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.
![]()
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!
![]()
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}/45610368/1a215d83b9fbca8115de036ac0466f5e92298b44.png"]
Some great updates today: the Balancer and Splitter are now added to the game!
The Balancer takes in inputs from the left and the right in a perfectly alternating manner, and drops them below. Each time it takes an input from the left or the right it switches state, and it only advances when it actually receives an input, so you can use it to create perfect 50/50 mixtures of things.
The Splitter takes in inputs from above and outputs them to the left and to the right in a perfectly alternating manner, so you can get a perfect split of the input into multiple channels!
Both of these pixels are rotatable as well, so you can use them to balance and split gases, liquid, solids, or any combination that makes sense!
[img src="{STEAM_CLAN_IMAGE}/45610368/f1a82c1d3532bc0cdbf16baf5181466ccbf43d2a.png"]
In addition, we now have the ability to set Target Sim rate! This can be very useful in seeing how things simulate - you can vary the sim rate to the following values:
0f, 0.25f, 0.5f, 1f, 2f, 5f, 10f, 15f, 30f, 60f, 120f, 240f, infinity (as fast as your computer will go)
The PageUp and PageDown keys will change the target sim rate and make the fps HUD appear.
You can also pause and unpause the pixel simulation with the End key (will make the fps HUD appear as well), and you can step through simulation one sim tick at a time with the Home key. So if you want to see what happens with a machine frame by frame, you can pause the sim and step through it. :)
Other updates in this build:
QoL: when client enters session, set the zoom to be as pulled out as possible for whatever the current simulation region around the player is
QoL: added a LOT more controls to be rebindable: Compass, Eat, Zoom-key, Flip X, Flip Y, Grid, Lock, Map, Poop, Radsuit, Vomit
BUGFIX: fixed an issue where Reset Defaults wasn't properly resetting the control bindings - should work now!
BUGFIX: added debounce for pickup when interacting with a background pixel, so using switches and buttons shouldn't pick up all the loose pixels around them
BUGFIX: made Force Keyboard+Mouse setting more airtight
BUGFIX: Berry bushes are now pickable by hand
BALANCE: Gasoline and other petroleum products burn with twice the heat output!
More updates coming soon! Thanks to Widget from the Discord Community for suggesting adding the balancing mechanics!
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/b66eca3765ec2866a0462cf28bc65060282c4e2c.png"]
Berry bushes can now finally be planted using Berries :) They grow very quickly (will probably get some tuning in the future), so now you can create your Berry and Wine auto-farms!
Other hotfixes:
BUGFIX: another attempt at making the jump/jetpack-impulse fully framerate independent; hopefully this works for everyone now :)
BUGFIX: fixed Rotation 'R' when using the Mega Multitool
BUGFIX: starvation death now has correct cause of death message (previously said Out of Air)
BUGFIX: fixed issue where using a Wrench when holding Shift caused mouse to disappear
Some additional hotfixes in Aug-17b-2026 build:
BUGFIX: fixed concurrency issues with laser and electrolysis events that could cause stalling
BUGFIX: made lateral & vertical movement more consistent / independent of framerate
That's all for today - there are some more great fixes and quality-of-life things coming soon though. Please let me know any feedback you have in the Discord Community. :)
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"]-TriplejumpHere are some quick hotfixes and additions for Survival Mode!
[img src="{STEAM_CLAN_IMAGE}/45610368/c73beaf2edbaa0dcf11eace2d7424d5013710891.png"]
Wire-blocks now allow materials to pass through vertically or horizontally, but block on diagonals - the diagonal passage was creating some confusing situations with ways that people commonly use wires, so I'm hoping that this is a good middle-ground
Added a V key to Vomit, which currently causes all of the materials in your stomach to exit into the world (moved the previous V control, Vision Mode, to semi-colon key)
QoL: can now hold the C key to consume multiple pixels more rapidly (there is a half-second duration before this starts, so you can still eat single pixels by just pressing)
QoL: added a persistent mini-lock sprite to locked slots so it's easier to remember which are locked
BALANCE: Slimes should no longer immediately spawn on world start (they roll their spawn timer initially now). Also, slimes during the day have been reduced a bit.
