In this update3
Full notes
Full HARWELL: Mars Industries update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Server
- Performance
- Events
- UI and audio
- Balance
HARWELL: Mars Industries changes
New Features
There's a brand new sabotage system with 17 cards across five categories: destruction, disruption, finance, intelligence, and labour.
The black market menu lets you browse, buy, and manage sabotage cards to build your hand.
You can now control game speed with five settings (x1 through x16), and if your system can't keep up it'll automatically step down — in multiplayer, everyone has to agree on speed changes.
You can now demolish your own buildings, complete with particle effects and animated destruction.
Buildings are now clickable with an outline shader that highlights them when you hover.
A new notification panel shows game events with icons and visual feedback as they happen.
The finance sheet got a full redesign with detailed tooltips and proper transaction tracking.
The build menu has been redesigned with a floating bottom-left layout and category panels for quicker access.
You can now name your multiplayer lobbies.
Improvements
AI players now build consistently from the start of the game regardless of difficulty, with smarter adaptive behaviour replacing the old rigid profiles.
The labour system now uses reputation and sentiment mechanics so worker distribution feels more dynamic.
Financial line graphs are easier to read with better data visualisation.
Miner smoke effects now use GPU particles for better performance and nicer visuals.
Building tooltips have been overhauled with more useful info and a cleaner layout.
Cursor detection is more accurate so clicking on buildings feels better.
The lobby sync UI has been rewritten to show a single status line instead of polling constantly.
Network sync is now handled by a centralised queue which makes multiplayer coordination more reliable.
Sabotage cards now have rarity glows and badges so you can tell them apart at a glance.
Menus now have sound effects for interactions like opening, closing, errors, and confirmations.
Player tags above buildings now bounce when they update so they're easier to spot.
The market runs on threads now so it stays smooth even with lots of entries.
Resource entries now show their max inventory values.
Wages and building economics have been rebalanced.
General multiplayer stability improvements across all sync systems.
Bug Fixes
Demolition effects and animations now show up properly in multiplayer.
Fixed worker sync issues that were causing problems in multiplayer lobbies.
Buildings no longer go missing for players who join an in-progress game.
Fixed AI timeouts caused by thread task ID collisions.
AI players now have fallback options when their first building placement fails.
Player and AI colours now apply correctly.
Fixed construction icons not displaying properly.
Player tags now show up above HQ buildings like they should.
The profit tooltip no longer appears on HQ buildings where it doesn't belong.
Fixed auto-wage calculations giving wrong results.
Fixed the market controller getting into a bad state after reverting changes.
Source
Changelog.gg summarizes and formats this update. How we read updates.
