- The Launch Yard: build five upgradable facilities, hire four specialist crews and run a working rocket line from fabrication to countdown.
- A 35-node research programme across Orbital, Lunar Heavy and Starship boards, funded with Essence and completed with Science.
- Three separately stored vehicle families: the five-part Orbital Relay Rocket, six-part Lunar Heavy and eight-part Starship, with recovery and relaunch.
- Orbital missions return persistent Flight Data and install a permanent workshop yield bonus.
- The Lunar Gemworks: a complete Alloy economy with 20 unique lunar gems revealed flight by flight across five extraction grades.
- Ten animated lunar tools, seven permanent Alloy upgrades and a dedicated low-gravity combo system.
- The Mars Gemworks: a separate Xenite economy with 20 Martian gems, five contract difficulties and its own surface combo.
- Ten animated Martian tools and eight permanent colony upgrades for surface machinery, extraction and logistics.
- The Martian Mine: three starting floors, two deep expansions and up to 15 native workers producing Xenite from any room.
- Return Probes send complete Alloy and Xenite lots back to Earth, with the transport fee and payout shown before launch.
- Five Earth gems beyond Omnigem: Celestium, Time Shard, Dimensionite, Creation Core and Forgeheart Crystal.
- New global ranking tabs for Gold, Moon launches, Mars launches and Reforges.
- A new route map connects the Gemworks, Launch Yard, Moon, Mars, Mines and Expeditions, with live wallets and activity readouts.
- New Moon and Mars travel scenes, launch animations, planetary soundscapes and Tay dialogue.
- Mars access now follows the space programme: complete five Moon flights and certify the Starship.
- Moon and Mars progression is isolated from Earth coins: planetary tools, upgrades and currencies survive Reforge.
- Every completed Moon or Mars flight reveals another planetary gem, while repeat flights permanently raise that world's yield.
- The first Moon landing waives its Alloy fare, so every eligible save can begin the new economy.
- Shift-click purchases now buy as many levels as possible and stop cleanly at the wallet, cap or next requirement.
- Planetary rooms keep producing while off-screen, with lighter visual updates for smoother long-running colonies.
- The expanded interface and dialogue are localized in German, Spanish, French and Brazilian Portuguese.
- Existing saves migrate into the new planetary chapter while preserving established Launch Yard, Moon and Starship progress.
- Rocket component purchases now reject invalid costs safely instead of creating free stock.
- Launch Yard jobs begin contributing only after their assigned staff have actually reached the work station.
- Three places, three buttons. The top bar now carries picture buttons for the Gemworks, the Mines and the Expeditions camp; a locked one wears a padlock and names the gem that opens it (Iron Ore for the mines, Omnigem for the camp). Under each button a one-line feed says what that room is earning right now.
- The Deep Claim: stake up to 8 mines on the rock face, dig each one deeper tier by tier, hire up to 3 miners per mine, up to 12 cart haulers on the rail and 3 haul trucks with drivers. Ore goes mine -> cart -> crusher -> bay -> truck -> coins on delivery, and every link is a purchase with its own ladder.
- A dispatcher sends each departing cart to the mine whose ore is worth the most to it - dear ore first, a bonus for a mine whose crew stands idle, and a growing bonus the longer a mine goes uncollected. Carts show the gem they carry; trucks drive off with the body heaped in it.
- The crusher chews one ore type per lane, in the order the hopper received them, and LANES buys up to four lanes - fewer changeovers on a mixed feed, never more throughput. It comes with two hands of its own: an operator shovelling the hopper and a spout hand raking the pile.
- Rail Depot: three camp-wide cart upgrades - Grease (speed), Buckets (capacity), Coupling (shorter stops). Carts tip at the crusher the moment they arrive.
- Trucks nose out of the standby lane front-on, drive the road side-on, and back into their slot rear-on with the reverse lights lit. Three of them, each carrying more.
- The Expeditions camp, one screen to the left: trailhead, signpost, tent, map table, campfire and the three explorers, who are gone while a trip is out. Provision the party with shards for the Shallows, the Old Workings or the Gnome Warrens; the first two run endless once launched.
- Expedition finds: timed boons, permanent field gear, three lost tools - the Twinning Wand, the Dowsing Rod and the Blasting Charge - and Tay, the Foreman Gnome, who makes every crew dig 20% faster.
- Tay rides a pump handcar round the cart circuit on errands of his own: he stops at crews to shout at them (they mutter back once he has rolled on), yells at the crusher, parks in the middle of nowhere to rant at nobody, asks a truck driver for a honk - and gets one - and has questions about passing a cart on the same rail without a crash.
- Energy Rounds: the single dearest purchase in the game, three ranks. Tay lobs an energy drink to every miner at each stop and that crew digs +25% / +50% / +75% faster for 25 seconds.
