About the Game
Astroneers undergo rigorous training to explore the frontiers of outer space for the good of all humankind. Creativity and ingenuity are key to their survival!
RESHAPE THE ENVIRONMENT
Astroneers are trained to use the Terrain Tool, a powerful instrument which can dig, collect, shape, build, and color terrain in any way they wish.
GO HANDS-ON WITH BASEBUILDING
Build custom bases throughout the solar system to survive and thrive anywhere! Objects are snapped into place in a modular system that allows Astroneers to create unique builds. Automation systems, crafting stations, power plants, resource harvesters, and railway facilities are built from the ground up and can be customized to suit any situation.
LEARN TO SURVIVE A STRANGE SOLAR SYSTEM
This unrecognized system consists of seven celestial bodies. Each of them can be explored entirely, from the rounded surface all the way down into the core. Astroneers will have to grapple with their unique geography and challenging biomes if they seek to understand them.
UNCOVER THE MYSTERIES OF THE UNIVERSE
These strange worlds are dotted with mysterious structures and artifacts, while Astroneers themselves receive confusing comms from unknown sources. Curious Astroneers may seek to understand these anomalies, and with them, the secrets of the solar system.
ALONE OR TOGETHER
While they're perfectly capable on their own, Astroneers are team players who are always happy to offer a helping hand! Group up with other Astroneers and work together in 2-4 player online co-op. Playing solo online allows fellow Astroneers to drop in and out of your world at their leisure.
WHERE WE ARE
Astroneer began as an Early Access title on Steam in 2016, and reached 1.0 in 2019. We wouldn't be here today if not for our community's support, feedback, and ideation. As we continue on our journey, we want to reiterate our pledge to continue building on the foundation that is Astroneer with free, ongoing content updates.
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/10546736/f829dee20319ec8bb6796c8d7ca9b89b283a547d.jpg"]
The patch for May is now available to download, with plenty of fixes and some improvements for you to review in the patch notes below.
We also know that it’s been some time now since our last update to the community on the development plans for Astroneer in 2026. We’re working on another update to give you more context on plans for the remainder of the year, so keep an eye out for that.
That said, there’s one topic we’d like to cover now.
WORK ON THE INTERMODAL TERMINAL
We've seen a lot of questions being asked within the community about if and when we're going to be making changes to the Intermodal Terminal (or IMT for short), so we wanted to share an update about that!
From the development side of things, we've decided to break down improvements to the IMT into smaller clusters of work that target specific issues, instead of delivering one huge overhaul in a single update. The primary reason for doing this is that it will allow us to get these improvements out incrementally, sooner than us delivering it all in one go!
The team has collated the community's feedback, and work is already in progress. Some of the things on our list to address are:
Improving the automated loading and unloading of storage with slotted items between Rail Car trains and Shuttles.
Dev Note: We’ve seen the most feedback over this topic in particular, so we’re starting by looking at this one first.
Unifying the Loading Modes of the IMT Rail Stations and Landing Pads. Currently one can be set to "Loading" and the other to "Unloading", resulting in nothing being loaded or unloaded.
Allowing refueling of Shuttles and the Landing Pad Fuel Tanks via the IMT Rail Stations.
Updating the IMT Landing Pad Control Panel experience.
We want to be as transparent as we can with you all, and the reality is that the IMT is a complicated and rather time-consuming Megastructure to work on. It interacts with multiple existing systems in the game, has a lot of edge cases, and can be used in many different ways by different players, which means it's taking us a bit longer than we had hoped. This isn't to say we aren't determined to fix it, though.
Please keep sharing your feedback with us - it's been monumentally valuable, and we'll be updating the game with these incremental improvements and fixes as soon as they're ready to release! You can also keep an eye on our public Bug Tracker to see when fixes to key issues are likely to make it into the game.
[img src="{STEAM_CLAN_IMAGE}/10546736/9fe62c14b039e0e113e7890d5ca098059e4f0291.jpg"]
MEGATECH TUTORIALS ON ASTROPEDIA
We’re excited to add new entries into the in-game Astropedia to help Astroneers get started on their Megastructure projects! We know there’s a lot to learn here through trial and error, so these new visual references should be a big help for that learning experience.
Click on the Menu’s rocket ship icon to enter the Astropedia and find these new entries near the bottom, under the Tutorials section and in the new Megastructures subsection.
BUG FIXES
Megastructures
Fixed an issue where the expanded control panels on Megastructure Component Printers and Mega-Printer Platforms appeared cut off when FOV was set to 45.
Fixed an issue which caused Megastructure Component Printers (MCP) to pull resources from used Canisters that have fallen off the Printer.
DLS:
Fixed an issue which caused the Print Sprint Mission to not complete after printing the DLS.
Orbital Platform:
Fixed an issue which caused the holograms for deployed Landing Pads to be too large.
Fixed an issue which caused the Orbital Platform launch cutscene to be played at unintended volume levels.
Fixed an issue which caused the Orbital Platform to become invisible after reloading a save.
Fixed an issue which caused the Mega-Terrain Platforms to lose applied patterned creative terrain paint when reloading the game.
Fixed an issue in Multiplayer which caused players who weren’t on the Orbital Platform to get stuck on a transition animation when landing on it if another player changed the shape of the MEGA-Mini Asteroid.
Biodome:
Fixed an issue where the Biodome Expansion module could still be placed when certain items would block the area.
Museum:
Fixed an issue where Display Case Platforms with completed collections wouldn’t grant Collection Perks correctly in older saves if the platform was connected to a power network.
Fixed an issue where the Resource Donation Station would pull resources from canisters slotted on the Museum Megastructure Component Printer if the canisters were set to output.
Fixed an issue where an unpowered Megastructure Component Printer would begin to print if the print was cancelled and then power was enabled.
Fixed an issue where the Museum tooltips wouldn’t display correctly when using a controller.
Miscellaneous
Fixed an issue that could cause Solid-Fuel Thrusters to automatically be transferred to a Shuttle’s storage or be ejected into space when they are fully exhausted.
Fixed an issue which caused the Unidentified Satellite and the Sun Room to not provide oxygen.
Fixed an issue which prevented the Musical Mushroom from being placed in diagonal T2 slots, such as the ones on Medium Platform A.
Fixed an issue on the Xbox for PC App where user game settings might not get saved if a player has played the game on multiple accounts on the same PC.
Fixed an issue on Xbox for PC App where user game settings were not syncing to the cloud.
Fixed a multiplayer issue on PS4 and PS5 which caused the host to crash when they tried to load another save whilst clients were connected.
Fixed an issue where the Megatech Save Icon on PS4 and PS5 was displayed inconsistently.
Dev Note: Players will need to first load into a saved Megatech game to enable the icon.
IMPROVEMENTS
Added new Astropedia pages for Megatech content.
Added a visual effect that shows printing progress to the Megastructure Component Printers.
Updated the Auto-Fertilizer tooltip to state that it needs Organic to function.
Improved the wording for Missing Collection Items in the Display Case Platform tooltips.
Added new and improved animations for the Mega-Printer Drone.
Decreased the time it takes to print Mega-Modules and the Construction Anchor’s Deployable Landing Pad from the Megastructure Component Printer.
The Orbital Platform now has an improved Shuttle destination icon in the Intermodal Terminal control panel.
Renamed the Orbital Platform Launch Tube to Orbital Platform Loading Chamber.
KNOWN ISSUES
The following issue was identified late into the review process for this update, and we will aim to address it in our next patch in June.
During multiplayer, Mega-Terrain Platforms are not visible to clients when viewed from a planet's surface.
[img src="{STEAM_CLAN_IMAGE}/10546736/6aa376d1f672c52d2a95804c3184f79577814bbe.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/10546736/f829dee20319ec8bb6796c8d7ca9b89b283a547d.jpg"]
The patch for May is now available to download, with plenty of fixes and some improvements for you to review in the patch notes below.
We also know that it’s been some time now since our last update to the community on the development plans for Astroneer in 2026. We’re working on another update to give you more context on plans for the remainder of the year, so keep an eye out for that.
That said, there’s one topic we’d like to cover now.
WORK ON THE INTERMODAL TERMINAL
We've seen a lot of questions being asked within the community about if and when we're going to be making changes to the Intermodal Terminal (or IMT for short), so we wanted to share an update about that!
From the development side of things, we've decided to break down improvements to the IMT into smaller clusters of work that target specific issues, instead of delivering one huge overhaul in a single update. The primary reason for doing this is that it will allow us to get these improvements out incrementally, sooner than us delivering it all in one go!
The team has collated the community's feedback, and work is already in progress. Some of the things on our list to address are:
Improving the automated loading and unloading of storage with slotted items between Rail Car trains and Shuttles.
Dev Note: We’ve seen the most feedback over this topic in particular, so we’re starting by looking at this one first.
Unifying the Loading Modes of the IMT Rail Stations and Landing Pads. Currently one can be set to "Loading" and the other to "Unloading", resulting in nothing being loaded or unloaded.
Allowing refueling of Shuttles and the Landing Pad Fuel Tanks via the IMT Rail Stations.
