About the Game
Industries of Titan is an industrial city building sim/strategy game set on Saturn's moon, Titan. Create a sprawling industrial city and compete with other rival corporations to stake your claim to the industries of Titan!
As the Founder of a new city-corporation, and backed by the unforgiving and mysterious Council, you've been granted new headquarters in Titan's inhospitable atmosphere. There, you'll need to explore the ruins of a forgotten civilization while bearing the onslaught of ruthless rebels and competition from your corporate rivals. The Council expects much from you. Do you have what it takes to truly thrive?
BUILD AND MANAGE YOUR CITY
On Titan, precious construction materials and technological artifacts are locked away in ancient, massive ruins. Use these materials and artifacts to construct roads and transportation, build residences for citizens, power your city, and generate profit.
Design your city, and expand from just a few devices to a massive metropolis!
Survey and salvage the ruins of a lost civilization for ancient artifacts
Balance the needs of the Council, your city, your citizens, and your employees to produce a powerful, efficient economy
Dive inside your factories and kickstart your economy by building devices to refine resources
EXPAND ACROSS TITAN’S SURFACE
Grow your corporate empire on Titan one sector at a time via Campaign Mode. Sectors vary in terms of their environment, degree of rebel activity, Rivals you may encounter, and victory conditions, giving you a new scenario to tackle each time.
Conquer key locations across the surface of Titan as you seek to monopolize the entire moon
Face unique challenges with each new city you found, but gain powerful favors and starting bonuses from the Council as you progress
Plot your path to victory while sabotaging your rivals’ attempts to do the same
STRIKE DOWN YOUR ENEMIES
Your city’s success will undoubtedly draw the attention and ire of those around you. You will have to compete with rival corporations and fight off rebels to defend your corporate assets and become the dominant corporation on Titan.
Overcome your enemies via tactical battleship combat, technological superiority, political influence, or the wealth extracted from your citizens
Design the interiors of your battleships by strategically placing weapons, shields, engines, and more, reducing weak points and maximizing fighting capability
Explore the map to discover and exterminate hidden rebel encampments
GAME FEATURES
Get to know your advisors with fully voiced lines and dialogue
Capture Titan's natural beauty with an in-game photo mode
Gameplay is "real-time with pause" -- play at your preferred pace!
Created by the team that brought you Crypt of the NecroDancer, with art by Sir Carma and Nick Gunn, music by Danny Baranowsky, and audio by Power Up Audio
Screenshots
13 images
Version Information
Steam Patch Notes
Official update history
Changes and New Features
🪐 indicates changes due to community feedback!
- 🪐Reduced victory point requirements for the number of techs researched (Novice/Adept/Veteran Researcher). This should help with situations where a victory point cannot be achieved because too many techs were scrapped.
- 🪐Removed the file location popup when taking pictures in photo mode
- Changed victory condition requirements for Mega Miner:
- No longer spawns as a tier 1 point.
- Reduced the requirements by one per level - This will make the tier 5 point possible to achieve on all map types
- No longer spawns as a tier 1 point.
Fixes
- Fixed an issue where selection could stop working after destroying the rival's HQ. If you had encountered this issue in a game, loading that save after updating will allow you to continue
- Fixed an issue where employees would not exit a conversion capsule until the floor it was on was viewed if conversion finished while the camera was in the Tech Web or a ship interior
- Fixed not being able to prioritize the dismantling of a ship from inside the shipyard
- Toned down the smoke VFX on ships when they take damage
- Fixed rain not putting fires out on the Hostile terrain map
🪐 indicates changes due to community feedback!
Changes and New Features
- Added a blink effect to the Tech Web button on the top bar during the linear tutorial. This blink effect will start part way through the tutorial until the player has opened the tech web. If the Tech Web had been opened prior this blink will not occur
Fixes
- Fixed an issue where employees could get stuck when dismantling a storage container that held resources being used for construction
- This fix will stop this from happening going forward. If you have a save with stuck employees, try pausing/canceling any construction jobs and then resuming them after the patch.
- This fix will stop this from happening going forward. If you have a save with stuck employees, try pausing/canceling any construction jobs and then resuming them after the patch.
- Fixed a few rare crashes that could occur
Changes and New Features
indicates changes due to community feedback!
