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Plans for Expansion Pack 2

Hi all,

It's been a while since I last posted future plans for the game. I feel it is time for me to provide some of my initial thoughts and I am looking forward to your feedback - since it is you, the players, who help the game evolve.

Since the first release of Expansion Pack 1 back in March, I have added lots of new content to the expansion pack and the base game. Now it feels existing content in the game is stable and mature enough that I can plan for another expansion. Here is my initial plan for expansion pack 2. Even though most of them are still on the drawing board, I'd like to hear your thoughts.

[h3]"Competitive" City[/h3]
  • Everyone starts with the same Swiss Upgrades/Boost (most likely base level)
  • Everyone has a fixed time (say 24h) of active playing time each run
  • There's no offline earning, no player trading

The idea is to provide a level playing field for everyone to compete for production optimizing skills. Of course, some random factors (e.g. resource distribution and resource prices) will have some effect but they will hopefully be averaged out in the long run

[h3]"Random" City[/h3]
This would be a new special city where the unique bonus (i.e. extra production) is rolled randomly when you start in the city - so you are completely subjected to RNGesus! There will be other unique mechanisms that favor this play style.

[h3]New Resource Routing Modes[/h3]
I plan to add new resource routing mode to the game:
  • Automatic: this is the same as current resource routing - each building chooses the best source each cycle.
  • Automatic with override: this allows you to override the automatic resource routing for a specific building. If the source you selected doesn't have enough resources, it will fall back to automatic
  • Semi-automatic: same as above, except that if the source you selected doesn't have enough resources, the building will skip resource transportation
  • Manual: you have to manually choose a source for each input - no automatic routing will be used

This will significantly change the gameplay and allow "micro-optimizations"

[h3]Farming and Food[/h3]
I always have plans to add farming and food into the game. However, they need to be carefully designed and balanced in order not to break the existing game play. Also, I want farming to have a slightly different mechanism from current mining and factory production. This is still very early and I need to work out the details

[h3]Tower Defense / Base Defense[/h3]
The idea is in very early stage - there are still lots of question marks but I'd like to share what I know:
  • It's either base defense or tower defense
  • It will be optional (e.g. certain maps only, or can be turned off)
  • The reward for defense will eventually help you expand your production

This is obviously a big change in the game. So it's likely that the final version might be very different from the plan.

[h3]FAQ[/h3]

When will Expansion Pack 2 be available?

No idea. As I said, most of the items are still in the design stage so it will take a while. I do plan to release it as soon as I feel there is enough content. As always, all expansion packs include at least 3 months of content update after the release so do expect some of the items will be shipped in subsequent updates

How much will Expansion Pack 2 cost?

No idea. But it's unlikely to be more expensive than Expansion Pack 1. My goal is to cover the running cost (e.g. server cost) of the game since this game is my hobby project, I'd like to focus on making the game fun, rather than trying to extract the last cent. That's why I don't plan to include micro transactions. Also I plan to make use of Steam's bundle feature so that it would be cheaper to get the "complete package" (both for new players and for players who already own Expansion Pack 1)

Patch 0.14.1: Halloween Timed Exclusive Content!

This update contains Halloween timed exclusive content, please see patch notes below. The changes should provide you with additional options to further advance your economy without requiring you to change or rebalance your production.

0.14.1
- Halloween Timed Exclusive (Oct. 15 - Nov. 5): New resource - Pumpkin. All power plants produce certain amount of pumpkins. Pumpkin can be used as fuel but cannot be sold or traded
- Halloween Timed Exclusive Policy: Pumpkin Battery (FREE) - All buildings that consume battery use pumpkin instead
- Halloween Timed Exclusive Policy: Pumpkin Steel (FREE) - All buildings that consume steel use pumpkin instead
- QoL: Auto highlight option is now on by default
There are 96 resources, 138 factories, 51 policies, 13 maps and 52 achievements available in this version

Patch 0.14.1 is expected to go live on Oct. 15 2021

Web: https://play.industryidle.com/
Steam: https://store.steampowered.com/app/1574000/Industry_Idle/
Google Play: https://play.google.com/apps/testing/com.fishpondstudio.industryidle
AppStore: https://apps.apple.com/us/app/industry-idle-factory-tycoon/id1554773046

Patch 0.14.0

- QoL: You can now customize which resources are shown in the top bar by clicking resource details in Statistics Bureau and toggle the Show In Top Bar option
- New Swiss Boost: Explore All Resources - Resource explorers can produce all resources, including the ones that are not on the map (this DOES NOT unlock the relevant technologies)
- Now you can downgrade Research Lab and Policy Center
- Balance: Sell/Downgrade refund are capped at 90%
- Balance: Research cost of Industrial Zone is reduced by 99%
- Balance: Warehouses now provide inward and outward fuel save by default. Free Delivery policy is obsolete and removed
- QoL: Add a clear filter button in Player Trade
- QoL: Resource dropdown in Warehouse is now sorted alphabetically
- QoL: You can tap anywhere on the right side of top bar to open Trade Center
- QoL: When you start in a new city, the game will try to set the correct fuel type by default
- Bugfix: fix a bug where production multipliers are not applied correctly
There are 95 resources, 138 factories, 49 policies, 13 maps and 52 achievements available in this version

Web: https://play.industryidle.com/
Steam: https://store.steampowered.com/app/1574000/Industry_Idle/
Google Play: https://play.google.com/apps/testing/com.fishpondstudio.industryidle
AppStore: https://apps.apple.com/us/app/industry-idle-factory-tycoon/id1554773046

Patch 0.13.2

0.13.2
- New achievements for San Jose: Venture Hobbyist, Venture Enthusiast and Venture Capitalist
- New achievements: Crowdfunding Tycoon, Cash Is King, Power Tycoon
- QoL: Improve player trade resource filter: now you can filter multiple resources and your filter will be saved while the game is running
- QoL: Now your old trades will be cleared if you import a save from text or Steam Cloud. Previously those trade will be stuck with save id mismatch error
There are 95 resources, 138 factories, 50 policies, 13 maps and 52 achievements available in this version
Web: https://play.industryidle.com/
Steam: https://store.steampowered.com/app/1574000/Industry_Idle/
Google Play: https://play.google.com/apps/testing/com.fishpondstudio.industryidle
AppStore: https://apps.apple.com/us/app/industry-idle-factory-tycoon/id1554773046

Patch 0.13.1

- Fix a bug where finished crowdfunding still accepts contribution

Web: https://play.industryidle.com/
Steam: https://store.steampowered.com/app/1574000/Industry_Idle/
Google Play: https://play.google.com/apps/testing/com.fishpondstudio.industryidle
AppStore: https://apps.apple.com/us/app/industry-idle-factory-tycoon/id1554773046