About the Game
Play through the campaign alone or with with your friends in cross-platform multiplayer co-op and challenge them in team-based PvP matches.
Factory Building
- Create elaborate supply chains of conveyor belts to feed ammo into your turrets and produce materials to use for building
- Use production blocks to create a wide variety of advanced materials
- Distribute liquids and fight constant challenges, like outbreaks of fire or enemy flier raids
- Get the most out of your production by supplying optional coolant and lubricant
- Produce a wide variety of units for automatic management of your base or assault on enemy bases
Tower Defense
- Defend your structures from waves of enemies
- Strategically place your turrets to destroy them before they reach your core
- Supply your turrets with ammo, coolant, and power
- Bolster your defenses with powered shields, regeneration projectors and other support buildings

Real Time Strategy
- Set up assembly lines to construct armies of mechanized units
- Use your units to square up against fully functional enemy bases
- Capture more territory to place down more cores and get access to additional resources for expansion
Campaign
- Play through two separate planetary campaigns
- Conquer the planet Serpulo and Erekir as you advance through 35 hand-made maps and 250+ procedurally generated sectors
- Capture territory and set up factories to produce resources while you play other sectors
- Defend your sectors from periodic invasions
- Coordinate resource distribution between sectors via launch pads
- Research new blocks to fuel progress
- Invite your friends to complete missions together
- 250+ technology blocks to master
- 50+ different types of drones, mechs and ships
- 80+ achievements to complete
Community and Modding
- Use the steam workshop to browse community-made maps and schematics
- Join public community servers to play with others across platforms
- Play co-op, PvP or sandbox
- Community servers support plugins for custom maps and gamemodes
- Create your public dedicated server, or invite friends to your own private session
- Customizable game rules: Change block costs, enemy stats, starting items, wave timing and more
- Built-in map editor lets you make your own maps to play and share with the community
- Browse community-made mods to add or remix even more content
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
- Fixed save corruption caused by large build queues
- Fixed use of `@queries` world logic variable causing save corruption
- Fixed message block content limits being inconsistently enforced (now always 400)
- Fixed patched message blocks causing network issues; the length limit is non-patchable
- Fixed some sync issues with payload control
- Fixed Quell bullet not tracking cursor correctly
- Fixed liquids under walls counting towards sector resources
- Fixed containers dropped adjacent to cores clearing their items
- Fixed several issues relating to data patch map softlocks
- Fixed specially crafted logic code causing silent disconnects; processors are now limited to 16kb of compressed code
- Fixed a launch pad item import exploit
- Fixed naval/flying units sometimes circling patrol points forever
- Increased max map size to 800x800
- Removed the deprecated unit ammo rule/system completely; any mods that used this system will break
- Improved performance of block removal/team change events (reduces campaign core destruction lag)
- Improved performance of logic block link changes (fixes some lag machines)
- Added more stats of Mass Driver to database
- Added shield bar to HUD when controlling a unit with shields
- Added schematic descriptions to schematic info dialog
- Added 'fill under liquids' bucket tool mode
- Added option to filter maps by planet
- Added option to clear saves/research by planet
- Made Scathe display different missiles in itself depending on ammo type used
- Many various Serpulo/Erekir rebalancing changes
Hotfix 158.1:
- Fixed vault-related save reload item duplication bug
- Fixed occasional crash caused by logic-controlled landing pads
- Fixed health never being visible when controlling shielded payload units (e.g. Oct)
- Fixed infinite-duration status effects displaying long numbers instead of the infinity symbol
- Fixed certain status effects not being displayed
- Changed desktop fullscreen implementation; it should always use borderless fullscreen now
- Removed redundant "borderless fullscreen" setting
- Made glowing red wire blocks turn dark when nearby cores are destroyed or the sector is captured on Serpulo
- Added a sector migration warning to users upgrading from build 146