Updating the IMT Landing Pad Control Panel experience.
We want to be as transparent as we can with you all, and the reality is that the IMT is a complicated and rather time-consuming Megastructure to work on. It interacts with multiple existing systems in the game, has a lot of edge cases, and can be used in many different ways by different players, which means it's taking us a bit longer than we had hoped. This isn't to say we aren't determined to fix it, though.
Please keep sharing your feedback with us - it's been monumentally valuable, and we'll be updating the game with these incremental improvements and fixes as soon as they're ready to release! You can also keep an eye on our public Bug Tracker to see when fixes to key issues are likely to make it into the game.
[img src="{STEAM_CLAN_IMAGE}/10546736/9fe62c14b039e0e113e7890d5ca098059e4f0291.jpg"]
MEGATECH TUTORIALS ON ASTROPEDIA
We’re excited to add new entries into the in-game Astropedia to help Astroneers get started on their Megastructure projects! We know there’s a lot to learn here through trial and error, so these new visual references should be a big help for that learning experience.
Click on the Menu’s rocket ship icon to enter the Astropedia and find these new entries near the bottom, under the Tutorials section and in the new Megastructures subsection.
BUG FIXES
Megastructures
Fixed an issue where the expanded control panels on Megastructure Component Printers and Mega-Printer Platforms appeared cut off when FOV was set to 45.
Fixed an issue which caused Megastructure Component Printers (MCP) to pull resources from used Canisters that have fallen off the Printer.
DLS:
Fixed an issue which caused the Print Sprint Mission to not complete after printing the DLS.
Orbital Platform:
Fixed an issue which caused the holograms for deployed Landing Pads to be too large.
Fixed an issue which caused the Orbital Platform launch cutscene to be played at unintended volume levels.
Fixed an issue which caused the Orbital Platform to become invisible after reloading a save.
Fixed an issue which caused the Mega-Terrain Platforms to lose applied patterned creative terrain paint when reloading the game.
Fixed an issue in Multiplayer which caused players who weren’t on the Orbital Platform to get stuck on a transition animation when landing on it if another player changed the shape of the MEGA-Mini Asteroid.
Biodome:
Fixed an issue where the Biodome Expansion module could still be placed when certain items would block the area.
Museum:
Fixed an issue where Display Case Platforms with completed collections wouldn’t grant Collection Perks correctly in older saves if the platform was connected to a power network.
Fixed an issue where the Resource Donation Station would pull resources from canisters slotted on the Museum Megastructure Component Printer if the canisters were set to output.
Fixed an issue where an unpowered Megastructure Component Printer would begin to print if the print was cancelled and then power was enabled.
Fixed an issue where the Museum tooltips wouldn’t display correctly when using a controller.
Miscellaneous
Fixed an issue that could cause Solid-Fuel Thrusters to automatically be transferred to a Shuttle’s storage or be ejected into space when they are fully exhausted.
Fixed an issue which caused the Unidentified Satellite and the Sun Room to not provide oxygen.
Fixed an issue which prevented the Musical Mushroom from being placed in diagonal T2 slots, such as the ones on Medium Platform A.
Fixed an issue on the Xbox for PC App where user game settings might not get saved if a player has played the game on multiple accounts on the same PC.
Fixed an issue on Xbox for PC App where user game settings were not syncing to the cloud.
Fixed a multiplayer issue on PS4 and PS5 which caused the host to crash when they tried to load another save whilst clients were connected.
Fixed an issue where the Megatech Save Icon on PS4 and PS5 was displayed inconsistently.
Dev Note: Players will need to first load into a saved Megatech game to enable the icon.
IMPROVEMENTS
Added new Astropedia pages for Megatech content.
Added a visual effect that shows printing progress to the Megastructure Component Printers.
Updated the Auto-Fertilizer tooltip to state that it needs Organic to function.
Improved the wording for Missing Collection Items in the Display Case Platform tooltips.
Added new and improved animations for the Mega-Printer Drone.
Decreased the time it takes to print Mega-Modules and the Construction Anchor’s Deployable Landing Pad from the Megastructure Component Printer.
The Orbital Platform now has an improved Shuttle destination icon in the Intermodal Terminal control panel.
Renamed the Orbital Platform Launch Tube to Orbital Platform Loading Chamber.
KNOWN ISSUES
The following issue was identified late into the review process for this update, and we will aim to address it in our next patch in June.
During multiplayer, Mega-Terrain Platforms are not visible to clients when viewed from a planet's surface.
[img src="{STEAM_CLAN_IMAGE}/10546736/6aa376d1f672c52d2a95804c3184f79577814bbe.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/10546736/2a6364a28911d62006cfea58e5904a543fe6b826.jpg"]
April’s patch is now available to download and there’s plenty of fixes and improvements for you to review in the patch notes below.
We recently had some exciting STARSEEKER news to share at our Triple-i Initiative showcase appearance, including an update on the Open Beta starting later this month! That said, it bears repeating that nothing has changed as far as our commitment to continue our monthly patches of fixes and improvements for ASTRONEER.
And don’t forget that the EXO Cares Initiative is currently running. So, if you want to make the SOL system neat & tidy while earning some sweet rewards, then make sure you check it out.
Something else I wanted to highlight is our Live Bug Tracker. As mentioned last month, we’re using this to track legacy bugs that have been around since before the release of Megatech. If you run into a bug that’s not already on there then be sure to report them by emailing [email protected].
Note: This update is not backwards compatible, meaning that saves in this version won't run on older versions of the game. If this is relevant to you, you may want to create a backup duplicate of your save file.
[img src="{STEAM_CLAN_IMAGE}/10546736/581ae299f85aba58c9e323a457c2b638aacaeeae.jpg"]
FREE STARSEEKER EXPEDITION SUIT
Unless you have been under a research module for the last year, you probably know that we are working on a brand-new game in the Astroneer universe, STARSEEKER: Astroneer Expeditions!! Learn all about it and sign up for our beta tests here: www.starseekergame.com
While we gear up for the launch of STARSEEKER in 2026, we wanted to make sure the Astroneer crew could get in on the fun! Log in (open up ASTRONEER) at any time for the next few weeks to automatically unlock STARSEEKER's Expedition Suit. Just head to the customization menu and equip it and you are good to go! (It might take a few minutes to unlock).
BUG FIXES
Megastructures
Fixed an issue where Megastructure holograms would rotate 90° from their Anchor holograms.
Fixed an issue where the Mega-Deconstructor would appear in the Creative Catalog on Aeoluz.
DLS:
Fixed an issue where the DLS hologram would face away from the player.
Fixed an issue which caused an incorrect version of the Construction Anchor Landing Pad Hologram to appear when trying to place it.
Removed the DLS Anchor from the Research Catalog in the Adventure Mode as it’s not printable in this mode.
Fixed a bug where players would see the Launch Tube door animate open even though it was already open when placing an Orbital Platform Package.
Fixed an issue where the Orbital Platform Construction Anchor would be available before the mission 'Constellation Prize' is unlocked.
Orbital Platform:
Resolved an issue which caused power plugs to not extend when pulled.
Fixed an issue which could cause the Backpack UI to display when choosing which planet the Orbital Platform orbits.
Fixed an issue where players could get more than one Orbital Platform Construction Anchor.
Repositioned cable plugs that were incorrectly placed inside the MEGA-Mini Asteroid on the Orbital Platform to their correct positions.
Biodome:
Fixed an issue in multiplayer where the host and client saw different timers on the tooltip for growing seeds in the Biodome.
Resolved a bug which removed the timer for plants grown in the Biodome after saving a game and reloading.
Fixed an issue where the Auto-Harvester would not harvest grown seeds in the Biodome Expansion module, if the module was slotted in a specific Mega-Module slot.
Fixed a problem where sometimes the countdown for planted seeds would go back to its original timing after hitting zero.
Fixed an issue where non-Mega-plants could clip through the Biodome roof.
Resolved a problem where Spine Lily Seeds couldn’t be placed into Medium-Resource Canisters.
Museum:
Fixed an issue where the Museum control panels and donation buttons can’t be interacted with properly via automatic targeting when using a controller.
Fixed multiple issues where players couldn’t claim donation milestone rewards from the Museum.
Fixed issues that were preventing some Collection Perk effects from scaling correctly with additional duplicate collections.
Fixed an issue which caused power plugs to remain attached to the Display Case Platform, extending beyond typical cable length and not detaching.
Resolved an issue where a player’s Backpack power capacity wasn’t increased after claiming the Milestone 3 Donation perk from the Museum.
Fixed an issue where the increased Backpack power capacity Museum Donation Perk would still be active when the Museum had insufficient power.
Fixed a problem where the increased Backpack power capacity Museum Donation perk would become inactive after saving and reloading a save.
Fixed a problem in Multiplayer where client players would see the oxygen capacity Museum Donation Perk rapidly flicker on and off when their oxygen capacity was at the halfway point.
Resolved an issue where players would be prompted to claim a Museum Milestone reward they had already claimed.
