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Industry Idle News

Patch 0.15.2 - New "Right To Trade" System for Easier Save Transfer

- Right To Trade: To enable save file transfer between devices and prevent abuse, a new right to trade mechanism has been introduced. You can export multiple save files but only one can have the right to trade. In headquarter, you can choose to backup your save (right to trade remains) or transfer your save (right to trade goes with the save file). If you import a save that has the right to trade, you will not be subject to any cooldown at all - this should make transferring save across devices much easier. If you import a save that doesn't have the right to trade, you will not be able to trade from that save. However, you can force restoring the right to trade on that save but you will be subject to cooldown (N^N hour, N = number of force restore in the last 30 days). In headquarter, you can check whether your current save has the right to trade
- Expansion 2 Playtest: Replacing São Paulo with Rio de Janeiro
- Expansion 2 Playtest: New Map - Istanbul (Tower Defense Mode)
There are 140 resources, 197 factories, 59 policies, 18 maps and 52 achievements available in this version

Also, I am asked about Steam Deck support. The game has a "native" Linux build - so it should run on Steam Deck. The UI works with touch screen devices (like mobile phones). Although I have no devkit and Valve hasn't tested the game officially (I assume we are a niche group). If any of you have access to Steam Deck, feel free to test it and let me know if there's any issue.

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

Expansion Pack 2 Progress Report #2

[h2]Wishlist Now[/h2]

First of all, Expansion Pack 2's Steam page is now online and you can wishlist it now! I was told it was the best practice to set it up as soon as possible but I was always lazy with paperwork. But anyway, here's the link https://store.steampowered.com/app/1807800/Industry_Idle__Expansion_Pack_2/

You've probably noticed that two pieces of important information are missing: price and launch date.

I am still working on the final pricing - the goal is to have enough income to cover the running cost of the game: i.e. the global trade/chat/leaderboard server. And your wishlist will help derive a more accurate estimation.

Although the pricing is left to be determined, what I can say for sure is that there will be a launch discount and a "complete the set" bundle. These two discounts should stack as far as I understand.

[h2]Building Recipe System[/h2]

A lot of work has been done on adding core mechanisms for farming and food expansion. A new addition since my last report is the recipe system: a building can have multiple recipes. Some of them require the building to reach a certain level to unlock.



To unlock a building in Research Lab, you only need to unlock the basic recipe (the first one) - this would allow easy diversifications of productions. However, the adjacent bonus, in this case, requires not only the same type of building but also the same recipe as well.

This system has been backported to the base game - in fact, the new Battery Recycler (Patch 0.15.1) makes use of this mechanism as well.

[h2]Food Processing and Trade[/h2]

Certain food items cannot be traded locally or with players - like chicken and beef. However, after being processed and turned into processed food (frozen chicken and canned beef), they can be bought or sold in the player market. Since most higher-level recipes do not take processed food directly, you can "restore" them in the food processing plant as well.



[h2]Regional Crops[/h2]

Just like in the real world, not all crops are available on all maps - there are regional variations on different maps. All the existing maps will get some crops as well (you still need expansion pack 2 to actually grow them)

It has been carefully balanced that you should be able to unlock most of the food technologies with basic crops, if not all. The additional crops provide alternative ways to design your supply chain.



[h2]Finalizing Perth and Kansas City[/h2]

I have finalized the content (e.g. unique bonuses) for the two new cities in expansion pack 2: Perth and Kansas City. Previously I have been focused on the core mechanisms and the content is only a placeholder. Now I have taken time to design and balance those content. You can see the details on the Steam page for Expansion Pack 2 as well. If you want a recap of the unique mechanism, you can read the previous progress report

[h2]Dropping "Competitive City"[/h2]

If you have read my initial plan for expansion pack 2, you probably realize that I have mostly followed the plan, even though there is much more content than initially planned. One content that will be dropped though, is the competitive city. I have spent quite some time on its design but unfortunately, I cannot seem to get it right, mainly because:

- To make the map fair for competitive mode, I have to disable a lot of features, like player trading and Swiss upgrade, which makes the map less fun
- Even with those features disabled, the map is not 100% fair - stock rating and market updates (pricing) are fundamental game mechanisms that cannot be disabled and will result in variations
- The potential Swiss money gained from the map will be much less compared to other maps, which doesn't provide incentives for people to do competitive runs

I have tried several designs in an attempt to make this concept work but in the end, I've reached the conclusion that this mode doesn't really make much sense - so it's better to cut the loss and spend the development effort on something else.

[h2]New Map: São Paulo Rio de Janeiro[/h2]

São Paulo Rio de Janeiro is the latest map focusing on the farming expansion. It has a unique fuel: biofuel as a byproduct of animal farms. It's also a hex map, which is good news for adjacent lovers. Not only that, a unique building - Cristo Redentor (I know Cristo Redentor is in Rio but it's too late to change the name) - will consume culture and provide an adjacent bonus to any building! If you were unhappy that your buildings on the edge of the cluster don't get a full adjacent bonus, this map is definitely for you!

Update: After getting feedback from the community, I feel I should make an effort to respect the geographical accuracy. So I am changing this city to Rio de Janeiro, where the Cristo Redentor is actually located.

[h2]Tower Defense Mode[/h2]

The last planned content for Expansion Pack 2 is the tower defense mode. I've made pretty good progress and finalized the game design. As a reminder, this mode is optional is only available on specific maps.

Implementation has started already and will most likely take some time - tower defense is a very big addition to the gameplay and the effort needed is almost like a new game.

