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DEV DIARY №15 - ABOUT THE UTILITY SYSTEM ON THE LUNAR BASE

11 Oct 2021
by Oleg Simukov
Must be amazing to live on the Moon and admire the Earth from a distance of 384400 km. But before a human sets foot there, it is necessary to provide all conditions for future Moon inhabitants. Water, oxygen and electricity are the basis of a...

ERASE AND REWIND, OR WHY BREACKING THINGS IN VIDEO GAMES IS AS DIFFICULT AS CREATING THEM

29 Sep 2021
by Oleg Simukov
Good afternoon, The Crust welcomes you! Video game development, as many of you already know, is a very extraordinary process, and it often brings surprises when you are not ready to meet them the most. From the player's point of view, what...

DEV DIARY №14 - 50 SHADES OF REGOLITH, OR RESOURCE EXTRACTION AND PROCESSING IN THE CRUST

17 Sep 2021
by
Resources, their extraction, and processing are an important part of The Crust gameplay as an economic strategy, and the VEOM Studio team has invested a lot of time and effort to make this process challenging and fun.  It starts with the...

DEV DIARY №13 - GALACTIC MARKET

10 Sep 2021
by
Earth, do you read? A message from DevStation.     You might be looking forward to leading your own company, creating a base on the Moon, developing regolith resources, and build a bright future for humanity. Surviving without...

2021: THE CRUST TRANSFORMS

29 Aug 2021
by
Hello, future astronauts! This is The Crust team! We’ve got an important message for you. In the first half of 2021, we made huge changes in The Crust, revising and improving many game mechanics. Some were created from scratch...

DEV DIARY №12 - ROOMS AND WALLS

22 Mar 2021
by
Wall construction system and room definition algorithm.  One of the most complex algorithms of our project is finally ready. It went through many iterations to finally come to the expected result. The algorithm includes the...

DEV DIARY №11 - REFACTORING AND NARRATIVE

11 Feb 2021
by
Hi! Here are Veom Studio moonwalkers. A lot of time has passed since the last update of The Crust development diaries. This had a positive impact on the project. We not only celebrated the New Year holidays, but also worked hard on the game....

DEV DIARY #10 EXCAVATION VISUALIZATION, REFACTORING AND OVERMIND OPTIMIZATION

06 Jan 2021
by
Excavation Visuals The ground of the underground level takes more than 80% of the game screen, so it should look cool. Optimizing it is crucial as it occupies the entire screen. Thus, the requirements for visual excavation are:...

DEV DIARY #9 OPTIMIZATION AND PROCEDURAL GENERATION

19 Nov 2020
by
Hi! Here are Veom Studio moonwalkers. We are happy to share the latest development news with you. Despite the approaching winter cold, the heat and the fire of tireless creativity is burning in our office, as always. Here we forge and...

PATCH NOTE 0.72.19

02 Nov 2020
by
WHAT'S NEW The size of the game field grid has been changed. In the near future we will make the grid two times smaller and the game area bigger.  A new algorithm for calculating and positioning walls and rooms has been designed....
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