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Trappist

Trappist Steam news

Sirrah | Mar 1, 2024 | game

Released

0players observed · 25 September 2026 - 11:22:52 UTC

IndieSimulationStrategySteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak25
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score90% positive

Trappist news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak25
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score90% positive
  • Total reviews72
  • Release dateMar 1, 2024
  • DeveloperSirrah
  • PublisherSirrah

Genres: Indie, Simulation, Strategy

Company pages: Developer: SirrahPublisher: Sirrah

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Trappist Steam news

Trappist news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Celebrate spring at Trappist-1 with the Spring Sale! - 19 March 2026

    Finally, it is spring time again! But, if Earth's sunshine isn't convincing enough, try a different star. Maybe Trappist-1, a friendly red dwarf, with a couple of habitable looking planets. Or try out the free demo. Don't worry, you can take your save games into the full game!

  • UX improvements, multi-monitor support and speed up text animations - 13 February 2026

    This update brings various UX improvements. Each improvement by itself might seem minor, but they do add up! The trade route lines are now clickable. If you want to adjust a trade route, or locate the corresponding cargo ship, you can now click on any of the trade routes while you're zoomed out in space. Many of you have requested improvements to the trade routes and this won't be the last of the improvements. And I hope this will help while I continue working on future improvements. You can now configure how the game behaves when the application loses focus. The Options menu now has a Run in background setting. I leave this at the default "Never", so the game doesn't overheat my laptop when I'm not playing. But if you regularly open a browser or switch to a second screen in a multi-monitor setup, you might prefer: "When not paused", "When not in main menu" or "Always". A second new set…

  • Small bug fix for Storage Depots - 5 November 2025

    This is just a quick bug fix. The "optimizations" from last week caused an occasional (non fatal) exception when Storage Depots tried to determine the priority of factories to distribute and pickup goods. That should be fixed with this patch. This update also fixes some instances were the cargo drone was unable to plot a path to a building. This would result in the occasional immediate delivery to or pickup from e.g. the Coffee Roaster. The changelog for v1.0.16: Fix resource pickup issues around several buildings. Fix some issues with the target selection for cargo drones.

  • Improvements to build system and declumped hud markers - 31 October 2025

    You might have seen the news about the security exploit in games built with Unity. Both Steam and Windows have measures in place to ward off most of the danger, but each Unity game should be patched, including Trappist. The markers for colonies and cargo ships at the edge of the screen used to clump together in the corners. Now they are better spread out which makes it easier to click on the right marker. Some recent feedback pointed out issues in building placement. This update addresses a bunch of these and I expect the building placement to feel much better now: The collider of the Storage Depot has been fixed so these can be placed side-by-side now. The size of the Automated Storage Depot has been adjusted, so it's still placed on the grid after rotating. Minor fixes to the navmesh and cargo drone path finding. The default keys for smooth rotation are now 'z' and 'x'. The smooth rot…

  • Improved visuals, camera movement and more fixes - 29 September 2025

    This update has some smaller fixes, but some of these might be very noticeable. First is that HDR rendering is now enabled in Unity's URP rendering pipeline. This doesn't enable HDR output, but it does result in better VFX, including for emissive materials used on some buildings, lava and the Trappist-1 star. Overall the camera controls should feel less janky. Some tweaks will be most noticeable for those playing at 120 fps or more. The keybindings to continue building (hold shift) and to toggle the grid (hold ctrl) can now be modified. If the defaults don't apply automatically you can use "Options menu -> Keybindings -> Restore Defaults" to reset all keybindings to the new defaults. I've changed the "rotate" keybinding to "x" and "shift+x" to better match "rotate in steps" ("r" and "shift+r"). This is less awkward than the original "ctrl+shift+r". But on writing this changelog, I reali…

  • Enjoy summer at Trappist-1 with the Summer Sale! - 26 June 2025

    Today starts the Summer Sale 2025! This is an excellent time to take a break at Trappist-1. Whether you prefer to take a refreshing plunge on an ice-cold ocean world or just chill in space, Trappist-1 might be just what you need for a holiday. The updates over the last few months introduced new resources, factories and aliens, a Colony Panel and production info to quickly switch between your colonies and make better decisions, and improvements to trade routes. The Summer Sale lasts until July 10th. Plenty of time to build your first colonies in the free demo. Don't worry, your save games continue in the full game!

