Alpha 0.11 :: Robot Construction

This update took longer than initially planned, but it’s packed with various new content, tweaks and fixes. I’m super excited to announce that Alpha 0.11 is now available on Steam.

Important Note:

Existing Save Games are not supported. Strongly advised to start a new game in Alpha 0.11.


Robot Construction

Robot Construction Header

Colonists have figured out how to make their very own robots. Robots can be constructed using the new Robot Assembler, after the required research is complete. When constructing a robot you can apply points to increase the robots starting Smarts, Muscles & Athletics. With additional research you can increase the amount of points you can spend each time you construct a robot.

Robot Power Need

Robot Power Need Header

Robots will now require recharging, which works in a similar way to colonists requiring sleep. The new recharge pad is where robots will go to recharge their power need.

Deep Driller Bot

Deep Driller Bot Header

The new Deep Driller bot can be constructed at the Robot Assembler and is the only machine capable of mining the remaining ore in the floor. Floor ore tiles can be marked for deep drilling by selecting them and clicking the new Enable Deep Mining button. Ore floor tiles will be replaced with dirt after they are finished being mined.

Story Content

A new opening back story has been added to the game. In additional to this a new stasis capsule has appeared when starting a new game. This is the initial introduction of the planned story content for the Mercury Fallen. There is a lot more to come.

Note-able Changes

  • Power/Water No Longer Limited By Distance
  • Object Placement Is Now From Object Center vs. Object Corner
  • Tiles Marked For Mining Are Saved And Still Selected Upon Reload
  • Warning Icons Over Objects That Are Missing Power/Water Or Are Disabled


Release Notes


  • Added Robot Assembler for constructing new robots.
  • Added: New Assembly Lab Floor
  • Added Robot power need
  • Added Charge Pad for recharging robots
  • Added new Driller Bot which has the one job of mining floor ore tiles.
  • Added warning icons over objects that are disabled, missing power/water
  • Added 6 new data recovery projects to unlock robot construction, deep driller and attribute points.
  • One robot charge pad included in starting facility
  • Enable deep mining on a floor ore tile by selecting it and activating deep mining
  • Ore tiles in the floor will become dirt after resources are mined by a deep driller bot


  • Added: Lock Cursor To Window option which will confine the cursor to the game window when running in windowed mode.
  • Added: Game intro story text
  • Added: Mysterious opened stasis capsule
  • Removed power/water conduit distance limit. Objects can now receive water/power at any distance as long as there is enough being generated.
  • Added: Screen border and PAUSED text at top middle when game is paused
  • Added: Tooltip info to attributes in colonist info window
  • Changed: Engineering floor now called Refinery floor
  • Changed: tutorial task font size to reduce screen clutter
  • Changed: Mining tutorial task to include info on how to deselect tiles
  • Changed: Various changes to tooltip text
  • Changed: Object placement/rotation now based on object center and not object corner. Objects in existing save games may be missing or offset from original placed location.
  • Changed: Colonists will now drop mined resources as they are mining instead of dropping all resources when mining is complete.
  • Changed: Mining action will now be interrupted if colonist has a more pressing need
  • Changed:Starting job performance has been decreased. Higher job level should now have more of a noticeable impact on job performance. Job performance is based on time between actions so higher levels should do the job more quickly.
  • Updated: Tiles selected for mining should now save and reload.
  • Updated: Different colonist types (Human/robots) now have different base movement speeds
  • If robot power is less than 15% they will no longer work and seek out an available charge pad.
  • If robot power is less than 5% they will receive the low power effect which will reduce movement speed by 25%


  • Fixed: Colonist getting stuck collecting items if only applicable location is blocked.
  • Fixed: Colonists working at stations even if station doesn’t have power.
  • Fixed: Data Recovery unlock tooltip text extending outside of frame
  • Fixed: Tutorial text cut off on some resolutions
  • Fixed: Colonist using incorrect items to craft with in some instances
  • Fixed: Colonist actions getting incorrect setting data in some instances which lead to various misbehavior
  • Fixed: Power generator providing power to a machine even if that would bring it over it’s max power output
  • Fixed: Walls not updating when removing a door


It’s taken longer than originally planned, but the test build for Alpha 0.11 is now available to check out on Steam. There have been various changes under and above the hood so this test build could be a bumpy ride. I’ll need your help to ensure everything works, and feels, right.

Robot Construction

Robot charge pads and robot construction are the biggest new features, but there has been various changes and re-balancing across the board.

If you’re interested in helping test the latest, greatest, and possibly buggiest, version of the game then head on over to Steam and check it out.


I wanted to post a quick update regarding the progress so far on the next update. Alpha 0.11 is coming along very nicely, but is taking a bit longer than originally planned. Quite a bit of new content is being pushed in to this update including new items, recovery projects, object and even a new robot. Robot construction has taken more time as I had to figure out how much player customization goes in to building robots.