Fixed an issue which caused the final objective in the Donation Drive Mission to show as completed when it wasn’t.
Fixed an issue which caused packaged Display Cases to appear smaller in the Hologram than they would be when unpackaged.
Miscellaneous
Fixed an issue in multiplayer where players may get stuck inside their shuttle when trying to travel to different planets.
Fixed an issue on Switch where landing zones may not appear on Vesania.
Fixed a problem where collision remains in place after a Walkway is stowed in a backpack or removed on dedicated servers and multiplayer.
Fixed an issue where the Simulated Aquarium was no longer showing in the Research Catalog, preventing players from unlocking it in Adventure Mode.
Removed collision from Walkway holograms when trying to place them.
Removed the term “DLC” from the Glitchwalkers Astropedia for consistency.
Fixed a crash when loading a save if it contains Terrain Anchors that were out of bounds.
Fixed an issue where players couldn’t walk on redeployed constructed Walkways if they removed the middle Walkway Post.
Fixed an issue where a Walkway can’t be redeployed if the player moves the middle Walkway Post out of range of the existing Walkways.
Fixed an issue where the Tether Dropper would not draw power.
Fixed an issue where if a player removed a middle Rail post between two other Rail posts that were in connection range of each other, the Railway would not redeploy.
Fixed an issue where players who had launched the game from the Xbox app on PC would visually display as PlayStation players, when they connected to the Dedicated Server.
Added tooltip subtitles for several Megatech items.
Fixed an issue which caused some saves to crash on loading the game if canisters were attached to a Megastructure Component Printer.
Fixed an issue in Creative Mode which gave the Mini Shuttle unlimited fuel even when the Unlimited Fuel option was disabled.
Legacy Issues
Fixed a legacy issue where large rail networks in multiplayer would stop functioning once they reached a certain level of rail connections.
Dev Note: This issue has been around for a while and has been a significant source of frustration for players. We're excited to get a fix out in players' hands and look forward to hearing your feedback!
Fixed an issue on PS5 where the suffocation vibration on controllers doesn’t stop when reconnecting to oxygen with Air Filters, Gateway Chambers/Engines or switching to Creative Mode. This also fixes the suffocation audio not stopping on all other platforms.
Fixed a set of issues that could occur when slotting small items onto vehicle Drills. As a result, the slots on Vehicle Drills are only output slots now.
Fixed an issue where Base Game custom game configs were shown in Glitchwalkers, and vice versa.
IMPROVEMENTS
Added a "Return" option that shows up when launching the Orbital Platform in case players want to cancel the launch and exit the planet selector.
Added a new secondary action onto the tooltip for the Construction Anchor Landing Pad which can recall loaded Anchors.
Added an On/Off function to the Auto Fertilizer.
[img src="{STEAM_CLAN_IMAGE}/10546736/96a02b30577ab6588aef0c5a0adf0f2b5eca06cb.png"]
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.
– Declan.
[img src="{STEAM_CLAN_IMAGE}/10546736/869547d570f6ca3bd7d370eedae07369cb0ad37b.jpg"]
Note: We're currently investigating some player reports over a couple of the items in the Patch Notes and have made some edits for awareness. Keep an eye on the Live Bug Tracker for updates.
Another month and another patch is out, bringing some notable improvements and a lengthy list of bug fixes. And before we get into it, we have some updates to share.
For starters, Megatech finally saw its release on the Nintendo Switch last week! This brought the platform back into parity with all others and added all of the patches released for the game since the original Megatech release. As we hoped, this seems to have been a much smoother release, and there are still further improvements to be made in these monthly patches. If you’re a Switch player, don’t forget to claim your free anniversary hat in the EXO Outfitters store!
Another thing worth highlighting is that we made a final update to the Megatech Troubleshooting Report. At this point, most of the work going into Megatech is related to either fixing bugs or making improvements in response to the community’s feedback. For bugs, we’ll continue to use the Live Bug Tracker, which we’re now using to also track legacy bugs present before the release of Megatech. We want to continue using this tool to give more transparency into the work we’re doing, but do consider that this isn’t a fully comprehensive list of every bug we’re working on, just the ones that get reported the most or will have the most impact on players.
As for addressing feedback and implementing more quality-of-life improvements, we’ll continue to share news as we make progress, as there’s plenty that’s still being worked on. The Megatech Troubleshooting Report is no longer a good place to address this simply because its information would quickly fall out of date without regular updates. For example, we listed the feedback we’d received over the high cost of Megastructure recipes, and we’re already addressing that in this patch.
Another feedback item we listed was related to the Megastructures themselves. In this patch, we also include some Megastructure improvements made in response to player feedback, like the changes to the Biodome’s Mega Oxygenator that makes it so now its perk can scale and completely negate suffocation planet-wide. Let us know what you think about these changes, we’re curious to hear your feedback and look forward to sharing more of what we’re working on!
[img src="{STEAM_CLAN_IMAGE}/10546736/1fa0ec6b6f1eae7c3146567569df92a17e3fff2f.jpg"]
MEGATECH CUSTOM GAMES
With this update we’ve added new Custom Game options to tailor your gameplay experience with Megatech content to your liking. These settings include:
Mega Printer Platforms & Megastructure Component Printers:
Ability to adjust the recipes for Megastructures and their Mega Modules, both in the number of ingredient types in recipes and the quantities of required ingredients.
Ability to adjust print speeds.
Intermodal Terminal:
Ability to set fuel in the integrated Hydrazine canisters to be infinite.
Orbital Platform:
Ability to adjust the limit to how many Mega Terrain Platforms can be chained together.
Ability to adjust the intensity of gravity on the Orbital Platform.
Biodome:
Ability to adjust the growth rates for plants in the Biodome.
Ability to adjust the wilting times and time for plants to die that are planted in the Biodome.
Museum:
Ability to adjust the requirements for donation milestones.
Note: Some Custom Game Modifiers can negatively impact performance and block access to parts of the game, including missions and items. Edit: This disclaimer refers to Custom Games in general, where some settings can affect the spawning rate of Mission items.
MEGATECH RECIPE REWORKS
We’re addressing the feedback that some Megastructure recipes were too costly, especially for Megastructures you can build multiples of like the Biodome or that have a function that’s dependent on having multiples like the Intermodal Terminal. We still want to ensure these construction projects represent a challenge while still being a worthwhile investment of resources, so we think these new values will strike a better balance, but please let us know what you think. We’ll be keeping a close eye on your feedback.
The following recipes have been changed:
Intermodal Terminal:
50 Resin (Down from 150)
20 Aluminum (Down from 30)
10 Ceramic (Down from 30)
5 Steel (Down from 15)
2 Titanium Alloy (Down from 5)
Biodome Stage 1:
100 Resin (Down from 250)
150 Organic (Unchanged)
30 Steel (Unchanged)
40 Glass (Unchanged)
40 Ammonium (Down from 100)
Biodome Stage 2:
100 Resin (Down from 150)
20 Graphene (Down from 25)
20 Aluminum Alloy (Down from 30)
75 Glass (Down from 150)
80 Nitrogen (Down from 160)
Biodome Stage 3:
150 Resin (Down from 300)
20 Rubber (Down from 30)
20 Plastic (Down from 30)
50 Glass (Unchanged)
Museum Stage 1:
200 Compound (Down from 300)
30 Copper (Down from 50)
30 Glass (Down from 50)
15 Silicone (Unchanged)
10 Titanium Alloy (Unchanged)
Museum Stage 2:
50 Compound (Unchanged)
30 Silicone (Unchanged)
30 Rubber (Unchanged)
20 Aluminum (Down from 30)
5 EXO Chip (Down from 10)
BUG FIXES
Megastructures
Fixed an issue that would cause the placement of Construction Anchors to mistakenly show as invalid despite being on valid terrain.
Fixed an issue where Megastructures were forced to be placed at the same elevation as the Construction Anchor. The preview hologram will now better match the terrain alignment it's placed on.
Fixed an issue that would cause the preview hologram of Construction Anchors to always display red if they were spawned but never picked up before saving and exiting the game, though this would get fixed by interacting with its buttons.
Fixed an issue that would prevent the preview hologram from displaying when picking up a Construction Anchor for the first time.
Fixed an issue that could cause a Construction Anchor to spawn upside down if the player wasn’t looking when it landed on the landing pad.
Fixed a multiplayer issue where the Megastructure Component Printer could fail to display a recipe and instead simply replace ingredient names with the word “Ingredient”.
DLS:
Fixed an issue that could cause the button prompt on the tooltip for the DLS Construction Anchor tubes to not display after saving, exiting, and reloading a game.
Fixed an issue that would allow resources to be slotted into the DLS Mega-Component Printer despite not being called for by a recipe.
Fixed an issue where non-host players in multiplayer were unable to load or unload Construction Anchors from the DLS with a controller using the prompted interaction button but were still able to do so with the trigger button.
Fixed an issue where the DLS model shown while the Megastructure is being printed was an older version of the final DLS model.
Intermodal Terminal:
Fixed a game crash that could be triggered by unpacking a shuttle on an Intermodal Terminal.
