Release Date 12.10.2026
HIGHLIGHTS SECTION:
The Mobile Transport Unit is here! It’s a large, slow-moving vehicle that can be manually moved. It can carry a lot of resources and is great for exploration.
Changes to underground resources and extraction have arrived - many tiles will provide more yield, and there will be changes to systems and UI to go along with it
Player-driven inheritance: After a seedling dies, you will be able to choose any seedling (or your society) as the heir for their money and properties.
Mobile Transport Unit (MTU)
It’s finally here, our largest vehicle yet. The MTU is meant primarily for exploration gameplay. Find rare resources on the surface, or rare ores in subsurface deposits, and take the MTU with you to easily bring the resources back to your society.
It’s crafted at the Electronics Workbench with Engineering 30 and has a volume capacity of 4510. Because of its size and capacity, it’s a very labor-intensive vehicle to craft.

It comes with two new permissions: Vehicle Access (giving access by Seedlings, primarily for hauling) and Vehicle Move (allowing a player to give a Move command in its context menu)
It can be packed and unpacked just like other placed objects. When packed, the pile will be owned by the location’s owner. It’s the same for unpacking: The MTU is owned by the location’s owner.
When an MTU's owner is gone or dies, the MTU goes to the owner of the location it stands on.
It has resource provisioning settings just like other containers
Moving it is done through “Move to” in the direct control menu
Its movement is a bit clunky: it doesn’t always path around obstacles.
When it’s standing outside a building or plot its owner owns, a "Seedlings can shove this MTU away in ..." with a countdown warning will show in its context menu. After 30 real minutes, any Seedling can "Shove" it, pushing it 5 m away.
For crafting, it requires 4 Electric Motor, 2 Computer Module, 18 Composite Panel, 90 Titanium Plate, 12 Motor Housing, 18 Piston, 60 Steel Beam and 915 Passivated Steel Sheet.
The Passivated Sheet is new. It requires 5 Nitric Acid, 1 Steel Sheet for crafting and has 10 Waste Water as a byproduct.
Resources and extraction
Many underground tiles will allow for a higher number of extractions until depleted. These additional cycles are added on top of the current state of tiles, meaning that tiles that are already depleted (fully or partially) will receive the same amount of extra-cycles. The number of added cycles will depend on the type and abundance of a tile. Rare tiles at high levels of abundance will generally receive a very noticeable amount of extra cycles, while rare tiles at low level of abundance will receive only a small amount or now addition at all.
The scanner function of the radar now has a function to focus on detecting only a chosen type of resources. For example, it can be set to ignore everything except aurite ore and argentite ore.
The extractor UI in the tooltip receives a complete overhaul that now presents the number of ores left in the ground instead of the abundance level, we hope that makes it easier to understand the system
A radar session now runs 3 times longer while probing 3 times less often.
The map will now contain Debris objects that can be harvested for scrap metal which can be recycled for raw resources - scrap metal is high in volume, so the recommended way for gathering it is with the mtu
Recycling 1 Scrap Metal at the Basic Anvil gives 1 Raw Iron, 2 Raw Copper and 6 Graphite Powder
Fix: A resource scan started would sometimes use up the scanner's power cell but scanned nothing. Such a scan now fails without using the power cell or starting the cooldown.
Fix: The Resource Scanner panel switched to its "Get Scanner" button after a scan finished even though the scanner was still in the inventory. It now keeps showing the scanner and its timers.
Fix: Extractors should no longer display wrong or outdated timings. The New Crafting Task and Edit Extraction Task windows showed extraction recipes taking days (for example Coal with "Processing Time 2d"). They now show the real time on the chosen machine (Coal on a Small Mineral Extractor: Work 1m 52s, Processing 20m 00s, Total 21m 52s), and "..." while the time cannot be computed yet.
Societies, roles and governance
There are 4 new policies: Export Tax (the seller pays a share of goods sold to another society), Business Tax (a monthly share of each business's balance), Land Tax (a monthly charge per plot tile above a free allowance) and Minimum Wage (the employer pays the difference when a wage is below the minimum).
The jobs page now includes a special “Access” role. You can give any seedling access to a workplace without needing to give them a job, private rooms included.
Slight rework of permissions: some permissions which were needlessly specific have been merged.
Reworded the names and descriptions of permissions to make their effects more clear.
Fix: a few places in the UI where permissions did not give the intended UI controls.
Fix: Departments, groups and businesses now show up as transfer recipients.
Fix: Opening a ballot from a notification could show a Voting page with "Nominees (-1)", an empty ballot list and "There are no nominees to vote for!".
Fix: The permission count badge on a role card counted hidden permissions, so it could say 10 while the list it opens showed 7. The badge now matches the list.
Businesses and services
The Employee Details in the Business window now show the schedule status badge, just like in the Schedule UI.