- Added a blink to the tech web button if the player has not yet visited the tech web part way through the linear tutorial
Fixes
- 🪐Allowed resources in the spaceport and council storage to be used for construction jobs without needing to be moved to regular storage first
- This should solve the issue experienced by some players who would need to wait very long times to get something to get built that needed tier 1 isotopes
Changes and New Features
🪐 indicates changes due to community feedback!
Balance Changes
- 🪐▲Reduced many building requirements for T4 and T5 victory points
- 🪐▲Reduced the unlock cost of the shipyard
Fixes
- Fix a crash that could occur when clicking on the build menu while transitioning certain camera views
- Fixed another rare crash that could occur
After over 2 years in early access, Industries of Titan is finally at 1.0. Some team members have been working on this game for over 5 years! To see this game reach 1.0 is a little surreal, and we can’t thank you enough for being with us on this journey. I know portraying an evil capitalistic overlord might not seem like it, but a lot of love has gone into this game. We sincerely hope you enjoy our game. 🙂
Also, if you'd like to hang out with us, our team will be going live on https://twitch.tv/braceyourselfgames at 11AM PST (one hours from now).
Changes and New Features
🪐 indicates changes due to community feedback!
New Features
Campaign
- Added cutscene for campaign victory
- Improved campaign victory end screen appearance
- Added additional metrics to the campaign victory screen
Locations and Weather
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- Added two new weather events:
- Aurora - Increases outdoor walking speed
- High Winds - Increases wind speed
- Aurora - Increases outdoor walking speed
- Added two new map locations:
- Eerie Expenditure - A map that has a higher number of obsidian ruins and mineral patches, but fewer isotope patches
- Arid Acquisition - A map that has a higher number of inert ruins, and regular ruins but fewer isotope and mineral patches
- Eerie Expenditure - A map that has a higher number of obsidian ruins and mineral patches, but fewer isotope patches
Victory Points and Council Favor
- Added 3 new victory points:
- Own a monument center
- Own transport hubs
- Unlock technologies in the tech web
- Own a monument center
- Added new council favor option:
- Increase influence gain rate
- Added new starting bonus:
- Aromatherapy: Pollution increases habitability. Pollution does more damage to citizens
- Aromatherapy: Pollution increases habitability. Pollution does more damage to citizens
Lore and Voice Over
- Added additional Lore Logs for rivals, the Logistics Advisor and a handful of new characters
- Added missing VO and explanation about Corporate Goals and adding
- Added new VO for tutorial
- Added a tooltip to the advisor panel's button
Visual Effects
- Added visual flare when discovering inert ruins
- Added smoke effects to crevices that are affected by the "Down the Hatch" starting bonus, and highlights as pollution sources when the pollution overlay is enabled
- Added smoke VFX to Factories when emitting pollution
- Added further improvements to visual difference between biomes
- Added visual clarity to sectors on the campaign map so they look more like the biome they represent
- Added colour to Purchasable Sectors on the campaign map when they are available to buy
- Added VFX displayed on Air Purifiers
- Added VFX to Monetization stations when Citizen ad revenue tech is researched
- Added blinking notification to the Research tab on the top bar when research is complete
- Added improved rebel camp indicators on campaign map sectors. When a sector features higher rebel aggression, the camps on the tile will appear larger
Quality of Life
- Improved Rival descriptions in campaign map tooltip
- Added a popup notification when starting the game with saves from a previous version (Saves will be archived separately)
- Added "Return to Campaign Map" button to the pause menu while in campaign sessions
- This will return the player to the campaign map and forfeit the current session
Changes
- Changed "Livability" to "Habitability" to better differentiate between tile based Habitability and global City Livability
- Changed the default priority of the "Clean Up" job category so that Supply Smokestacks is above Clean Waste
- Changed the tech web tooltip to display the current progress of active research
- Changed tooltip for Corporate Goals button on the top panel to display the current Victory Points, how many are needed for the next trophy and current trophy level
- Changed connection and upgrade tooltips for most buildings
- Changed the art for most starting bonuses
- Improved VFX displayed on Air Purifiers
- Changed some VO to the campaign tutorial
