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Captain of Industry News

Alpha is released, community highlights, patch notes!

[h2]Alpha release[/h2]
Hi everyone! Captain Marek speaking and I am excited to tell you that last Thursday we launched the alpha version to all Admiral level supporters and the launch went great! I have to say that we are quite humbled by the positive response we got from you so far. Thanks again for your trust and support, we wouldn’t be at this stage without you!

Moreover, we already received an incredible amount of suggestions, constructive feedback, and bug reports from the community and based on all the input we are adjusting our roadmap to make the game even better. If you’d like to support us and join the alpha, we are still offering the Admiral pledge on our website.
Support us

Beautifully planned crude oil refinery by 7ower3efender

[h2]Community highlights[/h2]
Thanks to our awesome community the alpha launched localized to 7 languages: DE, FR, ES, CS, NL, SV, ET. This was way beyond our expectations and we have awarded top 22 translators with alpha keys so they get to enjoy their work in-game!

Out of all the social sites that we are on, Discord is proving to be the most popular place. Our server has nearly 2k members and the average message rate increased 15x after alpha launched! People are asking questions, sharing screenshots, discussing suggestions, reporting bugs, and more!
Join our growing Discord community

We also have a great community of content creators who started to stream and post videos the same day alpha was out! Check out their coverage on our Blog.

Amazing coal mine made by Eurofighter1200

[h2]More info on our blog[/h2]
We have more updates than we can fit here so head over to our blog to learn more! Patch notes are below. Talk to you later! Captain Marek out.