- Added descriptions to sectors that were missing them
- Changed layout of megabase on Serpulo; added a map submission for the center
- Made several Serpulo sectors hidden
- Fixed various issues relating to window scaling on Windows
- Fixed ambient sounds restarting when paused
- Fixed location pings not being filter-able on servers
- Fixed remote units exploding near walls on non-headless servers under certain conditions
- Fixed player units teleporting when controlled under specific circumstances
- Fixed schematics having a blank thumbnail when uploaded to Steam Workshop
- Fixed wait time not saving in processors
- Fixed many various data patcher bugs
- Fixed a server memory usage exploit
- Fixed Japanese font not displaying correctly
- Fixed many languages (e.g. Chinese) not being displayed in monospace font
- Optimized build plan rendering
- Updated a large amount of Serpulo sector submissions
- Enabled animated shields and planet atmosphere on Android by default
- Made boosting a stance instead of a command
- Improved filtering options for map UI
- Added a "hold position" stance for repair/rebuild units
- Added a new 3x3 canvas block
- Added a 'ping location' key (Default: P)
- Added canvas image import/export options
- Added sync of other player's build queues
- Added a unit factory activation delay rule, enabled by default in the Serpulo campaign
- Added a variant of labels for plugins that use an ID, to prevent flickering
- Added Littoral Shipyard sector
- Added an additional basic gameplay tutorial to Frozen Forest
Hotfix 156.1:
- Fixed some minor transparency bugs with other player's build plans
- Fixed maps not being sorted properly
- Fixed world processors and related blocks being healed by menders
- Locked Pyratite behind Cratered Battlegrounds
- Updated a few sector submissions
- Minor optimizations to in-world schematic plan rendering
Hotfix 156.2:
- Blacklisted older versions of the mod 'scheme-size' due to very common startup crashes
- Updated Littoral Shipyard sector submission
- Fixed holding of payload pickup/drop key causing rate limit issues on servers
- Fixed status effects not scaling correctly in UI
- Allowed 'occasional' UDP errors on clients, which may lead to a more stable experience when low-priority packets do not arrive correctly
- Updated bundled Java version to Java 25
- Upgraded backend from SDL2 to SDL3 - this may cause new issues, report them if you see any
- Added support for dragging save or map files into the game window
- Made key names in the keybind dialog reflect the keyboard layout
- Made displays allow other displays in `draw image`
- Added sub-categories in core database
- Added support for overwriting sectors in JSON mods
- Added a hint for content affected by data patches
- Added credits for map submissions to database (will be moved to a dedicated credits section later)
- Units are no longer removed from the command queue when commanded by other players
- Many various balancing changes for Serpulo and Erekir content
- Added graphite as a wall ore
- Made Erekir heat-based blocks display maximum possible efficiency as 100% as opposed to numbers above 100%
- Made flying units in waves ignore empty/inactive blocks when finding a target
- Made T2+ tanks instantly kill beam node blocks on contact
- Fixed the core landing on core zone locations after sector loss in the campaign (you may need to fully abandon a sector with "clear sector after loss" enabled to fix this on existing saves)
- Made Interplanetary Accelerator accept resources to launch with
- Moved Cruxscape and Geothermal Stronghold off of the tech tree
- Made loadout schematics get built upon landing on Serpulo, matching Erekir
- Renamed Sea Port map submission
- Added the Fallen Vessel sector submission
- Added a hint for core zone usage in the campaign
- Added another enemy core to the Fungal Pass sector
- Added a new Extraction Outpost submission
- Changed tech tree requirements in order to have Tar Fields unlock fewer entries
- Renamed Coastline, and replaced it with a new sector submission
- Replaced Testing Grounds with a different submission, and moved the original one to a hidden sector
- Many other updates to sector submissions
Hotfix 155.1:
- Fixed Fortress unit not being able to shoot when commanded
- Fixed some turrets erroneously firing multiple times per shot
- Fixed loading screen retaining keyboard focus when joining some servers, leading to strange input behavior
- Fixed turrets displaying incorrect status when placed with no ammo
- Fixed unit count buttons resetting when the commanded unit count changes
