Alpha 0.13a :: Patch

Alpha 0.13a is now available on Steam. This is a minor, but critical, update to resolve crashing issues for Mac users. There are a few additional tweaks and fixes included as well.


Release Notes

  • Added: Robot charge pad now has a particle effect when in use.
  • Changed: Additional aspect ratios now supported under resolution options
  • Changed: Game no longer defaults to full screen when opening for the first time
  • Changed: Game now available in both 32 bit and 64 bit for Windows.
  • Changed: Mac version now requires 64-bit CPU/OS
  • Changed: Windows version no longer supports DirectX 9.
  • Changed: Migrated code/assets to latest version of the Unity engine.
  • Changed: Object blueprint build info now has a progress bar and item grid to show needed vs. supplied resources.
  • Changed: Build info window now shows it’s build position number in the build queue.
  • Fixed: Game crashing at startup on Mac.
  • Fixed: Unable to place floor tile next to objects that use empty tiles in its footprint. This is most noticeable if trying to place a different floor tile other than bedroom floor to the left/right of the head of a bed.
  • Fixed: Colonists walking around with zero health

I’m super excited to announce that Alpha 0.13 is now available on Steam! A lot of work has been put in to this update and there are many great content additions, changes and fixes.

Important Notes

While existing save games will still load, much of the new content will only appear when starting a new game.

Due to changes in how the settings file is stored, existing settings will reset to defaults.


Map Generation

Alpha 0.13 :: Map Generation

When you start a new game, you will see that map generation now includes the ruined remains of the Mercury Facility. These existing facility rooms can be deconstructed for materials or re-purposed.

Item chests have been added that can be opened for additional materials as well as discovery items. Starting supply items are no longer contained in the elevator, but are in a supply chest next to the elevator that will need to be opened. Additionally, the power generator will contain some fuel when starting the game.

Discovery System

Alpha 0.13 :: Discovery Interface

Discoveries are unique items that the player can find in item chests. These items are used to expand the story and some items are required for certain research projects. This is only the beginning of the discovery system and more discovery items will be added in future updates.

Story Content

Discover new information about the Mercury Facility and uncover the story of the missing colonist by finding data logs in item chests.

UI Improvements

Alpha 0.13 :: Notifications

Changes to the user interface also include a new notification system. Notices still appear at the top right, but are now icon buttons that can be hovered over for additional information. Notices will stay for much longer and can be dismissed by right clicking them.

Other interface changes include the replacement of text percentage with progress bars, Colonist Management has been renamed to Facility Management, and the update also fixes typos, optimizes UI performance, adds a discovery interface and more.

Performance Improvements

Alpha 0.13 :: Performance Improvements

This release also improved performance when there are many colonists in the facility. Colonist planning logic was a bottleneck in previous versions, but it’s been revamped and in testing,  over 100 colonists had a minimal impact on performance.


There are a lot of great additions, fixes and changes. Check out the full list below.


Release Notes



  • Updated notification system. Notifications now appear as icon buttons at top right. Hovering over them will show more information. Notices stay for much longer and can be dismissed by right clicking them.
  • Discovery items which can be found in item chests. Discoveries are unique items that are used in various ways such as story content and blueprints.
    Item chests scattered around the map that contain various resources including discovery items.
  • Changed map generation to include the ruined remains of the Mercury Facility. New generated facility rooms can be deconstructed for materials or re-purposed. These ruined rooms are also a good place to find item chests.
  • Discover lost data logs to uncover the story of the missing colonist
  • AI decision logic now operates in a separate thread for improved performance when having many colonists in facility.

