Build, manage and grow a thriving colony, discover new lands, craft legendary weapons and defeat your enemies. Kubifaktorium will feature different biomes to explore, plenty of resources to exploit, complex machinery to build and interesting production chains to master!
All Reviews:
Very Positive (87) - 80% of the 87 user reviews for this game are positive.
Release Date:
Jul 3, 2019
Developer:
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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 am releasing Kubifaktorium to Early Access to involve players and their suggestions into the game’s development. The game has been in closed alpha since August 2018 and the players’ feedback has greatly helped improve the game already. If you like playing a game in steady, active development with weekly content patches and don’t mind a few rough edges, you will have a good time with Kubifaktorium. :)”

Approximately how long will this game be in Early Access?

“The game has been in development since late 2017 and is about 60% complete. The core game-play and major mechanics (job and resource system, automation, transport and logistics system, terrain generation etc.) are already implemented. The missing parts are largely content and balancing which are manageable. I plan for the game to remain in Early Access for no more than 2 years. (My previous game BossConstructor was in Early Access for 2 years as well.)”

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

“Features that are planned:
  • The full version will have 4 biomes and technology tiers (currently 2 are finished).
  • Improvements and balance work on the late game with its focus on automation.
  • Steam Workshop support. (Modding is already supported, however!)

Features I am considering:
  • Fluid system.
  • Power system.
  • A (light) story.
  • (Work & construction) drones.
  • Indirect player interactions.

What is the current state of the Early Access version?

“Kubifaktorium has been in closed alpha since its Kickstarter campaign ended in August 2018. The game has improved a lot since then and is now largely bug-free. The early- to mid-game, i.e. tiers 1-2 are quite playable and fairly balanced. The late-game content (tiers 3-4) is for the most part missing or incomplete. For more information, please take a look at the progress report videos in the news section.”

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

“The game’s price will remain constant during the Early Access phase and no price change is planned for release.”

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

“First of all, you can help just by playing and reporting things that are not working as intended. There is an in-game bug reporting tool that allows you to submit bug reports easily. Most major bugs are replaced by new ones in the following weekly patch. ;)

If you want to follow the game’s development, there are (bi-)monthly progress report videos in which I present what I’ve been working on and what you can expect to see in the near future.

Finally, if you want to discuss the game or submit suggestions or feature requests, please join us on Discord. :)”
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Recent updates View all (14)

July 22

Patch 21.7.2019 adds more Content, Fixes and Performance Improvements.



Note: If your icons look strange or misaligned after the update, please delete the IconCache folder from your save game directory (AppData\LocalLow\MirkoStudio\Kubifaktorium\...). Thanks!

Content and gameplay
- Content: Added decorational piers for your colonists to walk on. There is a normal version to be placed on the coast and a high version that can be placed on shallow water.
- Content: Added two variations of fallen trees.
- Content: Added fennecs.
- Content: Added more cactuses, joshua trees (can be planted in the desert) and ostriches.
- Gameplay: Upgrade workshops now have priorities.
- Gameplay: Some produced items like water are no longer exportable.
- Gameplay: When you decrease the size of a pasture, excess animals leave the pasture.
- Gameplay: The game now prevents you from deconstructing your only bonfire. :)
- AI: Colonists should now prioritize farms of the same priority based on the fill state of the output stockpiles.
- AI: Workshops should now prioritize production based on the fill state of the output stockpiles.
- Visual/Modding: The position of the warning flags for buildings can now be specified via <WarningFlagPosition> to prevent them from spawning inside buildings.
- Visual: Replaced the icon when failing a task with a facepalm. You're welcome. :)
- Misc: Audio should now stop playing when the game loses focus.
- Misc: Replaced the game icon.

User interface
- UI: You can now assign priorities to farms / groves.
- UI: Hovering over the house icon in the top now shows you the capacity / usage of your houses.
- UI: Hovering over the food/drink icon in the top now shows you your food stock.
- UI: You can now destroy ore veins.
- UI: You can now disable logistics tasks for your colonists.
- UI: The size of the colonist management screen now adapts to the number of workshops (max=20).
- UI: Arrows now have different colors based on whether the link goes in or out of a workshop.
- UI: Added a 'propagate output' button to stockpiles, depots etc.
- UI: The build menu now has a search bar.
- UI: You can now name horse carriages and trains.

Performance
- Performance: Kubi no longer generates icons for things that are not visible in the UI.
- Performance: Model textures are now correctly discarded after the texture atlas is created.
- Performance: Eliminated lag & memory usage when placing shipping ports.
- Performance: Decreased memory allocation and loading times.
- Performance: Did some major refactoring to remove dependency injection from object and component creation.
- Performance: Remove dependency injection from task deserialization.
- Performance: Localization template generation is now tied to whether localization help is enabled.
- Performance: Actor mood calculation is now buffered.
- Performance: Reduced memory usage of different calculations.
- Performance: Improved performance of stockpile job generation.
- Performance: Improved performance of recommendation system.
- Performance: Improved performance of autofarm job generation.

