Factory Town - Erik Asmussen


Patch .103 is now out! The big change here is now you can reposition buildings with the Move tool. Any workers assigned to the moved building should be able to resume their activities with no interruption.

I also did a lot of behind-the-scenes work on the cursor / selection code that was kind of a mess, and needed to be done to make future changes (like group orders) possible.

Also have been brainstorming a lot with players on how to rebalance the economy to make things more interesting and rewarding, I just created a post here previewing some of the changes, please check it out and feel free to chime in: https://steamcommunity.com/app/860890/discussions/0/1813170373213374806/

Factory Town - Erik Asmussen
Another busy week in Factory Town!



Besides some performance improvements & bugfixes, I implemented a new highlighting & targeting system. Now in addition to dragging between pickup & dropoff targets, you can simply click once on a resource, move your mouse, then click again on your destination. This should be simpler to execute and improves accessibility too.

This replaces the old single-click behavior of 'deliver to nearest', which was convenient in some circumstances, but also clearly confusing to a large number of players who then had trouble understanding why their workers were delivering to certain places.

Also selections and highlights now have a colorful outline effect.

I'm working on a new drag-to-select & group command feature, which will be a huge boost to quality-of-life. It's not quite ready, but look for patch in coming days!



As always you can subscribe to this subforum to get notifications of individual patches: https://steamcommunity.com/app/860890/discussions/3/

A lot of discussion in the Discord Server is focused around improving the economy balance - clearly coins are way too plentiful in mid & late game, and houses consume too voraciously. One proposed change is to limit house consumption based on satisfaction, and make up for the resulting shortfall in coins by having Trading Posts that act as a sink for various products in exchange for specialized coins. Will keep brainstorming on this, but at least you should know it's something I'm definitely planning on improving!

Lastly, I created a Trello board with a lot of the feature requests I've received. If you have an account you can go there and vote on items which will help me prioritize.

Thanks as always for your support & feedback!

Erik
Factory Town - contact@rockpapershotgun.com (Steve Hogarty)

All of human history is just moving stuff from one place to another. We scoop stuff up out of the ground and stack it into great big pyramids to dispose of unwanted mummies and ankhs. We blast stuff out of rocks and turn it into gardening shears and fidget spinners and lamp shades and clothes hangers, before dumping it all back into the sea nature s bin where we can only assume it safely disintegrates back into benign molecules that fish love.

So this latest spate of factory games should come as no surprise to anyone, scratching, as they do, our very human urge to convert raw wood into planks and then into wagons. First came the more puzzle-focused Infinifactory, and the addictive, top-down, conveyor belt sandbox game Factorio. More lately there is the three-dee Satisfactory, whose developers were so pleased with their own bad pun that they wilfully called their game something that literally means good enough I guess .

(more…)

Grand Theft Auto V - contact@rockpapershotgun.com (Alice O'Connor)

Oh hello! John is away in San Francisco gobbling up gum left on the underside of chairs at the Game Developers Conference, so I’m filling in for our regular rundown of last week’s top-selling games on Steam. As is customary for weeks where I need to take over, the charts are full of the surprises he grumbles they never have. What can I say, John – video games must make more of an effort for me. And for goodness’ sake, leave that gum. I don’t care if Sid Meier himself stuck it there.

(more…)

Factory Town - Erik Asmussen
My plan is to post these notes on a regular basis to keep players up-to-date with changes I've made and what I'm planning on focusing on in the coming days. So without further ado, here's where the game is at:

Changes

Since launch I've fixed a number of problems that became evident at launch:
- Improved localization (French, German, Russian)
- Fixed chute dropoff issues
- Improved screen edge scrolling
- Improved worker selection
- Improved stability, saving & loading issues

I've been putting patch announcements in this subforum, which you can subscribe to if you want notifications: https://steamcommunity.com/app/860890/discussions/3/

(If any of these issues led to writing a thumbs-down review, that's totally understandable, I just ask you consider revisiting it as these issues are addressed!)

Up Next

There's still some critical usability issues I want to fix this week - the ability to drag-select workers (or groups of workers!), add ability to move buildings, keep hunting down intermittent crashes & performance issues, and add some achievements and provide a clear goal at the start of a new game.

I'm still trying very hard to keep up with all the forum posts & feedback, if I haven't responded it's just because I've been addressing other issues and will try my best to get to them all! I'm also working on a detailed public roadmap so players can see all existing planned features & bugs, and vote on their priority.

Once these key usability issues are addressed, then I will start focusing on balancing what is here, and then on expanding with new content, mod support, & end game goals.