UI Updates

  • Added: New notification when a colonist increases in a job level
  • Added: Discovery interface under Facility Management.
  • Added: Object/Colonist window open/close animation
  • Changed: Research interface no longer references research progress in time. It is now just in generic research points as time was not an accurate measure anyway.
  • Changed: Research prerequisites now show if a discovery item is also required
  • Changed: Colonist Management button icon changed and tooltip renamed to Facility Management
  • Changed: UI Scale setting defaults to medium instead of Large
  • Changed: Clone Chamber interface now shows progress bar instead of text for clone progress
  • Changed: Optimized UI Icon loading for improved performance
  • Changed: Updated crop field object icon
  • Changed: Crop Field interface now shows if it’s waiting for a colonist to plant the crop.
  • Changed: Crop Field now shows progress bar instead of just percent text
  • Changed: Research progress bar in research station interface now shows percentage
  • Fixed: Wrong icon for MedBay Floor in object list
  • Fixed: Blurry game speed icons
  • Fixed: Job name shows multiple times when changing recipe from drop down in craft queue.
  • Fixed: Various typos

World Generation Updates

  • Added: Various types of item chests that can be found and opened for additional items and possible discoveries.
  • Changed: Item chest next to elevator now contains starting supplies. Elevator no longer has an inventory
  • Changed: New game starts with some fuel already in the power generator.


  • Added: Selected colonists now show a path to their destination
  • Added: New quirks related to the muscles attribute
  • Added: When selected, power/Water generators now highlight the objects they are actively delivering their resource to.
  • Added: When selected, machines will now highlight the power/water generator they are receiving their power/water from.
  • Changed: Power/Water check happens as resources are flowing through the conduit. This results in some initial flickering over devices as power/water generators make connections to consumers. This was changed for fast connection time of power/water consumers.
  • Changed: Colonist will now pause before picking up items on floor. Pause time determined by work speed and hauler job level.
  • Changed: Colonist will now take time to refuel a generator. Action time determined by work speed and hauler job level.
  • Changed: Colonist will now replan walk path if path becomes blocked after planning a walk path
  • Changed: Colonists will now reference more surrounding tiles when trying to become unstuck if an object is placed on top of them.
  • Changed: Constructed Robot age is now 1 instead of a random age
  • Changed: Haul job role renamed to Hauler
  • Changed: Data Recovery now referenced as Research Projects
  • Changed: Computer Station renamed to Research Station. Description/references also updated.
  • Changed: Various changes to research times.
  • Changed: Some research projects now require a blueprint to be discovered before they can be researched
  • Changed: Missing colonist stasis capsules and inactive robots are now more evenly spaced out during map generation.
  • Changed: Clear construction action is now a builder action instead of a hauler action
  • Changed: Ailment notifications now provide information on the cause of the ailment
  • Changed: Optimized management systems for improved over all performance
  • Changed. Game settings now in same root folder as saved games. Settings will be reset to defaults the first time the new update is played.
  • Changed: Can not build floors on tiles selected for deep mining
  • Changed: Objects/colonists now remain highlighted if their info window is open
  • Changed: Assembly Floor moved to Tech Printing research project
  • Changed: Basic Robots now requires Tech Printing instead of metallurgy
  • Changed: Placed objects that generate or require power no longer auto create conduits. Conduits need to be placed after creating an object.


  • Fixed: Tutorial task complete sound is heard repeatedly even after completing a task.
  • Fixed: Colonist not moving or performing other tasks if hungry and no food is available.
  • Fixed: Colonists sleeping standing up
  • Fixed: Colonist can receive ailment more than once
  • Fixed: Haul to generator action not giving haul job experience
  • Fixed: Colonist not picking up items on ground if some of the items don’t have a place to be stored.
  • Fixed: Colonist attempting to move food items to fridge even if fridge is not powered.
  • Fixed: Colonist stuck in bed after loading a saved game.
  • Fixed: Multiple colonists attempting to haul same items to storage in some instances
  • Fixed: Object placement graphic not showing after cancelling build while dragging.
  • Fixed: Jobs not being performed at all if priority set to lowest (10)
  • Fixed: Can select tiles for deep mining that have a floor or other structure
  • Fixed: Water conduits unable to be selected in water overlay
  • Fixed: Power generator still providing power after being deconstructed.
  • Fixed: Colonist stuck clearing construction area if they can’t get to item on floor
  • Fixed: Crop Field enable/disable button removed as it did not serve a purpose.
  • Fixed: Objects receiving power/water when there isn’t enough power/water available in some instances.
  • Fixed: Some objects not staying highlighted when moused over
  • Fixed: Doctor can no longer starve to death while treating a patient


Alpha 0.13 is now available for testing on Steam. A lot of great new features including new world generation, discoveries, new notification system, performance improvements and a lot more!