BALANCE: Death now removes the contents of your stomach and intestines into the world
BUGFIX: made the jetpack impulse more independent on frame rate, which should hopefully provide a more consistent experience
BUGFIX: stomach/intestines contents should now save/restore properly
BUGFIX: when healing from digestion, we now don't do a green flash on the player or play effects
BUGFIX: fixed a bug where the first time damage occurred, the player avatar would play the healing sound instead
Thanks for all the feedback in the Discord Community, I wanted to get these in quickly, but 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!
[p align="start"]-Triplejump[img src="{STEAM_CLAN_IMAGE}/45610368/1f77d5dcf722ff2118578e31e52197fd4b849b91.png"]
The Multitool is now in the game! This tool, available after the Crowbar, combines the functions of Hammer and Crowbar into one for extra-fast building! A lot of people have asked for this, and it's finally here. :)
[img src="{STEAM_CLAN_IMAGE}/45610368/b37d75329641a77ef8906f58b108f9db23c8eb2f.png"]
Pinned Upgrades are also here! Hold Shift on any of the next available-to-purchase Upgrades in the tree, and you can click on the Pin icon on their tooltip to add them to the upper-left corner. As with everything else pinnable, clicking on their material swatches will open the Material Guide Tab with them already selected. :)
Beyond that, this build has a LOT more quality-of-life improvements and bugfixes:
QoL: unified the code paths for Hammer, Crowbar, and Multitool to have consistent shapes/patterns available to all 3; each has their own independent saved settings
QoL: the upgraded Crowbar that auto-picks up materials is now a direct offshoot of the base Crowbar, for better visibility to players who didn't know it existed
QoL: Rotation can now be used again for changing Heating and Cooling Pixel settings, and the rotation can be applied in advance of building with them, as we had set up before :) (this works in addition to the Programmability controls)
QoL: added 'G' hotkey for toggling a grid over the world - this grid shows the chunk & chunk-quadrant boundaries (smallest square size is 32x32) for aid in building
QoL: made the cursor for the building tools more reticule-like so it will be visually more out of the way when building
QoL: added Switch Primary Number-Keys Toolbar to Gameplay Settings, so you can use numbers to select your tool if that is more natural to you
QoL: added a Pixel Movement volume slider to Settings, and made muting audio and the pixel movement sounds much more airtight
QoL: when pressing Alt, the hovered pixel tooltip now says the absolute world coordinates of the cursor
QoL: NPCs no longer block the Drill from drilling the ground underneath them (they just ignore it for purposes of damage)
QoL: Backspace can now be used to go back through search history in the Material Guide Tab
QoL: Don't immediately grab focus on the search textbox when entering the Map Tab, because sometimes people want to enter and exit quickly with the Map Tab hotkey
QoL: the Lock mechanic (Hotkey: 'L') on Material Slots now behaves more the way people have described - if you try to assign something to a locked slot, it will just visually pulse the lock, requiring you to unlock it first
QoL: Crafting window tooltip when hovering the Craft button now tells you how many of the craftable pixel you already have, both in avatar inventory and on the spaceship
QoL: When you craft a pixel type, if there is an empty hotbar slot, we now attempt to assign it there
PERFORMANCE: precached material colors in a better format to increase rendering speed
BUGFIX: Ctrl on Crowbar should now work properly to only decraft the specific material you highlight
BUGFIX: Lasers and Electrodes should now have all their sound and visual / flickering effects suppressed when you are away from them on the map
BUGFIX: Turned off Godot's built-in error reporting just before shutdown because it was sometimes spamming an error message about textures to a ridiculous degree and creating giant logs
BUGFIX: improved the initial full-screen restoration code so it should be less likely to start with an incorrect offset on certain systems
BUGFIX: fixed a bug that was keeping the numbers 7-9 from working to select toolbar slots
BUGFIX: added a check to keep Bubblers from swapping Match/Non-match Filters above them
BUGFIX: fixed case where if circle was selected a single pixel wouldn't draw
BUGFIX: Flint now melts into Molten Silica
MISC: removed the older Ruby reaction that was confusing people (only the crystal-growth method we intend to support moving forward remains)
MISC: turned off the cold-field effect on the Snowman NPC to avoid situations where it gets surrounded by ice and hard to move around
More updates coming soon, including the first pass of Survival Mode! :)
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/c6e8aaa443fe63324cdb312391fbf6a7bab91223.png"]
Just a quick update to add a long-requested feature: Toggleable Pumps!
