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Steam News17 December 20256mo ago

The Trade Boom Update

Welcome to a new dawn of space commerce! Dawn Apart's first major update during Early Access is here: Build your own interstellar trade hub, score the best deals by completing missions for competing factions, and use C4

In this update4

Full notes

Full Dawn Apart update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

12 fixes39 additions21 changes6 removals
  • Gameplay
  • Maps
  • UI and audio
  • Events
  • Balance
  • Fixes
addedEnter the Trade BoomThere are two new factions in town - the Saturn Fields Company and the Exotic Goods Trader - and they come with some very lucrative deals in tow. Randomly generated based on what’s stored in your stockpiles, these dynamic trade missions are tailored to your playstyle and progress, rewarding you with resources your corporate overlord, the Kobayashi Schwarz Corporation, might not have sitting in their docks.
addedTick, Tock, Boom…Got a hill, rock formation, or landmark standing in the way of expanding your factory? With our brand-new, powerful C4 charges , you can blow every obstacle to smithereens. Yes, that’s right - by adding explosives, we’ve introduced another way to reshape the planet.
changedTick, Tock, Boom…These kaboomies come in three sizes, and you can even choose how deeply they penetrate the terrain. Once placed, a 10-second timer starts, and all prospectors automatically make sure to chicken out of the blast radius - and rightly so. The higher-tier green and blue charges pack a massive punch, capable of turning large portions of the map into a deserted wasteland in the blink of an eye.
addedGiving Your Inventory a Second LifeIs your inventory filled with stuff you don’t need anymore? Say hello to the Recycler , a brand-new machine that turns yesterday’s junk into today’s essential components. It breaks down any item with a recipe (meaning it was crafted from at least two components) into its base ingredients at a 50% return rate. So if you find yourself with an abundance of copper pipes, simply toss them into the recycler and repurpose them into copper plates and copper rods.
addedGiving Your Inventory a Second LifeSpeaking of stockpiles, we noticed the community placing hundreds of them next to each other - effectively replacing conveyor belts. To keep things balanced, we’ve slightly nerfed them. You can now place a maximum of two base stockpiles (red), four Tier 2 stockpiles (green), and six Tier 3 stockpiles next to each other. That said, we’re pretty confident you’ll come up with new ways to increase productivity that we haven’t even dreamed of.
changedGiving Your Inventory a Second LifeWith Dawn Apart’s first major update (which, by the way, also includes the replacement of our SFX and audio soundscape), our goal is to give players more choices, allow for more customized playthroughs, and make building and terraforming more fun - and more impactful. Literally.

Dawn Apart changes

addedThere are two new factions in town - the Saturn Fields Company and the Exotic Goods Trader - and they come with some very lucrative deals in tow. Randomly generated based on what’s stored in your stockpiles, these dynamic trade missions are tailored to your playstyle and progress, rewarding you with resources your corporate overlord, the Kobayashi Schwarz Corporation, might not have sitting in their docks.
addedGot a hill, rock formation, or landmark standing in the way of expanding your factory? With our brand-new, powerful C4 charges , you can blow every obstacle to smithereens. Yes, that’s right - by adding explosives, we’ve introduced another way to reshape the planet.
changedThese kaboomies come in three sizes, and you can even choose how deeply they penetrate the terrain. Once placed, a 10-second timer starts, and all prospectors automatically make sure to chicken out of the blast radius - and rightly so. The higher-tier green and blue charges pack a massive punch, capable of turning large portions of the map into a deserted wasteland in the blink of an eye.
addedIs your inventory filled with stuff you don’t need anymore? Say hello to the Recycler , a brand-new machine that turns yesterday’s junk into today’s essential components. It breaks down any item with a recipe (meaning it was crafted from at least two components) into its base ingredients at a 50% return rate. So if you find yourself with an abundance of copper pipes, simply toss them into the recycler and repurpose them into copper plates and copper rods.
addedSpeaking of stockpiles, we noticed the community placing hundreds of them next to each other - effectively replacing conveyor belts. To keep things balanced, we’ve slightly nerfed them. You can now place a maximum of two base stockpiles (red), four Tier 2 stockpiles (green), and six Tier 3 stockpiles next to each other. That said, we’re pretty confident you’ll come up with new ways to increase productivity that we haven’t even dreamed of.

Welcome to a new dawn of space commerce!