Robot Construction

Robot Construction

The main focus of customization is the robot starting values for Smarts, Muscles and Athletics. I bounced around various ideas on how to implement and balance this and, in the end, decided to allow for direct distribution of points in to these attributes.

When using the new Robot Assembler players will have a certain amount of points that can be put in to the three core attributes. How many points you have available is determined by new data recovery projects. More points spent will also directly affect the final material requirements, which are different for each attribute. Robot construction will take a good deal of time and require an engineer to operate the Robot Assembler.

Deep Driller Bot

Deep Driller Bot

As mentioned in the previous developer log, a new robot is coming called the Deep Driller. The deep driller will only have one available job and that’s to mine the floor tiles that contain ore. This is a great way to get extra resources as well as convert that floor ore to dirt.


As with previous updates, Alpha 0.11 will be coming to the testing branch first. This should happen soon so, for those interested, keep an eye out for more information to follow. A big thanks to everyone who has provided feedback so far.


This week I’ve been working on various aspects of the game for the next content update and I wanted to report on the progress so far. Robots are currently free labor as they can’t die and don’t have any needs to fulfill. It has always been the plan to have more requirements for robots as well as the ability for robot construction.


Robot Recharging

Robots requiring power is currently being worked on for the 0.11 update. Robots will need to be recharged at charging pads, similar to how colonists need to sleep. If a robot get’s below 5% power it will get a speed reduction and no longer perform any job actions. Charge pads will be another branch of data recovery and the plan is to add one charge pad to the facility at world generation.


Robot Construction

The Robot Assembler is being added which will allow colonists to construct new robot workers. I’m still tinkering on the details on what control the player has over the quality of the robot output. This may be something that is added more simply at first and built on to over time. I am also working on a new type of robot which will allow players to mine floor tiles for additional resources.


Notice Icons

There is also more work going to into reporting information to the player and in that vein I’m adding in hovering notification/warning icons. These hover icons will show on top of objects to notify the player to issues such as an object having no power, no water, not enabled and more. This is a great way to see the status of objects at a glance.


The next update is shaping up very nicely and will have some great new content. What are your thoughts on some of the new features?



After receiving some great feedback and bug reports I was able to track down and fix several pesky issues. 0.10a is a minor patch release to address some of these bugs and add a couple of smaller features. Check out the release notes below for a full break down of changes and fixes.

Release Notes


  • Added global inventory display at top left
  • Global Inventory button now toggles display of on screen inventory display
  • Added Disable refuel button to power generator interface
  • Added Show Info Panel button to colonist management screen
  • Reduced negative decor effect of Wall Debris
  • Additional resolutions for different aspect ratios now in settings
  • Added sound effect for placing objects


  • Fixed incorrect gender icon for robots in colonist management screen
  • Fixed a pathfinding issue that would randomly cause colonists to get stuck/run in place when generating a new path
  • Fixed issue with light material color reverting to white when loading a save game or light source loses/regains power
  • Fixed issue with miner becoming stuck if mining a tile on the edge of the map
  • Resources dropped when mining should now appear on the floor of the tile that was mined instead of next to it
  • Fixed issue with starting tutorial text not showing correctly on some resolutions
  • Migrated hard coded text to language xml file

I’m very happy to say that the alpha 0.10 update is now available and it’s the first update on Steam! This update has a bunch of new content as well as several tweaks and bug fixes. A huge thanks to everyone who has provided feedback.



Decor Overlay

The colonists at the Mercury Facility now have a desire for beauty. Keep your colonists calm by providing decorations that will reduce the negative decor of the natural or industrial environment.  Utilizing the latest in decor overlay technology, manage the beauty of your facility and help keep colonists calm, and most importantly, productive.


Should colonists get completely stressed out they will no longer be a productive member of the team. Benches and chairs are a great way to offer some relaxation so those stressed out colonists can get back to work.


Updated Crops

Your colonists have discovered an alien weed that they’ve aptly named Lumen Bulbus. A soft fibrous material is contained within the hard glowing outer shell that can be used to make cloth.

Tech Tree

The tech tree has been re-organized and a couple of new tech branches have been added. Recreation and some decorative objects now require data recovery before they can be constructed.


Edge scrolling has been added and can be toggled under settings. Selection lock will now unlock if you pan the camera, via keyboard or mouse, instead of having to close the objects info window. Selection lock can also be toggled off entirely under settings.


There are a lot of various updates, tweaks and fixes. Be sure to check out the full release notes below.

Release Notes


  • Various objects in the game now positively or negatively effect the facility decor
  • New data visibility options at bottom right to toggle between power, water and decor data view modes. Decor view shows a graphic overlay indicating positive decor in green and negative decor in red.
  • Colonists stress will increase or decrease as they walk into areas of negative/positive decor.
  • New Lumen Bulbus crop which can be used at the bio-refiner to make cloth
  • New bench and chair decorations which colonists will use to sit and relax. Amount of stress reduction while sitting down is effected by area decor.
  • Re-organized some data recovery projects and some objects now require new data recovery projects before they are available.
  • Can now pan camera by moving cursor to the edge of the screen.



