Dawn Apart
by Industrial Technology and Witchcraft · 14 Jul, 2025
3 downloads
About the Game

Transform the alien landscape into a thriving industrial colony. Harvest resources, design intricate production lines, and optimize efficiency in a fully destructible world. Every factory, every pipeline, and every outpost you create adapts to your choices…and your challenges.
Yes, there will be conveyor belts. Lots and lots of conveyor belts.

Every decision shapes the future of your colony, testing your leadership in the harsh realities of a new frontier. And don’t forget to always provide enough food, shelter, and medicine in the meantime to accommodate the steady influx of new settlers. Can you balance the needs of your settlers with the needs of a growing factory?

Hostile environments demand resilience. Defend your colony against relentless environmental threats and mysterious alien forces while balancing the needs of your settlers. Strategic planning and adaptability are key to ensuring survival.
Screenshots
9 images
Version Information
Steam Patch Notes
Official update history
Hello Everyone!
We saw a number of issues with the voxel colliders bringing the game to a halt. This was caused by items or debris getting stuck in some other geometry, like wood spawning inside the terrain. This would generate way more contacts than necessary every physics frame which also would never resolve itself.
We added new logic that can find these rare situations and fix them before they cause issues.
Fixes
Added logic to determine fully overlapping voxels during contact point generation
Added System which watches for fully overlapping voxel collisions and separates them out
Thank you for the reports, and we appreciate you all for helping us improving the game!
We'll see you soon with our next major update.
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hey Everyone!
Today we've got a small update with some new stuff and a good number of fixes. This is the precursor to our first major update that is coming in a few weeks and we hope it addresses some of the worst breaking issues that players have been having.
Changes
Fixed issue where agents would get stuck in a stock loop if the amount of a single craft was more than the required amount (partially filled)
Fixed agents getting stuck attempting to pickup items from feeders
Fixed changing crafting queue causing more item pickups than needed
Added feeder verification system which has fallback logic in the case that any feeder needs to update it's want items or make a new request
Fixed stockpile detail view not properly notifying connected buildings of valid item changes
Fixed log blocking the start of the river in the jungle
Fixed pioneer plan list UI updating when disabled
Disabled matching blueprint placement for walls and doors
Fixed lucrum miner power usage / solvent fuel values being 1000x lower when compared to other buildings and items
Updated blueprint folder sprite to include folder backdrop
Updated padding for blueprint category menu buttons
Fixed main controls hiding when selecting objects without detail view
Added current goal text and highlight to priority modal
Added voxel collider which performs physics logic on raw voxel data
Updated 95% of object colliders to use voxel colliders
We are hard at work on our next major update which will include an expanded trading system, a recycler, and new explosive terraforming options!
Thanks for playing everyone and we can't wait to hear from you!
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hello Again Again Everyone!
We got a report that a save was crashing on load every time. This isn't great for a player but is the best case for us to fix things pretty quickly.
This is a good time to again say thank you everyone for making reports. It is absolutely massive in helping us to improve the game as fast as possible! It sends us your save so we can load it up in editor and find exactly where things are going wrong.
We appreciate you all for helping us out making this game the best it can be!
Fixes
Fixed feeder making outgoing item request to null entity connection (Thanks Soulfear)
We'll see you next week with more updates. Enjoy your weekend and have fun!
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hello Again Everyone!
Tony (Poots N Doots) Here,
During our Witchcraft Wednesday stream I implemented a cool feature where voxel objects would restore their voxels when an agent repairs them. The most basic version of this is where they hit 100% health and they are fully restored.
In my hubris I claimed that this was less than a minute feature. It was one line to implement and after some testing it looked all good. Now, you are reading these patch notes so you already know where this is going. This turned out to be my Icarus moment.
If a prospector repairs certain buildings, like a furnace that is currently working, the cleanup entity which we spawn to clean the old voxel data was never destroyed. This isn't a big deal until the game is saved and loaded at which point that cleanup entity gets treated as a regular entity, which it very much is not.
Long story short: The Sun is hot and crashes are no good
Fixes
Fixed error on building destruction if invalid item ids exist in storage (Thanks Dirt),
Fixed chunked cleanup entities not properly being cleaned (Thanks Jets63)
Temporarily disabled re-apply voxels on repair completion
We'll see you next week with more updates. Enjoy your weekend and have fun!
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hey Everyone!
We have another update today which contains more fixes and improvements straight from your reports and feedback. This includes more crash fixes, stuck prospectors, non-working feeders.