- Fixed heat crafters having infinite output storage capacity
- Changed missile explosion visuals based on whether they exploded on a target or were shot down
- The 'fullscreen' option now uses borderless fullscreen; the separate 'borderless fullscreen' option has been removed
- Potentially fixed the screen getting bright in fullscreen on desktop (this may need to be fixed upstream in SDL 3.4.x)
Hotfix 155.2:
- Fixed unloaders backflowing into containers
- Fixed scrolling not working on certain Linux desktops
- Fixed Precept dealing 10 damage instead of 120
- Fixed hitscan line projectiles not spawning effects/fire/etc at hit position
- Added various new stats to the database
Hotfix 155.3:
- Fixed scrolling not rotating blocks/schematics on certain systems
- Fixed R and B channels of game window being swapped on some systems
- Fixed certain bullets not triggering their despawn actions
- Fixed directional shields forcing units to "stick" to them
- Fixed mods with incorrect content initialization code crashing the core database
- Fixed a deprecation warning when launching the game with Java 25+
- Force-enabled the x11 backend on Wayland systems with NVIDIA drivers in order to fix a crash (see issue #11657)
Hotfix 155.4:
This release reverts the upgrade from SDL2 to SDL3. SDL3 had too many bugs to be usable - R/B channel color swaps, overly bright windows, broken scaling, crashing on wayland, etc.
These issues should now be fixed again. This also means that the fullscreen/borderless window options have been returned to their pre-155 state.
Other patch notes:
- Fixed multiplayer not working - both the host and the client will need to update to connect properly
- Fixed core database search being broken
- Fixed cyanogen synthesizer using less graphite than expected
- Fixed cross-planet launches being possible in specific scenarios
- Fixed double-clicking a sector bypassing launch checks
- Fixed more bugs with bullet collision logic
- Minor adjustments to salvo copper ammo
- 32-bit Windows builds now display an error when launching, and will be discontinued in the future entirely
This release also removes the Serpulo background wave simulation system - if you are not on a sector that is under attack, it will no longer be updated. You will still receive items and exports for sectors that are not currently under attack.
I am aware that this may be controversial, but the 'wave simulation' system has always easy to cheese, generally inaccurate, and flimsy at best. Sectors will frequently be lost even when defenses seem sufficient, or captured even when defenses are clearly inadequate. Invasions have been disabled by default to account for this change.
Full changelog:
- Made Beta's guns no longer rotate
- Improved Scepter's secondary weapon visuals and damage
- Made Ripple fire half as frequently with ~2x the damage per shot
- Removed Flare spawners from Omura (they were annoying and useless for its tech tier)
- New Flare attack patterns and AI, with a return to older v5 circling behavior - surprisingly, about 85% of the community voted to approve this change in the Discord
- Increased shale's oil production attribute value
- Reduced research costs for higher tier units on Serpulo
- Removed the background wave simulation system - sectors with waves that are not being played on will be frozen in time, and will not produce items
- Disabled Serpulo sector invasions by default - this system will likely be removed or reworked entirely in the future
- Enabled core incineration by default
- Increased active sound cap (32 -> 100)
- Limited sounds to a maximum of ~6 per type (one sound can't drown out all the others)
- Complete rework of most sounds in the game, with a focus on Serpulo units and turrets
- Added a large amount of new sounds to blocks/units/functions that were lacking them
- Added movement sounds for most units
- Renamed most sound effects - while this will break mods and logic, it was necessary, as the old sound naming scheme was an incomprehensible mess
- Many minor bugfixes, crash fixes and improvements for the data patch system
- Fixed logic insert line button not working properly
- Fixed Intel GPUs not being detected properly on Windows
Hotfix 154.2:
- Nerfed Flare damage and range significantly
- Increased liquid capacity of many blocks based on consumption rate
- Fixed a possible crash
- Increased Java mod minGameVersion due to new sound effect name changes
Read more about it here: https://mindustrygame.github.io/wiki/contentpatches/
- Fixed certain campaign maps always resetting after sector loss
- Fixed unit assembler clogging in certain conditions
