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SEED 0.3.5: The Market Fix List Klang Promised

SEED 0.3.5: The Market Fix List Klang Promised
  • 14 September 2026
  • Updated: 15 September 2026
  • Mr.Pendragon

Klang said it would fix the market. Then it did.

Three days ago, Klang said a large set of market fixes was coming in 0.3.5 and would not say what was in it. Studios say that sort of thing constantly. This one came back seventy-two hours later with seventeen fixes in the market and trade section alone, four of them aimed at Auto-Restock - the system Klang had named in public, unprompted, as the one still not working properly.

That is an excellent few days' work, and it deserves saying before anything else.

There is a bill, and it arrives in the same section: delivery drones drop to a quarter of the goods they carry, and the new numbers only apply to drones you touch. Klang is right to have done it. It will still catch people out.

We have not played 0.3.5. Everything below is read from Klang's published notes.

Update, 15 September 2026. Klang has pushed 0.3.5 back a day. The studio told Cultivators on the morning of the 15th that it wanted a few more checks confirmed before deploying, so the update now goes live on the morning of 16 September. Nothing in the notes has changed — this is the deploy date moving, not the fix list. The drone rule is unaffected: once 0.3.5 lands, any drone you pack up or move comes back at 250.

Seventeen fixes are an itemised bill for the 4%

Klang's reliability update put market failures at roughly 20% before, and roughly 4% now. It never said what the remaining 4% was made of. This list does, because a fix list is a confession list - every line beginning "Fix:" describes something that was happening to somebody.

Sorted by what each one was costing you:

  • Money held and not returned. Cancelling a building under construction left a buy order stuck forever with your SeedCoin held inside it. A Buy Now purchase that could not buy anything stayed open, offering a cancel button that returned an error.
  • Goods that left and never arrived. Demolishing a building that a staged sell order was hauling from left that order stuck on the market permanently. A sell order stayed listed after the outbox holding its goods had been destroyed.
  • Orders that quietly stopped working. Buy orders sat next to a matching offer without trading. When only part of a global sell order shipped, the units left behind dropped off your listing instead of going back on sale. Deliveries that had already ended kept offering haul jobs at a business outbox, where they failed instantly and blocked real deliveries from being hauled.
  • Spending loops. An automatic restock buy larger than the free space in its destination inbox re-bought the same goods endlessly.
  • Wrong figures on your own screens. A sold-out one-time sell order reported 0 units sold and 0 value in My Sell Orders. A partially sold one showed the wrong remaining amount while Seedlings hauled too many goods to the outbox.

Chart showing market changes in seed patch in 0.3.5

None of that is exotic. It is the ordinary machinery of trade failing in ways that look, from the player's side, like the market simply not working.

Publishing that list is not a comfortable thing for a studio to do. Every line is an admission, written in plain sentences a player can check, rather than buried under "various stability and performance improvements". Klang has been doing this for four patches now, and the habit is worth more to anyone building a business on Avesta than any single fix on the list.

Auto-Restock got four fixes because it needed four

When Klang published its reliability figures, it singled out Auto-Restock as an example of something that still did not work correctly. Here is what "did not work correctly" meant:

  • Restock cancelled its own buy order while a delivery for that order was already on the way.
  • Restock rules stopped ordering after one of their orders finished, so a rule worked once and then quietly retired.
  • A restock order that bought nothing sat in delivery forever instead of reporting a failure.
  • A restock buy ignored the free space in the destination inbox, which is what produced the endless re-buying.

Read together, that is a system that could cancel its own work, retire after a single success, hang indefinitely on an empty result, and spend SeedCoin on goods it had nowhere to put. Klang could have fixed one of those, shipped it, and called the system repaired. It went and found all four.

If you switched Auto-Restock off months ago and never went back, this is the patch that earns it a second look. Start it on one cheap line first - not because the studio has not earned the benefit of the doubt, but because that is how you would sensibly restart any system that had let you down.