Fixed an issue with the Intermodal Terminal’s Rail Station Control Panel displaying the incorrect text string for its Tier Mode setting.
Fixed an issue that could cause resources in canisters slotted into an Intermodal Terminal’s integrated Rail Station to move to the shuttle on its associated landing pad even after moving the shuttle and canister off of the Intermodal Terminal.
Orbital Platform:
Fixed an issue preventing Repeaters and Power Sensors from drilling into the surface of the Orbital Platform.
Biodome:
Fixed an issue where using a Mega Deconstructor on a Biodome would leave behind all plants within standing. Now, plants turn back into seeds that can be recovered.
Fixed an issue where seeds could be planted in an occupied plot in the Biodome Expansion under certain circumstances.
Fixed an issue where some of the oxygen display lights on the outside of the Biodome would not light up correctly.
Museum:
Fixed an issue that would prevent players from claiming their rewards after reaching the third milestone in donating power or bytes.
Edit: We're receiving reports from players that this fix may not be working as intended. If this is the case for you, please reach out to our support team with a copy of your save file: [email protected]
Fixed an issue that was preventing Storm Data from being able to be donated as a resource for the Museum.
Fixed an issue where tapping the interaction key/button while holding the cursor over the Display Case Platform would also activate your Backpack’s auxiliary slot.
Fixed an issue where packaged Display Cases and Display Case Platforms didn’t display the correct icon.
Fixed an issue preventing Display Cases from being repackaged after unpackaging.
Fixed an issue preventing packaged Display Cases slotted into a platform from being unpackaged.
Fixed an issue where the tooltip that shows while holding the cursor over the Museum didn’t include the Museum icon.
Fixed an issue where the Galastropod collection could still be activated on a Display Case Platform if the displayed shells were consumed for research directly from the Display Case.
Miscellaneous
Fixed an issue that would mistakenly pop up the “Completed Megatech” message every time you enter the main menu for players who own the Megatech DLC.
Fixed an issue where Nubcap seeds could grow into Conepod plants.
Fixed an issue preventing platforms from attaching to the surface of the Unidentified Satellite and Sun Room.
Fixed an issue where Hydrazine Canisters slotted into a Shuttle’s Oxygenator slot would not refuel Hydrazine Thrusters if they were set to Enable Output.
Fixed an issue where players could get stuck indefinitely when trying to load into a game on dedicated servers.
Fixed an issue that could cause Wheezeweed vegetation to rapidly flicker in and out of view when approached.
Fixed an issue where packaged Melodic Mushrooms didn’t display the correct icon.
Fixed an issue where the Mega-Mini Training Shuttle could display a placeholder hologram in Creative Mode when selecting it in the research catalogue or while being printed.
Fixed a UI issue on the Xbox for PC App where the displayed keys/buttons to close an Astropedia entry would show the corresponding buttons for every platform.
Fixed an issue where the Power settings UI in a Custom Game’s configuration menu within the Astropedia would be slidable instead of static.
Fixed an infinite oxygen exploit.
Legacy Issues
Implemented a fix for a legacy issue where placing two or more Proximity Repeaters close to each other could prevent non-host players from rejoining a multiplayer game.
Implemented a fix for a legacy issue that could cause some players to not receive their final set of rewards for completing the Glitchwalkers final story mission.
Fixed a legacy issue where resources produced by a Portable Smelter that would later get moved over to an open slot would be missing their tooltip.
Fixed a legacy issue where the main menu's right-side panel would still show the Glitchwalkers DLC as “Not Owned” after buying the DLC.
Fixed a legacy issue where part of the Shelter handle was missing when seen through the opened hatch door window.
IMPROVEMENTS
Changed the functionality of the Biodome’s Mega Oxygenator so that its benefit now scales with the number of living plants planted within. A full Biodome will now provide a 100% reduction to the planet-wide suffocation rate. Plants planted in Biodome Expansions will also contribute to this scaling, but it cannot exceed 100%.
Updated Icon Signs so that now all icons will be mirrored on either side, so now you can use the arrow icons to give directions no matter where you look at them from.
Changed how Display Case Platforms work so that you can now stack perks with multiples of the same collection. The associated collection perk will have its effect increased for each active full collection, but the effect will have diminishing returns, with each new collection providing half the benefit of the last one.
Edit: We're receiving reports from players that collection perks may not be working as intended and are currently investigating.
Added the power consumption rates to tooltips for Display Case Platforms with full collections.
Added collision to the yellow railings around the edges of the Orbital Platform for added safety, but you can still jump over them.
Made changes to how Megastructures get placed down so that they now clear all foliage and debris, making them easier to deploy.
Made improvements to the UI of the Megastructure Component Printer’s Control Panel.
Added new icons for packaged Megatech items.
Changed the color of the Megatech icon next to save files to be light blue instead of the previous magenta.
Made various animation improvements.
KNOWN ISSUES
The following issues were identified late into the review process for this update and will be addressed in our next patch in April.
In multiplayer, when a player places a Walkway post and then quick stows it to their backpack, collision will remain for non-host players. This can be reset by saving and reloading.
The Simulated Aquarium is no longer showing in the Research Catalog, preventing players from unlocking it or placing it down in Creative Mode unless through the use of a Small Printer Cheat Plinth. If you’ve already unlocked it, then it can still be printed as normal.
[img src="{STEAM_CLAN_IMAGE}/10546736/96a02b30577ab6588aef0c5a0adf0f2b5eca06cb.png"]
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.
[img src="{STEAM_CLAN_IMAGE}/10546736/72ce165317ebd0a272e8624b2bbbc0d1e1d97faa.jpg"]
The February patch is now available, and we have a sizeable list of fixes and improvements for you to review in the patch notes below.
And while you’re here, we also have some more news to share. For starters, work is already underway for the March patch, and with this one we’ll start trying to address not just recent issues in the game but also legacy ones that have been around for some time. It’s worth noting, however, that one reason these legacy issues have stuck around for so long is that they are tricky to figure out. Some of these fixes might end up making it into later patches, but we still thought it worth sharing that work is underway.
We’re also working on getting some quality-of-life improvements into the game, as we’ve communicated previously. These should trickle out over the coming months, and we already have a lengthy list of ideas thanks to everyone sharing their feedback and suggestions, so big thanks to you all! We won’t be able to get the whole list implemented into the game in the short term, but we have high hopes that you’ll like what we’re focusing on first, and we know where to focus on in the future.
And lastly, for our Nintendo players wondering when the Switch port will get some love, I can confirm Megatech and all our patches since its release will be going out for the Switch later this same month (though a tad later for Asia). And I do want to highlight that all of the fixes that have gone into the game since the Megatech release will be available at launch. We still have some more bugs to squash, but this should be a much smoother launch experience.
BUG FIXES
Megastructures
DLS:
Fixed an issue that could prevent printing a Construction Anchor Landing Pad from the DLS Mega Component Printer if resources were slotted in the output slots.
Fixed an issue with the DLS where slotting an Orbital Platform package into its launch tube, exiting the game, and reentering would display the launch tube’s status light as green when it should be blue.
Intermodal Terminal:
Fixed an issue where the integrated fuel canisters of the Intermodal Terminal would not be removed and become non-interactable when destroying the Intermodal Terminal with a Mega-Deconstructor. Any previously leftover canisters can be removed by destroying them with Dynamite.
Fixed an issue that could cause shuttles on the Intermodal Terminal to become duplicated in multiplayer games.
Fixed an issue where client players on dedicated servers might not be able to interact with and use the Intermodal Terminal as intended.
Fixed an issue that would cause shuttles to lose launch functionality after placing them on the Intermodal Terminal, entering & exiting them, and removing them from the Intermodal Terminal.
Orbital Platform:
Fixed a couple of issues where plants that were planted on to the soil of the Orbital Platform’s Mega-Terrain Platforms could not be dug up and would persist when removing the Mega-Terrain Platform module.
Fixed an issue where saving and exiting while in mid-flight on a stage 3 Orbital Platform would disable and prevent flight upon reloading the game.
Fixed an issue that would cause plants that aren’t fully grown and planted on to the soil of the Orbital Platform’s Mega-Terrain Platforms to teleport away when dug up.
Fixed an issue with a gap in the floor of the Orbital Platform that players could fall through.
Fixed an issue where increasing the flight speed in Creative Mode would not apply to flight on the stage 3 Orbital Platform.
Fixed an issue where teleporting too many items that fell off the side of the Orbital Platform could get stuck in the air and burst into multiple directions when attempting to retrieve any of them.
Biodome:
Fixed an issue where Nubcap plants wouldn’t drop Mega Seeds when harvested in the Biodome.
Fixed an issue where a Biodome’s Auto Harvester could place harvested items into a fixed space in the air in the middle of Biodome Expansions.
Museum:
Fixed an issue preventing Display Case Platforms from being repackaged.
Construction Anchors:
Fixed an issue where there was missing text in the tooltip for the Construction Anchor’s deployment button.
Fixed an issue preventing players from exiting a Construction Anchor’s control panel by hitting the escape key on their keyboards.