I have received suggestions that tower defense could be its own expansion - I think it makes sense. But I also want to make expansion pack 2 worth the price. In addition, setting up a new expansion pack requires paperwork, which is something I don't like - so I opt for bigger and fewer expansions. Also expansion pack 2 will cover at least 3 months of premium content update after its release, just like expansion pack 1.



Here's how tower defense works (at least for now):

- On maps that have tower defense enabled, you will get a certain number of (4-6) "wormholes", which spawns enemies.
- The enemies will find the shortest path between the wormhole and the headquarter.
- You can build more buildings to alter the path (buildings will block the path) but you cannot completely block the headquarter - i.e. there should be at least a possible path
- You can construct defense buildings. They do two things: 1) they pull resources (i.e. military ones) and convert them into "damage" based on the resource's market price; 2) they deliver damages to the enemies within the range
- There's only one "type" of defense building, but each building has multiple modules and you can fully customize its features via loading and upgrading different modules. You can also move defense buildings.
- You control when you are ready for the next wave. Once a wave is started, you cannot build or move buildings (the path cannot change).
- If you successfully survive a wave, you will get cash rewards based on the damage delivered (with a multiplier, of course). If you failed, you can always retry but the damage delivered will be gone (you won't get that money back)

As you can see, the tower defense is closely tied to the economy. After all, to win a war, you need a good economy as support. Winning a war offers another path to expand your economy. That's how it works in the real world, that's how it works in the game.

That's all I have for now. Hopefully the next progress report will be the last one for Expansion Pack 2 before its release. Until then, the factory must grow!

Patch 0.15.1 - Battery Recycler, New Batch Mode, UI Scaling and File-Based Save

- When you use batteries as fuel, they will become battery shells after use
- New building: Battery Recycler - you can recycle battery shells to iron and aluminum or recharge battery with C. If your map has lithium, you can also recycle shells to lithium or recharge it with lithium
- New Batch Mode: You can upgrade or apply changes to adjacent, clustered or all buildings of the type



- New save format: Now all save is filed based instead of text based
- Save import player trade cooldown adjustment: from 2h to X^X h where X = the number of imports in the last 30 days
- Add UI font size scaling option in Headquarter
- Expansion 2 Playtest: Fried Rice, Fried Chicken, Fish Pond, Coffee, Cocoa, Food Processing Plant
- Expansion 2 Playtest: New Map - São Paulo
There are 139 resources, 197 factories, 59 policies, 18 maps and 52 achievements available in this version

Also in case you missed it, Expansion Pack 2 can be wishlisted now: https://store.steampowered.com/app/1807800/Industry_Idle__Expansion_Pack_2/



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

Patch 0.15.0 - In Game Streaming, Batch Upgrade and Lunar New Year Event

0.15.0
- In-game Streaming: You can now watch your friend's gameplay while building your economy!
- Gameplay Recording: You can record your gameplay - either a freeform recording or a 10s director's cut
- Increase active trades allowed for Expansion Pack 1 owners from 4 to 6 (Hong Kong still gets 50% more active trades)
- QoL: You can now batch upgrade a type of building to certain level
- Lunar New Year event (25 Jan - 10 Feb): New resource - Lantern, produced by power plants and can be used as fuel. New policy - Year of The Tiger. All buildings that consume paper will use Lantern instead and will have 2x capacity. Paper mills become Paper Academy and produce culture instead
- Optimization: Add a new resource movement option: In Viewport
- Optimization: Improve the performance of large base with resource movements turned off
- Optimization: Improve the resource movement (flying dots) rendering by 30%-60%
- Bugfix: Expansion Pack 2 resources accidentally show up in news and crowdfunding
- Expansion 2 Playtest: New Buildings - Pig Farm, Dairy Factory, Fast Food Chain, Sausage Factory
- Expansion 2 Playtest: New Resources - Butter, Cheese, Cookie, Burger, Sandwich, Pork, Sausage, Hotdog, Pizza
There are 125 resources, 169 factories, 58 policies, 16 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 0.14.5

- Add an option to force graph's Y axis to start from zero
- Add an option to show the whole supply chain when highlighting a building
- Add standby mode - the game will run in the background but will disable graphics. This will reduce GPU/CPU usage (Steam Only)
- New chat badge style for mods and expansion owners
- Update translations and game framework
- Bugfix: chat doesn't scroll to bottom if there's an image
- Bugfix: clear My Trades doesn't work properly
- Bugfix: achievements are not translated
- Bugfix: force downgrade might lead to data corruption
- Expansion 2 Playtest: Fix a bug where Factory Mine policy cause incorrect theoretical value in Stat Bureau
- Expansion 2 Playtest: Warehouse Push Mode
- Expansion 2 Playtest: Multiple Source routing mode
- Expansion 2 Playtest: New Map Kansas City
- Expansion 2 Playtest: New Deposit - Water
- Expansion 2 Playtest: New Buildings - Water Pump, Farmland, Greenhouse, Hydro Dam, Vapor Condenser, Capacitor Factory, Fodder Factory, Sugar Refinery, Chicken Farm, Cow Farm
- Expansion 2 Playtest: New Resources - Rice, Corn, Wheat, Soybean, Sugarcane, Vegetable, Bread, Fodder, Refined Sugar, Cake, Chicken, Egg, Beef, Milk
- Expansion 2 Playtest: New Policy - 100% Gluten Free
- Expansion 2 Playtest: Offline Production (via Capacitor)
There are 121 resources, 163 factories, 57 policies, 16 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