Changes
Ingots take more time to produce, making one miner serve 2 furnaces
Lucrum progression trades in late game give more time and are less demanding
Default Mining Destroy Chance was Halved
Increased energy usage of combustion furnaces
Slightly increased Coke Energy Value
Fixed issue where agents would get stuck performing a store item action (Thanks DD)
Fixed carried items not properly being re-assigned to agents on load (Thanks DD)
Fixed potential crash from invalid feeder registered connection
Fixed issue with placed blueprints not properly being cleaned up if they have invalid registered connections (Thanks Yeyo4 & Dirt)
Fixed issue with built blueprints not building if they have invalid listeners (Thanks Yeyo4 & Dirt)
Fixed issue where merged items could be counted twice (Thanks AnaBanana)
Patched issue with orphaned stockpile groups
Patched issue with creating terrain collider if the min terrain height is negative
Added additional interaction positions for items
Added logic to ignore and deny items that agents can't reach
Added additional heuristic for node level during coarse pathfinding
Added edge interaction points for buildings and blueprints
Added basic logic to reload the original voxel object after repairing is completed (Thanks Jets63)
Increased repair speed of agents
Fixed increasing priority of blueprints pushing other blueprints out of the construct list
Increased EntityQuery block allocator size (Thanks ShadowMorph)
Fixed agents getting stuck in a IsAttacking animation state after finishing their attack action (Thanks ShadowMorph)
Fixed issue where converter could have invalid SpawnedLights buffer (Thanks ShadowMorph)
Fixed issue where a target entity might not have local to world component when displaying attack line renderer (Thanks ShadowMorph)
Fixed agents taking items not properly updating feeder valid/want items
Fixed running out of fuel not updating ApplyValidItemsAction at correct time
Updated weapon swap logic to use goal overrides which forces the agent to replan for the swap
Fixed issue with previous weapon not being placed in proper agent carrying position
Fixed missing ItemData when storing carried weapon causing crash
Added a gif preview to the quest list for all quests that have a linked video clip
Increased the size of cursor icons by 60%
Increased size of priority modal by ~30%
Clicking agent names in the priority modal now selects and locates them (Also added this functionality for the schedules modal and the locate button in the company modal)
In the next update we will be greatly improving some pain points for prospectors, specifically them not being able to build or use items directly from the ground. This can even lead directly to a softlock! So you can look forward to that early next week.
Thanks for playing everyone and we can't wait to hear from you!
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hey Everyone!
We ended up pushing an update that had an issue with blueprint connections which was causing crashes. It's a classic break more than you fix type situation, but this update is for real airtight!
Fixes
Fixed built blueprints not properly getting cleaned up (Thanks Dirt, DD & pjirout2000)
Added safety check for invalid registered connections that could have been added in the last update
Fixed feeders not outputting their items into the world if they don't have a output connections
Enjoy your weekend and we'll see you next week with more updates!
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hey Everyone!
First off just want to say a huge thank you to everyone that is playing the game. It means the world to us to see so many players jumping into the world and building all this awesome stuff! We've also been getting some great feedback and reports. They have been beyond helpful for us to track down issues! We've been working on addressing some of the most pressing issues and taking the quick wins where we can get them.
Changes
Fixed crash if building connections are invalid on uninstall (Thanks Yeyo4)
Fixed crash if blueprints were cancelled with invalid connections
Fixed crash if conveyor item group has invalid item entity in it's group (Thanks Twistedt)
Fixed issue where blueprints would become unplaceable if their registered connections were not properly setup (Thanks Taeyn and nowheremash)
Fixed blueprints not giving the base item back if they cancelled while being constructed
Fixed feeder blueprint blocking other blueprints from being placed
Fixed Items not being dropped if a building is destroyed (trader, result, fuel, and splitter)
Adjusted workbench crafting positions to fix items being sent to space when crafting next to a thick wall
Fixed world settings modal going off the screen on second open at high resolution
Fixed issue with colliders not properly being disposed before physics world building while paused
Fixed cutter spark particle effects looping instead of dying (Thanks Shadeheart)
Updated incorrect zh_CN translation of game seed (Thanks hualingling)
We are aiming to put out another update soon with some more improvements that didn't make it today. We'll be pushing a good number of small updates like this in the coming weeks while we work on fixes and QoL features as opposed to larger and less frequent feature updates. We appreciate you all and hope you enjoy!
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hey Everyone!
We wanted to quickly address the feedback feedback. We originally added a form which opens when a player closes the game as a way to gather feedback during playtesting. As we are in Early Access it doesn't make sense anymore and really shouldn't have been in the release. It's removed now.