- Fixed overlay floors under liquids not being removed when placed over in the editor
- Fixed Sublimate not firing correctly at low liquid flow rates
- Fixed planet normals displaying incorrectly on OpenGL 2 devices
- Fixed default planet mesh displaying as a mess in mods
- Updated many different campaign submissions for Serpulo
- Added a sector attempt counter
- Added a button to insert instructions between lines in the logic editor
- Added the core database button to the pause menu on mobile
- Made rotation of certain buildings stay constant when dragged as a line
- Buffed Quasar and Pulsar units
- The Thorium Reactor block now outputs heat (for mixtech)
- Fixed bound unit not saving in logic blocks
- Made water extractor less effective on charred stone tiles
- Made turrets rotate-able during placement
- Made Mindustry use a OpenGL 2 context on Intel GPUs as a possible workaround for a driver memory corruption bug (see Github issue #11041)
- Made remove ore/wall 'blocks' always show up in in-game editor results
- Disabled shooting in the editor
- Added buttons for toggling map layers in the editor
- Many various community-submitted Erekir unit balancing adjustments (see Github PR #11184)
- On Erekir, launch location will now be selected based on items required, to reduce confusion
- Added 30+ procedural attack sector replacement submissions from the community - these are currently untested, please leave feedback on the relevant threads from the in-game link
- When losing a sector on Serpulo, all player structures from the previous run now become derelict
- On Serpulo, derelict structures and plans from previous runs are now always carried over, even when a map has a world processor in it
- Removed thorium from sector 218 on Serpulo (in the future, it will be replaced by a hand-made sector)
152.1 hotfix notes:
- Fixed turrets not being rotated clientside when placed on servers
- Fixed turrets not rotating the correct way during construction
- Fixed derelict structures not functioning properly after being repaired
- Fixed liquid junctions not being place-able on edges of deep water
- Fixed infinite items being enabled in a hidden sector
- Deprecated 32-bit Windows version (please switch to a 64-bit install!)
- Added 'rune' decorative tiles for use in the campaign
- Added 3 new environmental metal wall blocks and 1 new metal floor block
- Added support for selecting multiple buildings in command mode at once
- Added editor support for colored floor/wall configuration
- Removed "walls to cliffs" button
- Added support for filling regions with cliffs using fill tool mode
- Added support for painting floors under certain liquids in editor
- Fixed colored floors/walls not being filled or mirrored properly in editor
- Fixed player not being able to command units properly when dead
- Fixed campaign games continuing even after core destruction
- Fixed bullets spawning backwards at low FPS values
- Fixed block configurations in schematics changing when item/block IDs change
- Fixed dead buildings being readable/writable in logic
- Fixed NaN being a possible value in logic
- Improved precision of stats displayed in core database
- Updates to Planetary Launch Terminal and Geothermal Stronghold submissions
- Many various changes to Erekir turret stats
- Changed planet launch UI visuals slightly to indicate origin sector more clearly
- Added a hint for un-researched unit upgrades
- Added previews of incoming links for Erekir bridges
- Made enemy spawn positions update when edited in-game through world processors or scripts
- Increased Breach tungsten ammo multiplier 1 -> 2
- Fixed scaling of server headers in server list
- Fixed possible duplication of servers in server list
- Fixed teams in logic not being sense-able
I am aware that not everyone will agree with this change, but I firmly believe that it is necessary, for the following reasons:
- Placing sectors next to each other makes it far easier to see where the player should go next. Historically, some players have experienced difficulty figuring out where to go early on in their campaigns.
- Only being launch to adjacent preset sectors (as opposed to halfway across the planet) makes logical sense, and aligns them with the mechanics of procedurally generated sectors.
- Having most sectors close to each other makes it far easier to see all the territory one has captured.
To be clear: I will not be reverting this change, nor will I be adding any options to switch between the new and old layouts. Maintaining two different planet layouts (and making sure both of them play well with newly added sectors) is not viable.
