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.