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
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
Fixes
- Fixed an issue with processors discarding input resources if the output and processor were full
You can find the full list of known issues here.
Changes and New Features
🪐 indicates changes due to community feedback!
- Rivals 2.0
- Your Rival will now start building shipyards and ships to help defend their city
- You can freely attack your rival's city now with your own ships
- Your rival's defense ships will intercept ships that attack their buildings
- Destroying the Rival's HQ will allow you to spend influence to acquiring their buildings and tiles that are within your command area
- Buildings you acquire from a defeated rival will become part of your city
- Any resources, citizens or employees inside an acquired building (or on an acquired tile) will also belong to your corporation
- Your Rival will now start building shipyards and ships to help defend their city
- Victory points will no longer repeat in the same row
- Tooltip for game length in the main menu will now display without opening the dropdown
- Made the header text in the science panel more distinct
- Advisor button will now display a chat icon if there are pending chats
- The mining tube that goes between a mine and a node will now move slower as the node quality decreases
- Adjusted the Victory and Game Over menus to fit better with the new Victory Contracts
- Moved the "subtract from queue" button on the transport hub to the left side of the selection panel
- Moved the "Confirm" button when selecting a destination in a new game to be in line with the rest of confirmation buttons
- Added a tooltip to Research Efficiency in the science tab that explains the effects of research efficiency
Balance
- The Rival AI starts the game with a defense ship
- Reduced passive influence gain by 10%
- Increased the vision range of tier 1 ships by one, decreased the vision range of tier 3 ships by one
- Increased the unlock cost of the Shipyard from 1000 > 5000 credits
Fixes
- Fixed some rebel hulls not having thumbnails set
- Fixed Industrial Fan VFX not always displaying when fully zoomed out
- Fixed fuel fabricator devices still displaying some VFX when disabled
- Fixed attack and fire warning banners being hidden while in combat view
- Fixed plus and minus signs not always displaying for the energy and fuel displays
- Fixed "No Free Employees" flag displaying when building a device if every employee is dedicated to the "construct device" job
- Fixed power shield VFX still displaying if all crew pods were removed from a ship
- Fixed employees attempting to operate disabled employee modules if they were disabled while the game was paused in some situations
- Fixed rename button not saving the changed name if the cursor was not moved before clicking it again
- Fixed an issue where a building could temporarily end up in the wrong category in the full time jobs list
- Fixed dust trails on ruins not matching wind direction for a while after canceling or completing a survey action on them
You can find the full list of known issues here.
Changes and New Features
🪐 indicates changes due to community feedback!
- Higher tier Victory points can now be accessed as long as one point in the tier below is achieved, no longer needs to be adjacent
- Simplified tooltips for some of the buttons in the top bar when the function is not unlocked yet
- Added localization of new features
- Updated icons for most of the victory points
Balance:
- Xethane is no longer moved by wind
- All building health increased by 10-15%
- Increased starting influence from 20 > 50
- Increased passive influence gain rate by 25%
- Decreased amount of extra waste added from "Human Resources" Starting Bonus from 300% > 200%
- Devices construct 3x faster
- Reduced build, upgrade and connection times for all buildings
- Ruin actions are 20% faster
Fixes
- Fixed game over screen in Survival/Zen mode
- Fixed tooltip for No Free Employees not displaying numbers if there are no employees
- Fixed fire warning sound effect playing each time a building was extinguished if other buildings were on fire
- Fixed an issue with dismantled devices appearing incorrectly when saving/loading in the middle of the process
- Fixed an issue with health and fire intensity bars not immediately appearing on buildings when loading into a paused game
- Fixed an issue where resource patches had a brief period where they could be set for dismantle while having 0 resources
You can find the full list of known issues here.
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes and New Features
🪐 indicates changes due to community feedback!
New Gameplay Feature: Starting Bonuses
- Starting bonuses will offer powerful boosts that can change how you approach each game
- Each bonus will also have a related drawback, so choose carefully!
- At the start of a new game you can pick 1 (or none) of 4 bonuses
Victory Conditions 2.0
- Victory conditions have been re-worked to Victory Contracts!