Changes
Removed playtest logic of opening feedback form on exit
Added tooltip to feedback button on pause menu and main menu
Added additional developer event quest regarding feedback
We are going through all the reports and working on fixes. We are so excited to see you all enjoying the game, and we can't wait to see what you make.
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hey Everyone!
Today's the day! We are finally releasing the game into Early Access! We've been working so hard to get here and we couldn't be more excited to be getting the game out there and have you all playing.
For all the new players you can keep up to date with what we are working on through our discord, or by checking our patch notes for the updates.
For this update we've been addressing stability of our core systems. That means targeting crashes, conveyor belt issues, agent problems, and just general fixes.
Changes
Fixed issue where agents taking items out of other agent's hands would crash the game on store
Added safety fall back for items in incoming group requests which have been destroyed
Added safety logic if an entity is destroyed with invalid ItemEntities
Added safety check for building connections and crane transport on deletion preventing crash
Fixed floating text elements not updating their rotation when game time is paused
Fixed nested blueprint category buttons not properly working when trying to dynamically open them (blueprint dropper/global stockpile)
Fixed issue with agents storing weapons in stockpiles
Fixed tooltip weapon not being reset in pioneer detail view when they store their weapon
Added additional logic to check for non-existent entities during extra planning
Added logic to force update crane mover positions on load
Fixed stockpile item select sub menu not being scrollable on the first open
Fixed valid items error when connecting to a stockpile with multiple of the same reserved slot
Fixed issue where merging conveyor items could end up merging on top of each other
Patched the false circular conveyor logic to get them to stop at the end of a belt instead of going back to the start
Fixed connection conveyor which is being refreshed not properly halting the previous line (false circular conveyor)
Added fallback logic to force a conveyor group update in case a false circular conveyor is found
Fixed various conveyor feeder & junction points being incorrect
Increased the HPA hierarchy levels from 6->7
Fixed agents crafting endlessly (Bulk crafting is now performed in groups of 20 items)
Fixed agents plans getting stuck if a BP they were going to construct is deleted
Fixed agents taking items from being limited by the top most stockpile storage element,
Fixed agent requests not fully getting cleared when their plans have been completed,
Fixed object bubble text covering agent order icons
Fixed colliders not getting disposed when game time is paused
Adjusted game load logic order to hopefully avoid full black screens & no active input,
Fixed potential issue on shutdown with disposing of ConveyorTypeSpecificData
Added override to smart object interaction validation to skip all pathing (used for goal validation)
Fixed pathing logic, for regen pods and toilets, being run whether or not the agent needed to use them
Fixed non-uniform indentations in a number of goal/action files
Increased the required mouse movement to trigger camera rotation/panning
Added logic to put items below the bottom of terrain above the ground
Increased regen pod health per tick .165 -> .5
Updated IsInteractionValid search early out to out even earlier based on distance
Fixed refresh rate offset issue in the settings menu
Fixed error if a detail view is open when a game is loaded
Fixed selected blueprints being counted for the place blueprint quest step
Fixed enemy waves coming a day late
Fixed enable waves flag not properly enabling/disabling waves
Fixed wood cut stats not being reset when starting a brand new world
Fixed audio persisting after loading a new save or returning to menu and starting a new game
Fixed left over decorations entities being loaded as pots
Fixed safe zone tile removal not properly updating the hpa safe zone tiles
Fixed drag shader not properly displaying positions after the first 128
Fixed MainControlsController potentially getting an orphaned alt fire event listener
Updated VFX Manager to release all particle effects when loading a new game or returning to menu
Updated smelting tutorial gif to use Copper items
Updated Schedules Modal to use schedule list item object pool
Updated Priority Modal to use object pooling
Updated tooltip to use object pooling
Updated save menu to use object pooling
Fixed blueprint tooltip not binding made in and used to make sections
Updated ChunkTileOrdersController & SmartObjectOrdersController to use object pooling
Updated ChunkTileOrdersController logic to cleanup non-used tile controllers & a job for raycasting
Added missing Hardened Steel Door recipe
Reduced size of health bars
Added brick floor
Added a number of brick roof options
[img src="{STEAM_CLAN_IMAGE}/45464660/010a18eb5c2354db2c7066931ba9bc5affd74848.png"]
Added new metal floors variations
Added new metal roof
Fixed metal materials in various vox files
Fixed a number of items not being hidden properly in ui lists
Changed all button behavior: Disabled wrap and enabled truncation (with “…” to leave existing problems visible)
Fixed bug reporting not being possible from the main menu (throwing NREs in GeneralGameData)
Made PauseMenu scale dynamically in width depending on the longest button text (within set boundaries)
Adjusted settings menu to correctly break lines with longer description texts
Made InvalidExpansion buttons of Spaceport scale dynamically with text length
Added some missing building translations to the German buildings file
Fixed some invalid localized key overrides
We still have a lot of work to do, but we hope you have a great time playing. Please don't hesitate to get in touch with us to give any feedback. We'll be watching the bug reports closely and already be working on the next update, which will most likely contain fixes and improvements based on the reports/feedback we get post-launch.
