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Kosmograd / field record

Making Survival Matter

Sep 13, 2026 · 5 min read · Mischa

This week I’ve been making survival a little less automatic.

Kosmograd colony base with HUD and colonist dialogue
Day 1 at the colony: quest tracker, resource bar and a word from Katya.

This update

  • Food: Fabricator is now a fallback; Hydroponics is the real supply line.
  • Spoilage: exceed cold storage and food rots.
  • Opening: free Earth hail, starter rations, smarter workers.
  • UI: pixel-art pass across menus, quests and portraits.
Food & Logistics

The early food loop has had a pretty big overhaul:

Buy time
Food Fabricator

Emergency solution. Lower output, higher mineral cost.

Build to last
Hydroponics Bay

Sustainable food, but it needs Cryo Shards from a hazardous crater biome.

  • Food can spoil when you exceed your cold-storage capacity.
  • Cold Store gives you more capacity and lets you prepare for difficult periods.

The early game is now a choice between buying time and building a proper supply chain.

Kosmograd gameplay clip
Colonists at work around the base.
Smoother Opening

A few changes should make the first minutes less frustrating:

  • Free hail: contacting Earth works from the Comms Center at no cost.
  • Lander rations: the crew gets some breathing room at the start.
  • Smarter workers: better recovery when construction sites are unreachable.
  • Clearer HUD: tooltips make storage and spoilage easier to understand.
Kosmograd gameplay clip
More base activity from the current build.
More Personality

I’ve also continued the pixel-art UI pass across the pause menu, save/load screens, quests, building panels and colonist priorities.

Colonists now have expressive portraits, and the HUD has a much stronger visual identity.

Still in progress
Storms Crises Day/night visuals Biome zones Losing colonists
Survival should never be automatic — but every problem should have a readable, satisfying solution.

Want to try it and tell me what breaks?

Play the demo