v1.1.2 — The Factory Fires Back

v1.1.2 started as "make turrets shoot the AUTON bases" and grew into the biggest update the game has had: a siege weapon, a full visual identity, a sky that behaves like weather instead of a screensaver, and an entire production chain graduating from the parking lot. Here's the tour.
The war update
Artillery got its own post, so the short version: AUTON bases are now destructible, turrets chip at them, and the new manually-targeted Artillery turns deep red territory into a siege problem — mark a tile, feed the gun Shells, survive the retaliation, claim the ground. Since that post it grew dedicated 8-direction art with a single clean recoil per shot, and real recordings: a proper muzzle blast, and a shell impact with the tail trimmed so salvos don't turn into soup.
Dry weapons also stopped being a silent failure. A turret or artillery piece with nothing to fire now wears a no-ammo marker you can read from across the map, and tapping it tells you exactly what to feed it and how. Same treatment for anything built outside your power grid — a red bolt on the module, and while you're placing anything that draws power, the game paints the live grid coverage so you can see the boundary before you build on the wrong side of it.
A command deck worth commanding from
The HUD got rebuilt from the plate up. Every panel, tab, pill, and button now renders hand-painted cut-corner military plating — fully opaque, because reading production numbers through terrain was nobody's favorite feature — and all in-game text draws from a baked Share Tech Mono face with real glyphs for the characters the old font quietly blanked. Quickbar shift bindings finally render as an actual ⇧3. Build costs and recipes went visual too: item icons with counts in the info panel, recipes as icon chains with the active one marked, and the build cards dropped their cramped cost-dot rows entirely.
The game also has a face now: a new logo, a burning-planet app icon, and a matching launch splash on every platform. If you've been playing since the text-only title screen, pour one out.
Weather with opinions
The world stopped sitting still. Cloud shadows drift across the terrain and your buildings, wind slowly veering, and the whole scene breathes a few percent over minutes — you'll never consciously notice, which is the point. Storms are where it pays off: a dust storm used to make the screen brighter, which even we couldn't defend. Now the cloud ceiling closes into a dirty ochre lid, the world drops about a third of its light at the peak, the sand sheets go dark and muddy, and your factory's glow lights start doing real work against the murk. Gusts breathe through all of it. When it passes, the light comes back — and it feels earned.
The petro economy ships for real
If you read the June vehicles post and then couldn't find the Vehicle Bay in your build tray: fair. It was built, then parked behind a flag while the rest of the game caught up. v1.1.2 un-parks the whole chain with new art end to end:
- Petrochemical Plant — cracks Crude Petro into Plastic or Synthetic Rubber, configurable per plant, with a fully animated refinery render (the gas flare is load-bearing, emotionally).
- Vehicle Bay — assembles, repairs, refuels, and rearms scouts. Feed it Petro by pipe-adjacent belt logistics and Ammo for the gunner.
- Scout Mk I "Skiff" — fast, unarmed, pilotable recon with a 7-tile fog lantern. Drive it with WASD like you always wanted to.
- Scout Mk II "Warden" — the armored one. Its gun is a genuinely separate layer that tracks targets independently of where the truck is pointing, fires with a one-shot animation per round, and holds its bearing while you drive somewhere else entirely.
Two research nodes gate the chain — Petrochemical Processing, then Field Mobility, with Armored Scouts for the Warden — and module variants landed for the new buildings (plus, quietly, for Artillery, which had shipped without any).
The quality-of-life pile
The update carries a stack of smaller wins: RTS-grade camera feel with eased WASD glide and edge scrolling; a bindable quickbar with Shift banks; a repair mode where one click fixes one building; building a variant directly over a placed module upgrades it in place with no demolish step; Cryo-Coolant is now a proper liquid that refuses belts and bins (pipes and the Manifold are its home, and legacy coolant drains out gracefully); and new players who point both free extractors at iron get warned at placement, then rescued three minutes later if they didn't listen — the two escape hatches were always there, now the game admits it.
Full details in the changelog. Saves remain load-compatible, as always.
The factory holds. Now it shoots back.