Thanks as always for your continued patience & support!
Factory Town - Erik Asmussen
Here's an update on how launch went:



Seriously, I can hardly believe the interest in this game from everyone, and your support for this project in its early stages means I can keep working on it for a long time, invest more resources into art & music, and in general make it a bigger & better game that I hoped it could be. As a solo dev who has poured years into this project, it's all I could have hoped for. So, THANK YOU!!!

I know there have also been a number of problems that showed up launch week - I've been hustling all week to get the biggest ones straightened out, these have all been fixed:

  • Fixed path overlays sometimes earning resources
  • Fixed items getting stuck at the start of chutes
  • Fixed poor localization of French and German (The Russian translation will soon be updated as well!)
  • Fixed blue screen on launch if Steamworks doesn't initialize
  • Fixed autosave not working if you don't give it a name first
  • Fixed some errors loading save files

I know there is still a random crash plaguing some users - it's a very hard one to debug, but I am trying my best, if anyone has clues please let me know!

Otherwise I've been sorting the flood of very helpful feedback & suggestions, hope to have an organized public list of features & bugs that people can vote on to help me prioritize. Once things get stable then I can start on the very large list of quality-of-life improvements, additional features, and balance improvements that the game needs.

As always thanks for your patience, progress may be of the 'slow and steady' variety for some time. Keep an eye here, the forums, and the discord for future notes.

Cheers!

Erik
Factory Town - contact@rockpapershotgun.com (Alice O'Connor)

“The twenty-tensies truly were a golden age for games about optimising production lines,” future generations will say under their infrared-heated geodesic domes.

“The way was paved by games like Infinifactory and Factorio, smoothing the way for a flood of followers,” one elder recalls. “Why, one month saw the launch of not only Satisfactory and Production Line but Factory Town too.”

“What’s Factory Town?” asks one of the huddled younglings, their eyes quivering with reverence.

“Ah, yes, I’m afraid the tomes about that one were amongst those devoured for sustenance during The Hard Times,” sighs the elder. They look upwards in reminiscence then quickly back down, trying to unsee the cracks in the dome growing as waves pound overhead.

(more…)

Factory Town

Factory Town, out in Early Access today, tasks you with constructing a huge mega-factory disguised as a quaint rustic town. It's Factorio by way of Banished, says developer, Erik Asmussen, and after taking it for a spin today I've definitely noticed it hitting a lot of the same notes. And like those games, you'll probably find yourself losing hours as you tinker and tweak to maximise your burgeoning industrial powerhouse. 

Starting out, you'll have nothing but a town hall and some bored villagers, but before long you can transform that into a monster of warehouses, mills, chutes and conveyor belts, shuttling resources and goods all across the map. 

Workers can be assigned harvesting and transport jobs, but their hands are small (actually they don't seem to even have hands) and their backs are weak, so they can only carry one item. Build a workshop and then feed it some planks created at your lumber mill, however, and you'll be able to construct wheels for a wagon, allowing you to transport four items. Each advance makes things just a bit more efficient, allowing you to eventually automate huge, elaborate supply chains powered by both machines and magic. 

But like a town management game, Factory Town's denizens have needs. They'll work diligently, but they also need to be kept happy, expecting food, clothing and medicine. You've got to take care of them if you expect them to work 24-hour shifts. At least give them some trousers. 

It's still pretty early days for my little village, which only just discovered the incredible power of chutes. Oh yes, no more lugging wood from the forest to the lumber mill for my workers. This is the future! My buildings projects have mostly gone without a hitch, aside from a few places that could do with a bit more clarity. There are some welcome user-friendly touches, like being able to see all the workers assigned to the buildings and their locations when you hover over it. There's a handy hotbar where you can place your buildings, blocks or paths that you plonk down often, too, which has already saved me loads of time.

Things promise to get trickier as I start to expand and encounter rougher terrain and water. Scaffolding can be used to send conveyor belts and railways up hills, however, so it's possible to get your supply chain all the way up a mountain. There's terrain sculpting tools, as well, when you just want to cleave a mountain. 

It's expected to be in Early Access for at least six months while new features, endgame goals and Steam Workshop support are added. More customisation and cosmetic options are also in the works, along with some visual polish. 

Factory Town - Erik Asmussen
Happy to announce that Factory Town is now LIVE ON STEAM!



Thank you everyone for your support, feedback, and patience getting to this point. I sincerely hope you enjoy the game : )

I know there is still much work to do, and am very open to feedback and am eager to hear about which features and improvements you would like to see added the most during Early Access. I will do my best to make this the best game it can be, so that hopefully you can get hundreds of hours of fun from it.

Happy Building!

Erik
Factory Town - Valve
Factory Town is Now Available on Steam Early Access and is 10% off!*

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.

*Offer ends March 19 at 10AM Pacific Time
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