About the Game
Atomcraft is a game where you can pick up and place every pixel of the environment. Pixels react to whatever is around them, and you can build vessels and machines to make reactions happen.
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Upgrade your drill and your tools to dig deeper and deeper into the planet in search of better materials!
Smelt ore and perform chemical reactions!
Build machines to do chemistry and extract elements!
and repair your spaceship piece by piece!
Every element on the periodic table will exist somewhere on the planet, although extracting them from their ores may require some creativity!
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You can also craft mechanical pixels, such as:
conveyor belts
trapdoors
heating and cooling elements
wiring for signal-based machines
buttons, switches, and sensors
and even logic gates!
Advanced materials like nitroglycerin require careful construction of reaction machines to craft them without the materials exploding!
Delve deeper and deeper through the layers of the planet until you discover every material on the periodic table, repair the systems of your crashed ship, and possibly uncover the fate of this mysterious world!
Screenshots
12 imagesVersion Information
Steam Patch Notes
Official update history
[img src="{STEAM_CLAN_IMAGE}/45610368/c6bbab117a5e0c0a7ffe53c429165e1706fce369.png"]
This build adds a number of bugfixes. The biggest one is that random number generation (RNG) is revamped to prevent inconsistencies that were present before. RNG volumes are now generated in a way to give guarantees that they will visit the entire value range for any given position, and some other fixes with how the RNG functions were being called fix an issue where the call would only get a subset of the volume (which interfered with the guarantees).
All this means that the cooling pixels generating noble gases should work equally at all world positions, and this should also fix the issue where at some positions pixels of burning materials wouldn't completely combust.
Other things in this update:
BUGFIX: fixed Wood Gasification (Pyrolysis) reaction to not leave an empty space that would result in autoignition
BUGFIX: improved the collision detection for Actors to prevent animals from falling through floors when they jump (collision now does progressive marching instead of a single collision check)
BUGFIX: fixed lag that was happening when showing preview of a large blueprint
Increased the range of the animal exclusion area from built pixels from one chunk to the 3x3 area of chunks centered on that chunk
BUGFIX: made flower petals and fungus spores not bullet proof (bullet will now turn them into Carbon Dioxide)
BUGFIX: Fireflies and Mites now appear properly in the inventory again (since they are implemented as static pixels, had to add a ForceShowInInventory field to the material type for these cases)
REACTIONS: added Nitric Acid dissolving Copper, and heat decomposition of Nitric Acid
Reduced the Laser Absorption of Heat Resistant Glass & Heat Resistant Glass Wall
Made Carbon and Coal heavier so it properly falls through Water
When selecting a World, immediately change to the Loading Screen with a file parsing message so it doesn't seem to freeze on detailed world files
I'm currently planning out the scope of biochem, as well as figuring out what will be in the big Slime update, so look forward for more about those coming soon! Thanks to everyone in the Discord community for the great bug reporting!
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
-Triplejump
[img src="{STEAM_CLAN_IMAGE}/45610368/627a3ef4e590d7da2a3b6b16d6fbdec826ce5c63.png"]
This update lets you grow fungus and obtain various useful materials from it! :)
Fungus spores will now change into the static fungus pixels when they settle on a material that fungus is able to grow through. Here is the current list: Dirt, Loam, Limestone, Limestone Wall, Apatite, Olivine, Compacted Dirt, Wood, Wood Wall.
The static fungus pixels grow hyphae (collectively: mycelium) into the material when they receive Water or Sugar Water (fungus consumes Sugar Water much more rapidly). Pulses of energy move through the mycelium, extending it, whenever the fungus consumes something.
When the mycelium breaks through the bottom of something and encounters open air, continued growth causes it to form streamers, which will keep growing in response to the growth signals when the fungus consumes pixels.
This all makes it possible to form fungus farms, or to grow the fungus that already exists in biome 3.
[img src="{STEAM_CLAN_IMAGE}/45610368/d042449595ed0b5af976d7bd74032dee35dbf40c.png"]
Mining the mycelium gives a variety of materials, including Fat, Sugar, Citric Acid, some number of Spores (the streamers mine into only Spores), and the new enzymes Cellulase and Lipase.