- Changed Confirm Favor button to always be visible while scrolling through council favor options
- Changed idle player ships so that they attack enemy ships attacking a nearby friendly building
- Changedthe Council Communications tab to show applied Council favors even when it is locked
- Changed many warning flags that contained words to use icons and tooltips
Balance
- ▲ Increased chances for artifacts to spawn in ruins
- ▲ Increased resource drop rate from ruins by 25%
- ▲ Increased resource drop rates for Large, and Obsidian ruins by 25%
- ▲ Increased the amount of resources in resource patches
- ▲ Halved time for input/processing/output of resource processors
- ▲ Starting bonuses that are not selected in a campaign will have a stacking credit bonus added the next time it is available
- ▲ Hospital range increased by 1
- ▲ Doubled benefits of "Max Influence" favor bonus
- ▲ Reduced the required buildings for tier 4 and 5 victory points
- ▲ Pollution damage to citizens reduced by 50%
- ▲ Decreased the amount of citizens required in the city to affect global livability
- ▲ Reduced tier level of HQ and Command Center range upgrades
- ▲ Increased Command Center range by 1 and vision by 2
- ⮂ Adjusted the map generation settings for all biomes
- Biomes will now vary greatly in resource patch availability and quantity, as well as resource nodes, crevices, rocks, mountains, lakes and the amount/type of ruins that will spawn
- ▼ Worker movement speed tech reduced by 5%
- ▼ Base Global Livability reduced from 50 > 20
- ▼ Reduced passive dissipation rate of pollution by 50%
- ▼ Smoke stack pollution increased by 30%
- ▼ Mines now produce 50% more pollution than smokestacks
- ▼ Tripled habitability effects from Xethane and Pollution
- ▼ Pollution emitted from "Down the Hatch" bonus doubled
- ▼ Increased habitability penalty on roads from -1 > -3 for "Super Highways" starting bonus
- ▲Increased road habitability range from 1 > 3 to be in line with all other buildings
- ▼ Device construction time for "Off Brand Devices" increased by 50%
- ▼ "Off Brand Devices" construction cost adjustment reduced from -80% > -40%
- ▼ Influence cap added by Monument Research Center reduced from 100 > 50, Influence gain rate reduced by 1
Fixes
- 🪐Fixed buildings not keeping their original rotation when connecting
- When two buildings are connected they will keep the rotation of the first building selected. If the connected building cannot face that direction after connecting then it will face the default direction
- Devices in Factory interiors will keep their original orientations after connecting
- Some blueprints that were created before this update for connected factories may not be applied correctly and will need to be re-created
- Fixed council favor tooltips not updating when points are assigned/unassigned
- Fixed habitability values not being scaled the same way in all the UI
- The habitability bonus shown on a building will now match the one displayed in the habitability breakdown of nearby buildings
- Fixed language button on main menu not updating after changing languages through settings
- Fixed blueprints with currently unresearched devices not being usable if you could otherwise afford them
- Fixed tooltip for Overlay and Filter at the bottom of the screen overlapping
- Fixed turret model brightness dropping after being enabled
- Fixed Gatling guns occasionally appearing to visually drift off their main target when attacking a building
- Fixed a visual issue that could occur when the camera transitioned while a camera shake was occurring
- Fixed ship priority list not updating after devices have been removed
- Fixed missing habitability penalty for destroyed L2/L3 buildings
- Fixed an issue where the screen could become blank after loading inside a shipyard with a constructed hull
- Fixed an issue where Gatling Guns could play their animation indefinitely if combat was broken while they fired
- Fixed a crash that could occur when opening the ship management panel after destroying a shipyard with a ship
- Fixed connecting hospitals not increasing the hospital's healing range
- Fixed ability to rebind Left/Right mouse button
- Fixed waste modules displaying a "discard" button that could not be used
- Fixed a crash that could occur when loading a save that was made while the "Reset Favor' dialogue box was open
Known Issues
- We have one big bug in this build that we'll get a fix in for soon! Sorry!
- After destroying a rival's HQ, map tiles can suddenly become un-selectable.
- If this occurs, rotating the camera so that it faces south will allow you to continue playing that session
See you on Titan soon.
Changes and New Features
🪐 indicates changes due to community feedback!
Combat Changes
- 🪐Added Multi-ship Combat Support - ships can now be attacked by more than one ship! Enemies can attack a single player ship with multiple enemy ships too so be careful!