The heal service warning in the Business window now lists which doctor remedies are missing from stock, under "Some remedies missing", or "No remedy in stock" when none is stocked.
Fix: "Haul Delivery" in a container's context menu was greyed out when the Seedling was far from the container. You can now order the haul from any distance.
Fix: A customer’s visit to a service location would end immediately if navigation led them outside the building.
Fix: "Locate Unit" on a business branch that is still a construction site sent the camera into empty fog far away. It now frames the construction site.
Fix: A Produce schedule (for example Produce Clean Water) no longer reports "nothing to do" for an idle machine. The schedule status now says the machine has no task set.
Market and contracts
Fix: The Demand entries in the market overview and a product's Buy Orders tab listed the unfilled rest of partly filled Buy Now orders, and suggested sell prices counted them. No seller could ever fill those, so they are no longer listed or counted.
Fix: The Buy Now window's Total now includes your society's VAT and matches what you pay.
Fix: The New Order window (buy side) now shows how much is held from your wallet for the order, including VAT. Any amount the order does not spend is returned to your wallet.
Fix: A wallet that covered the Total shown could still buy one unit less than ordered. It now buys the full quantity.
Fix: Contract goods between two branches were hauled into the outbox twice, leaving the second stack stuck there. Several contracts for the same resource now request the correct total amount.
Fix: When creating a contract between two of your own businesses where you offer a product for SeedCoin, you can now choose the delivery business for your product instead of it always using self-delivery.
Fix: The Auto-Restock panel now shows "Inbox full" (with a tooltip) when it stopped buying because the building's Inbox has no capacity left, instead of "Idle".
Production and crafting
The remedy "Medical Herbal Tea" is renamed "Herbal Ointment", so it is no longer confused with the food "Herbal Tea". Effects and recipes are unchanged.
Art: Ongoing resources/product container updates: books and clothing stored in containers now appear as their own block models instead of the generic crate. stone, clay, ores, ingots, plates, wires, tools, electronics, woodwork, powders, water and more each get more dedicated models. (this includes some changes in the current colors/shapes of other resources, for example murky water color change)
Fix: Quick Produce on a machine that is already working replaced the running task. Quick Produce is now greyed out on a busy machine with the tooltip "This machine is busy with another task".
Fix: The Edit Crafting Task window now lists a business owner under Qualified Workers when they have the skill for the schematic, even if they were never hired as an employee.
Fix: A machine paused while a Seedling was using it (for example a Small Mineral Extractor) stayed "in use" and kept making noise. Paused machines now return to idle.
Fix: The Glass description wrongly said it is made from silica sand in the Kiln. It now lists what glass is used for.
Fix: Chicken Head and Bear Head now requires Tailoring, grades Tailoring and trains Tailoring instead of Carpentry.
Fix: About 40 perk descriptions were corrected. Speed perks now say 20% (the real time reduction) instead of 25%, and several named the wrong machine or effect (Algae Handler and Careful Boil now name the Food Processor, Purity Control says producing clean water).
Fix: Producing Copper Ingot, Gold Ingot, Silver Ingot, Titanium Ingot or Aluminum Ingot at a furnace did not raise a Seedling's Metalcraft interest. They now count toward Metalcraft and appear under Contributing Activities.
Fix: Double-clicking "Choose This Perk" showed an "already selected" error that hid the Perk Gained screen. This no longer happens.
Fix: In the "Rewards Claimed!" pop-up after "Claim all" on the Cultivator Level track, long reward names such as "Bronze Seedling Slot x2" were cut off.
Trees and saplings
Fix: Fully grown saplings that are blocked by a building or object, or stuck for another reason, turned invisible and could not be clicked or removed. They now stay visible.
Fix: On busy worlds, blocked saplings held up the unblocked ones, so planted seeds seemed to disappear. Saplings now turn into trees without a backlog.
Land Planner and farming
Fix: Switching a field's crop while a Seedling was planting let the new crop grow without using its seed. The field now stays at "Waiting for Seeds" until the selected crop's seed is used.
Fix: "Create Farm Field" on a building now correctly resolves to that building and allows placing farm fields on its outdoor blocks.
Fix: Double-clicking terrain in the Land Planner, the Real Estate Market, build mode, field or object placement or the map view no longer also sends the previously selected Seedling walking there.
Buildings and construction
The six decorative roof attachments "Roof Generator Type 1-6" are renamed "Roof Technical Box Type 1-6", with matching descriptions.
Fix: Descriptions of various attachments have been clarified (they are decoration only).
Fix: Packing an exterior-mounted object standing on a plot (for example Cozy String Lights) did nothing. Such objects now pack like any other object, and when packing fails a "Package Failed" message communicates this.
