News Liste The Crust

Dev Diary #24: Major Update - New Horizons
The Crust
04.02.25 17:35 Community Announcements


Hello community!!!

The development fields of The Crust are bustling with work, and we're already preparing for the release of New Horizons. This massive update will bring new mechanics, new modules, a second story chapter, fresh music tracks and a bunch of handy QoL improvements to the game.

Let's break down what's in store for you!

Story Chapter II


At the moment, the final point of the story can be considered the building of the laser cannon and saving the Earth - but it was a temporary plug with increased difficulty. Now, however, the story will continue, and it's up to you to figure out what really happened during the Explosion on the backside of the moon.
Spoiler (but not really): the research will lead you to a new fusion technology based on Helium-3, which will open up new possibilities in the research tree. And beyond that, CRUST-related intrigue and preparation for the new, epic goals of Chapter III.



New mechanics


The lunar deposits of Helium-3 won't just give themselves away, so we had to develop a whole system of new, unique mechanics to scan, mine, and process it.

Mineral Scanning and Helium-3


Mass Driver is added to the game, a structure that looks a bit like a railgun, but instead of projectiles, it shoots geological probes. They come in two types:
  • Mineral Probes - search for rich deposits of silicon, metals and rare earth elements.
  • Helium-3 probes - analyze surface regolith and determine the concentration of the isotope.




Minerals are scanned using mechanics similar to how a rover works: the probe lands, a circular scan is triggered, and you see a gradient of resource density on the map.

But the search for Helium-3 is trickier. To get accurate data, you need to deploy 3-5 probes and wait for them to cross-scan the selected area. And in order not to waste expensive probes, you will have an audible indication: when you choose a place to scan the noise changes in frequency and intensity, hinting where exactly buried..... Yes, it's a kind of moon-hunting - find the zone, hear the “right” sound, launch the probe.



Zones and outposts


After a successful scan, the player can build an outpost in the most promising zones. However, if the field is poor, the cost may not pay off: construction requires a large investment, including thermal stations.

How it works:
  • Thermal stations heat the regolith, releasing adsorbed gases (including Helium-3).
  • The gases are then collected and separated to produce a pure isotope.
  • If logistics are in place, selling Helium-3 energy cells makes a tremendous profit and keeps your base energized.



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Structure of outposts


An outpost is not just a point on the map, but an autonomous base where you can build:
  • Mining facilities for Helium-3 and minerals.
  • Gas processors and regolith purifiers.
  • Warehouses and transportation automation modules.
  • Science modules (they give science points, but require scientists on watch, food and medicine).


Once built, an outpost becomes a player-controlled territory that can be developed and defended.



New Modules



Thermonuclear Reactor


Generates colossal amounts of energy using energy cells produced from Helium-3. But the reactor requires engineers and scientists to maintain.
But, if everything is set up, you can make good money by channeling excess energy into an AI science module or Blockchain Center.



Blockchain Center


Uses computing power to convert surplus energy into credit, serving blockchain networks on Earth. Who says you can't mine on the moon?



Biogenerator


Another generator that produces energy from organics. Capable of burning excess organic matter or the bodies of unwanted colonists to power a moonbase, in the most critical situation. (well, survival is a priority).




Rocket Launch Table


In the first iteration, this module will serve as a kind of refueling station for rockets from different organizations. Fuel and energy cell production can be automated, refueling and maintenance can be priced.
It consumes energy and also requires engineers to operate.
In the future, this module will gain functionality to build your own rockets for missions to other solar system objects, scientific expeditions and long-term contracts (cargo to Mars, Jupiter satellites, etc.).




QoL improvements


New Horizons has been in development on a separate, isolated branch for several months now and has already received several QoL improvements that our wonderful community requested in Discord and suggested as ideas, on our website: https://idea.the-crust.com/.
For example, now capsules with purchased resources can be planted directly on the desired platform or Flight Control Center, which will send goods to the output conveyor, from where they go directly to the production lines. In this way you can conveniently close a sudden shortage with the help of the market.
We have also added the possibility to mine oxides directly with Digging Robots, even if the regolith extractor is already working on a vein. This makes the start of the game more flexible and allows you to close accelerate mining late in the game when there are a large number of robots.
A few more mechanic and UI improvements will hit this update, as well as new 3D building models, improved animations and vfx. More details will be available in the pachnote.



What's Next



Chapter III and Release 1.0


We've picked up a good bit of momentum and are planning to hit Release 1.0 in the second half of this year. To do this, right after the launch of New Horizons, we are going to rethink the robot prioritization system, improve conveyor distributions and logistics, which could give a performance boost of another 2.5-3x.
Release 1.0 will include a story Chapter III, in which the player will have to reach the finish line of the main epic goal for his company and the entire humanity. And here, tough decisions and complex challenges await him.

What to expect after the 1.0 release?

.

Transportation system with trains


One of the most anticipated mechanics - trains!

The logistic network on the global map will connect the base with outposts and cities, as well as provide supplies for units in the combat system.



Cities and automatic trade
Imagine small cities, manufacturing and research bases of other factions on the moon, with which we can conduct automatic trade. We plan to implement one of two concepts:
- Automatically selling goods from outposts,
- or building warehouses/stores in cities with automatic sale of goods in a dynamic system of supply and demand.

Battle System and Politics


Outposts will serve as the basis for a combat and political system in which we will compete with other factions for particularly rich territories. Outposts will be expanded with defense and repair modules, as well as transportation hubs to supply combat units.



Thank you, community!



We read all your suggestions, collect them into an idea chart, discuss them and implement them into the game. Over the last month, with your help, we've killed a bunch of bugs and seriously improved the balance.
You guys are the coolest! ????

Beta Testing



When ready, New Horizons will be sent to beta testing in two stages:
- The first to get a chance to test the update will be kickstarter backers who backed our company on kickstarter before the game's launch.
- Anyone can get into the second wave of testing, just join our Discord server and follow the announcements.


We are waiting for your feedback on New Horizons and further development of the game!
Join discussions: https://discord.com/invite/the-crust

Post ideas: https://idea.the-crust.com/

Veom Studio team


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