These give you a lot more control over how you move materials between chambers. :) You could even hook them up to timers and sensors to make more precise machines.
Some additional things in this build:
BUGFIX: Brass and Barite now have weights
BUGFIX: Crowbar should now break any build pixel at any hardness; walls generated for the Labs biome are now Ancient Corundum Walls which don't count as "built" pixels for the sake of the Crowbar, to maintain progression
QOL: Avatar now mostly fades out when the cursor gets very close to it, to aid in building
QOL: Added the Ctrl modifier to Blueprint building - when holding it, it will just build as much as possible of the blueprint from your current materials (this is a QOL a lot of people have asked for)
BALANCE: Reduced Ceramic's Hardness to 4 so it can be drilled with the Iron Drill - this is to prevent people from getting trapped in their own Ceramic Walls early in gameplay. The Crowbar could already decraft these, but now the Drill can mine it as well.
PERFORMANCE: improved the algorithm for heat conductance to make it run faster (shouldn't affect heat behavior yet, just increase efficiency of code)
Extra addition:
I added Bubblers to the game - this is a pixel that swaps the cells above and below it when a gas pixel is underneath - you can use this to bubble gases through liquids and solids! :)
EXTRA extra addition (Aug-09-2026 Sunday morning):
I fixed a bug that was causing radioactive materials to not properly appear in the nuclear blast. I also rolled back a heat conductance change yesterday that requires some additional material rebalance, and should be part of a future overall heat system update.
This should enable some new machines over the weekend! I'm working on more new pixels and quality-of-life updates, check out the Discord community for the most up-to-date info!
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 update adds some new things related to cows!
[img src="{STEAM_CLAN_IMAGE}/45610368/165537e9eeeabd83b8d3ea06d77cfab2bc860dac.png"]
Cows now actually eat grass. After eating 6 pixels of grass (max 2 per bite), they will poop. The Cow manure reacts with Soil to create Loam.
There is also a new craftable Cowbell pixel in the Extra pixels category. The Cowbell is a signal-activatable pixel that causes any nearby Cows to produce Milk if they are ready (there is a one minute cooldown on milk production after giving milk), so you could use this to create automatic milk farms! The Cowbell is made from Brass, which is a new alloy you can make from Copper and Zinc.
In addition:
QOL: if an Electrode is not within the player's simulated area, it now does not play the flicker and sound effects
PERFORMANCE: many places in the code were calling native Godot API random number generation functions that were inefficient, which was contributing to the performance stuttering for some people - these have now been changed out for deterministic-lookup-based RNG functions and are much more performant, so hopefully this helps reduce the stuttering for many people.
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"]-TriplejumpThis build adds a LOT of hotfixes and quality-of-life improvements!