Fixed an issue where players could interfere with resources being used by a Mega-Printer Platform while printing.
Made some improvements to multiplayer experience with Construction Anchors.
Miscellaneous
Corrected the storage capacity of pre-existing Large Fluid & Soil Canisters and Large Gas Canisters to match the new increased values introduced with Hotfix 3.
Note: If this doesn’t show correctly at first, then reloading your save file should display it correctly. Trying to store or withdraw items from the canister might also work.
Fixed an issue where gravity wasn’t working properly for items in the Sun Room or the Unidentified Satellite.
Fixed an issue where a partially loaded world could be seen briefly when loading into a save file or saving and exiting.
Fixed an issue where all save files on dedicated servers would have the Glitchwalkers icon next to them.
Fixed an issue causing players to be kicked out of dedicated servers when attempting to claim a mission reward if they didn’t own the Glitchwalkers DLC.
Fixed an issue where it would fail to show the Megatech DLC as being owned on the starting Main Menu’s right-side panel for players on Xbox and the Xbox PC App.
Fixed an issue where storing Conepod seeds into any container would return them as Nubcap seeds when withdrawn.
Fixed the animation and sound effects that play for unpackaging a Construction Anchor.
Fixed a typo in the unlock description for the Haywire mask cosmetic.
Fixed additional game crash instances.
IMPROVEMENTS
Made improvements to the eligibility of compatible items for the Museum’s Display Case collection. For example:
Now, any different mineral researchable item per planet will count towards the Medium Research Item collection.
Note A: The collection tooltip might not display the updated new list of compatible items right away. If this is the case, try removing the Display Cases and placing them back on.
Note B: Some pre-existing collections might now have more of certain items than needed. If collections aren’t registering correctly, try removing the collection items and placing them back on as requested by the tooltip.
Added locking functionality to the Museum’s Display Case Platforms.
Made some tweaks and improvements to the sounds, colors and interactions of the Musical Mushroom, including the ability to activate them with target pins.
Updated the visuals of wilted plants and added a pulsating effect for fully grown plants in the Biodome.
Made additional improvements and added polish to some Megatech art assets, including power visualization for megastructures, adding collision where it was missing, animation improvements, and more.
UNDER INVESTIGATION
Some of the issues we’re tracking have proven to be trickier to figure out than others, so we’ve created a new channel in our Discord server to help gather more information. The channel is called #bug-investigations, and if you’re running into either of these high-profile bugs, please share your information with us.
Bug Number 1337: The DLS can fail to launch one of the Orbital Platform packages and get locked into a state of "Launch in progress" which stops it from deploying more Construction Anchors.
We believe this patch should significantly reduce the likelihood of this issue occurring, so if you run into this issue after Patch 1.37.4, please join the #bug-investigations channel and share your report.
Bug Number 1335: Specific save files on both Xbox consoles and the Microsoft Store/Xbox App for PC are not saving properly, resulting in lost progress.
[img src="{STEAM_CLAN_IMAGE}/10546736/96a02b30577ab6588aef0c5a0adf0f2b5eca06cb.png"]
Keep an eye out on the Megatech Troubleshooting Report for the latest news on emerging issues, fixes, and the state of the game. And if you run into a bug, have a look at our Megatech Live Bug Tracker to check if it’s there. Please send us a bug report to [email protected] if you don’t see it (or if we’re requesting more info). We’re keeping these up to date as we have more information to share.
– Honourael.
UPDATE: Looks like we missed a few more fixes that went into this Hotfix and weren’t noted here when we initially shared these Patch Notes. The previously unlisted fixes have been added in italics to better help distinguish them.
Hello everyone! I hope you all had a great holiday season.
We’re starting the year with a new hotfix tackling more Megatech bugs, and we’re already making good progress for the next patch in February.
For some context, before the end of the year we shared a message to the community with insight into our plans for ASTRONEER in 2026. We stated that for the first half of this new year we’re committing to monthly updates focused on bug fixes and quality-of-life improvements to the game. You should see more of the latter after the first couple of patches this year, since we already had some prior work in progress towards this hotfix and the update that will be coinciding with the release of Megatech for the Switch.
In the meantime, if you have other issues that you want to report that you don’t see on the Megatech Live Bug Tracker, please send us an email at [email protected] so we can get a ticket started to keep track of it. Please include as much info as possible, including which platform you play on, your in-game username, and a description of the problem encountered.
BUG FIXES
Megastructures:
Fixed an issue where attempting to pick up a Display Case from a Museum’s Display Case Platform with four Display Cases and a partial collection would cause a game crash.
Fixed an issue that could cause players exiting from a Shuttle on an Intermodal Terminal’s landing pad to be placed under the Intermodal Terminal.
Fixed an issue where the indicator light of a DLS launch tube with a loaded Construction Anchor would revert from blue back to green after exiting the game and reloading.
Fixed a frame drop that would occur when launching or obtaining specific Construction Anchors from the DLS.
Fixed an issue that could cause the DLS to get stuck with a second Museum Construction Anchor in its launch tube after already receiving a first Museum anchor. This could also prevent the Orbital Platform anchor from being launched.
Fixed an issue that prevented Museum collection perks from activating for Museums built on the Orbital Platform.
Fixed an issue where items slotted into certain slots near the Orbital Platform’s thrusters would flip sideways.
Fixed gaps in the Orbital Platform’s collision mesh that could cause players to fall through the floor.
Fixed an issue where the caging around the Orbital Platform’s thrusters could be misaligned and rotated over the ring platform instead.
Fixed an issue that could cause fallen items on the Orbital Platform to be teleported above it and stay stuck there or get scattered.
Fixed an issue where players who exited the game while in orbit of the Orbital Platform would reload into the game without being able to interact with anything.
Fixed an issue where some Target Pins in the Intermodal Terminal couldn’t be segmented or attached to anything.
Fixed an issue where saving and exiting a game while being inside a shuttle on one of the Intermodal Terminal landing pads could make it so that, after reloading that game file, exiting that shuttle would place you at the bottom of the Intermodal Terminal and be stuck.
Fixed an issue that could cause wireframes to be visible around Medium Storages attached to a Biodome.
Improved the wording of the “Light Bloomer” Biodome Mission to be clearer.
Fixed an issue where the Megastructure Component Printers would continue to make printing sounds despite being unpowered.
Miscellaneous:
Fixed an issue that could cause Packagers to delete the packaged item and become stuck in mid-air without being interactable.
Fixed an issue where Solid Fuel Thrusters could disappear from a Shuttle after running out of fuel, rather than leaving behind scrapable debris.
Fixed an issue where Stacked Platforms would not adjust their height to accommodate certain storage modules.
Made improvements to the functionality of the Musical Mushroom. Now it will cycle through musical tones upon activations, with different colored lighting per tone. It also changed from “Hold to Interact” to a single tap activation and will now be activated by Target Pins from other modules.
Fixed an issue where the tones of the Musical Mushroom could become out of sync between players on multiplayer.
The Musical Mushroom has been removed from the Creative catalogue for accounts without the Megatech DLC.
Fixed an issue where the walkable surfaces of Walkways could be left behind for clients on multiplayer after stowing them.
Fixed a missing text string in the research settings for Custom Games.
Added the Large Gas Canister and Large Fluid & Soil Canister to the list of printable items for legacy printers.
Fixed an issue where resources in the output slot of the Extra Large Resource Canister appear very tiny and are nearly impossible to interact with.
Fixed an issue where Icon Signs would be slightly offset when slotted into T1 slots.
Fixed an issue where the cursor for the Drill and Paver were casting a shadow.
[img src="{STEAM_CLAN_IMAGE}/10546736/96a02b30577ab6588aef0c5a0adf0f2b5eca06cb.png"]
Keep an eye out on the Megatech Troubleshooting Report for the latest news on emerging issues, fixes, and the state of the game. We’ll keep it up to date as we have more information to share.
– Honourael.
Once again, thanks so much for your feedback and bug reports! We chased down several fixes today that were reported by the community. If you run into new bugs or issues that you want to report, shoot us an email at [email protected] and we can get a ticket started to track it! Hotfix 1 & 2 will be deployed to consoles in the coming days.
We do want to call out once again - We do not officially support mods, so if you have used them on any of your old saves, you are likely to crash. We are a small team and will not be able to fix that for you, so please don't inundate the support line with reports on modded saves. We recommend installing fresh and starting a new save if you want to enjoy the content and use mods at your own risk! NOTE: This version will break crossplay compatibility for dedicated servers while we wait for this patch to pass certification on consoles. Steam players should be unaffected.
BUG FIXES
Fixed a memory leak associated with seeds from previous LTEs, because some of you had way too much Resipound.
Fixed Multiplayer limit bug, you are now allowed to have more than 3 friends.
Fixed the mission that triggers when you purchase the DLC, confirming your purchase.
Pardon Our Dust hat reward should trigger with the correct mission now.
Fixed a bug where canisters on the Megaprinter needed to be set to output to start the print process. (DO NOT MOVE CANISTERS WHILE THE PRINT IS HAPPENING!)