The Spaceport now gives you seven days

Our 11 of September analysis told buyers two things: keep space free in your inbox, and understand that responsibility for a shipment can change once it reaches the Spaceport. Half of that advice is now considerably softer.

A global market import delivery will wait up to seven real days at the Spaceport if your inbox is full, rather than being lost. Separately, an automatic restock buy is now capped at the free space in the destination inbox, so the full-inbox failure has been blocked at both ends - once by refusing to over-order, once by holding the goods instead of deleting them.

Seven real days is a generous grace period, and fixing the same failure from two directions in one patch is the sort of thing that suggests somebody actually sat down and mapped the problem. Klang's own line in the notes is "Please make room in your inboxes!", which is fair enough. The studio has come most of the way. The last stretch is still yours.

One more for anyone running a busy society: when a society's deliveries hit their limit, a valid new delivery now replaces the one that has gone longest without being hauled, instead of the new delivery failing outright. Large settlements were losing live trade to stale queued deliveries nobody was ever going to collect, and that is exactly the kind of small, invisible fix that makes a big society feel less like it is fighting itself.

Do not move your drones

Chart showing drone strorage changes in seed patch in 0.3.5

Klang says delivery drones were "incorrectly balanced" - too little volume for too much capacity. The correction is severe. A drone now takes 15 inventory volume instead of 1, and one haul carries up to 250 instead of 1,000.

The studio is right. A drone that occupied one unit of space and moved a thousand units of goods was not a logistics option; it was the answer to every logistics question on Avesta. Tying capacity to the room a thing takes up is the rule most players assumed was in force already, and the game is better for it being true.

Then the line that decides whether this costs you anything: drones already placed keep their old carry capacity until they are packed up or moved.

If that sounds familiar, it should. 0.3.4 rebalanced storage capacity and applied the new numbers only to containers that were new, moved, or unpacked, which turned tidying a settlement into an expensive mistake. Two patches later, the same rule governs drones, and again it arrives as one sentence in a long list. Treat it as a standing rule rather than a coincidence: in SEED, a rebalance applies when you touch the thing.

This is the one place in 0.3.5 where the notes could do more work. Grandfathering is a kindness - it stops a patch from reaching into settlements people spent weeks building - but a kindness nobody is warned about becomes a trap the first time somebody reorganises a warehouse.

  • Leave placed drones where they are if your logistics currently depend on 1,000-unit hauls. Packing one up is a one-way trip to 250.
  • Recalculate before you build replacements. At 15 inventory volume each, carrying spare drones around is a real cost now rather than a rounding error.
  • A route built on drone throughput needs redesigning, not repairing. Four times the drones is not the same shape of settlement as one drone, and the volume cost lands on the Seedlings doing the carrying.

Contracts get double the time

Trading contracts now allow just under 30 real minutes to be fulfilled, up from 15. The contract creation and review panels also explain the fulfilment rules more clearly.

Fifteen real minutes only ever worked if you were sitting at the client watching it happen. Thirty survives a distraction, which is the difference between a mechanic you can actually use and one you have to plan your evening around.

Your Seedlings can now vote without you

0.3.3 capped the votes a single Cultivator could cast at 15%. 0.3.5 moves in the opposite direction and lets Seedlings vote on their own, under four conditions worth reading carefully:

  • Only in elections, and only where the Cultivator has been away more than two real-time weeks.
  • Seedlings vote only for candidates they have a strong connection with - best friends and partners.
  • Autonomous voting stops once 50% of votes are cast, so an election can never be decided by absent players' Seedlings alone.
  • Klang expects no noticeable impact on most societies, and targets small settlements where elections were stalling.

The 50% brake is the important detail and it is a genuinely elegant piece of design. It makes autonomous Seedlings a quorum filler rather than an electorate, which is the difference between unblocking a small society's elections and quietly handing them to whoever has the most absent friends. Getting that distinction right in a system this fiddly is harder than it looks.

