Prosperous Universe news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed players25 · 26 September 2026 - 02:43:02 UTC
- SteamPulse tracked peak53
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score74% positive
- Total reviews1,053
- Release dateApr 20, 2022
- Developersimulogics
- Publishersimulogics
Genres: Indie, Massively Multiplayer, Simulation, Strategy, Free To Play
Company pages: Developer: simulogicsPublisher: simulogics
Prosperous Universe Steam news
Prosperous Universe news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Development Log Summary Summer 2026 - 1 September 2026
Michi looks back at four busy months: an attack on the commodity exchanges, a maintenance release, and market makers that finally adjust themselves. Under Attack May started calmly enough. The switch to approval voting had settled in, and a new alert reminding inhabitants 24 hours before an election closes gave voter turnout a noticeable nudge. While investigating a multi-account case involving more than ten alt accounts, Michi noticed one of them sitting on an impossible amount of STL fuel. The accounts were deleted and the root cause tracked down: the mechanism for transferring multiple materials at once could be abused to create almost unlimited SF fuel. The hole was patched that same evening, and within hours a brand-new company was moving enormous amounts of fuel on the Antares market. There was a second exploit. The next two days turned into a chase: another account deleted on Tue…
- News Roundup & 15% Discount - 24 June 2026
Hey everyone, Summer is upon us, time for a news roundup! Here we go: Release 2026.06 is out Last week we released the 2026.06 maintenance update. The full release notes are available on the forums, as usual. Here are a few highlights: The new screen variables feature allows you to define variables of various types per screen. The variables can then be used in commands. Each variable has a selector that allows you to quickly change its value and thus also all the commands it is used in. This can be used to build dynamic screen setups: for example, one could build a commodity exchange screen that has the order book, chart, order mask, etc. Changing the commodity variable will change the contents of each command simultaneously. The production overview command (PROD) received a major update: it shows more details, especially the production line efficiency and slots. The production order an…
- Maintenance release 2026.06 is live - 17 June 2026
New Features Unload on arrival toggle SFC now has a toggle to enable and disable 'unload on arrival' even during flight. This is a PRO feature, as the 'unload on arrival' feature is PRO as well. https://com.prosperousuniverse.com/uploads/default/original/2X/6/645e90336437d41cfb258de56a3326ff21962109.png Post-tutorial contracts We added a series of post-tutorial contracts that new players receive after the regular tutorial. They will help to set up a second base. See devlog #526 and #527 for details. Screen variables This PRO-feature allows you to define variables of various types per screen. The variables can be used in commands. Each variable has a selector that allows you to quickly change its value and thus also the commands it is used in. This can be used to build dynamic screen setups: for example, one could build a commodity exchange screen that has the orderbook, chart and order…
- Prosperous Universe Is Now Available in Japanese - 8 June 2026
Today we're delighted to announce that Prosperous Universe can now be played in Japanese, thanks entirely to the dedication of our community translation team. Japanese has long been one of the most requested languages from our players, and seeing it come to life is a real milestone for us. Prosperous Universe is supported in a growing number of languages beyond those we officially maintain, and that's only possible because of the players who generously give their time and expertise. Translating a game as detailed as ours is no small task. It takes a deep understanding of both the language and the mechanics, plus the patience to get every term just right. To everyone who contributed: thank you. Your work opens the door for a whole new group of players to explore the game, build their companies, and take part in our player-driven economy. If you spot anything that could be improved, or if…
- Development Log Summary March and April 2026 - 4 May 2026