- Victory points are now arranged in a tier list by victory card
- In order to unlock a victory point in a higher tier, you must first complete an adjacent victory point in the tier below
- Unlocking higher tier points will grant more score towards victory
- If a point is lost in a lower tier, all higher tier points it granted access to will stop counting towards your score until the lower tier point is achieved again
- Victory will now be graded in Bronze, Silver or Gold. Each level will award 1, 2 and 3 trophies respectively.
- Progression is being updated, Trophies will now be tracked across playthroughs for unlocking additional victory cards and Starting Bonuses
New Environmental Effect: Wind
- Each map will have a wind direction set at the start of the game
- Xethane and Pollution will be moved by wind, Xethane will be pushed at a lesser rate than pollution
- Wind strength will vary over time
New Game Option: Choose Game Length
- Game length can be set at the start of a new game
- Can choose to start a short, normal, or long game
- Short games require fewer points to claim victory, long games will require more points
Miscellaneous
- Updated VFX for research efficiency upgrades
- Added exhaust VFX to trucks
- 🪐Damaged flag will appear on devices that get destroyed in combat
- This will make it much easier to know when a device on a ship is not working because it needs to be fully repaired
- 🪐Tutorials will now prompt players before immediately delivering tutorial instructions
- The first few tutorial steps will still automatically play, after those players will be prompted to accept the next objective when they are ready
- A building's health bar will now always display when the fire intensity bar displays
- Added Braxton's audio logs
- Updated the priorities icon in the worker management panel
Balance
- 🪐Roads are always non-flammable
- 🪐All buildings are now unlocked with credits
- Reduced the time increase from each researched node by 20%
- Increased turret health by 10/15/20 for levels 1/2/3
- Reduced the health of tier 1 and 2 Rebel ships by -20 and -10 respectively
Fixes
- Fixed space bar exiting the building after renaming it while inside
- Fixed connecting two storage facilities initially displaying a full progress bar until the job starts
- Fixed building selection SFX playing louder after exiting an interior view
- Fixed Power Shield M VFX only displaying when powering off
- Fixed an issue where the "Under attack" and "Building on Fire" banners could still be clicked after they went away
- Fixed a number of issues that could occur when pausing and resuming device construction/dismantle jobs
- Fixed audio log background SFX continuing to play if a log finished playing in the codex
- Fixed an issue with advisor's being louder when talking to you while inside a ship
You can find the full list of known issues here.
Changes as of 0.25.2
🪐 indicates changes due to community feedback!
Science/Tech Web
- Updated science tab tooltip to display the current research task and its progress bar
- Moved the legend in the tech web to the bottom of the screen
- 🪐 New tech in the tech web: Faster building repairs
- Added new VFX to researching nodes when research efficiency techs are unlocked
Trucks
- Truck construction queue information will become hidden when the transport hub is full
- Added a tooltip to the button for removing trucks from the construction queue
Employee Menu
- 🪐 Added text to the full-time jobs list when it is empty to make it easier to tell when the list is open or collapsed
Processors
- 🪐 Existing processor modules will not display plug icons when placing a new module
- All existing module plug icons will still be displayed when placing a processor
- All existing module plug icons will still be displayed when placing a processor
Fixes as of: 0.25.2
- Fixed the checkmark icon on the science tab not being scaled correctly
- Fixed ship's information panel not displaying the correct amount of fuel generated
- Fixed a pathfinding issue in ships that could occur when a device was canceled before it finished building
- Fixed pathfinding issues on ships that could occur after loading into a game
- Fixed priority flags for buildings under construction/upgrading disappearing after saving and loading
- Fixed an issue where FPS could drop when keeping a resource patch selected while an employee extracts it
- Fixed an issue where the power overlay legend would get toggled when turning a pylon on/off
- 🪐Fixed a typo on the Mega Miner corporate goal
- Fixed the "close" button on the roadmap panel not being aligned over the top right corner
- Fixed the "No connected output module" flag being cleared if a waste module was attached to a processor without an output module
- Fixed Xethane ruins that have not been activated showing different emission levels during Xethane emission weather events
- Fixed a rare crash that could occur when a ship tries to attack a building that is already destroyed
- Experimental players:
- Fixed trucks sometimes not displaying upgrade VFX
- Fixed pathfinding on ships breaking when a crew member dies while floor tiles are damaged
You can find the full list of known issues here.
