Build, automate, and optimize your own village on procedurally-generated 3D terrain. Use marble-run chutes, railways, logistic blocks, conveyor belts, and a variety of worker units to research useful new technology and keep your houses supplied with goods.
Recent Reviews:
Very Positive (62) - 90% of the 62 user reviews in the last 30 days are positive.
All Reviews:
Very Positive (576) - 87% of the 576 user reviews for this game are positive.
Release Date:
Mar 12, 2019
Developer:
Publisher:

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Early Access Game

Get instant access and start playing; get involved with this game as it develops.

Note: This Early Access game is not complete and may or may not change further. If you are not excited to play this game in its current state, then you should wait to see if the game progresses further in development. Learn more

What the developers have to say:

Why Early Access?

“I've been running the game in a limited beta for several months now, improving the game based on feedback & suggestions. The foundation is solid and it's ready for a wider audience, who I hope will be able to help join the discussion and help me decide how to implement various features and brainstorm further improvements to the game as it continues its final phase of development.”

Approximately how long will this game be in Early Access?

“I anticipate at least six more months to finish up the planned set of features, polish, and improvements that I feel it needs to be considered a '1.0' state. From there, I will add on any larger modules of functionality post-launch if there is enough interest.

It's possible the game could wind up with an increased scope that might warrant a longer Early Access period. That'll be a decision to make based on the community's response to the game.”

How is the full version planned to differ from the Early Access version?

“There are a large number of planned changes I think will meaningfully improve the game: tons of quality-of-life features, more end-game goals, Steam Workshop support for creating and sharing custom maps & scenarios, all-around visual polish & sound effects, balance changes, optimization, more customization and decorative options, better tutorials for late-game technologies, as well as upgrades to gameplay systems of trains, water, and computational circuits.”

What is the current state of the Early Access version?

“The core set of gameplay is intact and stable, and playtesters have been getting dozens or hundreds of hours out of it. Players can create games on randomized & infinite terrain, and work their way through the entire tech tree. There's no official end-game state or story /campaign mode, but once players reach the end of the tech tree they can keep optimizing their town for a long time. In-game visual assets are mostly final. Many of the localizations are works-in-progress that will need to be improved over time. The game has music, but most sound effects are missing. There is a creative mode where players can build any amount of objects they want with no costs or limits. There is a basic tutorial to get new players up to speed. There are no combat or survival elements, and there are no definite plans to include this, but that could change based on feedback.”

Will the game be priced differently during and after Early Access?

“The price will be the same after Early Access.”

How are you planning on involving the Community in your development process?

“I run a Discord server that I use every day to chat with players and get a sense of what features & fixes are most important. I love hearing suggestions for how to make the game better, and I will continue to use this throughout development: https://discord.gg/Gyv3NKJ”
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Recent updates View all (16)

May 17

Total Rebalance Patch .108 IS LIVE!!!



It's been about a month in development, but it's finally here! The long-awaited "108" patch that improves game balance & progression across the board. The upshot is that Coins now are meaningful, research progression makes sense, upgrading the Base is useful, and town layout is now an interesting challenge!

It took so long because I kept putting out small updates on the beta branch, gathered feedback, scrapped changes that didn't work, tried new features, until finally I have something that I think works extremely well.

All your old saves will be compatible, but it may also be worth starting a new save from scratch because the progression up to Base level 10 is such an improved experience, it's almost like a whole new game.

There's also a number of bug fixes & QoL improvements as well, like being able to see charts of your current coin counts!



There's a TON of changes, but the big ones are these:

  • Markets now consume goods & produce happiness directly
  • Markets only consume when 'hungry', not endlessly
  • Building & upgrading houses near markets will allow them to unlock higher tiers of demand that let them consume faster (and therefore earning more money)
  • Foot Paths and Roads are used to connect Houses to Markets
  • These higher tiers of demand can only be filled by better-quality items
  • Coins are now used in a lot of production recipes
  • Lots of research has been re-ordered, and linked to Base upgrades
  • There are now charts to track & pause coin expenditure since you will often run low


For full patch notes, please see this post: https://steamcommunity.com/app/860890/discussions/3/3491891042504802952/

And there are more details / FAQ here if you want more information or have a specific question: https://steamcommunity.com/app/860890/discussions/0/3491891042504814865/

This isn't the final balance patch by far - and I'm planning shortly to add a more robust Endgame state, which will require further changes - but it's a huge step in the direction that I always wanted the game to feel like.

