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Changelog for Update - (added 18 April 2019):
- Windows: new build using IL2CPP (should be faster in case of high CPU & low GPU usage)
- modified physics to do less transform sync - caused low CPU usage due to thread locks probably (should fix FPS drop after longer gameplay)
- fixed saving of hower blade height (should eliminate helicopter bumps on load/approach)
- planet map: right click on custom POI deletes it
- various minor script optimizations
- fixed bug in saving sampled resources from Mining Machine
- fixed Steam library compatibility with IL2CPP (broken workshop window close button)
- fixed short drop in Solar Panel energy production on load
- workaround for physics collisions bug (caused Jetpack hover mode disabled on load)
- fixed player falling down through the terrain
- modified memory management to prevent frequent frame drops
high rated
Changelog for - (added 03 May 2019):
- complete story (you have to start a new game to enjoy it)
- added shipwrecks from Kickstarter backers
- bigger Compass with better readability of overlapping marks
- changed "T" button functionality - cycles between best MultiTool available and Emergency Tool
- added possibility to bind other tools (Block Mover, Scanner, Weapon) to different keys
- Radar: now it is possible to trigger scan even in already scanned region
- Automatic Miner: fixed bug that caused game hang during load in some cases
- bypassed Quest system in older saves - to make them playable again
- Windows: returned to mono backend and default Garbage Collector - for better stability
- fixed POIs remaining in compass
- added immortality to Oddyseus Blueprint
- fixed missing weather sounds (storm)
- allowed closing Replicator window by Use (E) key
- fixed story item that always dropped from hands
- fixed 3rd person camera going too far
- fixed not descending air blades in some occasions
- reduced player falling through terrain check timeout - for better performance
- fixed monuments that cannot be scanned from one side
- fixed weird monument artifacts after teleporting or game reload
- added healing to Trauma Kit
- fixed some quests and typos
high rated
From Steam Released publicly

10 MAY @ 10:09AM - 501IDNI

Hello Nomads,

Today we've released new version into experimental public branch. It brings just small fixes.

List of fixes:
* fixed opening of planet map (in already "broken" saves you need to wait few minutes before a hint shows and unlock it)
* added syncing of physics to rebasin to address "invisible wall" bug
* added better saving and refresh of selected favourite blocks
high rated in Experimental Branch [21 May]
Planet Nomads - 501idni

Hello Nomads,

Today, we've released Planet Nomads into experimental branch. You can try out our new experiment - a motorbike. Do not expect real bike simulation, it's just a fun way to move yourself around :). You will find it in blueprints section.

We have also modified the logic of exiting vehicles a little bit. When you hit the "E" key to exit the vehicle, the first position the game try to put you on is the place you entered it (relative to the vehicle). Now it should not happen that you enter you quadcopter from the front and escape on the side, where the blade is running.

Here is the full list of changes:
new special blueprint - motocycle
escape a vehicle at the point you entered it
air blade - fixed target height stored in blueprint - possible to re-use aircrafts on planets of different size
added an "easter egg" on one special day in June Optimizations in Experimental [24 May] - 501IDNI

Hello Nomads,

We have freed the Experimental branch yesterday and today we have a new experiment for you. We have reworked the most CPU intensive scripts and was able to gain from nothing to 20% FPS increase on our testing HW. There is still some work to do and maybe some new bugs introduced. You know, this is why it is called experimental :).

Let us know if you feel some change for the better, and expecially if any for the worse.

The list of changes is a little bit more technical this time:
optimized geometic calcuations in Animal Nests, POIs & Navigation, Planet geometry, Dynamic Obstalces
reduced frequency of computations in PlayerTerrainFixer, freezing Vehicles, Switchboard distances, Active Blocks, Items and Containers
reduced UI refresh in Inventories, Block Catalog, POIs
invisible animations and partices culling in Animals & Swarms
optimized calculation and added caching of Dynamic Obstacles
optimized Wheel physics
reworked calculations of chunks and objects in Experimental Branch [31 May] - 501IDNI

Hello Nomads,

Optimization update brought some performance improvements but also some bugs that we need to solve before releasing it to the public. So, here is the update, so far in experimental.

The list of changes:
fixed building new blocks in old saves
fixed exiting from cockpit, prevented exiting in dangerous cases (into terrain etc.)
fixed spawning of nests, trees and other game objects in dead zones (around wrecks, monuments, etc.)
fixed frozen swarm visuals
fixed highlighting of blocks in block mover
fixed compass visible in cut scenes