For more information, including the full release notes, check out the Alpha 0.13 Test Build discussion:


New World Generation
World generation when starting a new game has been changed to include the ruined remains of the facility rooms. Existing facility rooms can be deconstructed for materials or re-purposed.

Item chests are another new addition that can be opened for additional materials as well as discovery items.

Discoveries are unique items that the player can find in item chests. These items are used to expand the story and some items are required for certain research projects. This is only the beginning of the discovery system and more discovery items will be added in future updates.

Notification System
The notification system has had a face lift. Notifications now appear as icon buttons that can be moused over for additional information. New notification types have also been added.

Performance Improvements
The AI logic system has been updated to allow for a lot more colonists. Performance issues were generally common when population raised over 30 colonists. The new system shows great performance stability with over 100 colonists.

Additional performance enhancements have also been added to improve game performance on various systems.

For more information, including the full release notes, check out the Alpha 0.13 Test Build discussion:

Alpha 0.13 will be available on the main branch once testing is concluded.

Mercury Fallen has come a long way, but it also has a lot further to go. The two main big focus points for the game are exploration and expansion. Expansion has had a lot of work in terms of new room types, object and materials. This will continue to be developed, but I want to give attention to exploration as well. When you dig out the map, there is little to discover aside from new colonists so far, but this is currently being expanded in a couple of ways.

Discovery System

Mercury Fallen :: Discovery System

While exploring the world, the player will discover various items such as new types of seeds, data logs, technologies and more. Discoveries can be found only once and are used in various ways. Unlike regular items, discoveries are not used directly by your colonists. They will appear in the new discovery interface once they have been found. Below are some of the planned types of discoveries.


Currently, all plant types are available at the start of the game. As more crops/plants are added they will be connected to the discovery system. Some plant types will require the player to discover its seed before it can be used in a crop field or plant pot.

Data Logs

Data logs will tell more of the story of Mercury Fallen and its previous inhabitant. Each data log will contain a bit of the story, which can be viewed in the discovery interface.


Technology discovery items will be required for special research projects, meaning that some research can’t be completed until the missing technology part is discovered. This is intended for more advanced research projects.


Once they are found, discoveries will appear in the new discovery interface located under the facility management screen. This will show a complete list of discoveries you have made. Some items that have not been discovered yet will also show here, but there will be hidden discoveries as well, that will only appear once the discovery item is found.


Item Canisters

That all sounds fun, but how are discoveries made? In addition to finding colonists, the player will find item canisters littered around the map. Item canisters will come in different types and upon opening them, the player will get various materials and possibly a discovery. For example, an organics canister may contain an assortment of organic materials as well as a new seed discovery.


World Generation

Mercury Fallen :: Facility Ruins

Something I had planned for a while was to include more of the ruined remains of the Mercury Facility. I’m currently re-working the world generation system to include the crumbled remaining rooms of the old facility. These rooms will be good locations to find Item Canisters for additional materials/discoveries and can be deconstructed for materials or re-purposed.


Performance Improvements

Mercury Fallen :: Performance

In addition to the exploration enhancements I’ve worked to improve the AI logic to boost overall performance. The AI decision system now operates on a separate thread, which means facilities with a lot more colonists shouldn’t experience performance issues. The above image shows over 100 colonists running around the facility with a stable 60 fps.

Additional tweaks to speed up game loading and improve render performance are also being worked on.

Those are some of the things coming in the next update. There is no ETA yet for when the next update will drop, but stay tuned for more information. What do you think of the new additions?

Another minor patch is now available on Steam to fix up a few additional issues. With these resolved I will now resume focus on the next major content release.

Also, Mercury Fallen is now available for purchase in all currencies that Steam supports.

As always a big thank you to those that have helped test this latest update.