[img src="{STEAM_CLAN_IMAGE}/45610368/cc429cdb912a6dbd75ea2f58823523c672ca69f7.png"]
BUGFIX: gases no longer condense when in space (only when in the atmosphere)
BUGFIX: fixed a logic issue with how the maxed-all-friendships achievement was awarded in the demo, where you could trigger it early by accessing full-game npcs (now only responds to the demo npc friendship levels)
BUGFIX: the new Help and Feedback buttons in the lower-right now unfocus after being clicked so subsequent keypresses aren't captured by them
BUGFIX: Walk-thru-Walls Boots work with Corundum Walls now
BUGFIX: Meitnerium-267 now has correct neutron number of 158
BUGFIX: made blueprint flipping and rotation keys always correct relative to the user's current view
BUGFIX: when clicking pinned elements, don't allow clicking through / underneath them
BUGFIX: Molten Nichrome now turns into the loose form of Heating Element when it cools instead of disappearing
BUGFIX: fixed a sim freezing issue that could occur when Steam client was not present in the Steam build and drop-material (RMB) was held
BUGFIX: repaired behavior of the Reversible Conveyor so it can switch directions properly
BUGFIX: fixed a translation bug in German for Sodium Tellurite
QOL: Crowbar now breaks anything that has the IsBuilt flag checked (will need to adjust some of the procgen-placed walls in the future to make them variants that don't use the flag, but this will prevent the situation where players build things that are too hard for them to unbuild)
QOL: gave Blenders an animated texture so it is clear when you built with them / keeps them from blending into Ceramic walls
QOL: make tool fade-out when zoomed in with the Hammer selected if the cursor is near it (base on distance, so it’s clear to the player that they are triggering it)
QOL: add X to the “zoom in/out” tip so you can make it go away :)
QOL: added toggle for player damage sound
REACTIONS: Grass is now destroyed by Sulfuric Acid
REACTIONS: Increased water cost when producing clay from Limestone Gravel or Apatite from 1 to 2, since people brought up it was water positive when heating Clay into Ceramic
REACTIONS: added Molten Potassium version of CO2 Carbon Reclamation reaction to work at the appropriate temperature
BALANCE: reduced prices of Backpack upgrades (from 512 for each to an ascending 64-128-256-512)
BALANCE: adjusted prices of Jetpack upgrades (from 100 for each to an ascending 32-64-100)
BALANCE: double Uraninite trace drops (Polonium, Astatine, Francium, Radium, Actinium, Protactinium, Technetium)
BALANCE: made Electrolyzer easier to get (Tantalum & Niobium -> Silver & Gold)
MISC: gave Conveyor Belts much better heat conductance, so it's easier to heat things traveling on top of them
MISC: Oxygen Gas adjacent to burning materials will increase their heat output while also causing them to combust faster, at the expense of the Oxygen Gas pixel
MISC: Added autoignition for wood (will catch on fire without a spark at the autoignition temp)
There is also a big update for the in-game help-systems coming very soon, so look forward to that! :)
Join the Community today!
[p align="start"][dynamiclink href="https://store.steampowered.com/app/2803490/Atomcraft/"][p align="start"]and if you haven't already please leave me a Steam review, it really helps me a lot![p align="start"]-TriplejumpWe've got a new update out! This one adds four more languages to the localization settings: Finnish, Romanian, Norwegian, and Greek! And also, a bunch of fixes!
[img src="{STEAM_CLAN_IMAGE}/45610368/e269bf7c9355953f8b59961d749248feb155047e.png"]
Things in this build:
Added new languages: Finnish, Romanian, Norwegian, and Greek!
Made the Vanadium Carbide Steel reaction easier by removing the requirement for all 8 cells around the Vanadium Carbide to be filled - now it's fine as long as the material requirements for the reaction are there, which should be way easier and possible to automate with blender pixels
The Blender pixel will now swap filled cells with empty cells, making it possible to aerate much more easily (and enabling some interesting designs)
Added a Safety Notice on initial load, for safety's sake :)
Added a device flag that tracks if an explicit localization choice has been made; if it hasn't, the game opens a Localization choice screen on first open (before the Safety Notice), to make sure everyone can start in their chosen localization
Added clickable Help and Feedback buttons to the right (replacing the text that was there before) - this is to improve accessibility for Steam Deck users (the existing hotkeys still work, btw)
Added a setting for toggling off the effects around electrodes / the Electrolyzer so you can better see the cells around them
Increased camera zoom speed by 4x
Added the height and width offsets to the measuring tape tooltip when drawing a line
BUGFIX: fixed the issue where the Blueprint Tab would auto-subscribe to everything it found in the search; now it doesn't subscribe until you click on a result to fully download it
BUGFIX: weather now stops once you get into space
BUGFIX: put access to the load/save blueprint dialogs on the function keys behind editor flag to make it less likely for users to get in trouble
BUGFIX: fixed a crash bug that could happen in certain situations, especially when lots of cells swapped in the same frame from liquids and gases intermingling
BUGFIX: fixed Grass Seed drop on mining Grass
MISC: made Milk, Glycerin, and Ceramic weigh less
A lot more great stuff is coming soon! Check out the Discord community for more info!