Dawn Apart's first major update during Early Access is here: Build your own interstellar trade hub, score the best deals by completing missions for competing factions, and use C4-powered terraforming to blast more holes into the planet’s surface than a block of Swiss cheese. Steam post image

Enter the Trade Boom

There are two new factions in town - the Saturn Fields Company and the Exotic Goods Trader - and they come with some very lucrative deals in tow. Randomly generated based on what’s stored in your stockpiles, these dynamic trade missions are tailored to your playstyle and progress, rewarding you with resources your corporate overlord, the Kobayashi Schwarz Corporation, might not have sitting in their docks.

Just keep in mind that you still need to please them by fulfilling quotas of Lucrum 115, the galaxy’s most precious resource. Fail to do so, and they’ll terminate your contract and bring your playthrough to an abrupt end.

Tick, Tock, Boom…

Got a hill, rock formation, or landmark standing in the way of expanding your factory? With our brand-new, powerful C4 charges, you can blow every obstacle to smithereens. Yes, that’s right - by adding explosives, we’ve introduced another way to reshape the planet.

These kaboomies come in three sizes, and you can even choose how deeply they penetrate the terrain. Once placed, a 10-second timer starts, and all prospectors automatically make sure to chicken out of the blast radius - and rightly so. The higher-tier green and blue charges pack a massive punch, capable of turning large portions of the map into a deserted wasteland in the blink of an eye.

Steam post image Of course, you can also use C4 defensively when enabling the (still very experimental) combat mode. With the right timing, you can welcome the It’ak on their nightly factory raids with some nice little fireworks:)

Giving Your Inventory a Second Life

Is your inventory filled with stuff you don’t need anymore? Say hello to the Recycler, a brand-new machine that turns yesterday’s junk into today’s essential components. It breaks down any item with a recipe (meaning it was crafted from at least two components) into its base ingredients at a 50% return rate. So if you find yourself with an abundance of copper pipes, simply toss them into the recycler and repurpose them into copper plates and copper rods.

Speaking of stockpiles, we noticed the community placing hundreds of them next to each other - effectively replacing conveyor belts. To keep things balanced, we’ve slightly nerfed them. You can now place a maximum of two base stockpiles (red), four Tier 2 stockpiles (green), and six Tier 3 stockpiles next to each other. That said, we’re pretty confident you’ll come up with new ways to increase productivity that we haven’t even dreamed of.

With Dawn Apart’s first major update (which, by the way, also includes the replacement of our SFX and audio soundscape), our goal is to give players more choices, allow for more customized playthroughs, and make building and terraforming more fun - and more impactful. Literally.

We can’t wait for you to jump back in and let us know what you think. In the meantime, we’ve already started working on the next major update.

See you soon on Discord or on Sirius B 3! - The IT&W Team PS - Here are all the patch notes:

Trades:

  • Added new Trades Modal to the GameHud

    • Trades are displayed as cards

    • Clicking a card opens the Trade Message for the linked trade

    • Right Click opens a context menu where a space port can be directly assigned

  • Removed trade messages from the the Events Message Modal

  • Added game fail state for not completed quota trades from KS

    • One quota trade can be missed without failing

    • On failure the game is force paused while still allowing camera movement

  • Added game option for new worlds to make quota trades optional

    • This disables the fail state and quota trades will not expire for a long long long time - - Quota trades have different color in Trades Modal

  • Added IsQuota tag for Quests that cause fail state

  • Updated Space Port Detail View

    • Select Trade Button opens the Trades Modal

    • Moved How To Use text into a HoverHint element

    • Increased the height of the detail view

    • Added drag functionality to the header

  • Added Prototype TradeValue based on recipes with overrides in definition files

  • Added new random dynamic trades based on player progression with the following types:

    • Trade Ingredients for the result of a recipe

    • Trade in Result for the Ingredients of a recipe

    • Random trade based on TradeValue

  • Incremented Trader Jets 62->Jets 63

C4 (Props & Death Rattles):

  • Added "Death Rattles" to all entity prototypes which have health. These are resolved when an entity is killed.

  • Added new PropPrototype

  • Added 3 C4 props with Crater Death Rattles (Small, Medium, and Large)

    • Each type has 3 different variations that affect the depth of their explosion

  • Added 4x Small C4 to the Magpie inventory

  • Added explosive variables to incoming damage component

  • Reworked how explosive damage is applied in the explosive damage service

  • Updated explosive damage falloff in the ExplodeSystem

  • Fixed FireWeaponSystem not properly using the projectile damage type

  • Added logic for agents to flee from HPA Danger emitters (props, enemies or fires) based on proximity

    • Flee Goap now supports having a specific flee position pre assigned

    • Flee distance depends on HpaDangerEmitter.DangerRangeSq, with some padding

    • Flee in opposite direction of nearest HpaDangerEmitter. If multiple HpaDangerEmitters around, sample positions in a circle and pick best.