Michi looks back at March and April: server performance gets a major boost and a political crisis unfolds on Promitor. Performance Month March kicked off with Michi continuing his investigation into the game's server performance. At almost 90% utilization the garbage collector was running overtime, burning through precious CPU cycles. After finding that game entities were holding onto event cache data far longer than necessary, a targeted fix brought heap usage back under control, no extra servers required. A second culprit was also tracked down: the CXM command was accidentally requesting full data for all ~5,000 planets even when no planet filter was given, creating unnecessary load. With both issues patched, the pod restart count, which had been almost daily, dropped dramatically. Even after those fixes, players continued reporting sluggish response times, so Michi dug deeper. The in…
- Maintenance release 2026.01 is live - 3 February 2026
Additional Storage Buildings There will be four more storage buildings: STA Auxiliary Storage: will add 2500t / 2500m³ STV Volume Storage: will add 2500t / 7500m³ STW Weight Storage: will add 7500t / 2500m³ STE Expansive Storage: will add 10000t / 10000m³ Multi-item Transfer The new multi-item transfer feature allows selecting multiple materials and dragging them to a target inventory. More details can be found in devlog #512 Changes Show infrastructure as "under construction" and not "operational" while they are being built Show progress of infrastructure construction projects Make company creation controls visible even with low screen resolutions. Make screen selection more robust. In some browsers a very small gap between the button and the list made it hard to select screens. Adjust default naming rules for gateway infrastructure. A gateway name can be up to 32 characters long and i…
- Development Log Summary December 2025 and January 2026 - 2 February 2026
Michi looks back at December and January: gateway success, maintenance work, new features, and new player improvements. After the holiday break and a productive January, it's time for a recap of the past two months' development. We've been in maintenance mode since the big gateway update at the end of November, which went remarkably smoothly despite its complexity. A few post-release bugs popped up, like persistence issues, APEX loading glitches, and mobile quirks. We were able to fix most of the smaller issues quickly. We even hosted a livestream celebrating 10 years of PrUn and peeking ahead. The focus shifted to performance and maintenance. Server restarts revealed slow entity loading times for big planets and populations. In some extreme cases loading them can take up to two minutes! Michi implemented snapshot support, storing periodic state snapshots in the database alongside event…
- CONNECTIVITY release is now live! - 26 November 2025
Gateways are the first type of massive infrastructure that can be built by planetary governments. Gateways allow the establishment of a network of faster-than-light links between systems that haven’t previously been connected. It’s time to create new, efficient trade routes or shorten the distances to those far-out systems. To celebrate the release, PRO licenses are 15% off until the end of the month! Design The new GTWI command enables planetary governments to design and plan gateways with precision. It provides all key statistics at a glance, ranging from possible jumps per day and linking radius to construction and upkeep costs. Whether establishing new connections or upgrading existing ones, GTWI offers the insight needed to make informed decisions. Construct & Operate Several new motion types allow you to put your plans into action. Commission trusted companies to construct the gat…
- 10 years of Prosperous Universe - Development Log #507 - 17 November 2025
This fall, Prosperous Universe has been in development for 10 years. A process we continuously documented in 500 devlogs. Now we are celebrating with the upcoming release of the long-awaited gateways, a State of the Universe livestream and a 15% discount on PRO licenses. Find all the details about these and a quick tour through PrUn development history below! It's hard to comprehend how much time has passed, but Prosperous Universe has been in development for 10 years now! We already wrote about this fact in the 500th weekly devlog and elaborated a bit on why this devlog (#507) is actually the 500th devlog. Devlog numbering aside, there is no single day we can refer to as "the start" of development. So instead we want to start the 10-year-anniversary celebrations with this very devlog! Upcoming: Releasing the gateways If you have been reading our devlogs over the course of the past week…
- Development Log Summary October 2025 - 3 November 2025