Cellulase breaks down Wood into Sugar, and Lipase breaks down Fat into Glycerin (both require Water). Be careful not to heat the Cellulase and Lipase too much, though, as they will denature. :) (In the future, it will be possible to further break them apart into amino acids, but that isn't implemented yet, so the denatured proteins are a dead-end for the moment).
There will be more materials harvestable from fungus in the future, including unique materials from the different fungus types, as I continue building the biochem pathways.
Let me know what you think here and in the Discord community, and there will be more updates coming soon! :)
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
-Triplejump
[img src="{STEAM_CLAN_IMAGE}/45610368/082be6fbfc792e3b3019b416c96e9466af7a7e60.png"]
Just a quick update to add this as fast as possible: UI scaling is now finally in the game!
The default keys for scaling the UI are comma and period (they are rebindable in settings)
The UI scale is saved/restored in the device save data.
Also: this patch includes a bunch of localization strings for newer materials that had them missing
Some more content updates coming soon! :)
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
-Triplejump
[img src="{STEAM_CLAN_IMAGE}/45610368/09578686d490d93941bac9a6ed13f067e0362b4a.png"]
This update adds Phosphoric Acid and some ways to create a variety of sodas and cola :)
(making soda is going to be important for an upcoming Slime Ranching update)
Apatite also now mines into 3 variants: Fluorapatite, Chlorapatite, and Hydroxylapatite, each of which can react with Sulfuric Acid to obtain Phosphoric Acid. The three types of mined apatite can also be blending with water to form Clay, so that pathway is preserved. Existing Apatite Gravel in your inventory will convert into Fluorapatite.
Can make Phosphoric Acid from Apatite or Phosphorus Pentoxide
Can make Citric Acid and Berry Mash by blending Berries
Combining Phosphoric Acid, Citric Acid, or Sugar with carbonated Water creates Soda
Further adding Sugar to Phosphoric Soda creates Cola
Adding Sugar to Citric Soda creates Tart Soda
Adding Berry Mash to Tart Soda creates Berry Soda
Some other things added in this update:
QoL: Added a console command 'kill' so you can reset if you get stuck in a way the unstuck key doesn't help with
Reactions: Added the reaction of Limewater with Hydrochloric Acid to obtain Calcium Chloride and Water
BUGFIX: made the cursor not influenced by the HUD if the HUD is hidden using F6
BUGFIX: fixed an issue where pressing the history return key (Backspace) while in the Material Guide search field would trigger history to go back - now it doesn't affect the History while the search field is focused
BALANCE: made Clay and Ceramic Laser Absorption 10x as high to keep lasers from passing through them
BALANCE: adjusted gas weights so the very light gases layer again (after the mass update last weekend)
Added 1.0.48:
BUGFIX: fixed toxicity values on sodas and related acids
Reactions: Added FeO + C -> Fe + CO in the range of 1000K-1500K
Reactions: fixed Ember Crown conversion of Sugar Water into Citric Acid
Adding the sodas is preparation for some more things coming over the next couple days, so look forward to the slime update coming soon! :)
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
-Triplejump
Here are a couple quick hotfixes while I'm working on some bigger updates:
QoL: delay resaving the *.universe file when the player restores an element so it doesn't create a pause - this is what was causing the freezing for some people when completing an element in the ship progression, so I wanted to get this in right away
QoL: changed the way spawning is suppressed by built pixels so that an animal/monster shouldn't spawn within a chunk that has anything built in it; hopefully this will cause nearby spawns to be less annoying
BUGFIX: 'map' console command was not working - fixed
BUGFIX: updated Chinese translations for synthetic elements
BUGFIX: made grass roots grow on both dirt and loam
A bigger update with a lot of laser-related things in coming soon! :)
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
-Triplejump
Today I did a bunch of bugfixes, and also made adjustments to lava!
