v0.1.3: Power Where You Need It

Two things this patch. One changes how your mining operations scale. The other stops your trade routes from disappearing.

The belt is wide. Your base is not. Field Energy Relays let you push your fleet further without dragging them home for every recharge.

Field Energy Relay

The core friction in late-game expansion was energy range. Your robots could only mine as far as they could travel on a single charge — and when the rich clusters are far from your base, that meant constant round-trips. Not anymore.

Build a Field Energy Relay near a distant asteroid cluster and your robots will route to it when their charge runs low, topping up before continuing the excavation run. Relays don't generate power — they store and distribute it. You still need to manage your overall energy budget. But now your fleet can operate in sectors that were previously impractical.

This is the first step toward proper logistics infrastructure. The longer-term vision is a belt where every colony has its own logistics network — power, hauling, defense — and the cultural traits of your crew shape how they build it.

Market Listings Save/Load Fix

A quieter fix, but an important one. Market listings — faction trade offers and your own sell orders — were being silently dropped on save/load. If you saved mid-game and reloaded, your trade routes were gone. This is now fixed: all market state serializes correctly. Trade relationships you build persist through sessions.

Full Changelog — v0.1.3

  • Field Energy Relay — new building; deploy near mining sites for in-field recharging; robots route to nearest relay when low on energy

Fixes

  • Market listings now persist through save/load cycles — no more vanishing trade routes on reload

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