Click here to read more info on our Blog

[h2]Patch notes[/h2]
[h3]v0.2.0 (alpha)[/h3]
Translations
  • Added German, French, Spanish, Dutch, Czech, Swedish, Estonian, Polish translation done by our community
New features
  • Players can now build multiple separate settlements and each one can be provided by services independently
  • Cargo ship including cargo depot to automate crude oil transport
  • Pirate battles & ship upgrades
  • Captain office + edicts toggleable by the player (Kickstarter stretch goal)
  • Advanced logistics
    • Assign storage and mine towers to each other to form custom supply routes for trucks
    • Added dumping filter into mine tower to enable fine-grained control for dumping and also to dump materials that were not dumpable by default like coal for instance
  • Building priority system: Vehicles prefer constructing entities that already got some materials delivered
New content
  • New 2 tiers of research labs
  • Vehicles bridge
  • Flywheel
  • Transports & pipes tier II
  • Settlements
    • Housing tier II
    • Settlement transformer
    • Settlement household goods module
  • Seawater processing
    • Evaporation pond
    • Desalination plant
    • Ocean pump I and II
  • Metallurgy
    • Air separator
    • Industrial mixer
    • Oxygen furnace
  • Other processing
    • Glassmaker
    • Assembly electric II
  • Ecology
    • Exhaust filtration station
    • Wastewater treatment plant
  • Farming
    • Fertilizer maker + Electrolyzer
    • Greenhouse
  • Vehicles
    • Truck II
    • Excavator II
    • Tree harvester
New production chains
  • Construction parts 3
  • Glassmaking
  • Steelmaking + more efficient maintenance from steel
  • Seawater processing
  • Wastewater & pollution processing
  • Household goods
  • Fertilizer
Major changes
  • Transports improvements
    • Transports builder now has 100x faster path-finding
    • Massive speedup in transports rendering (400x) and simulation (benefit for larger factories)
    • Transport pillars are no longer underneath transports but around them. That enables a single pillar to support multiple transports instead of support one and blocking others. That enables to build in much more tight spaces and provides a great degree of freedom and flexibility.
    • Also, quality of life improvements like hold shift to build in a straight line, auto-snap to nearest port when hovering over a building or machine
  • Improved upgrades
    • Machines & transports stay fully operational until all the material required for an upgrade is delivered. That makes the upgrading process much smoother.
    • Upgrades now also preserve internal buffers of machines.
  • Electricity changes
    • Turbine no longer stops when it reaches full utilization, instead, it wastes the steam. However, to prevent the waste, the player can build a flywheel. Turbine now also has start / stop penalty.
  • Water management
    • Groundwater is now in deposits that are extracted individually (rain still replenishes them)
    • Added a fresh water source in the world map for the desperate ones :)
  • Exhaust changes
    • Exhaust is no longer emitted every second like before but only once at the beginning. This means that exhaust quantities now match what is displayed in the recipes.
    • Smokestack throughput is significantly increased
    • Pollution from the exhaust is now reflected in population growth
Other changes
  • Trucks can now refuel in fuel stations (can be turned off)
  • Reduced ocean depth to make it easier to create new land by dumping
  • Vehicle depot now gives materials for scrapped vehicles
Quality of life improvements
  • New products display on the side of the screen. Can contains lots of products and players can also pin/unpin any products they like.
  • New status display for research and ship to the top bar
  • Transport inspector now shows the throughput of the selected transport
  • Enabled closer zoom for regular game camera and even more camera flexibility in photo mode
  • Mine tower now notifies player when it runs out of mineable designations
  • Lots of improvements in tutorials. Significant reduction of text and repetitiveness. Several videos illustrating principles. Increased font size.
  • Research node parents highlight
  • Pause tool
  • Performance improvements in terrain rendering
Graphical improvements
  • New transports textures
  • More particle effects
  • Improved metal caster animation
  • Improved weather visuals
Balancing
  • The first village is now closer to the player
  • Population no longer grows without player’s initiatives
  • Diseases temporarily disabled
  • Maintenance depot has 25% increased throughput
  • Unity repairs are a bit cheaper
  • Delayed dry weather and made it progress more granularly
Bug fixes
  • Fixed broken upgrade cancelations
  • Fixed broken window positioning
  • Fixed elements scaling in product stats and product picker
  • Fixed cropped tooltips on the right side of the screen
  • Food market now reports stored products to the global state of stored products.
  • Vehicles now also cost fuel so it can't be cheated by constructing new vehicles
  • Vehicles no longer animated when paused
  • Excavators that are assigned with a refueling truck will no longer ignore that they ran out of fuel
  • Ocean no longer renders over dumping designations
v0.2.0a
  • Fixed displaying and loading of saves when there is a file with empty name (issue #3).
  • Allowed all alphanumeric characters in save files (previously only a-z, 0-9 were allowed) to support non-English saves.
v0.2.0b
  • Attempted fix of trucks getting stuck and not responding to anything.
v0.2.0c
  • Ignore input from game controllers and other hardware that was causing constant camera panning (issue #1).
  • Fixed variable rain sound intensity caused by camera rotation (issue #2).
  • Disallow saving game with empty name (issue #3).
  • Add default value (timestamp) to new saves.
  • Minor error fixes.
[h3]v0.2.1[/h3]
  • Increased crude oil on the island by 10% (only in new games).
  • Show turbines output in the UI.
  • Fixed issues with excavator refueling.
  • Fixed cargo ship docking position.
  • Cargo ship is closer to home island.
  • Updated all translation files.
[h3]v0.2.2[/h3]
  • Added experimental modding support, see https://github.com/MaFi-Games/Captain-of-industry-modding for more info.
  • Increase starting diesel and food by 20%.
  • Increased island crude oil deposit by 10%.
  • Fixed research lab UI not showing lab's real status.
  • Fixed long research panel not being visible in small resolution.
  • Fixed autosave intervals.
v0.2.2a
  • Fixed issue where jobs sometimes disappeared from vehicle's queue. This should fix various logistics and mining problems.
[h3]v0.2.3[/h3]
  • Maintenance changes:
    • Broken entities no longer consume maintenance.
    • Lower max chance of breakdown from 75% to 50% (when maintenance is 0).
    • Maintenance depot buffers increased by 20%.
    • Starting maintenance for new entities increased by 10%.
    • Maintenance quick repair is 50% cheaper now.
    • Notification for lack of maintenance now shows earlier.
    • Global maintenance status is now shown on the main screen next to products.
    • Increased min broken duration from 5 to 10 days, making switching between broken and not broken state less frequent.
  • Other changes:
    • Recipes now have a toggle to show normalized time per 60 sec.
[h3]v0.2.4[/h3]
  • Added throughput limit of 40/sec to all ports. This fixed several issues where instant product transfer was confusing.
  • Added error messages when trying to construct two neighboring transport connectors, since they won't connect and it was causing confusion.
  • Fixed issue where unreachable vehicles were not correctly marked as such, causing issues in logistics.
  • Optimized some arithmetic functions and fixed potential arithmetic overflow in some cases.
  • Fixed construction cubes of waste liquid dump.

Just one month left to alpha!

Ahoy! Captain Marek here and I would like to update you on the current state of the development.

Based on the feedback from our community we have started periodic bi-weekly update series called Captain's diary. Earlier today we have published 3rd entry and below you can find links to all of them together with a short list of discussed topics.

[h2]Captain’s diary #1: Start of regular updates [/h2]
Covered topics: Air separator, settlement power, household goods, groundwater changes, QoL, performance, transports, and translations.



[h2]Captain’s diary #2: Alpha preparations[/h2]
Covered topics: research labs, cargo dock, languages support, settlement tiers, vehicle bridges, and transport path-finder performance.



[h2]Captain’s diary #3: Just one month left to alpha![/h2]
Covered topics: multiple settlements, better building upgrades, more fun with seawater, improved tutorials, and occupancy internals improvements.



[h2]Translations[/h2]
Community translations are also going well, we 6 languages >80% translated! Thank you! If you'd like to contribute, visit https://www.captain-of-industry.com/translate.

If you don't want to miss future Captain's diary posts, make sure you join our Captain's club! And as always, we’d love to hear from you on our Discord server — come and say hi!

That's all I have for now, thanks for stopping by and see you next time!

Cheers,
~Marek

200% funded on Kickstarter, translations coming! 🎉

Thanks to the amazing support from all backers, our Kickstarter campaign finished 181% funded! And if we add all the pledges from our website, that goes up to 200% of our original goal. That's a total of $96,456 US dollars raised! That is huge! Thanks everyone!