We will be keeping our ear to the ground this weekend and tracking more issues down, so don't be afraid to share with us on Discord! We are tracking known issues here: https://blog.astroneer.space/p/megatech-troubleshooting/
discord.gg/Astroneer
-jt
Thanks for all of the feedback today, we prioritized several fixes in this Day 1 patch that were the most reported! Keep the feedback coming and hit us up at [email protected] with any new bugs you are seeing. These fixes will be deployed to consoles in the coming days.
We do want to call out one thing - We do not officially support mods, so if you have used them on any of your old saves, you are likely going to crash. We are a small team and will not be able to fix that for you, so please don't inundate the support line with reports on modded saves. We recommend installing fresh and starting a new save if you want to enjoy the content and use mods at your own risk! NOTE: This version will break crossplay compatibility for dedicated servers while we wait for this patch to pass certification on consoles. Steam players should be unaffected.
BUG FIXES
Fixed multiplayer crash caused by the Terrain Tool.
Fixed walkways not existing even though they existed.
Fixed incorrect tooltip on Walkway.
Fixed Reward string localization.
Fixed the Mega-Mini Asteroid voxels flickering on consoles.
Fixed the byte milestone on the museum having the wrong value.
Fixed the Research collection on the Display Cases, and added the Seed collections.
Added a missing cosmetic for the DLS, and retroactively gave it to players that didn't receive it.
Fixed a crash with the Biodome.
Added the DLS Anchor to the creative catalog (you can spawn anchors via the DLS for the other Megastructures).
Fixed a crash when loading a save with seeds in a specific slot in the Biodome.
Fixed certain cases of partial nuggets with the Museum.
Prevented Megastructures, Megamodules, Mega Component Printer from being destroyed by Dynamite.
Fixed an exploit caused by building the Intermodal Terminal and then the Orbital Platform not adding entitlement to the save.
We are continuing to work through things as they come in, this is the biggest update we have ever shipped so we appreciate everyone's patience while we continue to hotfix issues!
UPDATE: If you're encountering issues following this update, please review the Troubleshooting Report for the latest information on emerging issues and incoming fixes.
Modding Disclaimer: We do not officially support mods, so if you have used them on any of your old saves, you are likely going to crash. We recommend removing all mods and starting a new save if you want to enjoy the content.
Today finally marks the release of the long-awaited Megatech update! There’s a lot of content packed into this one, even beyond all the content pertaining to the new DLC. Speaking of which, that’s a good place to start.
Note: Our Nintendo Switch release for this update will arrive in early 2026. We’ll share an update once we have more to share.
The following is an exhaustive list of the changes and new content being added to the game. Steer clear if you’d prefer to go in blind and discover everything for yourself.
Megatech DLC
Those who bought the new expansion and completed the pre-requisite missions will be welcomed by a new Mission in their log, where a new virtual assistant by the name of Beepy will walk you through the steps to unlock the exciting new Megastructures technology of Megatech! Give this guide a look to ensure you’ve progressed enough to get started.
New Mission lines have been added to guide Astroneers through unlocking all of the new Megastructures.
New Megastructures
The following three Megastructures are exclusive to the DLC.
[img src="{STEAM_CLAN_IMAGE}/10546736/851ece7afb9880ff467f8dd2ff0fee4ac533babd.jpg"]
Orbital Platform: Space-based observation and science platform developed by the Vastar Infrastructure Research Institute. A Megastructure that can be launched to orbit a planet of choice, offering a vast ring-shaped build space with special conveniences and the MEGA-Mini Asteroid at its center. You only get one, so choose wisely, it's not an easy thing to move around. Features:
Gravity: This remains consistent throughout the top side of the platform, even when you jump onto the Asteroid. Walking off the edge will result in falling into space, but you’ll be safely recovered and placed right back.
Power & Oxygen: The orbital platform contains its own oxygen supply, so no tethers are needed here. As for power, you’ll need to provide that, but there are convenient cable ports through the whole platform to help distribute power.
Megaception: With a few limitations, you can build other Megastructures on top of the Orbital Platform, as long as you build it on the ring itself. Just keep in mind that some Megastructures are limited to either just one or one per planet.
Orbital Relocation: You can spend Astronium as fuel in order to move the Orbital Station into orbit of another planet if you change your mind.
MEGA-Mini Asteroid: An Asteroid of pure soil that can be infinitely reshaped into one of various shapes: Asteroid in two different variants, Sphere, Donut, Flat Platform, Resin and Compound.
Upgrade Stages: Upgrading the Orbital Platform to Stage 2 adds a Megastructure Component Printer. Stage 3 unlocks free flight on the Orbital Platform, even in Adventure Mode.
Megastructure Component Printer: A Stage 2 Orbital Platform will have the ability to print Construction Anchor Landing Pads and its associated Mega Module, the Mega-Terrain Platform.
Orbital Platform Mega-Modules:
Mega-Terrain Platforms: Can be placed on the edge of the Orbital Platform or another Mega-Terrain Platform to extend the edge with flat platforms made of terrain.
[img src="{STEAM_CLAN_IMAGE}/10546736/63c20e134e85ff0f7b8b68842949b2bbdd294537.jpg"]
Biodome: A peaceful place to plant and harvest plants. Automate the process and gain planetary buffs. Only one per planet. Features:
Seed Harvest: Biodome harvests are a bit different compared to what you get out in the wild. Instead of Organic, you can harvest Seeds from most regular plantable plants in the Biodome (excluding hazardous plants, LTE Plants and Fractal Roses). Plants will require more care and attention, but their yields will be greater. Seeds are a resource that plays into one of the Museum’s Donation Station rewards.
Rare Drops: There’s a small chance for harvested plants in the Biodome to drop extra goodies for you to discover. Only the newly added seeds are capable of this (more info on the new seeds further down in the free content section).
Upgrade Stages: Upgrading the Biodome to Stage 2 adds the Mega-Grow Lamp, which boosts plant growth rate within the Biodome. Stage 3 adds a Megastructure Component Printer.
Megastructure Component Printer: A Stage 3 Biodome will have the ability to print its associated Mega Modules, listed below.
Biodome Mega-Modules:
Auto-Planter: Automatically plants seeds in the Biodome from canisters attached to it.
Auto-Fertilizer: Automatically applies fertilizer to plants in the Biodome periodically. Fertilized plants retain the “fully grown” state longer. Uses Organic.
Auto-Harvester: Automatically harvests plants in the Biodome. Prioritizes fully grown plants. Harvested items will fill attached storage canisters if available.
Biodome Expansion: Expands the biodome with more planting space and an additional Mega Module slot. Up to five of these can be added.
Resource Pod: Allows the installation of canisters on the Biodome to grant it storage options for automation operations like harvesting and planting.
Mega Oxygenator: Provides a planet-wide buff that slows down suffocation rate.
[img src="{STEAM_CLAN_IMAGE}/10546736/88f8b8d3b08e6ec0b3cfbbaef9c60cb70e813826.jpg"]
Museum: A Megastructure that provides rewards in exchange for donations of resource nuggets, power, bytes, and seeds. The advanced model of the Museum also allows Astroneers to display collections of items in themed groups for rewards. You only get one, so think twice before you place it. Features:
Donation Stations: Donate spare Research Bytes, Power, Resources, and Seeds that can unlock valuable and unique rewards as you reach their milestones. Holographic displays at the center will grow to display your donations.
Donation Perks: Reaching the final milestone for each donation station provides helpful perks that boost your Astroneer kit. Each active perk consumes 5 U/s, and the boosts will decrease in effectiveness proportionally if underpowered.
Research Bytes grant increased Backpack power recharge speed.
Power grants increased Backpack power capacity.
Resources grant increased Terrain Tool drill speed.
Seeds grant increased Backpack oxygen tank capacity.
Collection Perks: Place your collections into themed Displays in order to unlock unique perks. Only one type of collection can be held on a single themed Display Case Platform with a full collection, otherwise items will be dropped from their Cases. Each active perk consumes 5 U/s, and the boosts they provide will decrease in effectiveness proportionally if underpowered.
A full collection of LRDs grants increased soil use efficiency.
A full collection of Composite Resources grants increased effectiveness against hard terrain.
A full collection of Hazardous and Harvestable Seeds grants increased run speed.
A full collection of the Mega Seed variants of the newly introduced seeds grants increased jump height.
A full collection of Galastropod Shells grants increased rover speed.
A full collection of Medium Research Items grants increased research speed.
A full collection of Chess Pieces grants increased print speed.
Upgrade Stages: Upgrading the Museum to Stage 2 unlocks the ability to display collections of items in themed groups for unique perks.
Megastructure Component Printer: A Stage 2 Museum will have the ability to print its associated Mega Modules, listed below.
Museum Mega-Modules:
Display Case Platform: Can be placed on terrain around the Museum and connected back to it with Walkways. Fill with appropriate collection items to gain access to the Display Case’s reward. You’ll be able to toggle Collection Perks on and off for full collections on a Platform by interacting with it.