- Added lines between ships to show who is attacking who
- Added each attacking ship can have it's weapons manually targeted in combat view
- Added ships can continue attacking buildings while they are being attacked by another ship (Rebel ships will still change target to the first ship that attacks them)
- Added 15 New rival ship layouts
- Changed idle ships that are overlapping will slowly repel each other till they are no longer overlapping
- Changed idle player ships to automatically engage an enemy ship that is attacking another nearby friendly ship
Campaign Map Changes
- Added tooltips to all fields of the details panel for selected sectors in campaign mode and visual improvements to the campaign map to help with readability
- Added more visual differences between biomes
- Null sectors on the campaign map can now be selected, with an explanation of what they are (cannot start missions on these sectors)
- Added purchasable sectors to the campaign map - these sectors can be purchased with favor
- Purchased sectors will not have an available mission, but will grant access to any adjacent missions
- Added tooltip to "Start New Mission" button in campaign mode when an invalid sector/no sector is selected
- Added a confirmation pop-up when going to replay a mission
New Victory Cards and Starting Bonuses
- Changed the colours of all victory cards
- Added New Victory Cards
- Added four new Starting Bonuses
- Down The Hatch: Residential buildings will produce less waste when built next to crevices. Crevices next to residential buildings will produce pollution
- Eco Friendly Factories: Active factories do not emit pollution. Factories can not be upgraded
- Off-brand Devices: Devices cost less resources to build. Devices take longer to build
- Cheap Construction Materials: Mineral costs for buildings are significantly reduced. Buildings are more flammable
- Down The Hatch: Residential buildings will produce less waste when built next to crevices. Crevices next to residential buildings will produce pollution
New Council Favors and Changes
- Added a confirm button for allocating favor. Starting a mission with unconfirmed favor allocated will have a confirmation pop-up to confirm favor allocation
- Added new Council favor options
- Free Starting Tech: Allows you to start a session with one or more random free techs of any level
- Cost of Claiming Ruins: Reduce the influence cost of claiming Ruins
- Cost of Claiming Empty Tiles: Reduce the influence cost of claiming empty tiles
- Cost of Claiming Resource Patches: Reduce the influence cost of claiming Resource Patches
- Cost of Claiming Obsidian Ruins: Reduce the influence cost of claiming Obsidian Ruins
- Increase HQ Range: Start a session with increased HQ range
- Free Starting Tech: Allows you to start a session with one or more random free techs of any level
New Science Lab Technologies and Tech Web Changes
- Added a 3rd category to the science tab that will list all the techs currently visible, but not yet accessible in the tech web
- Added 19 New Technologies
- Reduced Obelisk Power Requirement: Reduces the power requirements of Council Obelisks
- Reduced Office Power Requirement: Reduces the power requirements of Offices
- Reduced Turret Power Requirement: Reduces the power requirements of Turrets
- Increased Park Range: Increases the effective range of Parks
- Increased Park Livability: Increases the livability bonus provided by Parks
- Increased HQ Livability: Increases the livability bonus provided by the HQ
- Increased Obelisk Livability: Increases the livability bonus provided by Council Obelisks
- Increased Hospital Livability: Increases the livability bonus provided by Hospitals
- Reduced Smokestack Livability Penalty: Reduces the negative livability effect of Smokestacks
- Reduced Shipyard Livability Penalty: Reduces the negative livability effect of Shipyards
- Reduced Mine Livability Penalty: Reduces the negative livability effect of Mines
- Reduced Turret Livability Penalty: Reduces the negative livability effect of Turrets
- Reduced Xethane Loss from Filters: Reduces the amount of xethane that Air Purifiers remove from the air
- Increased Filter Rate: Increases the rate that Air Purifiers filter the air
- Hospital Employee Reduction: All Hospitals will only require 1 employee
- Industrial Fan Employee Reduction: All Industrial Fans will only require 1 employee
- Air Filter Employee Reduction: All Air Purifiers will only require 1 employee
- Mine Employee Reduction: All Mines will only require 1 employee
- Smokestack Employee Reduction: All Smokestacks will only require 1 employee
- Factory Pollution Reduction: Reduces the amount of pollution factories emit
- Reduced Device Repair Time: Reduces the amount of time it takes ship crew to repair damaged devices
- Reduced Obelisk Power Requirement: Reduces the power requirements of Council Obelisks
Miscellaneous
- Changed so that factories with employee modules inside will display the "no worker" flag if a module doesn't have a worker assigned
- 🪐 Changed the HUD layout so that it works better with smaller resolution screens
- Changed Hospital overlay to better show which hospital is providing a healing bonus to nearby buildings when there are multiple hospitals near each other
- Added the ability to overwrite saves. While saving you can select previous saves to overwrite them. You will have the option to rename the save or keep the same name while overwriting