Our Kickstarter campaign is over but we will continue to run a crowdfunding campaign on our website for a few more months. We are only going to offer discounted early-bird pledges until the 30th of June so there is still a day or two to take advantage of the lower prices! Visit our pledge page here.

We have also moved all stretch goals to our website and we will keep them up to date because we know that you really want the large excavators! :) Once we will get closer to the alpha stage, we will remove the closed alpha pledge and then the similar will happen with the beta stage. We plan to keep our crowdfunding campaign open until October.



[h2]Translation tool is open![/h2]
It’s great to see how international our community is – 70% of Kickstarter backers are from outside of the US! And because of that, we’ve put our heads together to figure out how we can accelerate localization of the game to let everyone enjoy playing it in their preferred language.

We are excited to announce the launch of our community translation tool! Anyone who is interested can help translate the game into their favorite language! We have added an initial batch of the game’s text and there is more to come. We hope that some of the translations will be able to get far enough to be included in the closed alpha. You can read more details about the translation process here.



[h2]Other work[/h2]
Besides translations, we have worked on other things as well! We added new game mechanics, fixes, models and even prepared one of the stretch goals that we have reached! We will be posting a separate post about this in a week or so, so stay tuned!

Thank you!
Marek & Filip

Our Kickstarter campaign and a new trailer are live now!

We are excited to announce that the Captain of Industry Kickstarter campaign is live now!. Go check it out and see lots of new info about the game and some sweet rewards for those who decide to back us this early! If you have friends who like this kind of game, share it with them too! The crowdfunding campaign will be up until Monday 28th of June.

Visit our Kickstarter campaign

With the campaign we are releasing a brand new trailer that showcases progress through the game from a humble start all the way to becoming an industrial superpower. You can see many of the unique mechanics such as mining the terrain for resources, terraforming with excavators, exploring with your ship, and more! Watch the trailer on YouTube in QHD 1440p!

[previewyoutube][/previewyoutube]

We have also shared a pre-alpha version of the game with content creators who will be playing the game in their own style. Visit our website for an up-to-date list.

Thank you so much for being a part of our journey so far and we are looking forward to hearing from you on our Discord server or your favorite social media!

April update: New content, Kickstarter coming soon!

Another exciting month is behind us and we have lots of updates!

First, we now have a Kickstarter "coming soon" page: www.kickstarter.com/projects/mafigames/captain-of-industry. Hit the “Notify me on launch” button to get updated once we launch our campaign (that’s gonna happen quite soon!).

Battleships & dock

In Captain of Industry you are not just a Captain of your industry but also of your ship. You start with a basic one that you've used to escape from a danger. But you will need your ship to explore your surroundings for more resources and refugees to grow your colony. However, the world out there is tough and so you will need to upgrade your ship to defend yourself on the battlefield. You start adding turrets to get fire power, improving your bridge to get advanced radar technologies, and also your engine to travel larger distances. The crew requirements will grow as well.


Settlements

Taking care of your people is the number one priority from the beginning. The very first thing you need to provide is a place to live – the settlement. The resources are scarce so your first settlement is going to be built from refurbished shipping containers. To make them more livable, your people will make them into small cozy houses with lots of windows and paint them with vibrant colors. Take a look!


Assembler

Assembler is such an important machine that there are 5 tiers available to you. From a simple manual manufacturing line to a fully automated robotic assembler. The more advanced assembler you have the more advanced products it can make, plus at a faster pace. Their requirements also increase. For example, the robotic assembler requires computing power from your datacenters … yes datacenters! Stay tuned :)


New terrain textures

We have done many significant improvements to our terrain textures. There are now over 20 different hi-res terrain textures, including two types of grass that we blend to reduce repetitiveness. We also have different materials for ores that is being mined vs. when it was intact.

Here is a before/after comparison of an iron ore mine:


And coal mine looks like this. Also note the new forest floor texture.


The new grass textures are visible only form further away, here is the comparison:


Maintenance depot

Maintenance depots are used to service all your important machines, buildings and vehicles. You just supply the depot with products and it will keep things maintained for you. There are two tiers of the depots. The first tier provides basic maintenance and the second tier takes in more expensive products and provides maintenance for more complex machines. Insufficient maintenance leads to frequent breakdowns of machines and vehicles.


Waste dump

Entity for dumping of any factory or settlement waste right into the ocean. However be careful, polluted ocean can negatively affect growth of your population in settlements. So later on it is advisable to build waste processing facilities and avoid any waste dumping.


Charcoal maker

It's a useful early game machine that converts wood into coal. It is however not very efficient and consumes a lot of wood. Since the supply of trees is limited, it is recommended only for the early game before you set up a coal mine.


That's it for this month

Thank you again for your interest and support and if you like what you see, consider sharing it with your friends. The bigger the community the better the game! If you have any questions or comments, you can reach us at our Discord server. And if you are not a member of our Captain Club, sign-up here and claim your new wallpaper now!