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Craftomation 101 News

Map Testing: 0.93 Beta



Hey friends!

Hello to everyone who’s been eagerly waiting for the new maps — and is ready to help us make them better.


After so many weeks of struggles and bug fixing, the maps are finally seeing the light of day — as part of beta testing!

Let us emphasize once again: this is a beta.

Beta.

BETA!!!

Which means it’s an unstable version released on a separate branch, first tested by brave volunteers.
That means it may work poorly, crash, or not launch at all — and we really need to know about every such case.

But don’t worry: if you ever get tired of testing, you can always roll back to the main (stable) branch.

So, if you’re in — here’s how to join the beta and test our long-awaited maps:

[h3]Step 1
[/h3]
Find the game in your Steam Library, right-click it, and select “Properties.”


[h3]Step 2[/h3]
In the pop-up window, go to the “Betas” tab.


[h3]Step 3[/h3]
Under “Beta Participation,” select the branch “unstable” and close the window.
The correct version will automatically start downloading. Enjoy!


[h3]Something broke?[/h3]
We’d be extremely grateful if you report any issues through the in-game feedback form or on our Discord.

[h3]Want to return to the default branch?[/h3]

No problem! Just repeat Step 1, but this time choose “None” instead of “unstable.” When you restart the game, the “Continue” button will be unavailable, along with your beta saves. To pick up where you left off before joining the beta, just click “Load Game.”


Goog luck with testing, we hope you enjoy the maps!

A dramatic delay of the map update



Hey everyone!

We’ve been quiet for a while — no devlogs, no updates — and that’s because we’ve been completely buried in developing the new maps you’ve been asking for.

We thought we’d release the update on Tuesday or Wednesday. But, as it sometimes goes in game development, everything suddenly broke. Like, everything. So here we are on Thursday — knee-deep in bugs. Instead of an update, please enjoy a short compilation of the funniest issues we ran into while trying to add something the game was never originally designed to handle.

[h2]Where the chaos came from
[/h2]
First, a bit of context: our game maps may look 2D, but under the hood, they’re layered like a cake. There are multiple layers for different things — snow, grass, resources, and so on. While we were digging through this mess, we even found a mysterious mold layer. We honestly can’t remember why it was ever added, but apparently it’s been sitting in the game this whole time. Imagine that!

[h2]The funniest bugs we found:
[/h2]
We’ll spare you the most technical details, but here are a few highlights from our personal hall of shame:


  1. The command center’s arm suddenly detached and started wandering around the map on its own — like Thing from The Addams Family.


  2. Map loading broke spectacularly. Some of the layers got mixed up and overlapped, turning our map into a glorious Frankenstein creation:


  3. Objects started piling up on top of each other during map loading. Let’s just say it looked… chaotic.


  4. And finally, a bug that taught us a good lesson. When we first wrote the logic for buildings (like breweries) and large objects (like volcanoes), we didn’t plan for them to ever move. So technically, we could only make new maps if they were the same size and layout as the old ones. To fix that, we had to completely rewrite the old system and make buildings fully modular — so they can exist anywhere, on any map. Moral of the story for fellow devs: always go for component-based design. Treat each system as a black box you can move wherever you like.


[h2]What’s next?
[/h2]
We’re now fixing all these bugs and plan to release a beta version with maps next week. Stay tuned so you don’t miss it!

Craftomation 101 is 26% OFF!


Hello, friends!
We’ve got some great news for you!

[h2]News[/h2]
This week, during the Ada Lovelace Festival, our game Craftomation 101 is 26% OFF!

Plus, all our DLCs are 10% off this week as well:
https://store.steampowered.com/app/2795680/Craftomation_101_Soundtrack/
https://store.steampowered.com/app/2832980/Craftomation_101_Mega_Map_of_SelfReplicating_Machines/
https://store.steampowered.com/app/2795690/Craftomation_101_Art_Pack/

[h2]Sign up for playtest
[/h2]
https://store.steampowered.com/app/3818770/SuperWEIRD/
By the way, a quick reminder! If you're into games about automation and programming, good news — the development of our new game SuperWEIRD is in full swing!
Don’t forget to sign up for the upcoming playtest, which is happening very soon!