  • Updated plant graphic rotation in crop fields so that crops look a bit more varied and natural
  • Updated visual appearance of Hemp crop
  • Some objects now require cloth as a building material
  • Colonists will no longer perform work if stress is at max
  • Required Job Role for craft recipe now shown in craft stations.
  • Bio-Refiner recipes now require botanist job role instead of engineer
  • Colonists will now craft items at crafting stations using a round robin method.
  • Selecting objects will still move the camera to target and follow the selection, but can be cancelled by using the keyboard or mouse to move the camera.
  • Selection lock/follow can be toggled in settings.
  • Vsync now enabled by default and can be toggled in settings
  • New selection sound effects for colonists
  • New background music in Main Menu



  • Optimized UI for increased performance on lower spec systems
  • Quality setting now affects post processing filters
  • Fixed issue with color correction causing strange screen colors on some video cards
  • Fixed game crashing if colonist was unable to find a path when trying to refuel a generator
  • Deconstructed objects should no longer drop items on non-walkable tiles. For example items dropped when deconstructing conduits under water tiles would temporarily make that tile walkable, leading to potentially stuck colonists.
  • Fixed a pathfinding issue that would sometimes cause a colonist to become stuck trying to reach their destination
  • Fixed issue with keyboard camera rotation working opposite to mouse camera rotation
  • Fixed issue with colonists eating/sleep priorities

Mercury Fallen is now available on Steam and the response has been awesome. A huge thank you to everyone who has played Mercury Fallen and for the great feedback. I am deeply humbled by the amount of positivity the Steam community has shown me. I am very happy to see gamers enjoying Mercury Fallen and there is a lot more to come. I have been actively working on the next update which will include fun new content as well as several fixes to bugs that have been reported.

Test Builds

One of the benefits of Steam is the Beta Opt-In support which allows developers to have separate optional testing/preview branches of the game. These optional game branches are a great way for the community to get involved with testing the latest and greatest content. It also serves to reduce the amount of potential bugs/issues in versions that go public to everyone.

Before major updates of the game come out they will first be available in the optional testing branch on Steam so that users have the opportunity to help test the latest content before it goes live to to the main branch. If you’re interested in testing out the latest content and want to help track down bugs click here for more information.

Alpha version 0.10 is now available in the optional test build branch. For more information on what is in the new version click here.

Thank you again to everyone who has helped support Mercury Fallen so far. This is only the start and I look forward to working together to make Mercury Fallen the best it can be.

Mercury Fallen was first released on Itch.IO on April 7, 2017 as a prototype demo. Shortly after that a full early access release hit Itch.IO and the response has been amazing. On October 16, 2017 Mercury Fallen will be available for purchase on Steam and I’m super excited to continue to develop the game and grow the community. The Steam release is only the beginning. There is a lot more to come for Mercury Fallen and I’m very grateful to those that have supported the project so far.

This week I’ve been fighting off a cold which has slowed progress on the next update, but I wanted to go over some of the things I’ve been working on.



The plan has always been for decorative objects have a larger impact on game play and with the new decor system that is finally starting to happen. Various structure objects in the game will provide positive or negative decor to the surrounding tiles. As colonists walk around the positive/negative decor value will have a direct effect on their stress level. The uglier the environment the more stress a colonist will receive. Positive decor items, such as decorations, will help to reduce stress.

The biggest challenge I found when trying to implement this system was how best to visualize the decor of the environment. The end result was to create a color overlay which shows positive decor areas in green and negative decor areas in red. Areas that are white have no impact. I’ve added some new buttons to the bottom button bar to toggle different display modes for power, water and decor views.

Decor Overlay

Colonists will stop working entirely if their stress level is completely maxed out, which means managing decor and stress becomes more critical. In addition to decor I plan to add additional interactive stress reducing objects.

New and better crops

In addition to the new decor system I’ve improved the look of hemp and have started work on additional crops. The new glow bulb crop is currently planned to be used as an ingredient for cloth as well as a new meal recipe.

Updated Crops


Those are just some of the things being worked on for the next update. What are your thoughts on the new features?

I am very excited to announce that Mercury Fallen is now on Steam and will be available for purchase October 16, 2017. Be sure to add it to your wishlist and get notified when it’s available for purchase.

Anyone who has purchased the game on Itch.IO will have access to a free Steam Key so they can add the game to their Steam Library. More information on how to redeem Steam Keys will be available for Itch.IO customers soon.


Howdy folks! This is just a quick patch update to fix up a couple of things and further increase performance and stability. It really helps me out to get feedback about the game so keep that bug reporting and feedback coming.

The development focus, for the moment, is getting the game ready for the big Steam release. The game is currently in the review process over on Steam and I’ll have an official release date very soon!


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