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Steam News24 January 20268mo ago

Patch 1.01 - Stability & Player Feedback

PATCH 1.01 - STABILITY & PLAYER FEEDBACK Intro Cinematic Added player-controlled pacing between major story acts - the intro now pauses with "[SPACE/ENTER] Continue...

Full notes

Full The Carcass update

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

What changed

9 fixes2 additions6 changes0 removals
  • Performance
  • Gameplay
  • Fixes
  • UI and audio
changedPATCH 1.01 - STABILITY & PLAYER FEEDBACK
addedAdded player-controlled pacing between major story acts - the intro now pauses with "[SPACE/ENTER] Continue..." at 4 key narrative transitions so you can read at your own pace
changedTotal income from all buildings
fixedFixed origin selection not properly communicating player's choice to the game backend
changedOrigins now load from authoritative data instead of hardcoded UI values
fixedFixed origin not being saved/loaded correctly in save files

The Carcass changes

changedPATCH 1.01 - STABILITY & PLAYER FEEDBACK
addedAdded player-controlled pacing between major story acts - the intro now pauses with "[SPACE/ENTER] Continue..." at 4 key narrative transitions so you can read at your own pace
changedTotal income from all buildings
fixedFixed origin selection not properly communicating player's choice to the game backend
changedOrigins now load from authoritative data instead of hardcoded UI values

PATCH 1.01 - STABILITY & PLAYER FEEDBACK

Intro Cinematic

  • Added player-controlled pacing between major story acts - the intro now pauses with "[SPACE/ENTER] Continue..." at 4 key narrative transitions so you can read at your own pace

  • ESC still skips the entire intro at any time

Turn System Clarity

  • Harvesting now clearly displays "[PULSE CONSUMED] Harvesting advances time by 1 Pulse" with a mini turn report showing resource changes

  • Harvest menu now explicitly states pulse cost in both normal and high-danger zones

  • Only the next command and harvest advance time - all other actions are free

Resource Management

  • The status command now shows a full "PER PULSE" economic breakdown:

  • Per-building-type list with counts and individual production (e.g., "x2 Nutrient Vat +10B")

  • Total income from all buildings

  • Food consumption breakdown (civilians + army)

  • Net resource change per pulse

  • Sustainability warning with estimated pulses until starvation when biomass is negative

Origin System

  • Fixed origin selection not properly communicating player's choice to the game backend

  • Origins now load from authoritative data instead of hardcoded UI values

  • Fixed origin not being saved/loaded correctly in save files

Diplomacy

  • Fixed terminal diplomacy commands (sendenvoy, proposealliance, etc.) not actually applying relation effects - they now properly modify species relations

  • Diplomatic actions correctly delegate to the Diplomacy system

Military

  • Military recruitment screen now loads unit data from the authoritative database instead of hardcoded values

  • Fixed recruitment cost display showing incorrect values

  • Added population cost tracking for all unit types

Research

  • Fixed research command calling wrong internal function, which could cause research to not properly deduct costs

Exploration

  • Region navigation now dynamically loads from the Region system instead of hardcoded arrays

  • Region and location descriptions now support localization

Save/Load

  • Fixed player origin not being properly restored when loading a save

  • Fixed origin display name in save file list

Stability

  • Fixed compilation error from duplicate method definition in building system

  • Fixed variable scope error in military recruitment display

  • Multiple null-safety improvements across UI controllers

Source

Steam News / 24 January 2026

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