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Full Possible One: Lunar Industries update
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What changed
- Gameplay
- Balance
- Performance
- Fixes
Possible One: Lunar Industries changes
Hello Industrialists and Astronauts!
First, as always, thank you. The support, the bug reports, the suggestions, the late-night Discord threads are all shaping Possible One, and we read every bit of it. Today we want to pull back the curtain on something big we've been building behind the scenes, and share what's landing on the Moon a little sooner. The Next Step for Your Crew: Astronaut System 2.0
Right now, your astronauts are the hands that keep the colony running. With the new Astronaut System, they become a crew you rotate, grow, and look after — a roster with real depth, not just headcount. It's in active development now, and here's the shape of what's coming.
Specialized Divisions - Every astronaut belongs to one of three crew divisions, each with a core role and advanced jobs they can train into. Build the team your operation actually needs.
The Rotation Loop - Each astronaut runs on a Rotation Timer. Out on the Moon it counts down; bring them home to Earth and they rest and recover while it climbs back up. Let it run out on the surface and they retire for good — so keeping your crew rotating becomes part of running a healthy base.
Earthside Operations - A new Earth-side hub where you hire, rest and heal your crew, train them up, and load the next shuttle down to the lunar surface.
The Upgrade Tree - A per-astronaut skill constellation. Spend hard-earned skill points to specialize into an advanced job, unlock permanent perks, or cross-train as a backup in another division. Points are scarce on purpose. Go deep, or go wide.
Crew Management Hub - One screen to oversee your entire roster — assignments, transfers, rotations, and the next shuttle manifest, all at a glance. This is a large system, and it's still being built — we wanted you in the loop early. We'll share more details and our first proper look at the new screens as they come together.
Community Discussions on Steam
We're excited to begin hosting regular community-focused discussions on Steam. Moving forward, whenever we're exploring a major new feature, mechanic, system, or significant addition to the game, we'll be opening dedicated discussion threads to gather your thoughts before and during development.
These discussions are an opportunity for you to help shape the direction of the game by sharing your feedback, critiques, suggestions, and ideas directly with the team. Whether you have concerns about a proposed feature, recommendations for how a system should work, or simply want to provide your perspective, we encourage you to join the conversation.
You can find these discussions in the new Feature Discussions section of our Steam Discussions page. We'll be actively reading through responses and taking community feedback into consideration as we continue to expand and improve the game.
In the Meantime — A Smaller Update
While the crew systems are taking shape, we’ve released a smaller update focused on bug fixes and improvements based on your reports.
Version 0.7.04.0208 changes:
Graphic Improvements:
Crossbridge now places together with its road
Multiple Building model/scale & connector pass
When a building is not connected to a corridor, it's corridor connector is retracted
Fixes:
Optimized astronaut assignment menus (buildings & mining sites) for smoother performance
Fixed save/load wiping corridors, roads, and foundations
Crossbridge can now be demolished (and no longer spawns a duplicate model)
Various stability fixes (shaders, engine, logic, mission data)
Rebalanced vehicle path-cost values
As always, the best way to help is to keep pressing F8 in-game to send us bugs and feedback. None of this happens without you. You're not just playing the game, you're shaping it. We have more to share about the future of Possible One soon, so keep your comms open. Until the next transmission, The Possible One Team
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