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Steam News14 April 20262mo ago

Mindustry v8 Released

After a long wait, v8 has finally been released. For those coming from v7, here's a rundown of the major changes.

In this update4

Full notes

Full Mindustry update

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

What changed

11 fixes22 additions15 changes0 removals
  • Maps
  • Gameplay
  • Server
  • UI and audio
  • Performance
  • Compatibility
changedSerpulo CampaignThe entire Serpulo campaign has been overhauled; most maps have been completely reworked
addedSerpulo CampaignAll sectors from the tech tree now have unique icons
changedSerpulo CampaignLaunch pads have been reworked, and now require landing pads at destinations
addedSerpulo CampaignDifficulty modifiers have been added, for those who find the new campaign too difficult (or too easy)
addedSerpulo CampaignCore zones have been added to several maps, allowing for multiple cores to be placed, like in Erekir
changedQoLBuilding plans are now synced to other players in multiplayer

Mindustry changes

changedThe entire Serpulo campaign has been overhauled; most maps have been completely reworked
addedAll sectors from the tech tree now have unique icons
changedLaunch pads have been reworked, and now require landing pads at destinations
addedDifficulty modifiers have been added, for those who find the new campaign too difficult (or too easy)
addedCore zones have been added to several maps, allowing for multiple cores to be placed, like in Erekir

After a long wait, v8 has finally been released. For those coming from v7, here's a rundown of the major changes.

Serpulo Campaign

  • The entire Serpulo campaign has been overhauled; most maps have been completely reworked

  • All sectors from the tech tree now have unique icons

  • Launch pads have been reworked, and now require landing pads at destinations

  • Difficulty modifiers have been added, for those who find the new campaign too difficult (or too easy)

  • All procedurally generated base sectors on Serpulo have been replaced with player-submitted ones

  • Core zones have been added to several maps, allowing for multiple cores to be placed, like in Erekir

QoL

  • Building plans are now synced to other players in multiplayer

  • Locations can now be pinged on the map (Default key: P)

  • The camera can now be "detached" from the unit if enabled in the settings

  • Buildings like sorters and unit factories can now be configured as plans before placement by ctrl+clicking the plan

  • Improved unit pathfinding

  • Added queuing of command for units

  • Stances for boosting, patrolling, holding fire and more

  • New commands for mining specific resources or moving unit payloads continuously

  • Multiple unit factory blocks can now be selected at once via rectangle selection

Mapping

  • A new 'marker' system for world processors, allowing rendering of arbitrary game sprites or shapes in maps

  • A new UI for viewing and editing world processors easily

  • A data patch system for modifying weapons, stats and other attributes of blocks, units and items per-map or per-server

  • Improved in-game editor UI with support for editing terrain

  • Buttons to toggle specific layers in the map editor

  • New decorative metal & colored blocks

Audio

  • Completely reworked most sound effects, with an emphasis on Serpulo

  • Updated audio system to allow for a much higher active sound cap

  • Added sounds for many new events, such as units walking

  • Improved audio behavior in general; sounds should cut each other off far less frequently now

Misc

  • Colored Serpulo turret bullets based on their bullet types

  • Added new ammo types for Erekir turrets

  • Added a few new utility/production blocks for Erekir

  • New instructions for displaying text in logic displays, as well as a new tiled display block

  • Rendering performance optimizations

  • Many more things; it's been 2+ years, so I've probably forgotten something

Future Plans

  • As many might have noticed, this update does not have the Neoplasm faction content that was shown ages ago in various places; that will be my main focus in v9.

  • Many user-submitted Serpulo sectors still need a lot of work, so expect further updates on that front.

  • The campaign(s) still lack any kind of conclusive "ending" or story, but I'm still deciding on whether a proper story would fit the game, or whether it would be viable at all. I'm not sure if people even want yet another rework to the campaign.

  • The Erekir campaign will likely be undergoing a similar rework to that of the Serpulo campaign, but that may only be added in v10 or beyond.

Changes since Beta Build 157

  • Fixed empty packets causing UDP errors and server disconnects

  • Fixed naval units not pathfinding around destructible blocks on water properly

  • Fixed some minor JSON and data patcher bugs

  • Made core unit projectiles inherit unit speed as before, but keep range the same

  • Re-ordered some tech tree requirements in Serpulo

  • Reverted changes related to display scaling on Windows

Hotfix 157.2

  • Fixed waves spawning in Ground Zero before the tutorial is completed

  • Fixed incorrect sounds being spammed in a specific submitted sector

  • Translation updates

Build 157.3

  • Added a processor instruction for spawning bullets

  • Added sensors for player ping text/position

  • Added a global Steam ban system for known griefers

  • Fixed Horizon units not being able to circle large blocks

  • Fixed bullets fired from core units while moving backwards lasting longer

Build 157.4

  • Fixed spawn bullet instruction causing save issues

  • Fixed sensor name conflict with bullet properties

  • Fixed minor issues with guardian hints & initial arc research in Serpulo campaign

  • Made players respawn instantly upon joining a server, even when the host paused it

  • Added a world logic spatial query instruction

  • Made "core is under attack" warning clickable; pans to last attacked core

  • Minor map submission fixes

Source

Steam News / 14 April 2026

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