Display Cases: Offering a place to display your collection of curios and oddities, you can print a Display Case for small items or a Case for medium items, which can be slotted on to the Display Case Platform.
[img src="{STEAM_CLAN_IMAGE}/10546736/9707d0198829cea82e140569cdd78a5b0198480b.jpg"]
DLC Rewards
Each Megastructure has its own Mission line with its own rewards:
Orbital Platform: Launching the Stage 1 Package for this Megastructure will reward you with the “Cosmopolitan” palette, shown above.
Biodome: Planting and successfully harvesting your first plant on a Stage 2 Biodome will reward you with the “Under the Sun” hat, shown above. Completing the Mission line will also unlock the whimsical Melodic Mushroom, which plays a tone when activated or bumped into it.
Museum: Completing the final milestone for all four of the Museum’s Donation Stations will reward you with the “Tableau” visor, shown above.
All Megatech Missions: Completing all Megatech Missions will reward you with the “Haywire” mask, shown above.
[img src="{STEAM_CLAN_IMAGE}/10546736/ec187e96698a5c85ba4d2f7b08060bac50f63d98.jpg"]
Deluxe Edition Cosmetics
Those who purchase the ASTRONEER: Megatech – Deluxe Cosmetic Pack will unlock the following set of cosmetics:
Jewel Case Palette
En-Ambered Visor
Gear Shift Mask (With rotating gears!)
[img src="{STEAM_CLAN_IMAGE}/10546736/96a02b30577ab6588aef0c5a0adf0f2b5eca06cb.png"]
Megatech Free Update
All ASTRONEER players will gain access to the following new content.
The initial Megatech Missions that walk you through building the Distribution Launch System and subsequent Missions to build the Intermodal Terminal will be available for all players.
[img src="{STEAM_CLAN_IMAGE}/10546736/e4905998d4387da06f2110d11d7edeadcb218d85.jpg"]
New Megastructures
The following two Megastructures are included in the Free Megatech Update.
Intermodal Terminal: An interplanetary transportation facility where cargo from trains can be transferred to automated shuttles, allowing for the automation of moving resources between planets. Only one per planet, including the Orbital Platform. Features:
Landing Pads: Labeled A, B, and C, each pad has its own control panel, allowing you to set its respective shuttle “Loading Mode”, an “Automation Mode” in case you want to set it to manual, and a “Destination”. A shuttle launching from one pad will land on another under the same letter label.
Integrated Rail Stations: Each Pad has its own attached rail with automation controls for loading and unloading resources to their respective shuttles. No auto-arms needed; resources will be moved until they fill up their available space.
Fueling: Each Pad has an integrated Large Fluid & Soil Canister slot for holding Hydrazine to refuel your Shuttle’s Hydrazine Thrusters.
Distribution Launch System (DLS): A Megastructure that enables the construction of other Megastructures via Construction Anchors it can launch to locations near and far. You only get one, so think twice before you place it. Features:
Construction Anchors: A deployable Megastructure construction kit. These are launched from the DLS to anywhere in the system that you want to build a Megastructure in. Once deployed they unfold into a Mega-Printer Platform.
Mega-Printer Platform: Platform for the Mega-Printer Drones. Provide canisters of resources on platform slots for Drone Printing to commence on the site marked by the Construction Anchor. They will only initiate once all resources are provided.
Megastructure Component Printer: The DLS already comes fitted with its own printer in order to be able to print Construction Anchors Landing Pads.
Construction Anchor Landing Pad: Destination for Construction Anchors. Place at the desired location and activate a button to call a Construction Anchor from the DLS.
[img src="{STEAM_CLAN_IMAGE}/10546736/b60b68ac7a61792d75bc49920fbf8f4c8bebd2b3.jpg"]
Megatech Rewards
Completing the Megatech Missions associated with the DLS and Intermodal Terminal, included in the Free Update, will grant the following rewards.
*DLS: Completing these Missions will reward you with the “Pardon Our Dust” Hat, shown above.
Intermodal Terminal: Completing these Missions will reward you with the plans for printing the Mega-Mini Training Shuttle, a personal shuttle that consumes less fuel at the expense of lacking any cargo capacity.
Mega-Deconstructor: Unlocked after printing the DLS. Destroys Megastructures and Mega-Printer Platforms. WARNING: Resources not refunded.
*Check the Known Issues section for more information.
New Items
The following items have been added to the base game, unlockable in the traditional way through research.
Tether Dropper: Deploys tethers from storage slots at regular intervals.
Icon Sign: Small Drillable Item. Choose an icon to display from icon collection in item’s list. It has almost 30 different icons to choose from.
Large Gas Canister: Holds more than a substantial amount of gas.
Large Fluid & Soil Canister: Holds more than a substantial amount of fluid or soil.
Walkways: Creates and extends walkways that transfer power and oxygen. Can tunnel through terrain like rail posts.
New Decoration Items: A set of 7 new decorative items that can be used to spruce up your base. These include:
Snow Globe: Small slot Decorative Item. A space souvenir.
Ship in a Bottle: Small slot Decorative Item. How did they get that in there?
Model Planet: Small slot Decorative Item. It’s like a planet, but smaller. It can be cycled to change its appearance to that of any of the 7 different planets in the game, excluding Aeoluz.
Robo Bonsai: Small slot Decorative Item. A soothing simulation of a plant that glows and grows over time.
Lava Lamp: Small slot Decorative Item. Can change colors and effects for more groovy results. Cycle to change colors to either yellow, green, or magenta.
Helmet Lava Lamp: Small slot Decorative Item. When arts and crafts time goes too far and spare helmets are lying around. It can be cycled to change colors to either yellow, green, or magenta.
Simulated Aquarium: Medium slot Decorative Item. Now with Robo Fish! No water required.
New Features & Changes
The following changes and additions have been added to the base game.
New Plantable Plants: A set of 7 new plants you can grow and harvest have been added to the game. These are best suited to the Biodome but can also be planted normally. The new plants include: Nubcap (Glacio), Arctichoke (Glacio), Bubbulb (Desolo), Dewtrunk (Atrox), Conepod (Calidor), Hornstalk (Vesania), and Finwheel (Sylva).
Encumbrance walk speed has increased. This means you’ll generally walk a bit faster while carrying a large object.
EXO Chips and Seeds have been added to the list of resources that can be contained in Resource Canisters.
Train stations can now be set to pull items off of trains based on size tier.
UI Changes
The UI for the game’s Main Menu has undergone some small changes.
The Main Menu UI has had the Quit button moved to a separate panel on the right of the screen. This right-side panel has two new tabs for showing the News Widget and another for listing Players in Session.
[img src="{STEAM_CLAN_IMAGE}/10546736/297809c83881cd01bf1de17819ac06c99abb06c9.jpg"]
PS5 Port Now Available
It’s been a long time coming, but the official PS5 Port of ASTRONEER is finally here. This version includes the following features:
Added support for 4K resolution and HDR displays.
Added higher framerate support with 60 FPS.
Added Advanced Haptics along with Lightbar and Audio interactions for controllers.
Upgrading from PS4 to PS5
If you already own the PS4 version, then you can upgrade to the PS5 version for *free! This upgrade won’t happen automatically; it’s an option you can opt into by following the steps on this guide. After upgrading to the PS5 version you’ll be able to import your PS4 save files by selecting the option “Import PS4™ Console Save”, listed under the Saved Games menu.
*The only exception is for players in Japan, due to local regulations.
Engine Upgrade
The game has undergone an engine upgrade. This is a necessary part of maintaining parity across multiple platforms.
Known Issues
The following issues have been identified and will be targeted for fixes in upcoming patches.
Orbital Platform:
Rail Posts and Walkways are unable to connect as intended on the Orbital Platform’s ring. They work as intended on the MEGA-Mini Asteroid and the Mega-Terrain Platforms.
Some items that fall off the edge of the Orbital Platform and get teleported back on can sometimes stay afloat and hidden.
If a large number of items are teleported back on to the Orbital Platform they can get stuck inside each other.
If a player saves their game while in flight on a Stage 3 Orbital Platform, they will not be able to fly upon reloading that save file, causing the player to fall from where they last saved. This can be reset by entering and exiting a vehicle or by player death.
Museum:
Neither of the Seed collections are currently registering correctly when placed in the Museum’s Display Cases, making their collection perks unavailable.
Creative Mode:
The DLS Construction Anchor is currently not available in the Creative Mode catalogue.
The Melodic Mushroom can be found in the Creative Mode catalogue, regardless of owning the Megatech DLC. This is meant to be a Megatech DLC reward and will be amended in an upcoming update.
Rewards:
The “Pardon Our Dust” Hat rewarded for completing the DLS missions is unavailable at launch. It will be enabled in an upcoming patch and retroactively be awarded to anyone who completed its associated missions.
Miscellaneous:
The Icon Sign isn’t listed in the Small Printer recipes after unlocking it.
Most Megastructures and their components are unintendedly destructible via Dynamite. This is capable of causing permanent damage to the Orbital Platform or soft locking you out of rebuilding the DLS.
Compiled Hotfix Patch Notes
Fixed multiplayer crash caused by the Terrain Tool.