Release Notes

  • Fixed: Colonist stuck / possible game crash if colonist is unable to find a location to clear items from construction site
  • Fixed: Attribute affects connected to work speed working in reverse. Work speed affects should now properly positively or negatively affect work speed.
  • Fixed: Clear from construction action not giving job experience
  • Fixed: Colonist not stopping or looking at fridge when getting food item to eat

Alpha 0.12a is now available to address some of the more critical issues found in the 0.12 update.

About Decor

There was an issue with the decor system that caused decor values to not be calculated correctly. This has been resolved, but means that colonists will now generate more stress on average. To balance this out colonists will no longer stop working at max stress. Colonists, instead, will now receive a reduction to work speed at higher stress levels.


There are still some lingering issues that are being resolved, but I wanted to push an update to get some of these core issues fixed up. Thanks to everyone who has provided feedback and helped to make Mercury Fallen even better. 🙂



  • Changed: Colonists no longer stop working at max stress
  • Changed: Colonists now receive work speed reduction at higher stress levels
  • Fixed: Colonist stopping when passing a door even if they aren’t walking through it
  • Fixed: Unable to place some types of floor in green tiles of an object  
  • Fixed: Objects with avoid tiles can be placed on top of each other
  • Fixed: Decor not properly updating. This also meant colonists were not properly affected by decor. Higher stress average is expected
  • Fixed: Colonists unable to find a path to a chair/bench, to relax, which would cause them to stand in place

I’m super duper excited to announce that Alpha 0.12 is now available on Steam! This update is packed with new content, updates and lots of fixes. While the priority system was certainly a focus for this update there is a lot of additional content that has gone in to this update.

Important Note
Existing save games from 0.11 will not load properly in 0.12. Please start a new game in 0.12.


Priority System

Alpha 0.12 :: Priority System

The new job priority system allows you to set the priority order of job roles per colonist. This is visible in both the colonist info window and colonist management screen. Higher priority jobs will be performed before lower priority jobs.
This is just the start. Additional priority options will be coming in future updates

Object Placement

Alpha 0.12 :: Object Placement

Object placement has been overhauled and a new visible footprint is shown when placing down objects. This new system helps to enforce proper walk areas for colonists as well as stopping colonists from walking through objects. More information about building objects can now be found in the in-game manual.


Alpha 0.12 :: Manual

A new in-game manual has been added that can be access by opening the facility management screen and selecting manual from the top button bar. The manual is not content complete, but is a great starting point for new and existing players.

New Objects

Alpha 0.12 :: New Objects

The Tech Printer machine has been added which is used, by the engineer, to create tech items such as electronics and mechanical parts. The smelter has been re-designed and a new storage container option makes it’s way in to the game.

More Audio Effects

I’ve added many sound effects for various actions/machines to help liven the game up a bit. There is still more to add, but this is a good first step towards a more audible environment.


Alpha 0.12 has a lot of great new additions, changes and bug fixes. Let me know what you think.


Release Notes


  • Job Role Priority system that allows priority control per job role. Jobs at a higher priority will be done before jobs with a lower priority. 1 = High Priority, 10 = Low Priority.
    Job Role priority controls in Management screen and colonist info window
  • Game manual now available as a section under the Facility Management interface. Press [Tab] to open and select manual at top. Manual is not complete and will be expanded with future updates.
  • New object placement system. Visual footprint now shows when building objects. Objects enforce a walkable area colored in green. Non-walkable areas are colored in red. The object footprint overlay shows during placement as well as when an object is selected.


