About the Game

You are a space engineer in charge of a project launched by the space alliance COSMO, tasked with a massive undertaking: constructing Dyson Spheres (a megastructure that would orbit around a star, harnessing all its power and energy) to produce the energy that CentreBrain needs.

Each game features a unique and one-of-a-kind universe
Start with a small workshop and improve it until it spans the whole galaxy
Engage in battles, construct defensive structures to repel enemy attacks
Explore a vast universe with various celestial bodies, including neutron stars, white dwarfs, red giants, and even black holes
Automate production beyond planetary surfaces, transporting resources across star systems
Develop your very own Dyson Spheres
Perfectly show the constructions you've completed on a planet's surface
Blueprint allows you to save important plans
Customize the mecha to create unique designs and traverse the universe with your creation

To construct a Dyson Sphere, you need to utilize automation. Start simple and gradually increase complexity. Maximize the stable output of resources through automated facilities.
Connect resources with conveyor belts, transporting raw materials to processing facilities, and then conveying the products to the next stage. Progress from basic transport lines to elaborate plans for factories with diverse outputs. Utilize your production to drive technological advancements, meeting the necessary conditions for building the Dyson Sphere.
During the construction, buildings will automatically snap to the grid. When laying conveyor belts, the use of snapping allows for automatic alignment, significantly improving efficiency. This enables the creation of large-scale automated production lines. The construction of the Dyson Sphere relies on vast and efficient factories.
The convenient blueprint technology allows you to save your essential plans. You can save factory designs as blueprints and deploy them directly in other locations, eliminating the hassle of repetitive operations.


Each planet has its own orbit, experiencing the gravitational effects of its star with rotation and revolution, resulting in day and night changes influenced by the star. In addition, there are unique celestial bodies such as neutron stars, white dwarfs, red giants, and even black holes, awaiting your exploration in this vast universe.



Be prepared!
Don't rely solely on Icarus to face the overwhelming numbers of the Dark Fog. COSMO has devised contingency plans to assist you in repelling the attacks of the Dark Fog. While constructing factories, you'll need to deploy essential defense structures. The more active your operations, the more frequently the Dark Fog will launch fierce assaults.
Utilize your defense facilities to unleash "fireworks" and disperse the Dark Fog.

