PATCH NOTES
JUN 23, 2026 · 3 MIN READ
260623 v0.12
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Written by denvermullets
Broken Colony
Broken Colony
Version 0.12
What's new
2026-06-23 — Survival legibility & ambitions
- See who's in trouble. Survival needs are reworked and rearranged on the colonist card, with a clear warning when someone is near death so you can step in before you lose them.
- Ambitions. A new Ambitions panel gives colonists personal goals to chase, seeded with a starter set.
- Understand the "why." Hover tooltips now explain buffs and debuffs on a colonist's card, whims and urgency are spelled out in the inspector, and houses surface their heating costs.
2026-06-22 — Dark verbs & social fallout
- Exile a colonist. A new exile verb removes a colonist from the colony, with consequences that ripple through those they leave behind.
- Respond to scandal. When scandal hits, choose how to handle it — issue an apology, find a scapegoat, or cover it up.
- Throw a feast, hold counsel. Host a feast as a morale beat, and a new Beats window lets you step in with a player-driven counsel action.
- More legible drama. Rumors now surface on a colonist's own window, and starting relationships were retuned.
- Fixes. Saving over an existing slot no longer forces a new file, shelter-in-place now sends everyone home, cold drains more gently, robots take their own tile, helmet colors match bodies, and a builder-robot bug that broke Chronicles and Network is fixed.
2026-06-21 — Building drama & a real build queue
- Tensions at a glance. A new window surfaces per-building tension, romance and conflict so you can see where drama is brewing.
- Compounding drama. Isolated social beats now chain into larger storylines, and dialogue references colonists' real current state.
- A proper build queue. The build queue is now an orderable priority queue.
- Steadier saves. Affair and breakup fallout is no longer lost on save/load.
- UI polish. Fixes to menu sizes and window heights, plus the job-assignment window no longer flickers at faster game speeds.
2026-06-20 — Food types & info windows
- Food by type. Food is now split into distinct types with retuned production and costs; spinach grows larger and yields more, and kale joins the menu.
- Building & job info. New info windows explain buildings and jobs, names are clickable to jump between windows, and Sentiments moved to its own sidebar slot.
- Clearer notifications. Notifications now name the colonist involved instead of staying vague.
- Window & visual polish. Windows try not to open behind others, materials show in the navbar, menu models are scaled properly, and softer dithered shadows ease hard shadow lines.