- v8 Build 160 - 11 September 2026
Added a system for plugins to display custom UI on clients (see https://mindustrygame.github.io/wiki/serverUiBuilder/) Added support for servers sending dynamic textures to clients via `Vars.netServer.sendTexture` Added server remote methods for bulk-filling tiles Added button to restore automatically disabled mods Added version selection for mods that are reinstalled Added support for viewing items in bridge conveyors Added descriptions for more settings Added a button to the server browser to sort by player count Added a target dummy block for measuring DPS Added button to unset keybinds Added map sorting by last modification date Added localization support for logic editor Added rule to allow building cores anywhere and switching teams from cores Added statusChance field to bullets Made Reconstructors display all possible stances even with no units contained in them Improved auto bri…
- v8 Build 159 - 6 July 2026
This release brings a new system for adding arbitrary content (sounds, music, images, blocks, items, etc.) to maps or servers. In terms of functionality, this is very close to what JSON mods can provide, except without any manual downloads necessary. Any maps/saves with assets in them must be exported through the in-game UI to work properly; for performance reasons, assets are not embedded in map/save files unless exported in this way. This system will likely have serious bugs, so expect hotfix releases after this one. Added 'LOD-like' system for hiding various details like power lasers when zoomed out Removed rounding of camera zoom levels Optimized rendering of various static blocks (e.g. walls) Made sounds load when played instead of at game startup (saves around ~150mb of RAM) Added a key for teleporting to the cursor in sandbox mode Added Developer Options settings tab Added option…
- v8 Build 158 - 23 May 2026
Fixed save corruption caused by large build queues Fixed use of `@queries` world logic variable causing save corruption Fixed message block content limits being inconsistently enforced (now always 400) Fixed patched message blocks causing network issues; the length limit is non-patchable Fixed some sync issues with payload control Fixed Quell bullet not tracking cursor correctly Fixed liquids under walls counting towards sector resources Fixed containers dropped adjacent to cores clearing their items Fixed several issues relating to data patch map softlocks Fixed specially crafted logic code causing silent disconnects; processors are now limited to 16kb of compressed code Fixed a launch pad item import exploit Fixed naval/flying units sometimes circling patrol points forever Increased max map size to 800x800 Removed the deprecated unit ammo rule/system completely; any mods that used thi…
- After years in development v8 of the factory management RTS Mindustry is out - 15 April 2026
Mindustry is a free and open source open-ended factory management game with RTS and tower defense elements, with a major new update finally out. Read the full article here: https://www.gamingonlinux.com/2026/04/after-years-in-development-v8-of-the-factory-management-rts-mindustry-is-out/
- Mindustry v8 Released - 14 April 2026
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…
- Build 157 (Beta) - 9 April 2026
If all goes well, this will be the final version before v8 leaves beta. After build 157 is deployed, I will wait a few days to fix any major bugs present, then release 157.1 as a "full" non-beta version. Changed desktop fullscreen implementation; it should always use borderless fullscreen now Removed redundant "borderless fullscreen" setting Made glowing red wire blocks turn dark when nearby cores are destroyed or the sector is captured on Serpulo Added a sector migration warning to users upgrading from build 146 Added descriptions to sectors that were missing them Changed layout of megabase on Serpulo; added a map submission for the center Made several Serpulo sectors hidden Fixed various issues relating to window scaling on Windows Fixed ambient sounds restarting when paused Fixed location pings not being filter-able on servers Fixed remote units exploding near walls on non-headless s…
- Build 156 (Beta) - 23 March 2026
Fixed schematics having a blank thumbnail when uploaded to Steam Workshop Fixed wait time not saving in processors Fixed many various data patcher bugs Fixed a server memory usage exploit Fixed Japanese font not displaying correctly Fixed many languages (e.g. Chinese) not being displayed in monospace font Optimized build plan rendering Updated a large amount of Serpulo sector submissions Enabled animated shields and planet atmosphere on Android by default Made boosting a stance instead of a command Improved filtering options for map UI Added a "hold position" stance for repair/rebuild units Added a new 3x3 canvas block Added a 'ping location' key (Default: P) Added canvas image import/export options Added sync of other player's build queues Added a unit factory activation delay rule, enabled by default in the Serpulo campaign Added a variant of labels for plugins that use an ID, to prev…
- Build 155 (Beta) - 9 February 2026
