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Steam News25 May 20261mo ago

update 25th May 2026

Added new options for making changes to moons and production focuses when creating a new planet.

Full notes

Full Planetary Governor update

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

What changed

5 fixes13 additions8 changes5 removals
  • Gameplay
  • UI and audio
  • Performance
  • Fixes
addedAdded new options for making changes to moons and production focuses when creating a new planet. Production focuses always existed to focus what items or subgroups had higher weighting for starting production but were chosen by prng, now you can allow it to be prng or choose a specific focus or choose a custom set of focuses. Custom sets of focuses and moon data have similar menus where you have dropdowns for the data each one you add. Moons also have another menu after generation to pick the moon's scale as well as visuals from the presets.
addedAdded ability to create and use mods for game data, images, and localisation using just png images and json text files.
addedAdded an example mod inside the game's StreamingAssets folder, which can be added by copying the testmod folder to the mods directory that is most easily accessed from the "open mods folder" button on the new in-game mods menu on the main menu.
addedThe new mods menu lets you see all your mods and select which ones to activate. You can reorder the list which affects mod load order - later mods files with the same name / directory structure as an earlier mod gets loaded instead. This allows totally replacing base-game content or making sub-mods that replace part of an existing mod.
addedadded many things to use localisation so they can be easily modified / replaced / added to.
addedadded comma seperators to some large numbers.

Planetary Governor changes

addedAdded new options for making changes to moons and production focuses when creating a new planet. Production focuses always existed to focus what items or subgroups had higher weighting for starting production but were chosen by prng, now you can allow it to be prng or choose a specific focus or choose a custom set of focuses. Custom sets of focuses and moon data have similar menus where you have dropdowns for the data each one you add. Moons also have another menu after generation to pick the moon's scale as well as visuals from the presets.
addedAdded ability to create and use mods for game data, images, and localisation using just png images and json text files.
addedAdded an example mod inside the game's StreamingAssets folder, which can be added by copying the testmod folder to the mods directory that is most easily accessed from the "open mods folder" button on the new in-game mods menu on the main menu.
addedThe new mods menu lets you see all your mods and select which ones to activate. You can reorder the list which affects mod load order - later mods files with the same name / directory structure as an earlier mod gets loaded instead. This allows totally replacing base-game content or making sub-mods that replace part of an existing mod.
addedadded many things to use localisation so they can be easily modified / replaced / added to.

Added new options for making changes to moons and production focuses when creating a new planet. Production focuses always existed to focus what items or subgroups had higher weighting for starting production but were chosen by prng, now you can allow it to be prng or choose a specific focus or choose a custom set of focuses. Custom sets of focuses and moon data have similar menus where you have dropdowns for the data each one you add. Moons also have another menu after generation to pick the moon's scale as well as visuals from the presets.

Added ability to create and use mods for game data, images, and localisation using just png images and json text files.

Added an example mod inside the game's StreamingAssets folder, which can be added by copying the testmod folder to the mods directory that is most easily accessed from the "open mods folder" button on the new in-game mods menu on the main menu.

The new mods menu lets you see all your mods and select which ones to activate. You can reorder the list which affects mod load order - later mods files with the same name / directory structure as an earlier mod gets loaded instead. This allows totally replacing base-game content or making sub-mods that replace part of an existing mod.

You can also save and load mod lists to quickly change out which mods are loaded.

Summary list of other changes from recent opentest branch updates:

  • rewrote many files structure and made many things use script (json files) that can be modified / replaced.

  • added many things to use localisation so they can be easily modified / replaced / added to.

  • rewrote notifications to allow left clicking to take you to a certain window / tab. now to dismiss nofifications use rght click instead (or wait enough ingame days for them to disappear as before).

  • optimised loading certain larger data files.

  • replaced some freezing with loading screen.

  • replaced many lists with recycling lists (prevents loading extra visual entries for every item in the list, only loads enough for ones you can see).

  • made sector population mapmode also show working population.

  • added comma seperators to some large numbers.

  • fixed construction delegation trying to upgrade unupgradeable buildings.

  • removed alpha slider for things that don't use it.

  • renamed rings 2nd colour to 2nd colour.

  • simplified some buttons to use fewer objects.

  • optimised some ui textures (e.g. reducing 128x128 to 16x16 with no loss of quality).

  • added fallback font (considering changing out the actual font since it's missing a lot of latin alphabet characters).

  • used said fallback font for extra (rare) surname initials.

  • removed most of text that showed on the bottom of the game screen because it was redundant.

  • rewrote scripting behind the scenes code to theoretically improve performance (entirely theoretical!).

  • removed sections of unneeded script behind the scenes code.

  • changed how tabs select to show which one is selected.

  • changed tribute sendoff fill-bar colours to be more distinct.

  • fixed the fill-bar's key being squished.

  • changed surrender gain calculation, now only gains extra to side if other side controls half or more sectors.

  • notification for completed faction action also opens intel window history tab.

  • fixed generation toggles visuals not being set correctly at start.

  • added QTD button on in-game save menu.

  • resized faction list entry.

  • choice in generation for production focus type (default to any). this already existed, this update is being able to choose which focus. item means one item will be weighted to produce more. subgroup is same for subgroup. subgroup item is same but one subgroup plus one item in that group for extra focus. items means multiple items that can be in different groups. none means no extra production weighting for any item. custom is new and lets you pick exactly which subgroups and items will have extra weighting when generating starting production.

  • added some visuals to loading that didn't have them before.

  • changed how some data is organised and named.

  • added some more scripting effects.

  • added button next to planet name entry to prng pick from a list of names (which can be changed with mods).

  • conflict names use localisation and are now generated from wargoal and factions.

  • removed references to "best" date in promises since it is currently not using that.

  • added succeedOnTimeout to promises so promises can either fail on timeout as currently done or succeed on timeout, allowing promises to not do something.

  • removed now redundant moon count slider.

  • renamed inlineImages to images.

Changes in this update from last opentest update:

  • if any mods in the last used mods file are not present on main menu start, now removes missing mods from last used mods file and shows text to explain this.

  • fixed bug caused when generating a new planet with a mod, returning to main menu, disabling a mod, then generating another new planet in the same game session.

  • fixed issue with top entries in modlist picker only being clickable at the bottom of the entry.

  • increased the height of generation scene ui windows.

Changes are not compatible with saves and planets made in previous versions of main branch.

Source

Steam News / 25 May 2026

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