[img src="{STEAM_CLAN_IMAGE}/45610368/cc0ce2511aea8266bb74b47f8004ff190394520d.png"]
Andesitic Lava now cools into Sodium Aluminosilicate, and I added reactions for Sodium Aluminosilicate and its downstream products: Sodium Silicate, Sodium Aluminate, and Aluminum Hydroxide, to connect it into other parts of the reaction web. :)
Bugfixes in this build:
BUGFIX: Rocket and Nuke Counters were not disappearing and were rendering over each other - this is now fixed
BUGFIX: Paint materials were not showing in the material guide tab (fixed incorrect ui suppression setting)
BUGFIX: Select Material UI no longer displays static material types in the list
BUGFIX: Tool and Material HUD slots were still showing their tooltips when HUD was hidden using F6 - this is now fixed, and it seems like none of the tooltips from the HUD will show now when it is hidden
BUGFIX: HUD indicators that have hotkeys displayed on them: the Stomach HUD, Poop HUD, and the toggleable indicators for Helmet, Jetpack, Flashlight, Radsuit, and Vision Mode - now properly show the currently assigned control
BUGFIX: pressing the Rotate key while hovering a pixel would previously change both the pixel's rotation AND any other element we were rotating (or the planned pixel's rotation with the Hammer, Multitool, etc.) - now if hovering a rotatable pixel in the world, ONLY the hovered pixel rotates
BUGFIX: when capturing a blueprint by selecting an area in the world, always set to default rotation to avoid confusion
BUGFIX: removed duplicate materials for Balancer & Splitter in the inventory (esp. important for Creative Mode)
BUGFIX: gave Lepidolite Deposit the same Sulfuric Acid reaction that Lepidolite (the loose pixel) has
Added in 1.0.34:
BUGFIX: fix for issue where npc deals were not originally spawning in new world
Thanks to everyone in the Discord community for a lot of good bug reporting recently! Next update will probably be adding some new features people have been asking for! :)
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
[p align="start"]-TriplejumpA bunch of quality-of-life improvements in this build!
[img src="{STEAM_CLAN_IMAGE}/45610368/bc1af90baa82d3278dcec0b5b171200d6f1e1f50.png"]
1.0.32:
Added "Show HUD" toggle on F6
UPGRADE: Recharge Rate 4 added, to make Particle Accelerator beam easier to use
Added Credits Screen
Made the achievement for the best ending also trigger the “escaped the asteroid belt” ending
Moved the Sim Loader pixel to the first category of craftable pixels; it feels like it's better not to hold it back. Also, added to the craftable tooltip that you can press Alt to see the Sim Loader pixel's affected area.
QoL: When searching for a material in the Material Guide Tab, exact match appears first
QoL: ability to pin NPC super deals
QoL: ability to pin what the NPCs want to repair their ships
QoL: add tier number on the color swatch for the laser so you know which level is which
QoL: ability to swap between previous drill tiers using the lower-left HUD (similar to the laser)
BUGFIX: make Jump move the player up when underwater
BUGFIX: fixed an issue where NPC audio would play while the NPC window was closed if we changed localization
BALANCE: added a 0.35 second pause before Jetpack Meter starts recharging after being used any amount
REACTIONS: added the reaction to make Calcium Nitrate aqueous and to evaporate the aqueous version
REACTIONS: added Lithium Sulfide and related reactions for the cost of Recharge Rate 4
1.0.33:
BUGFIX: lower-left HUD was not displaying; this is now fixed
I've also been working with people from the Discord Community on the official wiki for the game, and there are some other bigger features that are still in-progress. The next update will probably be on Sunday.
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
[p align="start"]-TriplejumpThis adds a few things, mostly related to the save system:
put in better containment for when errors occur on planet segments in the loading and saving processes
in situations where a planet segment didn't get saved properly, will load as empty instead of being filled with sand
BUGFIX: fixed a bug where not all active chunks would necessarily get marked to be saved
BUGFIX: made the "Save As..." button use the localization setting of the game
MISC: added more specific logging when load/save errors occur to help track down remaining corruption bugs
REACTIONS: added the Carbonic Acid route to Sodium Carbonate :)
This should reduce the effect of write errors / corruption when saving, as well as provide better logging to figure out why it happens next time it occurs. Please let me know in the Discord if you experience any loss of parts of the map - I am continuing to put in fixes for various potential cases and the logs can help me figure out any remaining ones.
We'll have some quality-of-life updates coming soon!
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
[p align="start"]-TriplejumpWe have big updates to the save system in this build!