Balance Changes
- 🔹🪐 Docking a ship in a shipyard will instantly heal all employees on board
- 🔹 Adjusted Victory Point generation so that higher tier points will continue from previous points
- 🔹 Reduced the amount of research time added per tech
- 🔹 Increased the effectiveness of Research Efficiency techs
- 🔻 Factories emit low levels of pollution while active
- 🔻 Starting bonus choices at the start of a session reduced from 4 > 3. You can use council favor to increase this to 4 again
- 🔹 Starting bonuses are no longer tied to victory cards
- 🔹 Starting bonuses that are not selected for a session will have a credit bounty on them the next time they are presented
- 🔹Taking a bonus with a credit bounty will add that bounty to your starting credits for the session and use up the bounty
- 🔹 A starting bonus will need to be passed over in another session before it will have a bounty again
- 🔹 Reduced the map size of campaign sessions
- 🔹 Corporate sectors (sectors needed for victory) will provide a significant amount of favor
- Campaign sessions will provide different amounts of favor gain for completion based on the mission parameters
- 🔹 Longer sessions provide more favor, shorter sessions provide less favor
- 🔹 Higher rebel aggression will provide more favor
- 🔻 Lower rebel aggression will provide less
- Adjusted City Livability to be affected by population density
- 🔹 Having a large number of citizens living in high livability housing will be required to raise the total City Livability
- 🔻 Having a low number of citizens living in high livability housing will only raise the total City Livability by a small amount
Fixes
- Fixed "Titan Radio Connoisseur" not unlocking if the whole soundtrack was played in manual mode
- Fixed faster employee movement tech VFX not displaying inside buildings
- Fixed a crash that could happen when connecting/upgrading mines
- Fixed a crash that could happen while dismantling roads in certain scenarios
- Fixed Rival ship colours not appearing in combat view
- Fixed all selected residential buildings showing "unlivable" after selecting a residential building that was disabled from waste while the game is paused
- Fixed a situation where employees could become stuck after pausing and resuming building construction multiple times
- Fixed level 2 and 3 parks having the tops poke out while burrowed
- Fixed Level 3 mines not appearing lit at the structures base
- Fixed disabled parks sometimes being visible when next to other parks
Known Issues
- Some localization is missing from the game still
- Connected and upgraded parks are missing thumbnails on their selection panels
- Employees currently prioritize storing resources in the closest available storage rather than one that is accessible by trucks
- If you think your employees should be using trucks when they are not, please make sure there is no valid storage that is not connected to a road for that resource within walking distance of the mine
- Sometimes an attacking rebel ship can become untargetable when it should be destroyed, causing the attack wave to persist indefinitely
- This can be resolved by saving and loading, which will allow you to finish off the ship and end the attack wave
- Energy Plants may not display a “No Fuel” tag if there is a small amount of fuel left in a fuel tank, but not enough to run the Energy Plant
- Turning on Single repeat in the music player will not stay toggled on when the music player is closed
- Removing workers from a ship with a shield generator can cause the shield to appear to still be on with nobody operating the device
- If a building is renamed during construction, canceling that construction will cause the name to be applied to the empty tile.
- If a resource in the Spaceport or Council building is required for construction, that resource is not prioritized and construction will take longer than usual
- If a building is not constructing, we recommend canceling the construction and placing it again so that different resources are reserved.
- This usually occurs with Isotopes 1!
- If resources are filtered from a container to be moved to a different one, they can still be used for construction, causing longer than usual wait times
- To solve, re-enable the filter on the box they are in to cancel the move resources job so that they can be used for Construction
- Resuming a save file will show negative fuel if the game starts paused, unpausing will resolve the issue
- Some Tutorial pieces do not have VO currently - they will need to be advanced manually
- If your computer turns off in the middle of a game due to power loss or updates, Steam Cloud Sync may corrupt your save files
- If the entrances to Citizen devices (Habitat Pods, Monetization Station, and Conversion Capsule) are blocked, Citizens will lie on the ground, in the air, or through other devices
- If a building is entered while paused, sometimes all Employees and Citizens will be in T-Pose
- Trucks may not travel extremely long distances in a very big city
- Windows N users will need to install the Windows Media Feature Pack from the Windows Store - it’s required to play the videos in the game
- Linux users have significant trouble getting the game to run via Proton - we are not officially supporting Linux at this time so there is not a lot we can do for you, sorry!