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.25.1
🪐 indicates changes due to community feedback!
Optimization
- 🪐Significant performance improvements have been made to many of the game's systems. This should create a much smoother gameplay experience for players with less powerful computers or very large cities
- Disabled error logging by default
- As the game has become more stable we no longer need to constantly log any background errors. This should result in a slight performance increase for players
- If there are consistent issues in a save file error logging can be enabled from the settings menu before submitting bug reports
- As the game has become more stable we no longer need to constantly log any background errors. This should result in a slight performance increase for players
Quality of Life Changes
- 🪐Added Truck Queue
- Truck production can now be queued, as long as you have the credits you can start queueing trucks in your transport hub once it's online
- Holding down the increase or decrease dedicated workers button on the employee management panel will now continuously add or remove dedicated workers
- Added tooltip to the button for increasing storage space in the spaceport and council hall when the player cannot afford the upgrade
- Updated the rival selection button
More Fire Quality of Life Updates
- Added a progress bar to buildings that are on fire
- This bar will display the current fire intensity on the building and should make it easier to see which buildings need to be extinguished first
- Added a warning notification when any building catches fire
- This notification appears similar to the building under attack notification
- Clicking the notification will center the camera on the first building to catch fire, or return to city view when inside a building
- The notification will tell you how many buildings are on fire, and the current fire intensity of the first building to catch fire
- This notification appears similar to the building under attack notification
VFX
- Added VFX to trucks when they get upgraded in the science lab
- Added VFX to operational air purifiers
Balance Changes
- Rebel ships have -20/-30/-40 HP for Tier 1/2/3 respectively
- Rebel ships with Gatling guns are weighted as more difficult and should not show up in earlier waves as often
- Player ships have -20/-40/-60 HP for Tier 1/2/3 respectively
- Building construction time is 30% faster for all buildings
- Increased the time it takes for an extinguished building to reignite
Fixes as of 0.25.1
- Fixed an issue with codex entries that didn't have a set image displaying the image of the last codex entry selected
- Fixed an issue that caused the brightness to decrease in city view after leaving combat view
- Fixed damaged buildings losing damage texture if an upgrade is canceled
- Fixed livability stat on residential buildings not displaying "Unlivable" when completely full of waste
- Fixed an issue with the "Discovered Technologies" section of the Tech Web panel not being populated till at least 1 scientist was assigned
- Fixed new game panel not disappearing after selecting the load option in the main menu
- Fixed Quill Baas' name not being localized in the new game menu
- Fixed advisor call button not always being available in certain situations
- Fixed incorrect mining rates being shown on isotope nodes targeted by mines after loading the game
- Fixed saving and loading in shipyards not saving the camera orientation
- Fixed a rare issue that could cause citizens to become "stuck" on the corner of the spaceport while call to arms was active
- Fixed Rival AI being able to complete some tutorial steps for the player
- Fixed an issue that caused the Rival AI's power grid to be visible in the fog of war when the power overlay was on
- Fixed an issue that could allow ships to instantly dock in shipyards from anywhere on the map
- Fixed an issue that would cause Sciaro's third tutorial step to not complete if the ruin selected was an un-activated inert ruin
- Fixed an issue where the Rival AI could unlock achievements for the player
- Fixed the newsletter signup not accepting capital letters in email addresses
- Fixed inability to unlock Quill Baas' codex entry
- Fixed an issue that could cause some employees to get stuck after using "Dismantle All" on a ship
- Fixed an issue where buildings that were being upgraded were still visible and selectable through the fog of war when command range was lost
You can find the full list of known issues here.
Changes as of 0.24.3
🪐 indicates changes due to community feedback!
Balance Changes
- Reduced the speed that fire spreads
- Increased repair speed
- Added localization for new features
Known issues as of 0.24.3
- Laiyo Visk and Vern Skoll chat logs are not yet localized
- Localization for these logs will be implemented in the next patch
You can find the full list of known issues here.
Current Release
Build 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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