October was a busy and exciting month for Prosperous Universe! Between a new release, a few tricky bugs, and some long-overdue maintenance tasks, the team made good progress on both the technical and game design fronts. The month kicked off with a short but productive in-person meeting at simulogics HQ. With a public holiday making for a short week, the team focused on marketing and organizational topics. In parallel, Michi took on a side quest to clean up and modernize parts of the client's build system. This meant diving into some old dependencies, including a decade-old orbital mechanics library used for ship trajectories. After a bit of digital archaeology, he ended up forking the project, modernizing its build process, and even publishing it as a new npm package — a fresh start for some of the oldest parts of the codebase. Meanwhile, preparations ramped up for one of the year's mos…
- Colonization Release is Live! - 15 October 2025
New Features New Sectors Nine new sectors have been discovered and added to the map. Beware though: these sectors do not have regular FTL connections to the previously known sectors. In order to reach them new methods of travel are required. Colony Ships Colony ship blueprints have been made available for all companies. These are massive ships, using a new type of FTL engine, Vortex Engines, that allow them to jump from system to system without using the existing FTL connections. They are capable to reach the systems in the new sectors. The flight controls have been adjusted and will show the reachable systems for a given colony ship: Colony ships are slow and burn through a lot of the costly Vortex Fuel. Careful planning of exploration endeavors is advised. See the handbook for additional details. New Resources and Materials The Vortex Fuel that allows colony ships to operate is based…
- Development Log Summary September 2025 - 6 October 2025
Here it is: our first monthly devlog summary for September 2025! September was all about gateways! After a short summer break, Michi returned to the office ready to dive back into one of the biggest technical additions to Prosperous Universe: gateways. These will eventually allow ships to traverse huge distances apart from the established FTL connections, but there’s a lot of groundwork to lay before that becomes reality. The month started quietly as Michi got back up to speed, integrating the new “gateway address” system into the flight model. This technical step ensures gateways fit naturally into the existing pathfinding and mission systems. With that foundation in place, he moved on to make the first successful gateway jump, traveling between two previously linked gateways. Early tests showed the navigation system adapting dynamically as gateway conditions changed, like operational…
- Achievement Unlocked - Development Log #500 - 29 September 2025
Michi (molp) 500! Five hundred! It's hard to believe, but today's devlog is the 500th one. When I wrote Martin a while ago that the 500th devlog is coming up, he just reacted with the 🤯 emoji, and that is how I feel as well. This feels like a massive achievement for us! Initially, the devlogs were meant as a journal for Martin and me, a way to think about and reflect on what we worked each week. Quickly we decided to make them public, so others could see what we work on. In the early days there was no Early Access always-on version of the game. We started out with short alpha-tests on an invite-only basis. Interested players could join our mailing list, and once a new test started, we invited the recipients. I am pretty sure the devlogs helped to get new mailing list subscribers. If you have ever scrolled way back to the first devlog you might notice that it is number 7. This is becaus…
- Maintenance release 2025.07 is live - 9 July 2025
Changes Mission planning To lay the technical foundation for the upcoming gateway release, we reworked the mission planning system. The changes are mostly technical, so ideally you should not notice any changes during mission planning and flight execution. If so, please let us know.While being at it, we also fixed a long standing bug where it was possible to click the same spot on the fuel usage selector to get different outcomes in the flight plan.Balancing In order to account for inflation we increased the starting capital for new companies as well as the faction and introductory contract rewards.ProfilenewoldVictualler 8000040000Carbon Farmer8000040000Metallurgist9000045000Manufacturer10000050000Constructor8000040000Fuel Engineer7000035000System InformationThe SYSI command now features two additional columns: fertility and environment. This greatly improves finding interesting planet…
- Balancing Release - 6 May 2025
