Rocket Crew news

What each version of the game brought, the newest first.

Version 0.30.0: Your profile, with more of you

  • A base now shows its total visits and the different days its player has been in the game, on its public page and on your profile. Your profile also shows your streak of days in a row, since when you are commander and how much of the collection you have.

Version 0.29.0: Delete your account

  • You can now delete your account for good from «Account», with two confirmations. Everything in it is erased and it cannot be recovered.

Version 0.28.2: We read your ideas sooner

  • Every idea and every bug on the board now reaches the team by email as soon as it is written, so we can answer sooner.
  • Upgrading a part to level 2 now always takes longer than assembling it, and the trial offers to save your rocket from the first minute-long job. After sending an idea or a bug, a message tells you it is on the board.

Version 0.28.1: Parts take a bit longer

  • Assembling the first five parts of the rocket takes a bit longer, from 20 seconds for the engine to 1 minute for the cockpit, so you can see and enjoy each one being built.

Version 0.28.0: One thing at a time

  • A new player no longer gets a pile of windows: the first colour is picked inside the guide, the daily reward waits for the second part, and there are at least 45 seconds between windows that open by themselves.

Version 0.27.3: Fuel too

  • The first guide now also has you open the fuel and collect its coins for real, after the solar panels.

Version 0.27.2: Where the money comes from

  • After your first part, the guide takes you to the base: you open the solar panels and collect their coins for real, and you learn the fuel works the same way.

Version 0.27.1: A guide you play

  • The first guide now makes you do the first steps for real: everything is dimmed except the card you have to press, to pay for the engine, give it a worker and wait for the job.

Version 0.27.0: A first guide

  • When you arrive, a short guide of seven steps tells you what matters: your goal, the coins, the parts, the workers, the base and the route. It also opens in the trial. The full guide is still in your profile.

Version 0.26.1: Know what you buy

  • Every piece and building now says what it does right on its card, and at the very start the base waits until you have paid for the first part of the rocket.

Version 0.26.0: Ideas and bugs

  • There is now a public board in your profile where you can share ideas and report bugs, and vote for the ones you want to see first.

Version 0.25.1: Where the coins are

  • When you assemble the third part of your rocket, the guide now points a finger at your solar panels and your fuel depots, so you collect the coins they have made.

Version 0.25.0: A trailer with a story

  • The trailer on the home screen now tells a story, with a bit of humour: Earth is running out of energy, the Moon has helium-3, and Mission Control needs someone to go for it. Two characters, Mission Control and you, talk it over at the foot of the base before you ride the tower’s lift up and board.
  • The lift of the tower is now an open cage that the workers ride to get to the works up high, one at a time.

Version 0.24.0: Your first colour

  • When you finish your first part, you can now pick your first colour: black, white or grey (two new colours). It is unlocked and the whole rocket wears it, and it stays with you when you save your rocket.
  • Trial mode now shows what you would keep when you save: your rocket, a link of your own, alerts when your works finish and the daily reward with its streak, plus a gift of 100 coins. It also tells you when a long work is under way.

Version 0.23.0: The Moon gets tougher

  • On the Moon everything costs 2.5 times what it costs on the Earth, the works last one and a half times as long, and the take-off from the Moon costs 15,000 coins and 5,000 helium-3. In return, a worker standing on the Moon produces twice as many coins. And the ranking now shows, next to each level, the last planet each player has reached.

Version 0.22.0: Someone always stays

  • On every planet at least one worker has to stay when the rocket takes off: from one to three can go, but never everyone. You need at least two workers on the base to take off.

Version 0.21.2: A pad with a top layer

  • The launch pad can now wear a third colour: its top layer, apart from its body and its edge.

Version 0.21.1: Models, just A1 and A2

  • The models of the parts are now simply called A1 and A2, with no extra word beside them.

Version 0.21.0: A base in your colours

  • The service tower and the launch pad can be painted now, with the colours you have found: one for the body and another for the stripes or edge. They look the same on the Earth and on the Moon.