  • Added: Colonists will now move item containers from a construction area before building objects.
  • Added: Tech Printer machine which is used to create technology components.
  • Added: Electronics recipe
  • Added: Mechanical Parts item and recipe
  • Added: New research to unlock the Tech Printer
  • Added: Audio/Visual effects to power generator
  • Added: Audio/Visual effects to computer station
  • Added: Robot Assembler audio
  • Added: Door Open/Close audio
  • Added: Deconstruction audio
  • Added: Vertical storage container
  • Added: Mining filter button row above mining button to toggle multi-select for normal and deep mining
  • Changed: Deconstruction filter window now shows as button group above deconstruct button
  • Changed: Stasis Capsules and inactive robots are now embedded in dirt tiles instead of replacing them. They must be mined out before use.
  • Changed: Objects now have forced non-walkable tiles which should resolve colonists walking through objects.
  • Changed: Updated objects to use the new footprint system which results in objects placed in existing saved games no longer loading properly.
  • Changed: Improved colonist detection for closest interaction tile from current position. Colonists will prefer to use the closest green walkable tile for an object or closest bordering tile when applicable.
  • Changed: Colonists can no longer walk through objects that are not finished being built
  • Changed: New smelter model
  • Changed: Elevator no longer shows inventory quantity. Elevator is only for starter items and not used for general storage.
  • Changed: Fridge now requires power. Colonists will not store food items in unpowered fridges.
  • Changed: Cloning Chamber now requires electronics as a build material
  • Changed: Points spent in Smarts via the Robot Assembler now uses electronics at higher levels.
  • Changed: Points spent in Athletics via the Robot Assembler now uses mechanical parts at higher levels.
  • Changed: Starting missing colonists and inventory now exposed to XML files
  • Changed: Removed doppler effect from audio sources to fix audio distortion when rotating/moving the camera.
  • Changed: Robot Assembler window now shows the materials it is waiting for before construction can begin


  • Fixed: Botanist job role not spelled correctly
  • Fixed: Hover icons showing over main HUD UI
  • Fixed: Skip button not appearing during opening story text when starting a second game from the main menu
  • Fixed: Colonists building while standing in another object to be built which results in colonists getting stuck in other objects.
  • Fixed: Some audio sources still being heard further away than they should have been.
  • Fixed: HUD UI becomes unresponsive if closing the crop field window while the crop type drop down is open
  • Fixed: Crop field drop down callback not being cleared when window is closed leading to memory build up and possible game crash.
  • Fixed: Power Generator still providing power when it runs out of fuel
  • Fixed: Engineer not dropping off all required materials to robot assembler
  • Fixed: Clone Chamber still functioning if power/water is not available. Clone progress now paused until power/water is restored.
  • Fixed: Robot Assembler still continues construction if it has no power or is disabled. Construction is paused until power is restored.
  • Fixed: Engineer not working at Tech Printer
  • Fixed: Ailments/Quirks related to move speed not working or being loaded
  • Fixed: Random Game crash when colonist is being treated at medi-bed
  • Fixed: Object placement not canceled when clicking Mine or Deconstruct buttons
  • Fixed: Possible game crash when colonists generate a path to construct an object
  • Fixed: Power still magically generated for machines after generator is removed
  • Fixed: Robot Assembler not saving construction state correctly leading to save game crash upon load
  • Fixed: Various code optimizations/modifications to improve game performance and stability

The test build for 0.12 has already had a couple of updates and the feedback has been great so far. The time between test build and full update release is usually pretty quick, but it’s going to take a little longer this time around. Various critical changes are being worked on and added to the 0.12 update.


Priority System

The focus of the 0.12 update is the new job priority system. This system still needs a bit more attention and testing, but is shaping up quite nicely. This system will allow for priority control over the various jobs that can be assigned to a colonist. This is intended as the first update towards more control over what your colonists do and when.


Problems With Object Placement

Changes to object placement was not initially planned for the 0.12 update, but it’s something that has needed an update for a while. An update to object placement is something I also realized needed to happen sooner rather than later.

In the current version objects have a fixed size and all tiles that they occupy are either walk-able or flagged with a walk penalty. Colonists will avoid penalty tiles unless there is no other path they can take. In many instances this lead to colonists walking through objects. The other down side is that I couldn’t effectively ensure proper walk-able area for where a colonist needed to interact with that object.   What is needed is a system that allows for more control over the tiles that an object occupies.


Object Placement Update

Object Overlap

The new system I’m working on does just that. The object size is still fixed, but a type can now be defined for each tile they occupy. This means that I can set some tiles to be walk-able and others not walk-able. The benefit of this new system is better per tile validation for object placement. Areas that are walk-able can overlap as shown in the above picture. Also shown in the above image is the new object placement visual which will show the area the object occupies including clearance for walk space.

