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Updates and Patches
July 4, 2026 at 08:05 PM
Added the 1.0.5 minor update and savegame-fix update waves, plus a crossplay parallel-work clarification
Solarpunk launched on June 8, 2026 as a complete 1.0 release. Because it is built by a small two-person core team rather than a live-service studio, updates arrive as the developers work through community feedback and bug reports. This page collects the post-launch updates and the developers’ stated plans, based on official patch notes.
The first post-launch update, build 1.0.3, was rolled out on PC in the days after release. It focused on stability, multiplayer fixes, and early-game progression, with the developers stating that fixes and stability took priority over preparing a public roadmap.
Added extra input prompts for changing rotation and height while building.
Fixed a backpack issue that could make the inventory unusable for clients in multiplayer.
Added a repair function for inventories that were corrupted by the backpack bug.
Fixed the Electronics Research Table interface not showing researched items after it was reopened.
Fixed the merchant map marker appearing in the wrong position at the Airship Dock.
Fixed the radial menu being inverted when Y-axis inversion was turned on.
Fixed crop plots reappearing or duplicating after a save was reloaded.
Fixed the dough recipe not unlocking correctly after picking up wheat.
Fixed an issue that could cause players to fall through the airship, and improved airship collisions and the deaths that happened when touching it.
Updated how save files are named, and added a migration system so saves created before version 1.0.3 stay compatible. World names now support language-specific characters and spaces.
A few early-game balancing changes were made in response to community feedback about slow starts on the farm:
Change | Effect |
|---|---|
First melon and wheat plants now yield 2 seeds | Eases early progression so players are not starved of seeds when starting out |
Cotton grows 25% faster | Shortens the wait for the cloth supply chain in the early game |
After 1.0.3 the team kept shipping smaller update waves built around community bug reports rather than large feature drops. These came as periodic posts that bundle fixes and quality-of-life tweaks, with the developers stating that stability and gameplay-affecting issues stayed the priority while early features were still being scoped.
A follow-up update concentrated on achievement reliability and controller handling. The fixes covered achievements that were not unlocking for clients or hosts in co-op, including cases tied to shared or world-relevant progress, and a specific fix for players who had not received the Diamond Achievement. A function was added that re-unlocks crafting recipes a player should already have earned through research, which also resolved a Beehive recipe bug.
Several controller and interface issues were addressed in the same wave:
Inventory screens that became unresponsive with a gamepad after a backpack upgrade were fixed for the Chest, Furnace, Energy Furnace, Energy Generator, Postbox, and Recycler.
A new Unstuck Airship button was added to the settings. It teleports the airship high into the air so it can be called back to the dock if it gets stuck.
Merchant input handling was improved, and a notification was added when a trade rewards an airship upgrade.
The death notification was given a longer duration, and a Steam Big Picture issue that opened the virtual keyboard after editing signs was fixed.
The postbox now gives feedback when it has no power.
The developers stated they planned to send this update to the console platform holders the following week, with the live timing on PlayStation 5, Xbox Series X|S, and Nintendo Switch 2 depending on each platform’s review and approval process.
A later mid-update post paired a short list of fixes with a change in how the team plans upcoming work. The fixes corrected an animal type that always showed as a chicken for clients, a character editor settings replication issue, and gamepad navigation getting stuck in the hotbar after a backpack upgrade when opening a chest. The research description for Airship Dock V2 was adjusted, and the Unstuck buttons were moved from the settings into the in-game menu.
The team also noted it would slow its update cadence for roughly three weeks while it built the technical groundwork for cross-platform play, framing that pause as a deliberate trade rather than a fixed schedule.
A minor update, build 1.0.5, followed with another round of fixes and quality-of-life improvements. It corrected a duplication glitch tied to the Uncrafter when it processed cables and sticks, improved the performance of the Recycler, and made an attempt at fixing an audio issue with furnaces. Save handling was hardened again: old saves that could spawn multiple duplicate "ghost" saves, an issue seen most on PlayStation 5, were fixed, and world names were allowed to use a wider set of characters.
Item slots that could not be moved when the hotbar was full were fixed.
Shift-clicking items in the inventory on a gamepad no longer misbehaves after a slot is deselected while holding the right trigger.
Inventory screens with a toggleable backpack view no longer soft-lock when the view is switched and the screen is closed immediately.
Closing and immediately reopening an animated inventory screen no longer leaves the input state broken.
The Auto Feeder interface no longer loses focus after a backpack upgrade.
A follow-up update soon after concentrated on a serious savegame bug that could cause some players to lose their save files or leave saves unable to load correctly. The developers apologised to affected players and shipped a fix for it. In the same post they explained that, while the larger multiplayer rework is underway, updates are being bundled together more, so the pace of individual patches can look quieter even though work is ongoing. They also pointed players back to the public feature-voting board and noted that several frequently-requested ideas were already planned and would begin showing up in upcoming updates.
At launch multiplayer was same-platform only, with no cross-play. After release the developers named cross-platform play as one of the larger features they wanted to work on next. The stated goal is to let players join the same session regardless of whether they are on PC, Xbox, PlayStation, or Nintendo Switch 2. The team described it as both a feature in its own right and a technical foundation for further improvements.
Cross-platform play is in development and was not part of the launch build. The developers were explicit that the work carries no fixed promise or date, so it should be treated as a planned future feature rather than a confirmed near-term addition.
Responding to players who wanted bug fixes prioritised over cross-platform play, the developers stressed that the crossplay work happens in parallel with ongoing fixes and new content rather than replacing them. They also described the new multiplayer system as a way to address existing connection problems, including cases where players on the same platform cannot reliably connect to each other, not only as the route to cross-platform support.
Updates reach PC first. Console updates for PlayStation 5 and Xbox Series X|S have to pass each platform’s verification process before they go live, so they follow the PC build after a delay. Nintendo Switch 2 updates take longer still. Players on those platforms receive the same fixes once the builds clear certification.
At launch the developers said a roadmap was planned but not yet ready to share, because their time was going into fixes and stability first. After release they began shaping it more openly: instead of building a plan privately and announcing it finished, the team set up a public feature-voting system where players can submit ideas and vote on existing suggestions, then said the roadmap itself is in progress. The community wishlist they highlighted leans toward more decoration, more building pieces, more quality-of-life features, and more animals, plants, and automation. No dated milestone board has been published yet.
Post-launch updates and patch notes are posted to the game’s official channels. Because the team is small, communication tends to come in the form of periodic update posts that bundle the most important fixes and balancing changes rather than a constant stream of small patches.