Version 0.20.1: Trophies in full view

  • All the trophies are now on show, with an empty slot for the ones you have not earned yet. Tap one to see what each level asks for.
  • The profile is tidier: the icon is changed by tapping the picture, and the commander card is gone.
  • On a computer, the two cards beside the scene start folded to what matters (your name, level, coins, what is waiting to be collected) to leave more room for the scene. Unfold them with the little arrow.

Version 0.20.0: One building less

  • The storage is now part of the hangar: it holds the coins waiting to be collected, from 200 at level 1 to 3,200 at level 5. If you had built the storage, your hangar takes the higher of the two levels, and any works on it were cancelled and paid back.

Version 0.19.0: The Moon gets its own face

  • The Moon is a different world: an economy of its own and a look of its own, with every building made new for a place with no air. You will see it when you get there.

Version 0.18.0: More planets on the way

  • The route now shows the planets that are coming, locked and marked “Coming soon”. Each one shows up when you reach the planet before it.

Version 0.17.0: Beyond the Moon

  • The game now talks about the whole solar system: the Moon is the first stop of the route, not the last. The home page, the tour, the guides and the pictures of the links say so.
  • The game downloads less before you can play, above all the first time you try it without an account.

Version 0.16.1: How ready you are for take-off

  • The route page shows, as a percentage, how ready your base is for take-off.

Version 0.16.0: Sign up in seconds

  • Signing up with your email only asks for your email and a password: your username comes from your email, and the code of whoever invited you only if you have one.
  • The game offers, now and then and only while a long work is under way, to install it as an app or turn on the warnings, so you hear the moment it ends.

Version 0.15.0: A quicker first rocket

  • Assembling each part of your rocket takes half the time, and your worker gets there in 3 seconds instead of 10: you see the rocket grow without waiting.
  • Behind the scenes: we now measure how long the game takes to load when you try it, so we can make it faster where it is slow.

Version 0.14.0: Save your rocket in one tap

  • When you try the game without an account, you can now save your rocket with Google right from the game, in one tap: no forms and without leaving your base.
  • The yellow notice at the top opens the same window, whenever you want to keep what you have built.

Version 0.13.3: Rocket Crew on Game Jolt

  • Behind the scenes: we can now tell when players come from our page on Game Jolt.

Version 0.13.2: Rocket Crew on itch.io

  • Behind the scenes: we can now tell when players come from our page on itch.io.

Version 0.13.1: One address for the site

  • The address with www now takes you to rocketcrew.gg, so search engines find each page only once.

Version 0.13.0: One tap per part

  • While you assemble your first rocket, paying for a part puts your best free worker on it straight away: no need to assign them.
  • The list of parts scrolls by itself to the part that comes next.
  • The trial offers to save your rocket once it is complete (all five parts), instead of after the first part.

Version 0.12.0: Your first rocket, step by step

  • While you assemble your first rocket, the game shows you what comes next and points at the button to press: the next part, assigning your worker, or where to find coins.
  • The list of parts stays open until the five parts are built.

Version 0.11.0: Try it and build straight away

  • Pressing “Play now” takes you straight to your rocket: it already has a name (you can change it with the pencil) and the engine is waiting for you, with no windows in between. The guide is still in your profile.
  • In the trial, the daily reward opens when you build your second part.
  • Behind the scenes: we now know how far the trial gets (up to which part), never what you build in it, and the admin pages read better in dark mode.

Version 0.10.0: Your trial base comes with you

  • If you try the game without an account and then sign up, you keep your base: the name of the rocket, the coins and the levels of the rocket and the base.
  • The trial reminds you to save your rocket when you have just built something, instead of asking all the time.
  • The home screen says it plainly: free, no sign-up, and your base is yours if you make an account.

Version 0.9.5: Behind the scenes: who tries the game first

  • We now know how many people press “Play now” and how many of them make an account afterwards, without storing anything about you or about what you do in the trial.

Version 0.9.4: A lighter home screen on phones

  • On phones the panel of the home screen is much shorter, so the base and the rocket are in sight: playing, Google and the email, each in its line.

Version 0.9.3: Play with one touch, and always a next step

  • The home screen now leads with “Play now”: one touch and you are in a trial base, with no account and no window in between.
  • The page of the route shows your next step: the work under way, or the cheapest upgrade you can make.
  • The coins that fly to your balance are now the coin of the game on every phone.