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}/45610368/6150b0b2c2088f9b6aff478f5f4c5436353f9e94.png"]
The cows and chickens will now properly respawn where you're placed them, so you can start creating automatic farms. :) They still sometimes fall through single width floors though, so I'd recommend making them at least double-width for now, until I have a chance to revisit collision.
A lot of people have been asking for this, so even though there are just a few things in this build, I wanted to get it uploaded right away!
Other things in this build:
Ozone can now be created via electrolysis of O2 (used in production of Nitric Acid)
made Nitroglycerin less dense (will float on top of Mercury now)
Slimes now spawn more easily from slime pixels when you electrolyze them
made some internal changes to make the progression save data more robust moving forwards
I'm looking forward to seeing what kinds of automatic farm setups people can create in the Discord community!
and if you haven't already please leave me a Steam review, it really helps me a lot!
[p align="start"]-TriplejumpJust a bunch of minor hotfixes and quality-of-life things tonight:
[img src="{STEAM_CLAN_IMAGE}/45610368/b049e85f76abf5a7496e1ce6f4df0ee51771360a.png"]
BUGFIX: made the "Did You Know" tip carousel in F1 help not render over the individual help pages
BUGFIX: made dropping materials with the Hand tool respect static walls (not drop in area outside of what is contiguous with the unblocked area around the exact mouse target)
BUGFIX: parentheses now render properly around ions in chemical formulas that have multiple instances
PERFORMANCE: made some adjustments that should improve the performance when a lot of Blenders, Conveyors, or Pumps are on-screen
QOL: made the Hand tool extra-highlight the region where it will actually drop things
QOL: made the give command in the console not care about capitalization and give better feedback in the console
QOL: made right mouse clicking on the shape button for the Hammer cycle backwards
QOL: when drawing an oval with the Hammer show the height and width values
QOL: if you don't have spare toolbox space for the item you would get from buying an upgrade, say so on the tooltip
BALANCE: made the price for the level 1 Drill Speed upgrade 100 Nickel & 100 Bronze (changed from 100 Nickel & 100 Manganese), since Manganese is used in several other upgrades and Bronze was missing a use
MISC: you can now pick the wheat grain off of wheat without destroying the stalk, using the Hand tool :)
Next update will probably focus on some of the remaining key bugfixes that have been reported. Thank you for all your feedback in the Discord Community - lots of great ideas have come in this week, and everything goes into my mega-list of things to do!
and if you haven't already please leave me a Steam review, it really helps me a lot!
This update adds a lot of long-asked-for improvements to building!
[img src="{STEAM_CLAN_IMAGE}/45610368/3307b30d74088f069dda95899d46fa7edcf2f48b.png"]
Hammer Tool Improvements:
The Hammer Tool can now cycle through: line, empty rectangle, filled rectangle, empty oval, filled oval.
The Hammer Tool can have the spacing between dots set from 1-4
Hammer UI has been simplified with toggle buttons that cycle through states
[img src="{STEAM_CLAN_IMAGE}/45610368/7e1b92d61d6fa6c17c886d9ce9e8b32be6e1c55c.png"]
Programmable Pixel Improvements:
The Cooling Pixel can now have its temperature set!
Heating and Cooling Pixels both have a UI for setting the temp
The Wrench can set the temperature of multiple Heating or Cooling Pixels at the same time (if you drag over multiple types of pixels, it will favor whichever one there exists the most of)
The act of programming a pixel has been moved to a (rebindable) key of P (this should also fix the rotation issues with blueprint rotation affecting Heating Pixel settings)
Other things:
I've turned off the "coming soon" things like the planet carousel for now, because it seemed like they were creating the wrong expectation about what 1.0 is supposed to be. The plan for the game has always been that 1.0 is repairing the ship with 118 elements and escaping the planet. There are many other things I want to add, but those are all expanding on the main game, so from here on I'll only add in-game references to those things once they are added. All my further development plans remain the same.