Now that I have a bit more control over this I can reconfigure the objects to have a better size footprint and provide more clear placement information to the player. With determined walk space for interactive objects I can set the non walk-able areas to completely disallow colonists; this will remove instances of colonists walking through objects. I’ll have to go through and update most of the place-able objects in the game to properly set them up for the new system. In some rare cases I may even change the model entirely to fit the existing footprint, such as the new Smelter model in the below image.

New Smelter Model

So that’s the good news. That bad news is that existing save games will not be compatible in the 0.12 update. Many of the objects will have their footprint size changed or, in some cases, the model updated which will lead to objects not loading or misaligned in saves from previous versions. I generally do my best to avoid breaking save games from previous versions, but in some cases it is unavoidable.

The 0.12 update will take a little longer than initially planned, but the new changes are hopefully worth the wait. Thank you to those that have tried out the 0.12 Test Build and provided feedback.


Happy New Year everyone! I took a bit of a break over the holidays, but was still working on various updates, fixes and content. Once again I’ll need your help tracking down the bugs in the latest Test Build Branch.

If you’re interested in helping test latest test build please read the following:

New Features

Job Priority
The new job priority system allows you to set the priority order of job roles per colonist. This is visible in both the colonist info window and colonist management screen. Higher priority jobs will be performed before lower priority jobs.
This is just the start. Additional priority options will be coming in future updates

A new in-game manual has been added that can be access by opening the facility management screen and selecting manual from the top button bar. The manual will continue to be added on to, but I wanted to cover some of the core elements of the game.

Tech Printer
New technology items can now be crafted at the Tech Printer. A new data recovery project has been added to unlock this new machine.

New Sound Effects
I’ve added many sound effects for various actions/machines to help liven the game up a bit. There is still more to add, but this is a good first step towards a more audible environment.

For more information, including the full release notes, check out the Alpha 0.12 Test Build discussion:

It has been an amazing year of progress for Mercury Fallen, and things are just getting started. I’m very excited about what the new year will bring.

At the beginning of 2017, my goal was to have Mercury Fallen on Steam by the end of summer, something I wasn’t sure I would be able to do. In April,  Mercury Fallen was released on Itch.IO, which was a great way to get early feedback about the game and resolve critical issues. After a few updates and patches, I started to migrate the game to Steam. Mercury Fallen is my first solo development project, and my first game ever on Steam. This process was rather intimidating, but Mercury Fallen was released on Steam on October 16. Since that release, I’ve been very busy working on new updates and building a community around the game.

I’m very excited and humbled by the positive response I’ve received about Mercury Fallen. It’s a really great feeling to have gamers playing, and enjoying, my creation. I have a lot of big plans for Mercury Fallen and your feedback and support has been very motivating. A huge thank you and a Happy Holidays to you all.

Here are some of the things I’ll be working on next.

Job Priority System

Mercury Fallen :: Job Priority

Priority control for colonist jobs has been a highly requested feature and is in development. The new system will allow you to set custom priorities for each job role per colonist, which range from 1 to 10. Jobs with a higher priority will be done before jobs with a lower priority, if that job can be done, of course. This allows you to have multiple jobs selected for a colonist, but still control which job will be done first.

Changes to the management screen and colonist info window have been made to allow for the new priority settings. Priority 1 is the highest priority and priority 10 is the lowest.


Planetary Expeditions

Mercury Fallen :: Planetary Map

This is still deep in development and won’t appear in the next update, but I wanted to add some clarification to what planetary expeditions will entail. The goal is to allow expedition parties to be sent out on a planetary map. These expeditions are meant to explore, discover and expand the world of the game. The comm officer job role will play a part in discovering Points Of Interest (POI) on the planetary map, which can then be explored by  expedition parties. The planetary expeditions will serve as a large extension for acquiring new resources and making new discoveries.

The focus of development right now has been on setting up procedural generation for the planetary map, which will include various biomes, POIs and hazards. The biggest challenge right now is ensuring a good balance of focus between the primary facility and expansion/exploration on the surface.


Merry Christmas and a Happy Holiday to you all. I look forward to what 2018 will bring. 🙂


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