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}/10546736/72ce165317ebd0a272e8624b2bbbc0d1e1d97faa.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.
Our latest Hotfix is now available, addressing some of the more persistent issues present in the game along with a few more fixes we were able to fit in. Of particular note are the improvements for the partial nuggets issue and the issue where Xbox players who purchased Megatech via a bundle were not getting access to that content as intended. We also buffed the storage capacity of the new Large Canisters, so thank you for sharing your feedback.
As we mentioned on our recent statement, we will continue to work on additional fixes in order of severity, but please continue to send your bug reports for any issues you encounter as you run into them. We’ll update you with a more specific time frame as soon as we’re able to and thank you for your patience as we work on resolving these issues.
If you have other issues that you want to report, 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.
*Modding Reminder: We’ve seen reports of the game crashing upon launch, and in most cases following the launch of Megatech this was because the game was modded. 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. Use mods at your own risk!
A quick update to help clear up any misconceptions: Mods are not THE source of crashes here. They do, however, historically contribute to them. We're addressing the issues we can internally but unfortunately cannot address issues caused by external Mods and recommend you uninstall them to see if that helps with any issues you might be experiencing.
BUG FIXES
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.
UPDATE: We originally listed a fix for a bug preventing resource nuggets dispensed from XL Canisters from being grabbed by players. This was an error in our notes and this fix is actually coming in a future update.
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.
PARTIAL NUGGETS FIX
Some issues in the game could create “partial nuggets” of resources that cannot be interacted with and block access to the slots they’re in. We've issued a fix that should address this bug on all newly generated resource deposits, though you may still experience partial nuggets that persist from prior to this fix.
For this reason, we have updated the Save File Repair Tool so that it now has the option to remove partial nuggets from a save file. If your save has been affected by this issue, follow the link to this guide for steps to follow and look for the “Delete Partial Nuggets” setting.
[img src="{STEAM_CLAN_IMAGE}/10546736/96a02b30577ab6588aef0c5a0adf0f2b5eca06cb.png"]
We're keeping our ear to the ground and continuing to track down issues as they get reported, so don't hesitate to keep those reports coming and join our Discord for the latest updates.
Keep an eye out also 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!
UPDATES:
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Adjustments:
- Level 1 Alpha Storm Protection has been extended to help players learn the new mechanics upon landing on Aeoluz
- Storm fog on Aeoluz has been reduced by 25% to improve visibility within storms
- Added missing lore in the Cyber Canyon “crossroads”
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Read below about further changes and improvements we are working on for Glitchwalkers in the coming weeks!
The following bugs have been fixed as of 1.32.17.0:
- [AS-21881] Xbox players who purchased the Glitchwalkers Deluxe Bundle would be sent to the store page upon interacting with the Glitch Portal and could not access Aeoluz.
- [AS-21875] Crashing after interacting with the Glitch Portal but before landing on Aeoluz would lock some players out of the DLC
- [AS-21877] Vault Scanners pointing in the incorrect direction if rotated in the backpack slot
- [AS-21878] Audio cue on an endgame lore item would not play if quick-stowed
- [AS-21883] Typo on the Glitch Shelter which read "the the" instead of "the”
- [AS-21856] Check for duplicate store items was running too frequently
- Crashfixes
What’s Next?
We will likely do one more patch before the end of the year and are working on an update to Glitchwalkers that will likely release the first week of February! That will include:
- Dedicated Server Support
- Custom Games Support
- Various other balance and gameplay changes and enabling of additional rewards for owners.
We are excited for Custom Game support, as it will enable players to shortcut the new narrative loop and let you all spin up a fresh save with no hacked catalog or progression gates on Aeoluz.
Wanted to thank you all one last time for all of the support, feedback, criticism, all of it. It has been amazing to see player numbers rival our peak at 1.0 while we welcome so many new Astroneers. We always knew that some of the technical limitations for our first DLC would not be for everyone, and we learned so much in the process that we are excited to build on in the future. 2025 will be another big year for Astroneer, and we can’t wait to tell you all about it.
thanks!
-jt
The following bugs have been fixed as of version 1.31.78.0:
- The Extra Large Canister Platform (Installed Platform) should now correctly appear on the Compass when on Calidor
- Additional EXO Outfitters minor bug fixes
That's it for the fixes in this build, in case you missed it, we have announced our first ever DLC coming in Q4 of this year! Catch up on the latest Astroneer News with our Vlog and wishlist the Astroneer: Glitchwalkers DLC!
https://store.steampowered.com/app/3042220/Astroneer_Glitchwalkers/
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How to Install
Astro.exe to play
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• Run Redist/_CommonRedist installers if game won't start
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