Until next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Fixes
Fixed issue with cut wood not properly being tracked (Thanks Jets63)
Added safety logic to stat deserialization
Fixed Rocket Launcher being a trade requirement instead of offer
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Fixes
Fixed Continue button not properly closing the Main Menu (Thanks Zagan97)
Fixed Mining and Cutting using an incorrect skill modifier when gaining experience
Till next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Hello Again Everyone!
After yesterday's hotfix, we are back with a normal update with some pretty cool stuff!
New Game Modal Rework & World Settings
It's been planned for a long time to start adding settings to the game that give the player more freedom to play in ways that they enjoy. With this in mind we updated the new game modal to include various options.
[img src="{STEAM_CLAN_IMAGE}/45464660/10ccf8c9b0481f2614701cecf5ee5965f755a34a.png"]
Want to skip the tutorial? Go for it. Want to experience some somewhat janky experimental combat? Tick that box. We've been very into building the game in public and sharing our progress. So this is kind of a perfect way to let players playtest some of our work in progress upcoming features.
Along with those we've started adding some basic option that effect the game systems. This first batch will allow you to change how quickly they learn/forget new skills, and how quickly their needs drop.
We've also been hearing about players wanting infinite resource patches, so we also added an option which modifies the mining destroy chance. If that is set to 0 you can mine forever without ever needing to worry about running dry and moving your whole factory.
These are also accessible from the pause menu in game and can be updated on the fly!
[img src="{STEAM_CLAN_IMAGE}/45464660/1cb585e6c95f746b88accd173337be2a13711cd2.png"]
Quest Updates
We added 3 new quest steps and sprinkled them into the existing tutorial quests:
Place Blueprint
Cut Wood
Update Priorities
[img src="{STEAM_CLAN_IMAGE}/45464660/a858c14686ea0a8971c67d8bf05a26d9e4dfdd7f.png"]
Auto Disable Feeding Option
We also added a new option to auto disable prospector feeding when a building is connected to by feeder or output port. This means that if you make a connection to a building which is being fed by agents, the feeding toggle won't be switched off automatically. Previously this was on by default.
[img src="{STEAM_CLAN_IMAGE}/45464660/99a7189365da76e4b79e9ccbd0fe82dbf3c4a598.png"]
AMD Fix
While doing our optimization we reworked a lot of the rendering code, but unfortunately we came to realize that no one on our team uses an AMD GPU. Turns out that's a bad idea because if something is a little off on different hardware, lets say a full crash 100% of the time just loading into the game, it might just slip right into the game.
It's fixed now though and everyone with an AMD card will be able to play the game!
Changes
- Fixed AMD GPU Crash
- Added new Quest Step for placing specific blueprints
- Added new Quest Step for setting a specific Task Priority to a specific level
- Added new Quest Step for cutting wood
- Linked new Quest Steps to respective TutorialQuestDefs - Added World Settings Modal
- Added World Settings button to pause menu
- Added functionality to skip the tutorial quest chain
- Added functionality to select 1-8 prospectors as the starting crew size (default is 4)
- Added logic to opt into experimental random landing zones and enemy waves
- Added first set of agent settings (skill gain, loss, and needs loss modifiers)
- Added setting to modify the resource destroy chance during mining
- Replaced old game seed menu with settings modal
- Fixed game state not properly being set when returning to main menu
- Updated Wire Drawing Machine Recipe Category
- Added various missing localization in the Stockpile Detail View
- Added support for the "apply for all empty slots" checkmark for the "empty" and "none" buttons in the item selection of the Stockpile Detail View
- Added German translations for loading screen messages
As always we are excited to hear your thoughts! We only have a handful of days until Early Access, so any and all feedback or bug reports are absolutely monumental for us. I really can't say enough how much we appreciate you all for being on the journey with us making this game, and honestly just playing it!
Until next time!
The best place to get in touch with us and see what we are working on is by joining our Discord server. So if you haven't yet, stop by and let us know your thoughts!
Current Release
19356388
Uploaded Jul 29, 2025
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How to Install
Dawn Apart.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
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770 MB
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View AllDownload Dawn Apart for PC with a direct link or via torrent. Get the full version of Dawn Apart for free. Dawn Apart is a Simulation released by Industrial Technology and Witchcraft.