[img src="{STEAM_CLAN_IMAGE}/45610368/6ec15fa50df3bbc048d8fdfbef370c2f7e5b9abe.png"]
The new save system will save everything related to a particular world into a singular .universe file in the Worlds directory (currently about 120MB). It does atomic saves and maintains a list of 5 rolling backups, so it should be much easier to restore if something happens and should sync much more easily using Steam Cloud (also will help keep us from hitting the Steam Cloud 10K file limit with multiple worlds!)
Save migration will happen automatically - the build will load the directory-style saves from earlier and just save to the new format when the next automatic save happens. It will then prioritize the .universe file save over the directory (ignoring the directory if there is a same-name .universe file). New players will never have the directory-style saves.
ALSO: you can save your own backup or create a branch of an existing world by using "Save As..." button in the In-Game Menu. When you save the world under a new name, the filename you choose will be seen as the world name in the World Select Menu (and the existing one will still be there).
Hopefully this fixes all of the issues that previously existed with saves! I'm also going to make the savefile size more compressed (right now there's a bit of a hitch when you first select a world because it has to load the entire file from disk before deserializing it), but I wanted to save that for a later change so there isn't too much happening at once.
Let me know what you think of the new system! It should prevent data loss and also make it way easier to branch off backup copies of worlds or share them with others!
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
[p align="start"]-Triplejump[img src="{STEAM_CLAN_IMAGE}/45610368/7e03ba5e16014f0a2f0a400fe86a8be32ae9e8ea.png"]
With this update I have mostly made some improvements to memory allocations and performance that should help to reduce stuttering for players who have been experiencing it.
But also, I found out how to play video clips in Godot and started adding video previews to the crafting menu! The first three categories are about done - over the next couple days I will keep filling these out until we have examples for everything! :)
I am still working on the big save system update, so don't worry, that's coming soon.
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
[p align="start"]-TriplejumpJust a couple quick things today:
QoL: If something is already in your Material HUD Bar and you Middle-mouse-button it to select it, it'll just select the existing material slot instead of assigning a duplicate
QoL: Walk-Through-Walls Boots only operate when in Jetpack Hover Mode or when using the Jetpack if in Impulse Mode - this makes bases and platforms much more easily compatible with the Walk-Through-Walls Boots in Survival Mode :)
BUGFIX: fixed the issue where saved/restored blueprints and blueprints uploaded to the Steam Workshop didn't correctly save and restore filter settings - now filters will keep their correct settings!
BUGFIX: fixed an issue with the power grid where the reset rate wasn't tied to sim rate, causing power loss at lower sim rates - now power generation / usage is balanced regardless of the sim tick rate
BUGFIX: clear map texture when exiting to menu so you don't see the previous world's map when exiting and world and entering another one
Some of these are fixes are things people have been reporting for a while, so I didn't want to wait on getting these in. I have also been working on other things that aren't ready to post yet, like savedata migration to a format that'll be easier to make manual backups of, and also today I was able to start to work on the official Atomcraft wikipedia - it isn't live yet, but hopefully soon it will be. :)
More updates coming soon!
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
[p align="start"]-Triplejump[img src="{STEAM_CLAN_IMAGE}/45610368/88a17c43e18372073649535d65cc978b34348ba8.png"]
Temperature Sensor pixels are now in the game!
These should be handy for temperature regulation in machines. :) You can use Rotate and Program (as well as the Wrench) to adjust the settings. Possible values are 500K, 1000K, 1500K, and 2000K. When the Temperature Sensor pixel reaches that temperature or higher, it generates a signal, and turns off as soon as it drops below.
Also today:
QoL: fixed the strings in the crafting menu so we now have useful descriptions / instructions for the Balancer, Splitter, Gun, and Cowbell pixels. :)
BUGFIX: fixed a bug from yesterday that was disabling map discovery, so now the world map is fixed again
More cool stuff coming tomorrow! :)
Join the Community today!
[dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"]
and if you haven't already please leave me a Steam review, it really helps me a lot!
[p align="start"]-TriplejumpCurrent Release
Build 25091913
Uploaded Sep 03, 2026
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System Requirements
How to Install
AtomCraft.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
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Needed when extracting (WinRAR / 7-Zip) — not a site login.
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