Embark — patch notes and updates
Stored observation / content update:
Dated developer announcements recorded from Steam. Open the source for the complete update.
| Update | Date | Excerpt / source |
|---|---|---|
| Development on hiatus | 2025-07-14 | I am very sorry, but Embark development will continue next year. I tried to finish Embark last year, and I think with the updates last year the game looks great now but there are still fundamental flaws in the gameplay loop. Development has not been great this year. I haven't been able to make any headway in improving/fixing the gameplay. A lot of the problems stem from the fact that I had no idea what I was doing when I first started developing Embark. My hope is that I will have more inspiration and resources to finish the game next year.I have started a new project with Andrew, a Factorio-like called Ruin and Rebirth. I would like to offer |
| Update 0.930 | 2024-06-19 | The focus with this update has been to improve the playability of the game, especially for new players. I've probably missed some things, let me know if anything confusing was left out. New in-game help system to explain things in game (will be improved with more images shortly). Includes list of all items in game and their recipes. Improvements to UI for building functions. Added many new tooltips and cleaned up old tooltips. General UI tweaks and clean-up. |
| Update 0.924 | 2024-04-22 | Work on fixing issues with room system. Will reset room temperature when first loading saves. Still trying to track down some annoying bugs with the rendering of room selection areas too. |
| Update 0.923 | 2024-04-12 | Added option to restrict worker for building construction to specific colonist. Added option to filter building construction materials based on item (click on an ingredient in the construction panel). Also can filter individual components based on item quality. |
| Update 0.921 | 2024-04-03 | Fixed bug with room formation. Fixed room UI not updating when switching rooms. Fixed workshop order filter worker panel overlap. Also added sorting by worker skill. Improved performance of colonist selection UIs. Fixed bug with equipping of items introduced in last update. Tweaks to room lighting calculations. |
| Update 0.920 | 2024-03-28 | New building markers to indicate pipe and mechanism connection points. UI tweaks to fix overlapping. Performance improvements for late game slowdowns caused by wild animals breeding out of control. Fixes for animal pen jobs. Forbidden items now show up in the stock panel item finder. New particle effects. |
| Update 0.919 | 2024-03-22 | Added ability to assign tamed animals as pets (select through main colonist tab). Pets will follow colonists around and slightly improve colonist mood. Effect increases as colonist spends more time with pet. (Experimental, might be removed)Colonists will ride larger pets into battle if a pet is assigned to them. Not sure if this is too janky to keep. Added option in order items panel to restrict order to a single colonist and/or workshop. New particle effects. Fixed some item positioning. Basic furnace is now larger and scaled correctly. Reduced non-player character AI job update rate. |
| Update 0.918 | 2024-03-19 | Work in progress improvements to animal pen and the animal taming system. Number of available tiles per animal in an animal pen now contributes to animal pen job quality. 100% quality at 10 tiles per animal. Animal pens now have a water connection. Fresh water is optional and increases job quality. Tamed vegetarian animals will now consume grass tiles. In the next update animals will escape if not contained, so ensure your animal pen areas are fully closed off. New particle and sound effects. Improvements to item and building art. Adjusted advanced furnace, mechanical forge, saltworks, and jeweler workshop positioning. Improved prospecting pa |
| Update 0.917 | 2024-03-11 | Settings for pausing the game when an event happens should now work. Improvements to item models and textures. New item icons. Fixed items dropping on slopes disappearing. New NPC houses on maps. |
| Update 0.916 | 2024-02-29 | Fixed bug causing water movement to generate massive lag. Fixed bug causing archers not to shoot after saving and loading. UI improvements. |
| Update 0.915 | 2024-02-14 | Fixed bug causing wall builders to get stuck sometimes. Added decorative slopes to build wall tool. 0.915c Fixed bug with creatures loading in invalid state and perma idling. New model for rail station building. |
| Update 0.914, 0.914b | 2024-02-09 | Fixed UI for healthcare settings. Fixes for AI faction squad assignment (should stop weird attacks with only one or two creatures). Fix ladder under construction not transparent. New model for water wheel. Fixed issues with water wheel building. 0.914b Fixed building accessibility not updated when ladders and stairs are built. Improved take squad equipment task, should now take items sorted by distance. |
| Update 0.913 | 2024-02-08 | Fixed new game customize menu not updating correctly. New burning oil building model. Fixed item quality filter for building. Fixes for new building models not setup correctly. Fixed repairing of buildings. Added sand areas to terrain generation. |
| Update 0.912 | 2024-02-07 | New ballista model. Fixed sleeping positions for fancy beds. Fixed UI issue with colonist inventories. Hauling colonists who get interrupted now drop items immediatly. Colonists will now use best weapon in inventory when training melee combat. Fixed archers not shooting when they cannot find a path to target. Fixed arrows with no rounds left not being released. Fixed doctors not healing patients on double beds. |
| Update 0.911e | 2024-01-26 | Fixed bug causing colonists to sometimes use random items as bandages. Fixed expanding stockpiles not updating correctly. Slightly increased priority of construction hauling jobs. |
| Update 0.911c | 2024-01-20 | Still hunting for reported issue with items disappearing. Any leads much appreciated! Fixed building of irregular shaped buildings (like water pipes). Slight nerf to item quality rolls when making items. Fixed bug with stat rolls causing stats to have a much lower effect than intended. Number showing items delivered for buildings under construction is back. Fixed colonist starting with job priority to do a job even though they are not supposed to be able to do it. Improved distribution of item orders to workshops, should favour higher priority workshops first, then higher quality workshops. Fixed alignment of banners. |