- Performance can decline the larger a city gets
- It’s possible but rare for the camera to become stuck when exiting a ship in combat
- Phoning an Advisor during the step where instructed to view the panel will cause their dialog to be cut off in favor of the final step of the linear tutorial
- When two Factories are connected, their interiors (and exterior) will flip around
Adjusted victory point values
- Reduced most tier 4-5 victory point requirements by about 25%
- Reduced the requirements for resource gathering points at all tiers
- Increased requirements for ship based victory points
PATCH HIGHLIGHTS:
CAMPAIGN MODE: Wrest control of Titan, one sector at a time.
MENTAL, HEALTH: 2 new buildings - parks and hospitals!
RIVAL ARRIVAL: 5 new rivals to compete against.
JUMP START: A host of new starting bonuses
AND MORE!
See the full patch notes below!
Titan Tuesday: Patch 0.28.0
Campaign Mode
Changes and New Features
🪐 indicates changes due to community feedback!
Campaign mode has been added offering a whole new way to play the game! Wrest control of Titan, one sector at a time in this new game mode
- Each sector will have a different scenario for you to overcome
- Each victory will reveal more of Titan to explore and conquer
- Earn Council Favor from victories that you can use to access powerful bonuses
- The higher the victory tier, the more Council Favor you will earn
- Once a Favor is spent it can only be re-set 3 times per campaign
- Conquer two of the special highlighted sectors to claim ultimate victory and earn a seat on the Council
- Conquering highlighted sectors will grant a large amount of Favor
- Campaign scenarios use "Elimination" rebel activity, meaning destroying all rebel camps on a map will stop rebel attack waves for that session
- Please note that the Campaign victory sequence is still being worked on and features some placeholder elements right now
Two new buildings have been added!
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- Hospitals:
- Increases the health regen of citizens living nearby
- increases nearby livability
- Residences affected by hospitals will display healing VFX
- Can be upgraded and connected to improve healing effects
- Increases the health regen of citizens living nearby
- Parks:
- Significantly increases livability of nearby residences
- Citizens will gather around parks during Leisure time
- Can be upgraded and connected to increase livability effects
- Significantly increases livability of nearby residences
Five new Rivals have arrived!
- New Rivals:
- Kennar Ruari - A generalist with an industrial goal set
- Tiann Garra - An aggressor with a military goal set
- Kota Tendo - A generalist with an economic goal set
- Orenna Kierke - A pacifist with a political goal set
- Ryn Kierke - An aggressor with a military goal set
- Kennar Ruari - A generalist with an industrial goal set
- Rival's portrait will be displayed in the Rival's section of the Victory Conditions tab
- Rival corporations have their own unique logos
- Rival ships now have unique colours to help differentiate them from the player's ships
New Victory Cards
- Energy Empire - Focuses on victory points relating to Energy
- Logistical Leader - Focuses on victory points relating to transportation and logistics
New Starting Bonuses
- Experimental Fuel Tanks - Fuel silos automatically fill up when next to crevices. Fuel silos have less health and a bigger explosion when destroyed, Fuel Turbine buildings are less effective
- Super Highways - Trucks are much faster on roads. Roads grant negative livability
- Cheap Construction Materials - Buildings take less time to build. Buildings have less health
- Slumlord - Residential buildings can house more citizens. Citizens generate more waste
New Tech and Tech Changes
- Added 11 new Techs to the Tech Web
- Hospital Healing rate level 1 & 2 - Increases Hospital healing rate
- Hospital Power Requirement - Decreases power needed to run a Hospital
- Air Purifier Power Requirement - Decreases power needed to run an Air Purifier
- Science Lab Power Requirement - Decreases power needed to run a Science Lab
- Park Power Requirement - Decreases power needed to run a Park
- Fan Power Requirement - Decreases power needed to run a fan
- Building Construction Time - Decreases the time it takes to construct a building
- Building Upgrade Time - Decreases the time it takes to upgrade a building
- Building Connection Time - Decreases the time it takes to connect a building
- Device Construction Time - Decreases the time it takes to construct a device
- Hospital Healing rate level 1 & 2 - Increases Hospital healing rate
- Tech web is now always accessible
- You will be able to start researching new technology from the very beginning of the game
- Building and staffing science labs will still increase your overall research speed
- The time it takes to complete the first few techs has been increased slightly to make up for being able to start research immediately
- You will be able to start researching new technology from the very beginning of the game
Other Changes
- Added VFX to some of the upgrades researched from the tech web
- 🪐Added employee module to the Full Time Worker management list. This will let you assign and unassign employees to employee modules from anywhere using the employee management panel.