Version 0.9.2: A livelier game: animations and new sounds

  • Your balance counts up to the new amount when coins come in, and what you pay drops from it in red.
  • When a work ends, its card glows and the level gained pops. A work under way has a bar that moves.
  • Confetti for the big moments: your first part, the whole rocket and a base on a new planet.
  • A coin turns over the solar panels and the fuel well when there is something to collect.
  • New sounds for coins, payments, finished works and celebrations.
  • The game tour puts first what the game gives you by itself, and your link as an extra.

Version 0.9.1: Clearer buildings and rewards

  • Each building now carries a sign that says what it is for: 🔓 lets the rocket go further, 🪙 brings or keeps coins, ⏱ makes the works shorter, 🎨 opens new looks and ✨ is decoration.
  • When you collect a reward, a chest or your coins, they fly to your balance, so you see where they go.
  • The game tour explains the buildings, the missions and what it takes to fly to the Moon better.
  • On phones the map of the route is smaller, and the whole page fits on one screen.

Version 0.9.0: The route between planets has its own page

  • Tap the ribbon at the top to open the route: a map with the Earth, the Moon and the unknown destination, joined by the way between them.
  • The map shows where you are, the leg to your next planet and your rocket on its way during a trip.
  • Everything the old drop-down had is there: what the next destination asks for, the take-off, the trip under way and the way between your bases.

Version 0.8.5: Behind the scenes: where visitors come from

  • We now know, without storing anything about you, which websites send people to the game, to keep improving it.

Version 0.8.4: A new picture for links to the game

  • When you share a link to the game, it now shows the 3D launch base with the logo and the promise of the game, in your language.

Version 0.8.3: Behind the scenes: announcements

  • Each new version now prepares its announcement for X, ready to publish.

Version 0.8.2: More upgrades in sight on phones

  • On phones the upgrade cards are laid out in two rows, so you see about twice as many at a glance without scrolling.

Version 0.8.1: Roomier upgrade cards and a picture per language

  • On phones the upgrade cards are bigger and easier to read and to touch.
  • The pencil that changes your profile picture no longer covers your flag.
  • Links to the game in Portuguese and French show a picture with the words in your language.

Version 0.8.0: Now in Portuguese and French

  • The game, the guides, the legal pages, the emails and the news are now also in Portuguese and French. Choose your language with the 🌐 selector; your browser’s is picked when you have not chosen.
  • The home page and the public pages have their own address in each language: /pt and /fr.
  • The tank is now assembled before the fins: the rocket is built engine, tank, fins, fuselage and cockpit.

Version 0.7.10: 17 new flags

  • 17 new flags (44 in all): Russia, China, India, Turkey, Greece, Denmark, Finland, Iceland, Czechia, Hungary, Romania, Bulgaria, Croatia, Bolivia, Paraguay, Costa Rica and Cuba.

Version 0.7.9: A better card when you share

  • The picture that goes with your link now shows the launch base with all its buildings, behind your figures.
  • The card of your invitation link now says your username, not the name of your rocket.

Version 0.7.8: Invitation links with a card

  • When you share your invitation link, chats now show whose base it is, with its picture and what you get by joining.

Version 0.7.7: Clearer messages when you share

  • The messages that go with your link, your invitation and your commander card are shorter and say what the game is.

Version 0.7.6: A tidier collection and profile

  • The Collection tab says how things are got in a single line, and the laboratory takes less room.
  • In your profile, tap the picture to change your profile icon.
  • In dark mode, the Profile button now stands out when you are in your profile.

Version 0.7.5: A lower upgrades panel on phones

  • On phones, each upgrade is now a low card in one line, with its price to buy it with one touch: the open panel takes half the room and leaves more of your base in sight.
  • An upgrade you cannot buy yet is dimmed, with a lock on its price. Tap it to see what it needs.
  • The Team tab of the panel is lower too.

Version 0.7.4: Clearer missions button

  • On phones, the gift only shows a number when there is something to collect. While missions are left to do, it shows how far you have got instead (🎯 1/2).
  • Going from Extras to Team no longer moves the camera.
  • On phones, the upgrades panel is folded every time you come back to "My rocket".