Updated bundled Java version to Java 25 Upgraded backend from SDL2 to SDL3 - this may cause new issues, report them if you see any Added support for dragging save or map files into the game window Made key names in the keybind dialog reflect the keyboard layout Made displays allow other displays in `draw image` Added sub-categories in core database Added support for overwriting sectors in JSON mods Added a hint for content affected by data patches Added credits for map submissions to database (will be moved to a dedicated credits section later) Units are no longer removed from the command queue when commanded by other players Many various balancing changes for Serpulo and Erekir content Added graphite as a wall ore Made Erekir heat-based blocks display maximum possible efficiency as 100% as opposed to numbers above 100% Made flying units in waves ignore empty/inactive blocks when findin…
- Build 154 (Beta) - Major Audio Rework - 16 December 2025
This release includes a complete sound rework for most units and blocks, with a focus on Serpulo content. The audio engine has also been improved to handle more simultaneous sounds without cutting off playback. This release also removes the Serpulo background wave simulation system - if you are not on a sector that is under attack, it will no longer be updated. You will still receive items and exports for sectors that are not currently under attack. I am aware that this may be controversial, but the 'wave simulation' system has always easy to cheese, generally inaccurate, and flimsy at best. Sectors will frequently be lost even when defenses seem sufficient, or captured even when defenses are clearly inadequate. Invasions have been disabled by default to account for this change. Full changelog: Made Beta's guns no longer rotate Improved Scepter's secondary weapon visuals and damage Made…
- Build 153 (Beta) - 30 October 2025
The highlight of this release is a new system for patching stats of content on servers and maps. This system will allow players to customize health, requirements, recipes, weapons, bullets, etc. individually. This is not a replacement for modding, as it does not allow adding new assets or content, but it does allow making major changes to the way the game is played and balanced. Read more about it here: https://mindustrygame.github.io/wiki/contentpatches/ Fixed certain campaign maps always resetting after sector loss Fixed unit assembler clogging in certain conditions Fixed overlay floors under liquids not being removed when placed over in the editor Fixed Sublimate not firing correctly at low liquid flow rates Fixed planet normals displaying incorrectly on OpenGL 2 devices Fixed default planet mesh displaying as a mess in mods Updated many different campaign submissions for Serpulo Add…
- Build 152 (Beta) - 27 September 2025
Fixed bound unit not saving in logic blocks Made water extractor less effective on charred stone tiles Made turrets rotate-able during placement Made Mindustry use a OpenGL 2 context on Intel GPUs as a possible workaround for a driver memory corruption bug (see Github issue #11041) Made remove ore/wall 'blocks' always show up in in-game editor results Disabled shooting in the editor Added buttons for toggling map layers in the editor Many various community-submitted Erekir unit balancing adjustments (see Github PR #11184) On Erekir, launch location will now be selected based on items required, to reduce confusion Added 30+ procedural attack sector replacement submissions from the community - these are currently untested, please leave feedback on the relevant threads from the in-game link When losing a sector on Serpulo, all player structures from the previous run now become derelict On…
- Build 151 (Beta) - 25 August 2025
Deprecated 32-bit Windows version (please switch to a 64-bit install!) Added 'rune' decorative tiles for use in the campaign Added 3 new environmental metal wall blocks and 1 new metal floor block Added support for selecting multiple buildings in command mode at once Added editor support for colored floor/wall configuration Removed "walls to cliffs" button Added support for filling regions with cliffs using fill tool mode Added support for painting floors under certain liquids in editor Fixed colored floors/walls not being filled or mirrored properly in editor Fixed player not being able to command units properly when dead Fixed campaign games continuing even after core destruction Fixed bullets spawning backwards at low FPS values Fixed block configurations in schematics changing when item/block IDs change Fixed dead buildings being readable/writable in logic Fixed NaN being a possible…
- Build 150.1 (Beta) - 25 July 2025
Changed planet launch UI visuals slightly to indicate origin sector more clearly Added a hint for un-researched unit upgrades Added previews of incoming links for Erekir bridges Made enemy spawn positions update when edited in-game through world processors or scripts Increased Breach tungsten ammo multiplier 1 -> 2 Fixed scaling of server headers in server list Fixed possible duplication of servers in server list Fixed teams in logic not being sense-able
- Build 150 (Beta) - 23 July 2025