- 🪐Ship blueprints that contain devices that have not been researched yet can be used. There will be a warning displayed on the blueprint selection that will tell you which devices will not be built
- Added a warning when a processor is unable to function due to too much waste on the floor
- Added a flag above rebel ships to indicate when they are attacking the rival
- Tech Web zoom level will be saved when exiting and re-entering the tech web
- In progress research window will now display on the bottom right of the HUD in the Tech Web. This should make it easier to navigate the web while research is ongoing.
- 🪐Selecting or placing a turret will display all existing turret ranges
- Changed the default priority list for ship crews
- This should improve the repairs made by crew aboard ships with default priorities and help make employees operate devices more consistently after the ship has taken heavy damage
- When ships are not in combat, employees will prioritize repairing damaged devices over operating devices
- This change will only affect ships built after this patch is applied
- This should improve the repairs made by crew aboard ships with default priorities and help make employees operate devices more consistently after the ship has taken heavy damage
Balance
Reworked Livability and Citizen Job Systems
- Citizens can now work at any job no matter how far it is from where they live
- The population overlay will now show lines between residences and jobs indicating which citizens are working where
- Citizens needing to travel long distances for work will have decreased livability
- Citizens that live close to where they work will have high livability
- Most buildings will now decrease or increase livability of the residences near them
- Added "City Livability" stat that can be seen at the top of the migrant ship tab
- Having a high City Livability will increase the amount of migrants on incoming ships, while a low City Livability will decrease the amount of migrants on incoming ships
Rebel Balance
- Rebel waves will always try to spawn ships above a rebel shipyard with a standing Rebel HQ. If there are no rebel shipyards, ships will spawn randomly around the edge of the map
- An onscreen indicator has been added when rebel attack waves spawn, this will show the general direction the attacking ship(s) will com from
- 🪐Reduced the amount stored energy contributes to the aggro meter. This should help cities that power defense turrets with batteries to not see large spikes to the aggro meter when the batteries recharge
- The rebel aggro meter fill rate is now affected by how many camps are present on a map
- The more rebel camps on the map, the faster the aggro meter will fill up
- Destroying a camp will still cause an immediate spike in aggro, but will reduce the rate that the meter fills up over time
- The more rebel camps on the map, the faster the aggro meter will fill up
Other Balance Changes
- Starting influence reduced from 50 > 40
- Widened the range for minimum and maximum possible health on inert ruins
- Adjusted the requirements for many of the victory points
Fixes
- Fixed missing turntable images for Auto-shield and Employee module devices
- Fixed an issue with manually targeted lasers not keeping their target positions after save/load
- Fixed an issue where ships could get stuck in a dismantling state
- Fixed an issue with activated tanks appearing empty after save/load
- Fixed resource tooltip showing incorrect next resource tier to switch to when Tier 3 was selected
- Fixed issue where input modules could appear stuck if they had resources inside when the processor they were attached to got changed for a different level
- Resources will now be automatically discarded if a different level of processor is connected
- Fixed attacking rebel ships becoming idle if they manage to defeat the Rival's city
- Fixed an issue with priority list for ship crews not always being followed correctly by crew
- Fixed default "repair at" value for Generator-L requiring 2 tiles of the device to be damaged before crew started repairing
- Fixed crew not repairing a device if the first tiles to get damaged on it were inaccessible
- Fixed patrolling rival ships so that they will no longer intercept rebel ships that are targeting the player's city
- Fixed a crash that could happen if the mouse was hovered over certain elements of the ship management panel when a ship was destroyed
- Fixed no tooltip displaying when hovering over the "copy" button when it is not available
- Fixed audio log background audio playing indefinitely if it was stopped at certain points
- Fixed Header overflowing in the Game Over screen when the player loses from lack of storage
- Fixed a number of triggers in the modular tutorial not working correctly. The advisors should now offer better advice depending on your in-game situation
- Fixed Gatling Gun codex entry not unlocking after building a Large Gatling Gun
- Fixed Tutorial not updating when key bindings were changed for camera movement keys
- Fixed livability info not appearing on habitat pods unless a monetization station was built
- Fixed Science Labs not showing the Research Efficiency upgrade per employee in their tooltip
- Fixed rival's victory cards not being revealed if they were defeated before all tiers were unlocked to view
- Fixed an issue where dragging folders in the Ship Employee Management window could sometimes re-distribute folder contents