Marker Makers We'll adjust the prices at which market makers buy commodities as follows: ADR: 58000 -> 70000 AIR: 185000 -> 200000 CBL: 91000 (unchanged) CBM: 63000 (unchanged) CBS: 42000 (unchanged) CC: 370000 -> 650000 CCD: 61000 -> 80000 CRU: 185000 -> 200000 EDC: 11100 -> 8000 (over the course of 4 weeks) FFC: 185000 -> 240000 IDC: 15300 -> 11000 (over the course of 4 weeks) LIS: 310000 -> 450000 LOG: 68000 (unchanged) NV1: 120000 -> 135000 NV2: 180000 -> 200000 POW: 5500 -> 6000 RED: 50000 -> 60000 SDR: 80000 -> 100000 SP: 1580 -> 2500 SRD: 59000 -> 70000 STR: 1000 -> 1750 SUD: 83000 -> 100000 UTS: 2200 -> 3500 WR: 61000 -> 140000 Note: Most of these are buffs (also accounting for overall inflation), except for IDC / EDC which will be adjusted in 4 steps (25% of the change each) to arrive at the final numbers listed above (for example EDC will go to 10325 when the changes release,…
- Introducing Consumable Bundles - 7 April 2025
Consumable Bundles Once you have multiple bases, providing them with the necessary consumables for the workforce can become a logistical challenge. Especially bases with mixed workforce types have many different (luxury) consumables. This is why we are happy to introduce the consumable bundles. There are five consumable bundles, one for each type of workforce, and every bundle contains enough consumables to provide for 100 workforces for 10 days. Instead of shipping a host of different items to a base, it's now enough to ship a single one. Use the new UPCK command to unpack consumable bundles: You can find a link to the command in the context menu of the INV command. Or you can click the U button on top of the inventory item: The new PAC building is used to package the consumable bundles: Pioneer Bundle BasicAmount DW40 RAT40 OVE5 Luxury COF5 PWO2 Packaging material: 50 PE Weight/Volume…
- Prosperous Universe News & 15% Discount - 27 February 2025
It has been a while since our last newsletter, so let's not waste any time! Here are the news: State of the Universe In December, we hosted a live stream on YouTube where we talked about the current state of the universe and what we have planned for the future. We went over the revised roadmap, starting with features currently in development, discussing upcoming ones and even presenting some ideas on what we see in the far future. Multi-commodity contracts One of the items on the new roadmap are multi-commodity contracts. In the past, if one wanted to sell multiple commodities via a custom contract, there has been no other option than creating a separate contract for each commodity. This has been especially cumbersome for ship builders. This feature has recently been implemented and the contract templates for selling, buying and shipping now support multiple commodities. You can find ou…
- PRO license gifting has arrived - 20 February 2025
PRO license time gifting Show your generosity by gifting a fellow player a PRO license! The feature allows any player with a PRO license to gift some of their remaining PRO license time to another player. The gifted time will be added to the recipients remaining PRO license time. If the recipient doesn’t have an active PRO license one is created. The default fallback license of PRO license time gifts is the FREE license. That means that a player that had the FREE license before will fall back to the FREE license after the PRO time runs out. If a player had BASIC before, they will fall back to BASIC. There is a new command GIFT that shows an overview of received and sent gifts. It also allows to send a gift by selecting the amount of days and the recipient. The minimum amount of gifted days is 3. Received and sent license gifts can be seen, for every user, in the user USR command!
- Maintenance release 2025.01 is live - 28 January 2025
Changes Multi-commodity Contracts The buy, sell and ship templates in the CONTD command now allow to add multiple commodities. In order to identify which shipment or blocked inventory item belongs to which contract the contract id is used in its name: Huge Cargo Bay In anticipation of the shipping requirements of the upcoming gateway release, we add the huge cargo bay. It’ll hold 5000t / 5000m³. Other Changes The amount selection in the MTRA command has been improved. The deadline to extend failing contracts has been extended to 72h If available, ship names are shown in flight notifications In notifications about fulfilled contract conditions the type is shown Fixes Fixed a memory issue in the ship registry Fixed a memory issue with contract valuations
- Happy Holidays! All PRO licences 15% off! - 19 December 2024
The festive season is almost upon us, time to celebrate with a discount. From now until December 26th all PRO license purchases are 15% off. Please note that a single PRO license purchase is enough to fall back to the BASIC license once PRO expires. The BASIC license allows you to accept local market ads, post shipping contracts on stations and accept contracts sent to you by other players. Happy Holidays and see you in APEX!
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 19 May 2022 | New Company Creation Screens | 4292505348825755861 |
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