- Every room has its own sound - picks, the crusher chewing, cart clacks, a quiet diesel, the register on a sale; the campfire and the departure whistle in the camp - and every speech bubble comes with a cartoon voice blip.
- Hover cards in the camp and the mines: an icon and a title on a coloured rule, then the details as chips. Every stock wears a fill bar under its number - mine stock, cart load, hopper, bay, truck bed - green while there is room, amber past three quarters, orange when full; the crusher's two bars carry the gem they are about.
- A quiet three-line ticker at the bottom of the mines: what is being dug and how fast, what the crusher is chewing (and what is queued), and what the trucks have sold - the last sale lit for a moment. Deliveries pop a SOLD banner with the coins big and gold.
- Missing hires are written where they are missing: DRIVER over a driverless truck, MINER over an empty mine.
- The camp's ladders were re-priced upward across the board (about ten times the earlier numbers - the whole camp now runs out around Void Crystal), and the first cart carries 6 ore instead of 4.
- The coin counter now has names all the way to a centillion.
- The Gemworks' strikes drop to a murmur while you are looking at another room.
- A cart bigger than the crusher's hopper could park at the dock forever; it now tips in instalments.
- The Foreman's speech bubbles are drawn as real text over the world - they used to vanish behind their own paper.
- The Foreman's lines, the crews' replies and the drivers' honks are in English in every language.
- The world has places now. Finish the gem ladder where you stand and a new one opens the Workshop, then the Cut, then the Echo Cavern. Each has its own walls, floor, lamp and light.
- Reforging carries you there. The ladder resets to Stone as always, but the place does not: reaching a room is the one thing a Reforge cannot take away.
- Already at the top of the ladder? The Workshop counts as finished the moment you load, so your next Reforge takes you straight down.
- Your ascended Auto Hammer now looks ascended the Forge Hammer runs warm, the Titan Hammer burns like hot brass and stands bigger on the bench.
- Refused a purchase? The game now says what is missing "NEED 24.8K COINS + 399 SHARDS" instead of only buzzing at you. Coins, shards and Arcane Essence alike.
- The Reforge button explains itself too: whether you have not unlocked it yet, or melting down right now would pay you nothing.
- The global ranking shows a top twenty and actually scrolls. Your own row still travels with you however far down the board you sit.
- Centre-screen announcements shrink to fit instead of running off both edges.
- The Furnace, the Magnet and the Bellows no longer park behind the top bar or the credits plate.
- Loading a gem into the kiln refused with "BENCH TOO EMPTY" far more often than it should have, especially right after a Reforge.
- Clicking a shop card did nothing unless you hit the price exactly. The whole card buys again, and the "?" opens help without buying.
- The in-game help sheets are in English. The interface itself stays translated.
- The Kiln can now be built in the TOOLS tab for 6,000 coins. It was never available until now — there was no buy button for it at all.
- Uncut gems appear on the bench marked with green motes. Right click one to load it into the Kiln and it ripens a whole tier on its own, even while the game is closed.
- Auto Hammer ascensions: the Forge Hammer and the Titan Hammer. Each one carries a killing blow into one more gem.
- A "?" button on every tool, with a proper explanation of what it actually does.
- A new tip teaches the right mouse button, which the game had never mentioned anywhere.
- Your automatic tools no longer break Uncut gems — they wait for you.
- At most 3 Uncut gems on the bench at once, and never more than you have Kiln slots to load.
- The Bellows and the Kiln upgrades stay out of the shop until you own the Kiln, instead of selling you something that would do nothing.
- When there is no free mount for a support tool, the game says so instead of just refusing.
- The beginner tutorial started over from scratch every time you Reforged.
- The Titan Hammer had no effect at all, even once bought.
- A "+0" printed under messages that were not rewards, like "NO KILN" and "PULLED OUT".
- The "?" explanations are still in English in the other languages. Translations follow in the next update.
- The Reforge panel now shows the current price multiplier on permanent upgrades, so you can see why every price moves when you buy one.
- Arcane Essence from a reforge now tapers off past Diamond. A single very long run can no longer pay for most of the permanent tree in one sitting.
- Permanent upgrades are priced on how many levels you own across the whole tree, not just how deep a single line goes. Spreading wide now costs what spreading wide is worth.
- Your first reforge is completely untouched. Sapphire pays exactly what it always paid.
- A run that reached the top of the gem ladder could bank enough Essence to buy around 50 permanent levels at once, which ended prestige progression far earlier than intended.
- Runs already in progress when you update keep their previous Essence payout until you next reforge, so nothing you already earned is lost.
- Saves holding out-of-range permanent upgrade levels no longer produce broken damage values and unaffordable prices.
- Reforges from Obsidian onward now pay roughly half the Essence they used to. This is deliberate, but it is the number most likely to need another pass. Feedback welcome.
- Because prices scale with your total level count, buying expensive upgrades before cheap ones is very slightly more efficient.