    • Un-enlisted agents working within HpaDangerEmitter range will fail their action and flee

  • Add exclusion from fleeing for some dangerous Goals, for now ExtinguishGoapGoal

  • Player undrafted agents flee a short distance when getting hit

  • Added chicken animation to fleeing / panicking agents

  • Optimized Removing of HPA Nodes in the HpaBuildSystem for all HPA jobs

    • We brought the average time spent updating the HPA Node Hierarchy by about half. This means placement, uninstalling, terraforming, and destruction which affects agent pathing will be faster

  • Added extremely basic AudioEventKeyframes struct to all PrototypeAudioClips which contains some basic keyframe data

Stockpile Rework:

  • Updated stockpile logic to use a max group size instead of allowing infinite stacks in a group

  • Added Max Group Size to Stockpile Prototypes

  • Added 3 new stockpile variation (Small, Medium, Large)

  • Added 4x Small Stockpiles to the Magpie inventory in addition to the built-in ones

  • Added max group size text to stockpile tooltip

  • Added stockpile components to placed stockpile blueprints to allow for low level stockpile connections

  • Added stockpile validation logic to disallow placement if the placement puts existing stockpiles over the max group size

  • Converted all stockpiles in previous saves to [c]Legacy Stockpiles[/c] which can be recycled for 100% of their base cost, but not placed

  • Added invalid placement reasons for spaceport landing zone and stockpile size

  • Slightly refactored placement validation job to allow for bursting

  • Added HideInUi flag to RecipePrototypes

  • Added HideInUI flag to BlueprintPrototypes

Recycler:

  • Added new Recycler building which takes in items and returns ~50% of the base ingredients

  • Added RecycleEfficiency to ConverterDefs (Required only for Recycler type Converters)

  • Updated update valid items job to be bursted

  • Added new Hover Hint UI Element that can be used to display a hint tooltip anywhere

Audio:

  • Added ambient sound areas to the game world

  • Updated door open and close SFX

  • Updated various UI SFX

  • Updated explosion and impact SFX

  • Updated blueprint placed SFX

  • Updated building uninstalled SFX

  • Updated ship landing / departure SFX

  • Updated trader loading SFX

  • Updated quest state update SFX

  • Updated mining and crafting SFX

  • Added logic to play different music tracks during combat

  • Added stinger to the main menu when starting the game

  • General overhaul to the audio soundscape

Changes:

  • Updated settings file format

    • We had to make some changes to our settings files which made them non-backwards compatible. With this update all settings will be reset and in the future it should no longer be an issue. Sorry about that!

  • Added button to toggle pioneer faces in the Game Hud

  • Magpie has now built in toilets, sink and Mr. Soylent

  • Removed Lucrum miner, toilet, sink and Mr. Soylent from initial stockpile

  • Removed two stockpiles from Magpie

  • Moved external stockpiles to a position were they do not get buried in the current landing zones

  • Moved Lucrum Miner quest after space port

  • Added Lucrum miner to the very first trade

  • Added logic to eject invalid fuel items from combustion powered buildings

  • Disabled hover outlines / tooltips from placed walls & floors. They can still be selected with the blueprint dropper

  • Updated health bars to display behind the agent's name in both world space and on the pioneer faces

  • Added logic to not place resources along the world edges

General Fixes:

  • Fixed no storage toast message displaying if agents pathing failed while there is space in stockpiles

  • Fixed issue where depowered buildings were not showing bubbles

  • Fixed displayed power usage being 1/60th what it should be

  • Fixed converter tooltips displaying makes and takes when there are no valid recipes

  • Fixed disable UI not properly working in builds

  • Fixed killed entities not properly clearing their GettingDeconstructed tag

  • Fixed converter tooltip not using recipe localized names

  • Fixed blueprint tooltips not properly showing made in if they are built from a different base item

  • Fixed invalid warning being printed when started a game without additional landing zones

  • Fixed various voxel models with incorrect physical materials

  • Fixed error when quitting the game with a space port selected

Source

Steam News / 17 December 2025

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