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Steam News21 January 20265mo ago

Dev blog #8

Hello there, it has been a while. Many things have changed since the last blog, so let's jump straight into it shall we?

Full notes

Full Swarmdustry update

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

Repeated intro

Hello there, it has been a while. Many things have changed since the last blog, so let's jump straight into it shall we?

What changed

0 fixes3 additions2 changes0 removals
  • Gameplay
changedHello there, it has been a while. Many things have changed since the last blog, so let's jump straight into it shall we?
addedPipette tool is now available. Press a key on your keyboard to select a building to place a new one, if you have the corresponding item in your inventory.
changedAn upgrade system is now in place. You can place better chests over existing ones without destroying them. Same thing with all transformers (forges, hatcheries, processors), depots, spires, lights, grabbers, tunnels, splitters and even workers. Every time you upgrade or downgrade an entity, the entity keeps its current configuration, like a crafting recipe in a processor for example.
addedTrail buffers now have their own sprite. This should help new players understand early logistics of the game better, plus you no longer should need to use alt mode just to see where the buffers are at.
addedAnd that's about it for new features. The rest are just many tiny bug fixes or smaller enhancements. All these changes are not live on steam yet. There are still a few things that need fixing before opening up a new round of playtesting. The game will be opened up for playtesting again some time in February, so if you want to get in on the action, make sure you join the discord for a key!

Swarmdustry changes

changedHello there, it has been a while. Many things have changed since the last blog, so let's jump straight into it shall we?
addedPipette tool is now available. Press a key on your keyboard to select a building to place a new one, if you have the corresponding item in your inventory.
changedAn upgrade system is now in place. You can place better chests over existing ones without destroying them. Same thing with all transformers (forges, hatcheries, processors), depots, spires, lights, grabbers, tunnels, splitters and even workers. Every time you upgrade or downgrade an entity, the entity keeps its current configuration, like a crafting recipe in a processor for example.
addedTrail buffers now have their own sprite. This should help new players understand early logistics of the game better, plus you no longer should need to use alt mode just to see where the buffers are at.
addedAnd that's about it for new features. The rest are just many tiny bug fixes or smaller enhancements. All these changes are not live on steam yet. There are still a few things that need fixing before opening up a new round of playtesting. The game will be opened up for playtesting again some time in February, so if you want to get in on the action, make sure you join the discord for a key!

I've been focusing a lot on the feedback gathered from playtesters late last year, especially in terms of small bugs and quality of life features.

Pipette tool is now available. Press a key on your keyboard to select a building to place a new one, if you have the corresponding item in your inventory.

An upgrade system is now in place. You can place better chests over existing ones without destroying them. Same thing with all transformers (forges, hatcheries, processors), depots, spires, lights, grabbers, tunnels, splitters and even workers. Every time you upgrade or downgrade an entity, the entity keeps its current configuration, like a crafting recipe in a processor for example.

You ca ctrl grab/deposit from/into entities without opening their inventories. Ctrl also fast transfers whole stacks of items of the same type or whole inventories when clicking on an empty slot in the GUI.

Messages now appear at the cursor instead of top left, and they float a little bit to give it a nice satisfying effect.

Genetics chambers now glow in the dark. This has now functional purpose, but it does look cool.

Trail buffers now have their own sprite. This should help new players understand early logistics of the game better, plus you no longer should need to use alt mode just to see where the buffers are at.

And that's about it for new features. The rest are just many tiny bug fixes or smaller enhancements. All these changes are not live on steam yet. There are still a few things that need fixing before opening up a new round of playtesting. The game will be opened up for playtesting again some time in February, so if you want to get in on the action, make sure you join the discord for a key!

In the meantime, happy gaming!

Source

Steam News / 21 January 2026

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