- Playable Demo runs now use one configurable production milestone instead of competing post-Research-Centre and level-4-wall rules. The Research Centre, completed production cubes, newly completed production-wall levels, and administrative facilities all advance the milestone count; reaching the configured default of 25 starts a saved five-gameplay-minute countdown before the Demo ending.
- Every in-game story-dialogue beat now pops into view from a tiny scale, briefly overshoots, and settles smoothly at full size.
- Opening-cutscene words now land in bright coral before smoothly settling to their normal white colour, with a clearly visible trail of matching coral smoke puffs that swirl around each newly revealed word and drift freely beyond the dialogue frame.
- The title screen, Taxi Departure, opening space-flight scene, healthy-world Dream, black-hole nightmare, and Ship Bridge now use a cohesive set of original electronic and ambient soundtrack cues tailored to their scenes.
- The Ship Bridge now includes a Personal Projects terminal where players can spend earned credits on 10 family projects and 10 projects supporting communities on Zoveka. Its animated carousel turns cool project proposals into warm completed memories, gradually reveals later projects, preserves completed cards as a browsable history, and triggers short acknowledgement conversations from the family after the terminal closes.
- The Space Trading Outpost now has a compact row of colour-coded category filters above its item list. Selecting a tab limits the existing list to that category, selecting it again or using category sorting clears the filter, and hover descriptions identify each colour; item cards are also slightly more compact so more stock remains visible while browsing.
- Planet Health now has a maximum total value of 5,000,000, increased from 4,000,000 while retaining equal maximum shares across Air, Water, Plants, and Wildlife.
- Friendly Space Pirate cargo couriers now preserve their active loading, Spaceport travel, and dust-offload routine when the player trades through Dark Wares or borrows credits from them. Once a Pirate is friendly or serving under either cargo-delivery agreement, the pay-to-leave text and button are hidden and the departure payment cannot interrupt the delivery; hostile Pirate borrowing and leave-payment behaviour is unchanged.
- When the completed Research Centre triggers its placement dialogue, the camera now centres smoothly on the actual built Research Centre instead of returning to the main ship, including when another pause or story event delayed the dialogue.
- Ancient Knowledge pickups now remain visible and clickable inside a Clean Dust Synthesiser's working field instead of being covered by the field or losing the click to the Synthesiser.
- Repositioning a working Big Dust Decomposer now clears its processing and tether-impact sparks as soon as production pauses, preventing the effects from becoming stranded at their previous world positions.
- Dust Propel Barrels now discard obsolete momentum after a destination is moved, slow down and steer more firmly on final approach, and settle within a wider tolerance with a precise close-range snap instead of repeatedly overshooting and circling the new target.
- With developer shortcuts enabled, F5 now grants one SuperDust per press and appears in the shortcut HUD. The shortcut remains disabled until the SuperDust Processing Plant has been placed and whenever its SuperDust storage is full.
- Dust Rush equipment rewards now present two distinct random choices immediately when a run begins and every 15 active-gameplay seconds thereafter. Only the clicked item is granted and removed from the finite reward pool; an unanswered offer expires without granting or queueing anything. The chosen item is selected automatically so placeable equipment can go straight onto the map, while Escape or right-click cancels placement without removing it from inventory. The inventory window opens automatically when its first item arrives and closes when its final item leaves, but adding or consuming items while it remains non-empty does not override the player's manual open/closed choice.
- The Dust Rush equipment-choice drawer now uses a compact 360x162 transparent twin-bay sci-fi frame, keeping its 104x78 equipment artwork and names neatly inside two tightened bays. It slides from the top with themed smoke and a dedicated configurable open-sound hook, retracts to a subtle six-pixel lip with a 15-second depletion line, clears stale names while hidden, and marks upgrades with a polished rounded cyan/teal gradient arrow over their parent artwork.
- Dust Rush configuration now describes starting equipment quantities as finite reward-pool quantities instead of startup grants, and Medium Dust Merge Bomb bonuses are awarded every tenth completed queue target instead of the previous more frequent cadence. The ship Control Room and its front-window hover/click route are disabled during the challenge, and the sliding shortcut HUD—including its collapsed screen-edge handle—is hidden and non-interactive while normal gameplay remains unchanged.
- News and updates
- Return to Planet Zoveka Playtest
- VERSION 0.560
Source: Steam Community (opens in a new tab)