- Fixed "Never Repair" setting in Ship Employee Management window getting reset after losing or gaining a crew member
- Fixed Launch button on shipyards appearing available while a ship was being repaired
- Fixed "Rotate Device CCW" not having a key-binding option
- Fixed processors with multiple outputs displaying a "full" flag if only one output is full
- Fixed Grid lines appearing between AI power buildings and player pylons when they were built close to each other
- Fixed "End Of Day Balance" in the credits tooltip displaying a negative value instead of 0 when salaries can't be paid
- Fixed filters displaying on waste receptacles, even though they can only store waste
- Fixed an issue that caused the "Fully Staffed" achievement to not unlock right away
- Fixed the "Armed to the Teeth" achievement not unlocking until after a ship with full weapons has re-docked and un-docked again
- Fixed "Mineral Monarchy" and "Isotope so!" achievements not tracking resources mined from resource nodes, or resources obtained from obsidian ruins
- Fixed "This Moon ain't Big Enough..." achievement unlocking under incorrect circumstances
- Fixed "Making Connections" achievement unlocking before the building actually connected
- Fixed "Stayin Alive" achievement unlocking under incorrect circumstances
- Fixed "Feeling Gassy" achievement unlocking of the fuel turbine didn't have an employee assigned
- Fixed "All aboard" achievement unlocking if the ship had max crew pods, but no crew
- Fixed "Rebuild, Die, Repeat" achievement sometimes counting buildings that were not fully rebuilt
- Fixed "Shields Up" achievement not triggering at all
- Fixed "Power Overwhelming" not counting rebel ships that were destroyed from oxygen being drained
Known Issues
- Some localization is missing from the game still
- Connected and upgraded parks are missing thumbnails on their selection panels
- Employees currently prioritize storing resources in the closest available storage rather than one that is accessible by trucks. If you think your employees should be using trucks when they are not, please make sure there is no valid storage that is not connected to a road for that resource within walking distance of the mine
- Sometimes an attacking rebel ship can become untargetable when it should be destroyed, causing the attack wave to persist indefinitely. This can be resolved by saving and loading, which will allow you to finish off the ship and end the attack wave
- Energy Plants may not display a “No Fuel” tag if there is a small amount of fuel left in a fuel tank, but not enough to run the Energy Plant
- Turning on Single repeat in the music player will not stay toggled on when the music player is closed
- Removing workers from a ship with a shield generator can cause the shield to appear to still be on with nobody operating the device
- If a building is renamed during construction, canceling that construction will cause the name to be applied to the empty tile.
- If a resource in the Spaceport or Council building is required for construction, that resource is not prioritized and construction will take longer than usual. If a building is not constructing, we recommend canceling the construction and placing it again so that different resources are reserved. This usually occurs with Isotopes 1!
- If resources are filtered from a container to be moved to a different one, they can still be used for construction, causing longer than usual wait times. To solve, re-enable the filter on the box they are in to cancel the move resources job so that they can be used for Construction
- Resuming a save file will show negative fuel if the game starts paused, unpausing will resolve the issue
- Some Tutorial pieces do not have VO currently - they will need to be advanced manually
- If your computer turns off in the middle of a game due to power loss or updates, Steam Cloud Sync may corrupt your save files
- If the entrances to Citizen devices (Habitat Pods, Monetization Station, and Conversion Capsule) are blocked, Citizens will lie on the ground, in the air, or through other devices
- If a building is entered while paused, sometimes all Employees and Citizens will be in T-Pose
- Trucks may not travel extremely long distances in a very big city
- Windows N users will need to install the Windows Media Feature Pack from the Windows Store - it’s required to play the videos in the game
- Linux users have significant trouble getting the game to run via Proton - we are not officially supporting Linux at this time so there is not a lot we can do for you, sorry!
- Performance can decline the larger a city gets
- It’s possible but rare for the camera to become stuck when exiting a ship in combat
- Phoning an Advisor during the step where instructed to view the panel will cause their dialog to be cut off in favor of the final step of the linear tutorial
- When two Factories are connected, their interiors (and exterior) will flip around
Current Release
10887092
Uploaded Mar 30, 2023
Update Required for Latest Version
The base game download is an older build.
To get the latest version, download both the Base Game + Update patch.
Industries of Titan update 40749.rar
214 MB
Additional Files
Update Patches
1 file · Only if your local version is older
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
4.1 GB
10887092
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