Two related changes help small and growing societies the same way. Inactive members who have gone five or more days without placing a tent no longer count against Claimable Plot availability, so a dormant member stops blocking a new joiner. And starting a new society is now blocked on islands that already hold 2,000 or more Seedlings, which pushes new settlements onto quieter ground.

Everything else worth a line

  • Seedlings now keep 60 relationships at most. Family, a partner and best friends are never forgotten; everyone else is competing for the remaining slots.
  • You get a notification when one of your Seedlings falls unconscious, which previously you found out about by noticing.
  • Production output perks now pay out on every schematic they cover, and the fractional part rolls as a chance at an extra item. Klang's worked example: a base-3 craft yields 4 items on 60% of crafts.
  • Seedlings will no longer start extracting slow ores with too little energy, run dry halfway and retry forever. The energy required to start now scales with the ore's full extraction time, so a tired Seedling simply will not begin.

Chart showing food changes in seed patch in 0.3.5

  • Food can now give temporary buffs. Five recipes to start, explicitly experimental, with more recipes and effect types promised on feedback. This is the most interesting thing in the patch that nobody can evaluate yet, and it is the right way to ship an idea.
  • Canned Algae Paste goes from 48 to 96 sim days, making it the longest-lasting food in the game, and the change applies to paste you already have.
  • Tomato Soup and Herbal Tea roughly halve their raw algae cost, from 25 to 13 and 21 to 11.
  • The Frontier Tent can be packed up, and claimable plots now stay visible at any distance with a new Claimable Plots panel that jumps the camera to whichever plot you click. Anyone who has hunted for a legal tent spot at range will appreciate this more than the patch notes suggest.
  • The Daily Budget panel has moved out of the Scheduler and into the Wallet, which now has a Wallet tab and a Daily Budget tab.
  • The Pollen Pill is now the Fertility Pill everywhere, with a new icon and no change to how it works.
  • The Object Catalogue shows how you can obtain each item - seeds, gathering, extraction, crafting or Marketplace - as five icons that light up when the route is available.
  • Backpacks and belt bags display "Inventory capacity: +N" on the item card, in the catalogue and on hover.
  • "No Roof" and "No Walls" now stick across sessions and building selections, and focusing a building opens it in your last-used view.
  • Buttons in organisation, property and market windows now show loading states, and a refused action explains itself in a dialogue box instead of doing nothing.
  • Moving an object into a Seedling's inventory can no longer duplicate it when the move fails partway, and an interrupted move no longer strands the carried object in inventory permanently.
  • Visitors to an open service location can no longer take from containers they do not own. Staff, owners and residents are unaffected.
  • The Spaceport, Subway Station, Abandoned Mine, cliff formations, Food Processor and Advanced Workbench all have new art, and Seedlings get seven new hairstyles.

The questions 0.3.5 leaves open

Klang's own wording is that this "should address the majority of market issues". Majority is not all, and the notes publish no revised failure rate - the 20% to 4% figures from 11 September stand unrepeated. That is not a criticism so much as the obvious next question: nobody outside Klang can tell yet what seventeen fixes did to the number, and the number is the thing players will judge it by.

The drone rebalance is also the second time in two patches that a capacity change has depended on whether you happen to move the object, with no line in the notes drawing attention to it either time. One sentence would fix that.

What to do this week

  • Leave placed delivery drones alone until you have worked out what your routes look like at 250 per haul.
  • Give Auto-Restock a second look, on one low-value line first.
  • Make room in your inboxes anyway. Seven days of grace is not a reason to stop.
  • Open My Sell Orders and read the figures again. Several of them were lying to you before this patch.
  • Look for the Daily Budget in the Wallet, not the Scheduler, before you conclude it has vanished.
  • If your society's elections have been stalling on absent members, expect them to start closing.

Seventeen fixes is a good patch. A studio that names its own broken system in public, then comes back three days later having fixed it four separate ways, is something better than a good patch - it is the reason SEED is worth the patience it currently asks of people. Just do not move your drones.

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SEED 0.3.5: The Market Fix List Klang Promised | SEED Game Updates |