Fixed walkways not existing even though they existed.
Fixed incorrect tooltip on Walkway.
Fixed Reward string localization.
Fixed the Mega-Mini Asteroid voxels flickering on consoles.
Fixed the byte milestone on the museum having the wrong value.
Fixed the Research collection on the Display Cases, and added the Seed collections.
Added a missing cosmetic for the DLS, and retroactively gave it to players that didn't receive it.
Fixed a crash with the Biodome.
Added the DLS Anchor to the creative catalog (you can spawn anchors via the DLS for the other Megastructures).
Fixed a crash when loading a save with seeds in a specific slot in the Biodome.
Fixed certain cases of partial nuggets with the Museum.
Prevented Megastructures, Megamodules, Mega Component Printer from being destroyed by Dynamite.
Fixed an exploit caused by building the Intermodal Terminal and then the Orbital Platform not adding entitlement to the save.
Fixed a memory leak associated with seeds from previous LTEs, because some of you had way too much Resipound.
Fixed Multiplayer limit bug, you are now allowed to have more than 3 friends.
Fixed the mission that triggers when you purchase the DLC, confirming your purchase.
Pardon Our Dust hat reward should trigger with the correct mission now.
Fixed a bug where canisters on the Megaprinter needed to be set to output to start the print process. (DO NOT MOVE CANISTERS WHILE THE PRINT IS HAPPENING!)
Fixed an issue on Xbox and the Microsoft Store where content would not unlock correctly if you purchased the Glitchwalkers and Megatech bundle. This fix should retroactively unlock the content. Please email our Support team if the issue persists.
Fixed an issue preventing PS4 save files from being imported to the PS5 version of the game in regions outside of the Americas. For anyone else finding trouble with importing save files from the PS4 to the PS5, please consult this guide.
Fixed an issue where attempting to cancel a print on a Mega-Component Printer could result in the creation of unremovable partial nuggets.
Fixed an issue where attempting to cancel a print on a Mega-Component Printer could result in losing all resources and canisters attached at the time of the print.
Fixed a handful of DLC ownership related issues that occurred in multiplayer games.
Fixed an issue where the Biodome’s Mega-Oxygenator could lead to consuming more oxygen than intended.
Fixed an issue where slotting a small soil canister on to the Resource Donation Station of the Museum or removing it could cause a crash.
Fixed an issue where trying to pick up a canister slotted to the Museum while donating resources could cause a crash.
Fixed an instance of the game crashing shortly into loading a game save file.
Fixed an issue that prevented some players from being able to build the Stage 3 for the Biodome.
Fixed an issue where the Mega-Modules in a Biodome would stop working after reloading a save file unless they were removed and re-slotted into the Biodome.
Fixed an issue where attempting to pick up a Display Case from a Museum’s Display Case Platform with four Display Cases and a partial collection would cause a game crash.
Fixed an issue that could cause players exiting from a Shuttle on an Intermodal Terminal’s landing pad to be placed under the Intermodal Terminal.
Fixed an issue where the indicator light of a DLS launch tube with a loaded Construction Anchor would revert from blue back to green after exiting the game and reloading.
Fixed a frame drop that would occur when launching or obtaining specific Construction Anchors from the DLS.
Fixed an issue that could cause the DLS to get stuck with a second Museum Construction Anchor in its launch tube after already receiving a first Museum anchor. This could also prevent the Orbital Platform anchor from being launched.
Fixed an issue that prevented Museum collection perks from activating for Museums built on the Orbital Platform.
Fixed an issue where items slotted into certain slots near the Orbital Platform’s thrusters would flip sideways.
Fixed gaps in the Orbital Platform’s collision mesh that could cause players to fall through the floor.
Fixed an issue where the caging around the Orbital Platform’s thrusters could be misaligned and rotated over the ring platform instead.
Fixed an issue that could cause fallen items on the Orbital Platform to be teleported above it and stay stuck there or get scattered.
Fixed an issue where players who exited the game while in orbit of the Orbital Platform would reload into the game without being able to interact with anything.
Fixed an issue where some Target Pins in the Intermodal Terminal couldn’t be segmented or attached to anything.
Fixed an issue where saving and exiting a game while being inside a shuttle on one of the Intermodal Terminal landing pads could make it so that, after reloading that game file, exiting that shuttle would place you at the bottom of the Intermodal Terminal and be stuck.
Fixed an issue that could cause wireframes to be visible around Medium Storages attached to a Biodome.
Improved the wording of the “Light Bloomer” Biodome Mission to be clearer.
Fixed an issue where the Megastructure Component Printers would continue to make printing sounds despite being unpowered.
Fixed an issue that could cause Packagers to delete the packaged item and become stuck in mid-air without being interactable.
Fixed an issue where Solid Fuel Thrusters could disappear from a Shuttle after running out of fuel, rather than leaving behind scrapable debris.
Fixed an issue where Stacked Platforms would not adjust their height to accommodate certain storage modules.
Made improvements to the functionality of the Musical Mushroom. Now it will cycle through musical tones upon activations, with different colored lighting per tone. It also changed from “Hold to Interact” to a single tap activation and will now be activated by Target Pins from other modules.
Fixed an issue where the tones of the Musical Mushroom could become out of sync between players on multiplayer.
The Musical Mushroom has been removed from the Creative catalogue for accounts without the Megatech DLC.
Fixed an issue where the walkable surfaces of Walkways could be left behind for clients on multiplayer after stowing them.
Fixed a missing text string in the research settings for Custom Games.
Added the Large Gas Canister and Large Fluid & Soil Canister to the list of printable items for legacy printers.
Fixed an issue where resources in the output slot of the Extra Large Resource Canister appear very tiny and are nearly impossible to interact with.
Fixed an issue where Icon Signs would be slightly offset when slotted into T1 slots.
Fixed an issue where the cursor for the Drill and Paver were casting a shadow.
NEW CANISTERS STORAGE INCREASE
Thank you to everyone who shared their feedback on the new Large Canisters storage not being as high as they should; you did the math and you were right.
The storage capacity of the Large Gas Canister has been increased to hold 400 Small Canisters worth of a single atmospheric resource.
The storage capacity of the Large Fluid & Soil Canister has been increased from 72 Small Fluid & Soil Canisters to 300 Small Fluid & Soil Canisters.
These changes also apply to the Intermodal Terminal's fuel canisters.
UPDATE: This change has not applied retroactively to Large Canisters built prior to this Hotfix. Building new canisters should reflect these new values, and as a workaround, emptying a canister, packaging them and then unpackaging them should correct their storage values.
Hi all! This hotfix is to address bugs that appeared after our most recent update, the Elevated Update. These are largely the result of community reports to our socials and support channels, and we’re thrilled that our community continues to help us improve ASTRONEER! Please never hesitate to reach out to report bugs, share feedback, or just hang out with us in our Discord and subreddit!
NOTE: While the PC, PlayStation, and Xbox versions of ASTRONEER are on version number 1.34.47.0, the current Nintendo Switch version number is 1.34.46.0.
Bugfixes
The following bugs have been fixed as of this patch:
\[AS-22367] The glitch portal’s audio can still be heard in its last location after it has been collapsed
\[AS-22318] Glitch portals deployed before the Elevated Update cannot be recalled
\[AS-22315] Large Extended Platform B is not available in the Medium Printer
\[AS-22314] The Large Stacked Platform, Large Battery, and Print Filter is not available in the starting printer
\[AS-22313] The starting printer cannot be slotted into Print Filters
\[AS-22312] The Medium Battery’s model can be seen on the inside of the Large Battery
\[AS-22311] Backpack recipes in the Small Printer cannot be filtered out when using a Print Filter
Updates
The Packager has been moved from the top row of the first page in the Research Catalogue to its own row on the bottom of the first page.
Known Issues
The following are known bugs as of 1.34.47.0:
\[AS-22228] The mission Bootstrapped for Cache is not moved to the reclaimable section of the mission panel if claimed before the Elevated Update
\[AS-22203] Sometimes hosts and clients will see different terrain in the same place in co-op games
This can usually be worked around by both the host and client reloading the game and trying again
\[AS-18141] Rail lines can become completely invisible and unusable for clients in multiplayer games
Reminder: Automated Mass Production Protocol 2025
The AMPP event is still running until the end of August! To get started, print an EXO Request Platform and use automation chains (or just good old fashion Astroneer-style digging) to exchange resources for points!
Here is the list of items EXO is looking for:
Carbon (2 points)
Resipound (15 points)
Diamond (20 points)
Nanocarbon Alloy (30 points)
Automaton 009 (48 points)
Current Release
23010014
Uploaded May 29, 2026
System Requirements
How to Install
Astro.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
2.8 GB
23010014
C2B12E40
aa45dd371ae114bad76603c084cd94aaecc5f1fbe78a33559e2dd8c9c83478f0
You May Also Like
View AllDownload ASTRONEER for PC with a direct link or via torrent. Get the full version of ASTRONEER for free. ASTRONEER is a Adventure released by System Era Softworks.