v1.20 EXPERIMENTAL III
Posted on November 6th, 2026 06:05 AM EST
Hello Galactic Survivalists!
We're slowly nearing the end of this slightly longer experimental phase for version 1.20.
Our main focus this time was the “Virtual Workshop,” where you can freely tinker with your structures and ships in a closed instance—based on your current Survival game (meaning you don’t have to start a Creative game!)—much like in Creative Mode, without any of the restrictions of Survival.
For the Virtual Workshop, we fixed a few more issues and added some parameters in Phase 3 of the experimental phase. Also very important: Until now, the Virtual Workshop was only available in the “Testing Grounds” scenario (for solo players) and in our pre-made MP scenarios—but starting now, you can also use your Virtual Workshop in the normal Default Random scenario and in the Rise of the Dark Faction scenario!
Please remember to send us your feedback. You can do so either via the in-game feedback forms (F1 > Send us your feedback) or, as always, on our web and Steam forums!
As always, you can find all other bug fixes and changes in the changelog below for the current Experimental phase.
We hope you continue to have fun, and thank you in advance for your feedback.
Your Eleon Games Team
Changes:
Virtual Workshow is now available also in Default Random and Rise of the Dark Faction scenarios; You can craft the Virtual Workshop (teleporter) in any Constructor for free.
AI improvement on search and ‘follow to target position’ behaviors.
Balancing: Shotguns now do relevant damage vs. Turret Robots, Mechanoids and Androids again
Nibiru (HV Prefab): Changed the blocks on the sides of the pilot seat to allow the player to exit beside the craft rather than getting stuck in the roof & swapped the front ground repulsor and spotlight positions. This lets the spotlight work when dynamic shadows are enabled. Sorted device list and named the cargo boxes as "top" and "bottom" for clarity (Thanks to Garaman)
Guided Tutorial: Balancing: Increased HP of PromethiumStone in planet arrival area to discourage direct mining
Fixes:
StoreInventoryOnEnter now keeps the inventory on a death respawn outside the instance + adds proper message after the loading
screen
Log messages about Structure Light now changed to English; Measurement lines now also only appear with 'struct lightdebug true'
fix Guided Tutorial: No backpack was there for ore scanner retrieval mission
Improved movement speed for all items from or to the player inventory (especially in Logistics window)
General optimization of item grid usage
Fixed StructureLight NullReferenceException on renderers destroyed before NotifyPropertyBlockReplaced
Fixed issue with StoreInventoryOnEnter keeping the given back inventory over both respawns after a death in the instance (Died, then home base)
Fixed: On drag & drop with item exchange (since the target slot wasn't empty) the "placeable in" color dots were wrong
Fixed moving many different items using logistics caused lag spikes