  • Fixes and improvements for ship movement - 31 May 2025

    The recent addition of the Colony Panel exposed some issues with how the cargo ships handle movement orders. Especially while the game speed is set to paused. This v1.0.13 update fixes the reported issues and adds some improvements. You can now give repeated orders to a cargo ship, while it is at a landing pad, with the game paused, without issue. Other similar cases are also resolved. This issue happened because ships can be in a "transition state" for taking off from a landing pad, going into space or going down into a colony. Most movement orders given while the ship is in that state were ignored, except for those given through the colony panel. This update lets the cargo ship accept new orders while it is in that transition state. If you've sent a ship into space, but you've forgotten your towel, you can order the ship to go back immediately. As a bonus, the animations for going int…

  • Reordering colonies in a trade route - 24 May 2025

    This v1.0.12 update builds on last weeks QoL additions and focuses on the trade routes. You can now change the order of trade stops within a trade route. This should help with untangling and optimizing trade routes. Something else you might notice, the trade routes now use small arrows (instead of dashes) to give a visual indication of the direction of the trade loop. And when you start a new trade route, or resume a paused route, the cargo ship will always start at the nearest colony. Thank you all for your feedback! The changelog for v1.0.12: Add buttons to reorder trade stops within a trade route. Trade route lines now show the direction of the trade route. Scale the trade route line width based on the camera distance and UI scale (ctrl+- and ctrl+=). Hide trade route lines while the main menu is displayed. On starting or resuming a trade route, the cargo ship will start at the neare…

  • Jump between colonies and more production info - 16 May 2025

    Thank you all for the feedback you've given on Trappist! This update adds some of the most often requested QoL features: a panel to switch between colonies, consumption and production rates in tooltips and space bar as the default key to pause/resume. New Colony Panel There is a new panel to quickly switch between colonies. It shows a colored icon for each settled colony, and can be expanded to show the colony names or be disabled in the Options menu. Clicking on any icon works pretty much the same as clicking on the colony names while in space. You also have the option to send a selected ship straight to that colony. When a colony is running into a serious resource shortage, the icon will flash a red alert and the tooltip will tell you exactly which vital resources are running out. Production and consumption information The resource related tooltips now include the total production and…

  • New buildings, resources, aliens and a demo! - 24 March 2025

    This update has gotten a bit bigger than planned. The main addition is a new storyline, which introduces a new alien race that has been waiting at the edge of the Trappist-1 system for you to melt the ice at Zima. Demo available! In the demo, you can colonize the Desert Planet and encounter your first alien. The demo is limited to two colonies on the Desert Planet, but you can continue to build indefinitely. And your save games and your progress towards any achievements transfer to the full game. New buildings and resources There are 7 new buildings specific to Zima Blue, both above and below the water. And some changes to existing buildings. The Seaweed Aqua Farm is changed. It no longer produces Health Drinks, but actually harvests Seaweed. The Seaweed can then be processed in the Health Drink Distillery, the Bioplastics Plant or in the Bath Towel Press, for some much-needed luxury Ba…

  • Explore Trappist-1 in the Space Exploration Fest - 2 September 2024

    The Steam Space Exploration Fest runs from September 2 to 9. I'd like to take this opportunity to thank you all for your reviews and comments. It’s amazing to see that Trappist resonates with so many of you! It's been a while since the last update, so I want to share with you what I've been working on. Upcoming update The next update expands on the Zima story line. It includes a new alien race that finds a new home under the sea after you've cleared the ice at Zima. - New buildings for Zima, above and below water - New resources and consumption goods - Researchable technology upgrades that transfer to New Game+ After that Much of the feedback on the discussion forum and in the reviews focuses on the camera controls and Quality of Life (QoL) features. This will be the focus of the update after the upcoming content update. Specifically, this patch will focus on: - Adding a colony overview…

  • v1.0.9 - Configured keybindings in tooltips and more - 31 May 2024

    The previous update added configurable keybindings. With this update they also show properly in the tooltips and dialogs. The icons will also update when you switch between keyboard & mouse and gamepad. Valve rated the previous version as Playable on Steam Deck and this update improves on that. Including display of the right controller icons, a slightly larger default size for the UI and better touchscreen support. Thank you all for playing, and for your feedback and bug reports! The changelog for v1.0.9: - Show dynamic keybindings in tooltips and dialogs - Switch displayed keybindings to match active controller (keyboard and mouse or gamepad) - Better support for touchscreens on Linux and Steam Deck - The Iron Mine now requires the presence of Iron Ore. Any previously built Iron Mines on colonies without ore will continue to work. - Randomize the animation offset for cows on the Cattle…

  • v1.0.8 - Keybindings and controller support - 15 April 2024

    With today's update you can configure the keybindings for Trappist! The Options menu (icon in the top-right corner of the main menu) now has a Keybindings button which brings you to a new screen where you can configure most keybindings in the game: If you run into issues after changing the keybindings, you can reset the keybindings by pressing the Restore Defaults button. Some of you may recognize the above screen as the configuration menu that comes with Rewired. This is a Unity asset that helps with keybindings and controller support. And it gives me more flexibility in improving the controls from now on. Trappist is now (mostly) playable with a gamepad. Most controllers should have a decent default layout. There are a few rough edges, so I'd love to hear feedback from those of you who regularly play strategy games with a controller, or who play on a Steam Deck! Although you can chang…

