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Version 2026.11.5 – The floor-picker update: lifts that take you to your floor, traders at your Market base and wooden planks 🛗🪵

Writer: Marcel Dütscher
Marcel Dütscher
1 day ago
3 min read

November 5, 2026


This time the wishes came from all sides: Lyxette kept building on his lift, his drawbridge and his spaceport, Ben, Marie and Justus from the school club sent in their ideas, and Verena went looking for the jump generator. Thank you all! 🙌


🛗 Lifts with a floor picker. Until now a lift stop could only call the platform – once you were up top, you were stuck. Now you press E at the stop where the platform waits, or simply E while you stand on the platform. A list of all floors opens, and Go takes you up or down. With Name you give each floor a name. Devices in general now show their names: in the hint when you look at them, and as the title of their menu.


🚧 The Lift Gate. Lyxette wanted something so nobody falls into the empty shaft. The new Lift Gate is a knee-high energy barrier you place at the edge of the shaft next to the lift stop. The lift switches it itself: while the platform waits at that floor it is open – when the platform leaves, the gate closes. You can still reach the call button on the other side easily.


🌉 Bridges don't crumble any more. When Lyxette's drawbridge retracted, its blocks crumbled like mined rock. Now the game knows when a machine merely moves a block: bridges, pistons and melting snow move without crumbling and without the mining sound. Only what you break yourself crumbles as before.


🛬 Traders at your Market base. Lyxette waited a whole play session for a trader. It had parked on a landing pad far away – and still said "nearby". Now traders land at a Market base on any free pad set to Me + allies or Everyone. They no longer land far away from your base, and when it doesn't work out, VEGA tells you once why – for example because your own ship stands on the pad. When a trader doesn't land right next to you, the message now says how far and which way. Snow and water on a pad no longer count as "built over", by the way.


🚀 Traders land like you. Justus noticed that traders didn't look as good landing and lifting off as your own ship. Now, after "look up!", you see a bright glint with a contrail in the sky, then the ship sinks down on its engine fire, swirls up dust and vents steam after touchdown. When it leaves, it lifts heavily and climbs into the clouds with a boom. Other players' ships land and launch the same way.


📜 Jobs with a story. Justus wanted to know who actually needs the deliveries and why. Now every delivery job on the mission boards tells a little story – and when you hand it in, the giver thanks you and tells you what came of it. There are 56 stories, for stations, settlements, your base and the ship's radio.


🎨 No more blue gaps. When Marie painted an avatar, some blue always remained at the shoulders, wrists and elbows. Those spots couldn't be reached in the editor at all. Now they take the colours of your painting. And the brush draws gap-free lines even with fast strokes, in all the painting editors.


🪵 Wooden planks. Ben wished for wooden planks – now there are three sorts: wooden planks, light wooden planks and dark red mahogany planks from the giant tree. One log makes four planks, by hand.


🧰 Finding ship modules. Verena looked for the jump generator under "Crafting" → "Ship" – but there were only ship-building blocks. The category is now called Ship parts, a button takes you straight to the Ship tab where the modules are built, and the search also finds matches in the other tabs.


💾 Because five new blocks arrive, the game converts your world once when you first open it. Please don't open it with an older version afterwards. The desktop game updates itself at start, the browser is always current. Have fun building! 🛗

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