Fix: A building could get stuck at 98% (or 25%) when its last materials arrived after the manual construction work was already done. It now uses the delivered materials and finishes its construction.
Fix: Shrinking a multi-story building left dirt patches floating in midair where the floor used to be, and nobody could clean them. Dirt on the removed floor is now removed with it.
Fix: Adding and removing Building and Outdoor Blocks around a room no longer removes valid doors.
Fix: A Seedling that had not yet claimed a plot could not place its Frontier Tent from its inventory while standing inside a building ("This cannot be placed outside"). Placement now works outside the building as it does outdoors.
Fix: After a building edit, furniture could jump up onto its own shelves and block the next edit.
Fix: Creating large areas of Outdoor Blocks, for example filling an entire territory, will no longer cause deleting Blocks to fail.
Fix: Editing a building is no longer blocked by objects inside the building that overlap with other objects. Only objects that overlap with parts of the building count as blocking.
Seedlings
When objects block every spot at a machine, a world-space warning is shown: "Blocked: An object is blocking the way for your Seedling. Move the object out of the way."
Fix: Seedlings with no romantic partner were offered the Love Life goal (move in with your partner) and completed it for 1000 XP once they had a home. The goal is now only offered to Seedlings in a romantic relationship. A partnerless Seedling that already holds it keeps it until its next life stage.
Fix: Seedlings no longer get the In Darkness effect while inside a building that is still under construction.
Fix: Seedling no longer get in darkness debuff from a light proximity check, but if the room scoring will count room as dark.
Fix: The put-down animation after hauling was cut short and carried items could stick to a Seedling's hands. It now plays fully, for one-hand carries and boxes.
Fix: A baby could grow up twice into two children with the same name, leaving four Seedlings on three slots. An infant now grows up only once.
Fix: Prevent an issue where a Seedling could not successfully reach its next life stage.
Fix: In Focus Mode > Body, clicking the arrow at the right edge of an ailment row did nothing. It now opens and closes the row's details like clicking its name.
Fix: In the Social app, "Message to Cultivator" on another Seedling now opens the chat with the right Cultivator.
Fix: Some Seedlings could not change their clothing because the item they wore had been lost. Swapping it for another item now works.
Inheritance
When a Seedling dies, its inventory and equipment gets teleported to Cultivator Inventory instead of Orbital Storage (which is hard to access).
The Last Will window has re-worded buttons, and additional information about Seedling Inventory.
New Clothing Styles
New premium Fall style clothing will be available in the SEED Store.
New craftable Eilo style clothing will be available to craft on the Tailoring Bench.
Widgets
A coordinates widget shared from a camera view or bookmark that follows a Seedling or object now keeps that lock. Clicking it flies to where they are now and follows them, the chip reads "<name>'s position", and its card says "Follows: <name>".
Fix: A dead Seedling's widget now says "Deceased" instead of "On another island".
Fix: A coordinates widget for a place outside the map or on another island is now greyed out with a lock icon.
Fix: Clicking a coordinates chip now moves the camera from any distance.
Fix: The chat text field now grows with its text, up to about four lines, then scrolls. Before, a long chip that wrapped showed only its last part.
Player Chat
New feature: report chat messages. Spotted something toxic, hateful or NSFW in a group chat? You can now report it right from the chat window. Just hit the flag next to the message. Reporting isn't available in the mini-chat widget.
Notifications
Visual and behavior overhaul for both types of notifications (the green toast notifications and the top-right corner notifications).
SEED Store and start screen
Fix: The start screen's play button ("Continue your Journey" / "Start a New Life") no longer opens a "Buy a Seedling Life" pop-up. It now always starts the game.
Fix: When a SEED Store offer's image is missing or fails to load, the card shows a placeholder instead of staying empty, and cards show a spinner while loading.
Support and bug reporting
The bug reporter first lists the top known issues. You can upvote one ("This is my issue too") or file a report with extra details about it.
PAM
PAM can now explain the delivery service's Overview tab, how to cancel a stuck delivery or send a Seedling to pick it up, and that visitors cannot move items in or out of a building's containers.
User Interface
Made the “empty state” / “nothing to see here” states consistent across all UI.
Fix: After a reconnect, the nav bar icons (eye toggle, world and focus buttons) could disappear and stay gone. They now stay after every reconnect.
Fix: The Object Catalog's Availability row showed all icons grey for premium items such as the Globe Lamp. It now has a SEED Store icon.
Fix: The open list of a dark dropdown, for example "Sell from" in the Market's New Order window, could turn into a bright white box with unreadable options. The list now has a dark background.
Mobile app (Seed Companion)
Added the possibility to view Seedling’s inventory. The to-do pill in the world view becomes a small menu that fans out "To-do" and "Inventory".
Seedling
Pregnancy now takes 3 real days (before it was 10 hours)