Version 0.7.3: More room for your base on phones

  • On phones, the top of the hangar is now a single bar: the planets, the time, the sound and your profile.
  • The upgrades panel starts folded, to leave your base in sight. Tap "Upgrades" to open it.

Version 0.7.2: Clearer collection and fairer visits

  • The Collection tab now explains how to get everything: three steps at the top, what each rarity takes, and a button that takes you to the laboratory already looking for that category.
  • Fixed: researching rocket models could find a piece you already had. It never repeats now.
  • Visits now count once a day for each logged-in player, even on the same Wi-Fi: a whole class can visit each other. Without an account it is still one per connection.
  • You can move the camera further away from your base.

Version 0.7.1: Sharper on phones

  • The base no longer stays blurry on a phone: if the game lowers the graphics because it runs slowly, it tries the best quality again the next day, and it never goes as low as before.
  • The names of the workers at the ticket booth, the solar panels and the oil well are no longer cut off.

Version 0.7.0: More guides and an About page

  • There are 14 new guides: your first week, daily missions, trophies, how to share your base, rewarded ads, friends and ranking, the trip to the Moon, the Moon base, your account and more.
  • New About page, with what Rocket Crew is, how it works and how to contact us.

Version 0.6.0: The trip to the Moon

  • Flying to the Moon is now an event: you pick the day and the time of the take-off (at least a day away), and up to three workers, in space suits, go with the rocket. It costs 5000 coins and cannot be cancelled.
  • Everybody who visits your base counts down with you. At take-off the workers climb aboard, the rest gather round the rocket, and it lifts off with the camera on board. It is only seen live.
  • The journey lasts a day, told in four still scenes. When it lands, the workers who went start a base on the Moon, from scratch, with the same coins. Your levels add up: the Earth takes you to 25, the Moon from 26 to 50.
  • The pad on Earth is left empty: you can build a rocket again to take three more. New trophy: Witness, for watching take-offs live.

Version 0.5.8: Workers pace about their posts

  • Whoever is posted at the ticket booth, the solar panels or the oil well no longer stands still all day: they pace about their zone, quietly.
  • Whoever researches in the laboratory now goes inside it: you do not see them, and their name shows over its roof.

Version 0.5.7: The game runs a little lighter

  • Nothing changes in the game: this version only makes it use less memory and less of the server, and download a little faster.

Version 0.5.6: Fix: time left at the solar panels and the oil well

  • Taking a worker off the solar panels or the oil well could leave more time than a whole cycle (for example 3 h 36 min in a cycle of 3 h). The time left is now never more than a cycle, and the ones that were wrong are put right.

Version 0.5.5: A worker halves the cycle

  • A worker posted at the solar panels or at the oil well now cuts the cycle by half: 3 hours become 1 h 30 min and 6 hours become 3. Before, it only cut a third (3 hours became 2), which did not match the 50% it said.

Version 0.5.4: Small internal adjustments

  • Nothing changes in the game: this version only fixes how the game is checked and published.

Version 0.5.3: An oil well in the fuel depots

  • The mine is gone: its place is taken by an oil well that is now part of the fuel depots, which are still one building with the same name. It gives coins every 6 hours from the very start, and grows with the level of the depots. The fuel depots now start built, at level 1, for everyone.
  • The new drawing: a pumpjack that nods while it works, with a dark puddle of oil beside it; storage tanks that fill up as the hours go by; a pipeline into a refinery with its flare, right behind the fuel tanks; and a tanker parked at the end of the road.
  • Everything else works as before: collect it whenever you like, post a free worker at it to make it 50% faster, and the name of the worker shows over the building.
  • If you had upgraded the mine, you get back the coins you paid for it.

Version 0.5.1: A lighter first load, and a better mine

  • The game opens faster: guides, news and the ranking no longer download the 3D engine. The first download is more than half the size.
  • Bases that are shared in a chat or visited by many people answer faster: the page of a base, its preview and the public ranking are kept for a few seconds.
  • The mine is redone: a hill of rock with a timber headframe and a little train that leaves its mouth. A belt carries the ore into an energy factory behind the fuel tanks, which smokes while it works.
  • The coins that spun over the solar panels and the mine are gone: when one is full it stops and shines.
  • The name of the worker posted at the solar panels or at the mine is shown over the building, where it can be read.
  • Roads: the mine has its own road, and the helipad and the stands now have a path from the ring too. The solar panels took the place of the vault, which moved to the right of the stands.

