43.
Dev Note: In save files newly created after Update 43, this hard terrain will be generated underneath these structures if it wasn’t previously.
Adding the Reclaim action to Vehicle Ports was causing some usability issues which led to the Terrain Tool becoming unusable when hovering the cursor over a Vehicle Port, in addition to making the outline a bit too aggressive and bright. With this update, we've addressed those issues. Thank you all for sharing your feedback!
BUG FIXES
Megastructures
Fixed an issue in multiplayer which caused the client player to become stuck in the transition screen if the client moved the Orbital Platform and the host wasn’t on the Orbital Platform.
Fixed an issue which caused changing the MEGA-Mini Asteroid from the Control Panel to not be fully visible until moving far enough away and then returning.
Glitchwalkers
Fixed an issue which caused the Glitch Shelter’s Oxygenator to not be visible.
Miscellaneous
Fixed an issue which prevented the SES Hardcore, Supersphere, Stranded and Unbeatable Custom Game Modes from launching correctly.
Fixed an issue which caused Deluxe Edition cosmetics to not unlock after purchasing them on Xbox or the Xbox for PC App.
Dev Note: If for whatever reason this happens to you, please reach out to our support team for assistance: [email protected]
Fixed an issue which caused packaged Thrusters to move from storage to the Thruster slot on the Small, Medium and Large Shuttles.
Fixed an issue which caused the fuel tooltip not to update until entering or exiting the Mega-Mini Training Shuttle.
Fixed an issue which caused a green outline to appear around the slots on the bottom of the Smelting Furnace instead of a red outline.
Fixed an issue which caused the incorrect SFX to play when reclaiming a Data Circuit from the Mega X-Platform.
Fixed an issue which caused Storms not to spawn when starting a new game before saving and reloading.
Legacy Issues
Fixed a legacy issue which caused the Headlights on Large Rover Seat B to face the wrong way.
Fixed a legacy issue where foliage and rocks removed by the terrain flattening around structures and POIs could respawn when loading a save.
Dev Note: This would previously result in foliage and rocks overlapping immovable structures or appearing to float in mid-air.
IMPROVEMENTS
Remodeled the Fluid Canisters on the Intermodal Terminal to have a more integrated look and make it clearer in their item description that they can only hold Hydrazine.
Reduced the VFX frequency of dust and falling rocks in caves.
Made improvements to Storm spawning so they no longer spawn on top of Gateway Chambers in new saves.

We look forward to hearing your feedback on the latest changes! Keep an eye on our Live Bug Tracker to check the status on other bugs present in the game, and if you run into an issue that isn’t listed or you have more information to share, please send us a bug report.
– Honourael