| Update 0.911 | 2024-01-19 | Colonists should no longer shelter from the cold when no warm target can be found. Fixed colonists not checking for space correctly before taking items. Fixed colonists unassigning items when they fail to pick it up. Fixed bug when finding equipment for uniform. |
| Update 0.910/0.910b/0.910c/0.910d | 2024-01-17 | Fixed creatures still using stamina when sleeping. New models for saltworks and mechanical forge. Non-player corpses now forbidden by default unless slaughtered in animal pen. Fixed build wall hauling jobs not working if no materials outside of stockpiles. 0.910b Tweaked lighting to improve visibility. Fixed night and day lighting options. Added option to turn off fog. 0.910c Fix for rails. 0.910d Fixed tooltips in customize workers menu. Fixed position of loom mechanical connection. New models for steam engine, boilers, end game buildings. Fixed selection selecting things one Z level too high. Fixed alert and wear equipment toggle visuals fo |
| Update 0.9 | 2024-01-16 | It has been a long time since the last update, but this is the biggest update for Embark yet. Rewrite of colonist task system. This should resolve the remaining issues with colonists not doing what they were supposed to. It should also help with items and buildings getting stuck or broken. The new system also allows me to refine and add new behavior easily. Already I feel it also helps with the pacing of the game as things get done quicker. Art overhaul close to completion Hi, my name is Andrew and I have been called in to help with the art direction of Embark. The original 3D art in Embark was a combination of work from freelance artists and |
| Update 0.870 | 2023-01-12 | One aspect which I've always felt Embark is lacking in has been the lack of direction in the art and UI. I am excited to announce that Andrew will be working full time on turning Embark into a game with a cohesive art style and modern user interface. In addition to this I will also have less distractions from working on Embark this year starting from Q2, so look forward to a much more regular update schedule. The goal will be to make sure Embark is in a fun polished state by the end of this year. First look at the new art direction Batch of new plants and trees. This is still very much a work in progress, but we felt that it has already made |
| Update 0.863 | 2022-09-01 | Fixed major bug with water temperature. Fixed issue with having too many torches. Fixed some buildings not being clickable while under construction. |
| Update 0.862 | 2022-08-17 | Sorry everyone for such a big gap between updates. Part of the reason has been a big struggle with getting the upgraded liquid simulation system working nicely. Turns out trying to simulate water pressure at a large scale is tough. There has also been a major overhaul of the world generation system to use Unity's new jobs/bust system, generating new worlds should be a lot faster. This also allows the preview for maps should be a lot better and include fresh water spawns. Oil and Steam Oil should now spawn correctly on the map, oil can also be harvested and processed from some animals. Oil can be used to produce steam which can then be used fo |
| Update 0.855 | 2022-01-03 | Fixed crash with water simulation. New room overview UI Various small UI fixes. |
| Update 0.854 | 2021-12-29 | Fixed crash with thrown weapons. Fixed arrows not being assigned through uniform interface. Fixed crash when camera is too high. Fixed issue with room overview interface. |
| Update 0.850 | 2021-12-01 | Update 0.850 Animal Husbandry Overhaul of taming system. Your animal breeders can now build animal traps to catch and tame animals. Animal breeders will bring any caught animals back to the animal pen. Caught animals need to be tamed using raw food. Tamed animals now eat raw food and can reproduce. Skilled animal breeders will allow for happier animals with faster production and reproduction rates. All animals can now be tamed instead of just sheep. The old way of taming and hunting has been removed as it was pretty clunky and didn't work right. You can still use your military to clear out specific animals. A number of new animals have been a |
| Update 0.814 | 2021-08-18 | Small update to fix critical issues while working on 0.850. Fixed issue with room types not updating correctly. Fixed issue with water not saving correctly. |
| Update 0.813 | 2021-07-30 | Fixed duplicate "Stone Wall" research. Fixed wall builders failing when building wall next to staircase. Fixed bug with room/water temperature turning into "NaN". Fixed bug with children learn skill job. Building walls should now give crafting experience. |
| Update 0.812 | 2021-07-28 | Fixed bug with calculation of quantity when ordering items with bonus quality. Fixed bug with combat pathing. Fixed issue with colonists picking a stronger melee weapon over a bow even in hold position stance, causing them to watch instead of shooting. Fixed bug with colonists not doing some jobs correctly after a save is loaded. Reduced wave escalation speed and slightly increased duration between events. Increased research artifact spawn chance. Fixed requirement for end game buildings. |
| Update 0.811 | 2021-07-05 | Fix for crash caused by stockpiles with no item types selected. Fix for colonists having job priorities set for jobs they should not be able to do. Fix crash caused by fire destroying reserved items. Fixed bug with options menu. Fixed crash caused by manual aiming of ballista. Increased frequency of free artifact event. Added perk to start with a few research artifacts. Slightly reduced cost of research artifacts (when trading). Reduced accuracy of catapults and increased reload time for AI catapults. Tweaks to squad AI, when a single target is set, colonists which can't reach the target will attack nearby enemies instead (behaviour is still |
| Update 0.810 | 2021-06-30 | Fixed military movement tool not working over stockpiles and farms. Fixed room quality not correctly calculating workshop and bed quality. Performance improvements for maps with a lot of ocean. Fixed "inventory full" notices not showing up. |