  • Beta v1.0.8 - Keybindings and controller support - 12 April 2024

    With today's update you can configure the keybindings for Trappist! The Options menu (icon in the top-right corner of the main menu) now has a Keybindings button which brings you to a new screen where you can configure most keybindings in the game: If you run into issues after changing the keybindings, you can reset the keybindings by pressing the Restore Defaults button. Some of you may recognize the above screen as the configuration menu that comes with Rewired. This is a Unity asset that helps with keybindings and controller support. And it gives me more flexibility in improving the controls from now on. Trappist is now (mostly) playable with a gamepad. Most controllers should have a decent default layout. There are a few rough edges, so I'd love to hear feedback from those of you who regularly play strategy games with a controller, or who play on a Steam Deck! Although you can chang…

  • Beta v1.0.7 - Cargo ships and minor fixes - 5 April 2024

    This is a relatively minor update. But I did want to get these fixes out while I'm working on the next, bigger patch. The Cargo Ships are now better distributed over all available landing pads. The previous patch already had some fixes to handle collisions better. But this will help create fewer collisions. This should help with the performance of your trade routes. But it's up to the player to make sure there are enough Landing Pads at a colony! Previously a selected Cargo Ship would always land near a fixed approach point of a colony. With this update the cargo ship will come down within view of your camera, or at a landing pad nearby the camera. For the next patch I'm working on customizable keybindings and gamepad support. Which should also mean the beginnings of Steam Deck compatibility. The changelog for v1.0.7: - Cargo ships on a trade route make better use of all available landi…

  • v1.0.6 - Story guidance and more fixes - 21 March 2024

    This build includes the fixes and additions from the last beta and a few more. There are now some additional task items to better guide the player towards the next parts of the story. When setting up a new trade route, whenever you add a trade stop it will pre-fill an order to unload the goods from the previous stop. Let me know if that makes the trade routes clearer and/or more convenient. The camera now zooms out just a bit further. Together with the camera fixes in the previous update I hope the strategic view will be more useful. There are new Theoretical Research projects available in the Research Center. These projects allow you to gain research points of a specific type. These can come in handy when you're short a few points for another research project. This is a (limited) alternative to going out, exploring and collecting samples. Various fixes related to navigation. Notably, a…

  • Beta v1.0.5 - Navmesh fixes and new theoretical research projects - 18 March 2024

    This beta build contains a few more things players have asked about in the past two weeks. There are new Theoretical Research projects available in the Research Center. These projects allow you to gain research points of a specific type. These can come in handy when you're short a few points for another research project. This is a (limited) alternative to going out, exploring and collecting samples. The camera now zooms out just a bit further. Together with the camera fixes in the previous update I hope the strategic view will be more useful. Various fixes related to navigation. Notably, all cargo ships now have different avoidance priority values. This should prevent them from colliding, unable to pass by each other and halting your trade routes. The full changelog for v1.0.5: - Add "theoretical" research projects to generate research points of any type - Refresh research panel on reso…

  • v1.0.4 - Improvements to camera movement and zoom, and more - 16 March 2024

    More than a few players have reported issues with camera movement and zoom. Over the last week I've uploaded a few beta updates and with your feedback the camera controls feel much better now. Thanks for your feedback and patience with this annoying issue! The full changelog for v1.0.4 and the preceding betas: - Fix Zima Blue transition when game speed is changed - Consistent timing for jump to strategic view - Upgrade to Unity 2022.3.21 v1.0.3 (beta): - Tweak camera movement values, acceleration curves and friction - Add more specific alert messages and add more hints - Add missing supply alert message for Zima Blue v1.0.2 (beta): - Set threshold values for camera inputs - Fixed the story triggers related to Zima freezing and thawing - Fixed story triggers for the Graveyard events - Add additional safe guards to prevent NullPointerExceptions

  • v1.0.3 - Second beta build for camera movement and zoom - 15 March 2024

    This is another update in an attempt to fix the camera issues. The issues are the result of how input events are processed on very fast machines with gaming mice. Especially the scroll wheel can have a lot of variation in how the input is processed by Unity. I've tested the game on a variety of hardware but mostly on the lower end of the spectrum. Not the very fast gaming machines many of you seem to have! It takes a bit of guess work on my end to determine how the inputs should be processed, and what the effects of my tweaks will be. I would like to ask your help to try out this beta build. To try this build: right-click on Trappist in the library page and select "Properties". Among the available tabs will be the "Betas" tab. If you don't see this tab yet, you can refresh by exiting and re-opening Steam. I've only uploaded a Windows build. That is where the issues have been reported. I…

  • Explore a solar system in colony-builder Trappist - 13 March 2024

    Trappist is a new colony-builder that space sci-fi fans should take a look at, giving you access to a whole solar system to travel around and colonize multiple planets and moons. Read the full article here: https://www.gamingonlinux.com/2024/03/explore-a-solar-system-in-colony-builder-trappist

Patch notes and updates

S.noRelease datePatch nameGID number
15 November 2025Small bug fix for Storage Depots1815580768234197
215 March 2024v1.0.3 - Second beta build for camera movement and zoom7309977427439467438
311 March 2024v1.0.2 - Beta build for camera movement and zoom issues5679673637666903319
49 March 2024Update notes for v1.0.15679673637660511091

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