And of course I'm always interested in any feedback you have if you feel things need further changes, please post that in these forums or in the Discord (which is now verified! https://discord.gg/factorytown)

What's next? My plan is to start working on optimization, so that players can have much better framerates, especially on large maps. There should be lots of room for improvement here! After that I will add more endgame content so you can create some really crazy megafactories.

That's all for now, thanks for your patience and for your support as always! (Reviews are always appreciated too, nudge nudge!)

Erik


17 comments Read more

May 10

Balance patch getting closer!



I know it's been a long wait, but the .108 balance batch is now getting very close! I think I've finally settled on the key changes, thanks to many rounds of experimentation & player feedback:

  • Markets are now the primary endpoints for goods - they generate Happiness directly (instead of teleporting to Houses), so late-game players will want to build 4 markets of each type & fill them up with sufficient goods in order to maximize happiness.
  • Markets won't consume goods if they are already fully satisfied of that item, or if the item's Quality Tier is lower than current satisfaction levels. But, high-level markets consume pretty quickly so it's still a challenge to keep everything fully stocked.
  • You want Houses to be near Markets because they will speed up a Markets' consumption rate. Houses are linked to Markets via proximity and also by being part of the same road network.
  • You don't HAVE to deliver to Houses, but you can earn bonus gold for doing so. They will accept any sellable item that is directly delivered to them, but consume fairly slowly, so Markets will still be the primary endpoint.
  • The whole tech tree has been reworked so there is much more sensible progression, and many research recipes are unlocked with Base level, so there is more incentive to keep upgrading the Base.
  • Many production recipes require coins, which provides a nice incentive to keep your coin income stable.
  • Production charts let you see where your coins are being spent across your town.

The goal of all this is to make sure it feels rewarding to players to increase their tech and incrementally improve goods production rates & variety throughout the game. It's also to make sure the placement & connection of town buildings present an interesting optimization challenge.

I need to still update the tutorial for these changes, and fix a couple bugs & usability issues related to these changes. I can't wait to release it! Hopefully in the next few days.

As always you can try these changes out on the beta branch in the meantime.

Cheers!

Erik
12 comments Read more
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About This Game



Start with just a few workers and a single building in the middle of the wilderness. Explore your surroundings and harvest trees, crops, and minerals, then process them into increasingly valuable goods.

Invest in research to unlock automated machinery and logistics to optimize your transport networks & production chains, eventually discovering magic-powered systems that allow clever players to boost their efficiency to extreme levels.




- Tons of optimization tools at your disposal - roads, wagons, minecarts & railways, marble-run chutes, conveyor belts, and other magical and physical contraptions
- 3D terrain will make it a challenge to deliver your resources from high in the mountains down to your production centers
- Infinite, procedurally generated map with lots of parameters to adjust
- Build complex logical systems with gates, triggers, and filters to make sure resources get to the right destination
- Manage supply chains to keep your population supplied with food, clothing, medicine, and other important goods
- Use simple click-and-drag actions to directly issue behavior commands to workers, telling them what items to pick up and where to deliver them.
- Unlock magical secrets to boost your production buildings to absurd output rates
- Mountain in your way? Need a river? No problem - use the terrain sculpting tools to shape the world to suit your needs.
- Sandbox / Creative Mode / Powerful procedural world generation & map editor tools

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows 7 64-bit
    • Memory: 1 GB RAM
    • DirectX: Version 11
    • Storage: 250 MB available space
    Recommended:
    • OS: Windows 10 64-bit
    • Memory: 2 GB RAM
    • DirectX: Version 11
    • Storage: 250 MB available space
    Minimum:
    • OS: 10.10
    • Memory: 1 GB RAM
    • Storage: 250 MB available space
    Recommended:
    • OS: 10.13
    • Memory: 2 GB RAM
    • Storage: 250 MB available space

What Curators Say

36 Curators have reviewed this product. Click here to see them.

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