BUGFIX: the issue with certain reactions not appearing in the Guide Tab when using other languages seems to have been completely fixed now
BUGFIX: Sulfurous Acid (diluted Sulfuric Acid) can now be filtered using the Water Filter
BUGFIX: fixed an issue where using the Bowl of Coal appeared to be healing the player fully (this was a graphical error, not actual healing)
BUGFIX: Switch Pixels now have a single pixel that they decraft into, so hopefully we won't see them duplicating in the inventory as much now
MISC: updated tooltips for Match/Non-match Pixels to not refer to the phased-out reference pixel method of informing filter pixels what to filter for - these tooltips and the hover tooltip on programmable pixels should talk about the Program mechanic (and the hover tooltip should say the current assigned hotkey - P by default)
MISC: added a setting to Force Keyboard/Mouse in the Settings->Gameplay tab (hopefully this help HOTAS users)
BALANCE: made the Sim Loader pixel cost 1 Iridium & 1 Ectoplasm (previous 1 Iridium & 1 Nobelium) - this is to move Sim Loader pixel access to biome 3
BALANCE: doubled the drop rates of trace elements that drop from Xenotime (Terbium, Holmium, Erbium, Thulium, Ytterbium, Lutetium)
Thanks everyone for supporting and playing the game! It has been great to see everyone's creations in the Discord community, and I plan to do a community post soon to show some of the highlights!
And by the way, thank you to everyone reviewing the game!
This update adds a lot of long-asked for quality-of-life improvements!
[img src="{STEAM_CLAN_IMAGE}/45610368/a1eab9fefe6155207b63cd09152e3c25be94905a.png"]
Blender Gun now respects "islands" of cells separated by static pixels - blending across a wall will not throw things outside of your forge, and you won't accidentally mix your fuel into the chamber!
Blueprints can now be flipped in X and Y dimension by pressing 'b' and 'n'
Blueprints are now free to place if you have the free cheat on, or if you are in Creative Mode
Spaceship Inventory slots have a "Hold" button on them (hand icon) - when set, those materials will not be moved to the ship on pressing Transfer All
The Spaceship Inventory "Hold" settings are stored in your profile so they will save & restore
Black Powder can be created from the combination of Charcoal, Potassium Nitrate, and Sulfur - this is an explosive that must be sparked, less powerful than Nitro but still pretty powerful :)
Some Hypochlorous Acid reactions are added so Hypochlorous Acid is no longer a dead-end
Buttons and Switches are now not triggered by liquids and gases hitting them (only solids)
The transition height for the background from the surface to limestone caves is moved down slightly, to prevent situation where people stand in an emptied lake and the background changes too early
BALANCE: made the price of the Guide Tab 16 Wood and 16 Carbon so people can get it earlier
BALANCE: made the price of the Walk-Through-Walls Boots Ectoplasm + Titanium so they can get it in biome 3
Also, these are from a hotfix update earlier, but in case you didn't see the update to the last post:
Z + Mousewheel for the added zoom shortcut so it doesn't conflict with row-changing hotkey
BUGFIX: single width lines of pump wouldn't pump liquids that were stagnant because pixels of the same liquid or gas material would swap with each other and not simulate more the same frame - now we don't both swapping same substance materials and single-width pumps work again
BUGFIX: put in something to prevent a bug where segments of the world would save as all sand - not sure what causes this yet but now, for safety's sake, the system will not save segments if they appear as all sand index (all zeroes) because this is almost certainly unintended
Some new hotfixes added Wednesday morning (build: 07.29d):
- [p align="start"]BUGFIX: fixed bug with reaction lookup in non-English languages in the Guide Tab that was blocking Ammonium Paratungstate (and probably others) from showing their reactions
- [p align="start"]BUGFIX: non-match filter pixels should no longer be "sticky" with materials above them
- [p align="start"]BUGFIX: non-match filter pixels operate properly with Conveyor Belts and Pumps adjacent
Current Release
Build 24811963
Uploaded Aug 19, 2026
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
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
You May Also Like
View AllDownload Atomcraft for PC with a direct link or via torrent. Get the full version of Atomcraft for free. Atomcraft is a Action released by Triplejump.