Fixes
- Fixed: Tile placement issues.
- Fixed: Blueprints still shown after cancelling build menu in some cases.
- Fixed: You can no longer circumvent the tutorial restrictions by using hotkeys.
- Fixed: Colonists now leave houses when the can no longer access them.
- Fixed: Pigs sinking into treadmills.
- Fixed: Your boat can no longer be in the fog of war.
- Fixed: Colonists not healing when loaded in an injured state.
- Fixed: Translation change not getting applied.
- Fixed: You can now plant cacao and joshua trees in the desert.
- Fixed: You can now import into depots, zeppelin stations etc..
- Fixed: All trees set to the same base rotation.
- Fixed: Links between workshops and depots not serialized.
- Fixed: You can no longer cheat the game and yourself by planting wheat on grass by changing the production last-second.
- Fixed: Random empty recruiting flags spawning on some maps.
- Fixed: Main menu initialisation continuing before all icons are created.
- Fixed: The game objects no longer serialize their type attributes. This should fix things like non-rancher colonists or no-wool-sheep.
- Fixed: Tooltips should no longer cover items on settings screen.
- Fixed: Tooltip for social buildings.
- Fixed: Upgrade workshop panel not updating when switching between multiple upgrade workshops.
- Fixed: Tools of high quality stored on your ship now count towards your inventory target.
0 comments Read more

July 14

Patch 14.7.2019 improves Performance, adds new Tutorial & new Production Chains



Content
- Tutorial: Added a tutorial to explain the shipping port.
- Content: Added wool (from sheep, might need to be imported in save games), cotton (can be grown in dry desert), fabric and the new textile workshop. (Models licensed from SkelliBoi)
- Content: Added cacao trees (can be grown in dry desert), beans and chocolate milk. (Models licensed from SkelliBoi)
- Languages: Added Chinese (traditional and simplified), Korean, Japanese, Hungarian and Portuguese to the game. Huge thanks to all the players who made the translations happen!

Performance
- Performance: The logistics system now skips checks for unrequested types and spreads its job generation over multiple frames.
- Performance: Fixed possible memory leak related to task pools.
- Performance: Price and export status are now buffered.
- Performance: Removed updating of stockpile panel content for now.
- Performance: Removed dependency injection from some performance critical parts.

Fixes
- Balance: You can now import resources that can also be mined from quarries like (late-game) clay.
- Balance: Reduced the XP-gain from combat training.
- UI: Save games are now ordered by modification date.
- Fixed: Items remain reserved when a construction job is cancelled.
- Fixed: Animal navigation trying to 'avoid' pasture zones.
- Fixed: Loading a mod which modifies a missing object no longer freezes the game.
- Fixed: Stockpiling issues with tools of higher quality levels.
- Fixed: Some other smaller fixes.

Note: When resuming a pre-patch save game, you might not be able to produce some of the required goods. In that case, please use the shipping port to import what you need or spawn it in using the debug menu.
3 comments Read more
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About This Game

What is Kubifaktorium?

Build, manage and grow a thriving settlement in Kubifaktorium, a voxel-based colony management and automation game. The game features multiple biomes to explore, plenty of resources to exploit, complex transport systems and automations to build and interesting production chains to master.

Colony Building and Management

The heart of your colony consists of loyal colonists who will gather resources, farm crops and craft tools and weapons. Every colonist is unique, with their own set of skills which evolve based on the jobs they perform. Managing your colonists’ needs and abilities is vital to ensuring your colony's efficiency.

Different Biomes

In the course of the campaign you will explore and colonize multiple islands and encounter different biomes. Each biome features new enemies and challenges but also new resources to discover and process.

Logistics and Transportation

As your colony grows and your production hums along, transporting the resources you need becomes more and more challenging. Kubifaktorium features a number of transportation systems like trains, conveyor belts, zeppelins and more. Automated depots and inserters are there to help you store, sort and keep track of all your goods.

Automation

While your colonists are highly motivated, their work power is limited. Fortunately, your colonists know how to craft advanced machinery like automated farms, smelters, crushers etc., which you can use to automate more and more of your production.

Mod Support

Kubifaktorium is built to be mod friendly and allows players to create anything from localizations, new goods and industries to total conversions with new terrains and scenery. The game will support publishing and sharing mods via the Steam Workshop!

User Interface and Accessibility

The game is designed to be easy to learn and hard to master. Multiple tutorials and extensive tooltips will teach you the game’s mechanics. The game’s intelligent recommendation system will help you along by suggesting things to build and produce based on the current situation.

Development

The game was inspired by games like Factorio, Gnomoria, The Settlers, Stonehearth and Rimworld. Kubifaktorium has been successfully Kickstarted in August 2018 and has received weekly bug fixes and content patches since. I also make (bi-)monthly progress report videos in which I present the development progress. If you like, join us on Discord and share your thoughts and suggestions. :)

System Requirements

Windows
Mac OS X
SteamOS + Linux
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Windows 7 or higher
    • Processor: Intel Core i5-7600K, AMD Ryzen 5 1400 or higher
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 580, Radeon HD 8970M or higher
    • Storage: 300 MB available space
    • Additional Notes: Try the free demo to check how the game performs on your system.
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: MacOS 10.14 or higher
    • Processor: Intel Core i5 or higher
    • Memory: 4 GB RAM
    • Graphics: AMD Radeon Pro or other dedicated GPU
    • Storage: 300 MB available space
    • Additional Notes: Warning: Please try the demo on itch.io to check if Kubifaktorium works on your Mac. Thanks!
    Recommended:
    • Requires a 64-bit processor and operating system
    Minimum:
    • Requires a 64-bit processor and operating system
    • OS: Tested on Ubuntu and Arch, should run on the most common distros.
    • Processor: Intel Core i5-7600K, AMD Ryzen 5 1400 or higher
    • Memory: 4 GB RAM
    • Graphics: GeForce GTX 580, Radeon HD 8970M or higher
    • Storage: 300 MB available space
    • Additional Notes: When in doubt, please try the free demo to check how the game performs on your system.
    Recommended:
    • Requires a 64-bit processor and operating system

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