Version 0.5.0: Solar panels and a mine: coins every few hours

  • Your base now has solar panels and a mine from the very start, at level 1. The panels are ready every 3 hours and the mine every 6.
  • Collect them from their sheet whenever you like: you get what they have made so far, and the cycle starts again, so collecting early loses nothing. The coins go straight to your balance. Nothing is stored beyond one cycle: once one is full it stops until you collect it.
  • A spinning coin over each one tells you when it is full, and you can watch the panels charge and the wagons fill up as the hours go by.
  • The mine has a little train that carries the ore along a track to an energy factory behind the fuel tanks, with smoking chimneys while it works.
  • You can post a free worker at the solar panels and at the mine, with no time limit, like at the ticket booth: while they are there, the cycle goes 50% faster. You can take them off whenever you like.
  • Upgrade them like any other element: each level gives about half as many coins again per collection.
  • They do not count towards the level of your base.

Version 0.4.0: Rocket models: the sporty A2

  • Every part of the rocket can now have another design. The ones you have had so far are the model A1; the new model A2 is sportier, in all five parts.
  • Each A2 part is a new item in your collection, found in the laboratory under "Rocket models". All five are uncommon, so a laboratory of level 2 is enough.
  • Choose the model of each part on its sheet, under the colour, and mix them as you like: an A2 engine with an A1 cockpit works. It is only looks.
  • The Collector trophy now counts the new pieces: its last level asks for 37.
  • A small notice tells you when there is a new version, and a dot on Profile stays until you open the news.

Version 0.3.2: A tidier Team page

  • The production is now a single block: the amount and the button to collect it, with the time left before it is lost (or until it can be collected again).
  • The production and the invitation to a new worker sit side by side, also on a phone, and the invitation text is clearer.
  • Team and Friends lose their repeated titles and the gaps between blocks are smaller on a phone, so the lists start higher.

Version 0.3.1: Daily missions push you to build every module, and tidier pages on a phone

  • While there is a module you do not have yet (a part of the rocket, a building or an extra) that you could build right now, the daily missions ask you to build one: it comes before the plain upgrade, the research and the test flight, and it pays more.
  • Activity is now a page like the others, not a window over them.
  • On a phone the pages (Team, Friends, Collection, Ranking and Activity) start higher, without the empty gap above the title, and the text of Workers is shorter.
  • In Team, the production and the invitation to a new worker sit side by side, also on a phone.

Version 0.3.0: Ticket booth, visitor view and a hangar you can walk into

  • Ticket booth next to the stands: post a worker there, with no time limit, and every visit gives 50% more coins while they are. Take them off whenever you like.
  • Visitor view: sit in the stands, pick your row and look around to see your rocket as your visitors do.
  • The hangar is now hollow and open at the front: workers walk in and out of it in their free time.
  • The warehouse is drawn as a real warehouse, with pallets of crates that grow with its level.
  • The observatory has a clear button in the control centre sheet, and the telescope always opens at its widest view.
  • 15 new flags (27 in all). The flag is no longer asked for when you sign up: you pick it in your profile.
  • Trophies are harder: their first levels ask for much more, and only "Christened" is bronze for just naming your rocket. The progress saved with the old goals was reset.
  • In the laboratory the kind of thing to research is picked from a list. Tapping the ground now lets go of what you had picked, and dragging the view on a phone no longer picks anything.
  • The default profile icon, your rocket, sits on a bronze plate.

Version 0.2.0: Trophies, commander phrases and a global top 50

  • Trophies and commander phrases now live on the server: your progress, your best level on each trophy and the three you show are kept.
  • The ranking shows the top 50 of the game, with the trophies each player shows. On a base you visit you see the three trophies its owner shows and the whole list.
  • The camera goes round the hangar instead of behind it, so it never hides the rocket.
  • The window to name your rocket scrolls on a phone, to reach the Save button the first time you sign in.

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