v0.15 - Cutting Edge Accoutrements
Patch NotesQuests, Creative mode, artifacts, cosmetics, and building additions
HistoryRevision from Updated 13 days ago - Ategon
Starground v0.15 was released on December 18, 2025 as a stable release in the Early Access v0.15 update series.
Artifact Merging and Inventory Upgrades
- Quests that you can redeem at most shop NPCs
- Creative mode that disables resource requirements and lets you build anything
- New misc buildings like the display stand and sign
Additions
- Introduced the Artifact Merging Bench
- Introduced Bud to the Space Hub
- Introduced mythic fish that are rarer and sell for more at Fishbert
- Introduced decorations to empty space hub rooms, and locked them off
- Introduced buildable flooring
- Introduced stone and log walls
- Introduced wooden doors
- Introduced 14 new achievements
- Introduced 5 buildable flooring types
- Introduced various new footstep sounds
- Introduced an efficiency number when placing a proximity dependent building
- Introduced a dungeon masking system, so other rooms are hidden until actually entered (also includes a new transition animation)
- Introduced a new dungeon planet Caligo
- Introduced 5 new enemies
- Introduced the ice amulet artifact (chance to block damage)
- Introduced the ice saber weapon blade
- Introduced royal weapon parts
- Introduced stone dust (can be crafted in the grinder)
- Introduced multiple new colors to the minimap
- Introduced power line connections to the minimap
- Introduced the Structures Research
- Introduced signs
- Introduced display stands
- Introduced various quests to the NPCs at the Space Hub
- Introduced the pogo stick (lets you phase through automation buildings)
- Introduced three merged artifacts
- Introduced smoked salmon
- Introduced shark fin soup
- Introduced squimp cocktail
- Introduced Savorvine (a new plant that can be bought from Burgandy the snail)
- Introduced the Engineer skin (xefensors skin redeem!)
- Introduced inventory stack size upgrades (sold by Bud)
- Introduced xefensor to the list of programmers
- Introduced xefensor and VVR to the list of translators
- Introduced gamemode as an option in the world options menu
- Introduced the creator and destroyer buildings for creative mode
- Introduced categories to ovens
- Introduced slot icons to the weapon bench
- Introduced a sound when selecting planets in the starlauncher
Changes
- Completely reworked Spore to split instead of spawning Moonshroom
- Changed the game so info panels scroll when too long
- Changed the game so usernames now default to your Steam username
- Made various tweaks and clarifications to all commands
- Redesigned the NPC shop screen to include a portrait and character text
- Made various tweaks and improvements to controller support across the entire game (Thanks xefensor!)
- Changed the game so the starlauncher camera position and zoom level is saved
- Made various improvements to tooltips in the game
- Refreshed all translations
Fixes
- Corrected a problem where your fullscreen setting would not get updated on launch
- Corrected a problem where Splitter could grab items from conveyors not pointing into them
- Corrected a problem where underground conveyor belt overlays would stay visible when going back to the build menu
- Corrected a problem where asteroid Collector and turbines completely stopped working when next to each other
- Corrected a crash that happened when too many conveyors were placed down
- Corrected multiple bugs related to Mover not properly moving items into buildings
- Corrected a problem where players would sometimes be invisible to other clients when playing through Steam multiplayer
- Corrected a problem where using the starlauncher UI could cause weird lag and background issues on multiplayer
- Corrected a problem where multiple inventories could all be opened at the same time (Thanks Nikjak!)
- Corrected a problem where the building menu info panel would freak out if it got too long (Thanks Unskill!)
- Corrected multiple multiplayer-specific terrain generation issues
- Corrected a problem where your special melee weapon part could be used while holding a ranged weapon
- Corrected a problem where resource nodes would not properly convert when either removed from or added to a land tile
- Corrected some inventories being able to be sorted that really shouldn't be
- Made multiple fixes and changes to Tesla Coil, to prevent crashes and improve overall stability
Optimizations
- Greatly improved performance by introducing our own culling system
- Enhanced the performance of multiplayer, especially with dungeons
- Enhanced the performance of various UI nodes by using more signals
- Greatly improved the performance of christmas trees
- Enhanced the performance of almost every automation building by converting more logic over to using signals
Modding
- Changed the game so multiple types of things are now automatically added to the multiplayer spawner node. This includes entities, buildings, and any kind of scene in a data table. This should make multiplayer with mods much more straightforward
- Introduced the "Abilities" tag to items. This is the new way artifact abilities are managed
- Introduced the "Groups" tag to items. This is an easy way to group items up into specific categories, like fish or weapons
- Introduced some new get__data functions to ModAPI for buildings and research. This is a safe way to access the newly statically typed data tables
- Introduced the ability to add minimap icons to the minimap (not used in vanilla, but could be used in a mod)
Official announcement
https://steamcommunity.com/games/2793380/announcements/detail/502844844914246472