The highlight of this build is the re-structuring of Serpulo sectors to align with their position in the tech tree. Instead of jumping to random positions all over the planet, you will be gradually expanding your territory, starting from Ground Zero. Any previous 'preset' sector saves should be migrated to their new positions on the map. I am aware that not everyone will agree with this change, but I firmly believe that it is necessary, for the following reasons: Placing sectors next to each other makes it far easier to see where the player should go next. Historically, some players have experienced difficulty figuring out where to go early on in their campaigns. Only being launch to adjacent preset sectors (as opposed to halfway across the planet) makes logical sense, and aligns them with the mechanics of procedurally generated sectors. Having most sectors close to each other makes it…
- Build 149 (Beta) - 30 April 2025
Fixed various errors related to pathfinding Fixed a map editor crash Fixed naval units in waves ignoring walls when pathfinding Fixed RTS AI building up units infinitely in many cases Fixed campaign not saving wave state when game is closed Fixed overdrive state not saving Improved visual interpolation of unit-based missiles on servers Many various balancing changes to Erekir power blocks and turrets Added Frozen Forest completion requirement to silicon smelter Added a search bar to the keybind dialog Added a new system for mods to register their own keybinds (existing mods utilizing vanilla keybinds will break) Added a way to manually select ores for units with mining capabilities Added mining command capabilities to Pulsar/Quasar Added stats for item throughput for item bridges Added a reset button to logic processors Allowed selecting/commanding units that are bound by logic processo…
- Build 148 (Beta) - 21 April 2025
Fixed info button in tech tree not being clickable Fixed stats for Scathe not displaying correctly Fixed liquid transportation blocks being too explosive when full Fixed moving a build plan always moving it to the front Removed tar fields requirement for Plastanium Compressor research Various minor map fixes for Origin, Sea Port and Extraction Outpost Added support for named colors in logic with % Added sensors for display size and draw buffer size Added tiled logic display block Reverted bridge cost increase Made Fungal Pass a requirement for T2 units Rebalancing of Erekir turret ammunition
- Build 147.1 (Beta) - 14 April 2025
Added tooltips for additional information about difficulty modifiers Added experimental rule for RTS AI in Serpulo (likely to be buggy) Added logging for OpenGL errors Reduced research cost for various T1 unit factories and units on Serpulo Fixed various minor map issues Fixed compatibility with Java 8 / 32-bit version not launching Fixed various crashes Fixed player being able to rebuild locked derelict blocks Fixed player names in minimap scaling with zoom Fixed local games not being discoverable
- Build 147: v8 Beta Release - 11 April 2025
This is a beta release of v8. It does not contain any new Neoplasm faction content - that will be included in a future beta release. With over a year since last release, this version has a massive amount of changes. Here are the highlights. Campaign Overhaul of Serpulo campaign, with many new user-submitted maps and reworks of existing ones Difficulty modifiers for the campaign New launch pad mechanics - a landing pad is now required to receive resources New functionality for the Interplanetary Accelerator (still a work in progress) The tech tree can now be viewed in multiplayer for other players Core database tabs for different planets (or mods, should they choose to support it) Unique icons for sectors in the tech tree Units New unit stances for patrolling, holding fire, queuing commands, and more New unit commands for looping payload unit transfer, moving into payload blocks, and mor…
- Build 146 - 4 September 2023
Fixed a variety of issues with unit & block cost multiplier rules Fixed many various crashes Fixed various achievements not triggering Fixed pathfinding not being able to path through solid enemy blocks Fixed naval units sometimes attempting to pathfind through land Fixed water tiles with space background resulting in a black background Fixed internal legacy blocks being logic constants Fixed power node double-click leading to interaction rate limit triggering Fixed units sometimes being unkillable Fixed units with long paths sometimes recalculating forever Fixed serious issue with player units getting bugged in certain maps with puddles Fixed Neoplasia reactor sometimes not exploding Fixed units randomly dying when hitting corners Fixed piercing bullets permaturely hitting blocks "under" bullets Fixed missiles dealing double damage to units Fixed FPS not limiting accurately Added setti…
- Build 145 - 19 June 2023
Fixed logic icons for certain content being squished Fixed a freeze caused by stack routers Fixed Base AI not working sometimes Fixed mods not being able to override UI images Fixed map flags added in objectives not syncing Fixed a crash related to editing canvases Added votekick reason option, made votekicks cancel-able by admins Added button for admins to switch player teams Added past player names / IPs to player trace info Added fill erase mode to editor Added option to adapt UI to Macbook notches Made Serpulo attack sectors not invade nearby sectors while you are attacking them Various improvements to the schematics UI Starting unit command can now be selected in reconstructors Units now retain their last command when controlled and un-controlled by players Misc pathfinding bugfixes; units should not get stuck moving backwards Legged/insect units should no longer pathfind around so…