Note that this rework is not complete. There are plans to add special hand-made sectors on the far side of Serpulo, among other things. The Erekir campaign will also need a similar rework in the future.
For those interested, map submissions for the new Serpulo base sectors are now open on the Discord - see the #serpulo-sectors channel. In the future, all the procedurally generated sectors will be replaced with ones made by the community.
Detailed changelog:
- Complete reorganization of Serpulo campaign layout and sector tech tree; preset sectors are now adjacent
- Made sector icons show up on map
- Moved procedural attack sector positions
- Made dark areas of Serpulo emit light based on player/enemy structure presence (note: you must enter a sector in order for its light coverage to update)
- Made procedural sectors on Serpulo now require a Foundation core to prevent sequence breaking
- Added unfinished enemy base sectors to the far side of Serpulo - these are currently procedural nonsense, but will be replaced with user-made maps in a future update
- Made "select all units" ignore Mono units
- Added support for multiple unit stances at once
- Added support for specifying multiple ores to mine for units
- Made enemy wave AI detect and avoid unit clogs in certain situations
- Made the editor display a more accurate version of the map
- Added new metal tiles for future Serpulo maps
- Added colored floor/wall blocks for custom maps
- Added character overlay tiles
- Added an achievement for killing a unit with a mass driver bolt
- Added a setting for detaching the camera
- Added a key for toggling unit debug hitboxes
- Added a rule for filling the core with items
- Reduced damage of Arc against shields
- Reduced flying unit crash damage by 50%, and wreck health by 75%
- Made mass driver bullet damage/explosiveness depend on items carried
- Various balancing adjustments to make payload distribution more viable on Erekir
- Made Quell missiles temporarily invincible
- Fixed miner units sometimes searching for ores far away from the core
- Fixed a freeze caused by broken logic spawning explosions
- Fixed installs of multiple mods causing a redundant dependency dialog to appear
- Fixed legged units drowning due to incorrect pathfinding
- Fixed research button not being clickable on some devices
- Fixed visual discontinuity line on Serpulo (and modded planets)
- Made the server list cache itself as a file in case of unstable network conditions
- Added selection of attack wave spawn position by commanding cores in editor
- Made logic-controlled units unselectable again
- Made tileable logic displays have an offset to account for the frame, similarly to standard displays
- Added support for reading characters from strings and message blocks in logic
- Added support for reading/writing to canvas blocks in logic
- Added 'select' (ternary) logic operation
- Made text align a constant variable instead of static instruction field
- Fixed various errors related to pathfinding
- Fixed a map editor crash
- Fixed naval units in waves ignoring walls when pathfinding
- Fixed RTS AI building up units infinitely in many cases
- Fixed campaign not saving wave state when game is closed
- Fixed overdrive state not saving
- Improved visual interpolation of unit-based missiles on servers
- Many various balancing changes to Erekir power blocks and turrets
- Added Frozen Forest completion requirement to silicon smelter
- Added a search bar to the keybind dialog
- Added a new system for mods to register their own keybinds (existing mods utilizing vanilla keybinds will break)
- Added a way to manually select ores for units with mining capabilities
- Added mining command capabilities to Pulsar/Quasar
- Added stats for item throughput for item bridges
- Added a reset button to logic processors
- Allowed selecting/commanding units that are bound by logic processors
- Selected units now display all available stances/commands, even if they are not shared across all units
- Fixed info button in tech tree not being clickable
- Fixed stats for Scathe not displaying correctly
- Fixed liquid transportation blocks being too explosive when full
- Fixed moving a build plan always moving it to the front
- Removed tar fields requirement for Plastanium Compressor research
- Various minor map fixes for Origin, Sea Port and Extraction Outpost
- Added support for named colors in logic with %
- Added sensors for display size and draw buffer size
- Added tiled logic display block
- Reverted bridge cost increase
- Made Fungal Pass a requirement for T2 units
- Rebalancing of Erekir turret ammunition
Current Release
12101994
Uploaded Sep 04, 2023
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System Requirements
How to Install
Mindustry.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
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110 MB
12101994
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