PATCH NOTES
JUL 17, 2026 · 5 MIN READ
260717 updates - v0.17
The one with the art asset overhaul
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Written by denvermullets
Broken Colony
Broken Colony
Version 0.17
What's new
2026-07-17
- Colonists finally matter. A worker's skill, mood, and health now change how much a building actually produces, and a site with nobody covering it produces nothing at all. Job-fit percentages are honest too: every bonus the tooltip promises is one the game really applies.
- Injuries and illness take away abilities. Sickness and injuries are now unified conditions that remove what a colonist can do (a broken leg means no hauling or climbing) instead of just slowing them down, and the game shows who is affected and why. Contagion is surfaced so you can watch infections spread and quarantine carriers before an outbreak.
- Crises and disasters are playable. Disease outbreaks and disasters no longer freeze the game behind a popup. They open a live situation card with a deadline and a checklist you answer by building, staffing, and repairing while the clock keeps running.
- You decide who lives with whom. Housing is now manual: assign and evict residents through the colonist and house inspectors, with a preview that warns you when you are about to bunk rivals together.
- Read the colony at a glance. Resource trends forecast what runs out and when, food gets its own readout, a labor forecast tells apart idle workers from a real shortage, per-building panels show live production and let you pause a site, and you can pin or see which worker covers shared jobs. Colonist petitions now show up in Chronicles, and a new Graveyard tab keeps a permanent record of everyone who lived and died.
- Fixes. Colonists walk inside buildings to drop off materials and reliably head back to work, loaded games route haulers to the warehouse correctly, death notifications are colored red, and you can turn off "building completed" notifications.
2026-07-11
- Solar power. Build solar panels to power the colony, or upgrade a home's roof with panels so it stops burning firewood at night. A Grid Engineer role keeps generation running, and losing power dims the colony rather than instantly breaking it.
- Ash lung. Wood-heated homes slowly poison their residents with smoke. A new Infirmary role treats the sick, but only a solar roof removes the cause, and the game now tells you when ash lung shows up in your colony.
- Drones do the building. Charging stations are gone: two Builder drones land with your colonists, chop trees, haul, and raise every building. They recharge inside warehouses, reach trees across shorelines, and you can order more drones from the Engineering Bay.
- Planning view and flatten tool. Press F to strip the map down to flat footprints and drag a box to queue anything inside it for removal, including raised terrain, so you can plan a layout on clear ground.
- Know what's coming. A new Ideology window tracks your colony's makeup, seasonal forecasts call out the weather ahead, events give more advance warning, and job-fit percentages show how well a colonist suits their work.
- Fixes. Repaired save corruption, stopped the population graph from dipping to zero on load, eased famine event triggers, fixed farm worker counts, and stopped buttons in panels from flickering away as you clicked them. Foliage rendering is faster and no longer overflows on large maps.
2026-07-06
- See crises coming. The Beats feed now telegraphs a looming crisis (food shortage, building unrest, or mounting deaths) before it strikes, giving you a window to act instead of being blindsided.
- New Game truly starts fresh. Beginning a new colony no longer carries over the previous game's season, active crises, policies, or other lingering state.
- Production graphs & richer history. New production graphs, plus more granular colony stats tracked day-by-day so your charts tell a fuller story.
- Cleaner tooltips. Hover tooltips are replaced by a dedicated tooltip bar for steadier, less cluttered readouts.
- Trait descriptions fixed. Corrected trait descriptions that were showing the wrong text.
2026-07-04 - Sci-fi overhaul & smarter pathing
- A new sci-fi look. The colony's art has been reworked into a sci-fi style, with a new outpost map and multi-level ground to build on.
- More buildings. A tailor, water tank, tavern, church, and infirmary join the build menu, with building and doorway sizes normalized so footprints line up cleanly.
- Smarter pathing. Colonists and drones move on a faster pathfinding system that updates the instant you place a building, and drones route more reliably to their jobs.
- Save fixes. Saving and loading now correctly restore your colonists, robots, and color settings.
2026-06-29 - New home life & working drones
- Move in. A new home building with doors and stairs, and colonists now walk inside instead of standing at the doorway.
- Working drones. Drone workers can now take on construction jobs and help build the colony.
- New structures. A warehouse and an oxygen harvester are now buildable, and deconstruction runs through the work queue.
- Skills & passions. Colonists' skills and passions are now surfaced on their cards and when assigning jobs.
- Survivors are changed. Colonists who live through hardship like a famine now drift in personality, recorded in their story.
- New crops. Kale joins the garden alongside retextured plants.