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Twitter(X): @DysonProgram
Discord: Dyson Sphere Program
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Screenshots
16 images
Version Information
Steam Patch Notes
Official update history
Engineers still busy among the stars and reality alike — the blazing heat of summer is almost upon us, and Dyson Sphere Program continues to move forward at full speed.
Here is today’s small update:
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Holo beacons can activate "Dark Fog Beaconing" function (in combat mode). Once activated, Dark Fog Hives will dispatch Relay stations to beacon's location. Note: The beacon must maintain power supply and visibility must be set to at least "Local Planetary System".
We know, of course, that many of you are looking forward to the vehicle system. However, this is a special feature that runs through the entire game experience, and to some extent, it will change the rhythm of how the game is played.
In order to present it to every Engineer in the best possible form, it still needs quite some time before it can truly take shape. We are just as eager for its arrival, and we hope it will bring you an even more impressive Dyson Sphere Program, helping this game that has grown alongside all of us reach new heights.
At the same time, we will continue to optimize and update other content, while also working with our publisher to support the creation of collaboration content and more multilingual content. Please rest assured that this will not affect the design and development of the core game itself.
Hello Engineers, hope everyone is having a great week.
Don’t forget to take a break, step outside, and enjoy some fresh air.
Now, onto the new update:
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You can now set memos in the Planet (Planetary System) Information Panel
Added 3 new combat situational music tracks. These will play depending on the actual combat situation and historical play frequency. They can also be toggled on/off in the settings.
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Improved the undo/redo experience in input fields with undo functionality when continuously entering non-Latin characters.
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Fixed an issue where canceling a working lab's task could cause incorrect subsequent behavior in some cases
Greetings, Engineers!
Here is today's full update log:
Version 0.10.33.27024
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[p align="justify"]● Fixed a bug when copying blueprints, if a \[Conveyor Belt] slightly exceeded the tropic line, the blueprint would be split into two subareas.● Fixed an issue where the \[Logistics Distributor]’s brief information panel would retain item information from other buildings when there were excess items.
● Fixed an issue where SSAO display errors caused incorrect perspective effects in certain situations.
● Fixed a bug where the Central Core visual effects of the Spce Dark Fog appeared incorrectly scaled.
● Fixed a bug where Starmap grids might exhibit intense white overexposure on AMD graphics cards.
● Fixed an issue where \[Ground Plasma Towers] might display black dots on AMD graphics cards.
Greetings, Engineers!
[p align="justify"]In our last update, we rolled out \[Blueprints with Foundations] and the \[New Multithreading System]. Since then, we’ve been keeping a close eye on your discussions and feedback — and we really appreciate all the ideas and reports you’ve shared with us! Based on your input, we’ve been hard at work polishing things up with a round of fixes and improvements.Here is today's full update log:
Verson 0.10.33.27005
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● Added an \[Auto-Assign] mode to the advanced settings of multithreading system, which is selected by default. When enabled, the operating system will automatically assign logical processors to game threads.
● Added an \[Attack Dark Fog Buildings] toggle to the fleet panel in the combat interface, allowing players to control whether Icarus’ ground or space drone fleets attack Dark Fog structures.
● When a Splitter inputs stacked cargos into a Depot above it, if the slots in the Depot cannot fully
accommodate the stack, the stacked items will be split before being input.
● Newly saved blueprints will now be auto-selected in the \[Blueprint Library].
● Players can now directly enter blueprint mode from the \[Planetary View].
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[p align="justify"]● Fixed a bug where thread affinity binding failures were not handled silently in certain system environments.● Fixed an issue where the copied blueprint area might be slightly larger than the actual range when copying blueprints.
● Fixed a bug where Logistics Bots interact with Inventory might cause an error when viewing blueprint data.
● Fixed an issue where dragging the \[Research Queue] after pausing game time in the \[Tech Tree] would cause incorrect animation behavior.
● Fixed a bug that prevented pasting a Dyson Sphere blueprint with a text length exceeding 300,000 characters after copying it.
Hope the weather is getting cooler out there (for the Northern Hemisphere). It's been over 40℃ (104℉) this week here. But don't worry, we are doing okay.
Here is the update for some issues addressed recently:
Version0.10.30.23430
- Added [Bloom Effect] in the video settings. You can now toggle or adjust the bloom effect in the scene (if black spots or screen glare occur, you can choose to reduce or turn off the effect).
- Added a restriction on the difference in tilt angles at both ends of the sorter. When building the sorter vertically, sorters with sufficient length at both ends will no longer prompt "Distance Too Close."
- Fixed a bug where the recipe for replicator would display correctly but could not actually be crafted in certain cases.
- Fixed a bug where mining machines could not detect minerals that were too high or too low in elevation.
- Fixed a bug where in certain situation, after building all the holograms and leaving the planet, an error might occur when the battlefield analysis base powered on next time.
- Fixed a bug where some buildings would show a foundation requirement when pasting blueprints onto the Maroonfrost surface.
- Fixed a bug where sorters sometimes would not rotate according to the tilt of the conveyor belt during manual construction.
- Fixed a bug where sorters would not rotate according to the conveyor belt tilt when pasting blueprints.
- Fixed a bug with incorrect collision detection for tilted sorters.
- Fixed a bug where sorters could be constructed underground.
The update last Thursday has caused some issues. We've urgently fixed the bugs in this patch.
Here is the full patch notes:
- Optimized the performance of inserting cargos to Conveyor Belt line, ensuring that the first node in a closed-loop conveyor line will not stop when cargo is inserted.
- When a blueprint contains only Conveyor Belts, Sorters, Traffic Monitors, and Spray Coaters, it is now possible to raise or lower all buildings in the blueprint in the same way as elevating Conveyor Belts.
- Fixed the bug where the mineral reserves displayed for Advanced Mining Machines on remote planets in the control panel showed as zero.
- Fixed the bug where minerals accumulated on remote planets could be taken from the control panel.
- Fixed the bug where some UI text displayed incorrectly in the control panel.
- Fixed the bug where the Battlefield Analysis Base could not be built or rebuilt on its previously planned building holograms.
- Fixed the bug where inputting cargo into a closed-loop conveyor belt with the pile sorter could lead to data anomalies.
- Fixed the issue where, when the mecha construction drone was turned off and a large number of blueprints were pasted, errors might appear when entering a new planet and planning buildings.
- Fixed the bug where sorter collisions might behave abnormally when pasting blueprints.
- Fixed the bug where turrets would rotate according to the incline of the conveyor belt when built on it.
- Fixed the bug where half-level elevated conveyor belts might attempt to avoid horizontal belts by raising or lowering when encountering them.
- Fixed the bug where conveyor belts would also automatically raise or lower by half a unit when passing through buildings like spray coaters.
- Fixed the bug where the end of a line would not check for excessive twisting when planning connections to conveyor belts.
- Fixed the bug where mining machines might cause an out-of-bounds array error in multithreaded mode.
- Fixed the bug where conveyor belts with different positions and input-output will be merged into one section after blueprint copy-pasting.
- Fixed the bug where excessively long blueprint file paths in the blueprint library caused incorrect UI display.
- Adjusted the zoom scale of the camera to the target planet when selecting a destination for interstellar routes.
- Interstellar route selection no longer jumps the camera to the destination.
- Interstellar routes can now be established between any planets/systems, without the need for factories in the target planet/system.
- The search box in the point-to-point transport panel will now display all matched logistics stations.
- Optimized the WASD movement in the Technology Tree.
- Fixed the bug where group settings did not take effect immediately after clicking the group setting button.
- Fixed a bug where sand pile is picked up as a physical item. (Existing sand pile items will remain)
- Fixed the bug where the UI display of Advanced Mining Machine is incorrect.
- Fixed the bug where NaN was displayed in the brief information of the Eclipse Fortress under certain circumstances.
- Fixed a bug where Technology Tree keeps scrolling if the computer is connected with a joystick, steering wheel, controller, etc.
· Optimized Icarus' "Throw" skill controls.
· Fixed a bug where removing a Battlefield Analysis Base may cause an error.
· Fixed a bug where Icarus' energy shield can take damage without apparent cause while Icarus is in space.
· Fixed a bug where pointing to a Blueprint would cause an error if its path contains curly brackets.
- The setting of Fast Build in Sandbox Mode will be saved.
- If a newly created Blueprint has the same path as the existing one, the existing Blueprint's icon, thumbnail and description will be loaded automatically.
- Fixed a bug where slow down effect of EM Capsule was incorrect in certain situations.
- Fixed a bug where it may not be able to fix damaged buildings after loading a save.
- Fixed a bug where items in the last slot of the Depot above Splitter cannot be output.
- Fixed the VFX issue of Dark Fog units in Planetary Base.
Current Release
v0.10.28.21219
Uploaded Jan 08, 2024
System Requirements
How to Install
DSPGAME.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
1.5 GB
v0.10.28.21219
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