Craftomation 101 on the Steam Autumn SALE!



Hello friends!

[h2]Great news
[/h2]
Our game Craftomation 101 is taking part in the Autumn Sale! From September 29 to October 6 it’s available at 25% off. If it’s been sitting on your wishlist, now’s the perfect time to grab it. Already own it? This is a great moment to gift it to a friend or at least recommend it while the price is lower.

We’re also happy to share that a major update for Craftomation 101—something players have been requesting—is in the works: new maps! Stay tuned so you don’t miss any updates!

[h2]Just news:
[/h2]
If you’re reading this, you might also be interested in our other titles—good news: they’re discounted during the Autumn Sale too!

https://store.steampowered.com/app/1201700/Warnament/
https://store.steampowered.com/app/619150/while_True_learn/
https://store.steampowered.com/app/1150090/Learning_Factory/

[h2]SuperWEIRD:
[/h2]
https://store.steampowered.com/app/3818770/SuperWEIRD/
And last but not least, development of SuperWEIRD is in full swing. We’re preparing awesome dev diaries on YouTube where we’ll share in detail how we spent the whole summer reworking automation — and why. Stay tuned so you don’t miss a thing! Also! Steam playtests are coming soon, so be sure to join our Newsletter and Discord so you don’t miss them!

Craftomation 101 Dev Diaries, September 2025



Hi mates!

It’s been a while since we last updated you on Craftomation 101, but it's all better now: we have returned to our regular schedule of 1 update per 2-4 weeks, and the plan is to keep them coming.
Today, we’ll walk you through everything that’s happened in the game since… March? Oh boy.
We started with migrating to a new engine version, 1.10.0. Which is always quite risky — you never know what might break. This time, screen zooming started working incorrectly, which meant the camera couldn’t show half of the map, and on top of that, the game wouldn’t even launch on macOS.

To make things worse, the issue didn't reproduce on displays with 100% scaling, so it took some time to figure out what the players were complaining about at all. But in the end, we tracked down the problem and fixed everything.

With that out of the way, we added one small feature that made Craftomation 101 50% more programmerly — we’ve added the block with comments. One little feature for a patch note, and a huge leap for those players who are into serious coding (which turns into hell without having an opportunity to comment).

[previewyoutube][/previewyoutube]

Then there's DYNAMITE! Yeah, you can now blow up tiles of land, temporarily removing snow out of it. It doesn't do much, but hey - destruction is fun, and we all know it. Let us know if you want more explosive features in the game, will you? Remember, we prioritize features based on your feedback!



With the next little tweak, we wanted to make players’ lives harder and more fun at the same time by adding more sense of progression. So we limited chests in the game by volume. As it sometimes (very often) happens, this change dragged along a bunch of other reworks.

At first, players complained that the storage capacity was too small, so in the next update we increased the maximum size. And naturally, while making these adjustments, we ran into some bugs — as you can see in the screenshot below, something went terribly wrong with the chest art sizes.



Another problem was that replacing a small chest with a larger one turned into a real headache: the player couldn’t move a chest that already had items inside. At the same time, the situation where you want to place a bigger chest in the exact same spot and move the same items there happens pretty often.

After analysing your generous feedback on Steam forums and our Discord server, we made it so you can now simply drag a bigger chest onto a smaller one to replace it — no more tedious back-and-forth item transferring!



We’ve also made lots of other cool small improvements, especially in the interface (though the biggest UI update is still ahead — we’ll talk about that in future posts). We also added plenty of new sounds and tweaked the balance to make life a bit easier for players. After all, we can’t only make things harder — like we did with those storage units!

And now for the most exciting part — what’s next?

The big UI/UX update was already mentioned. The next big thing is sitting in the game's main menu for a while - more maps! It is one of the most requested features, and we're excited to bring it to you. We're now considering ways of adding procedurally generated maps but maybe we'll start with more pre-made maps. Anyway, here's Alex the artist's vision for your (and our) inspiration:



Next on the list was that annoying feature when you programmed a robot to, say, make batteries and carry them to storage — but then the storage got moved by accident, and the robot just froze. That happened because in its code, the robot was told to deliver the fire to a specific spot on the map, not to “the firebone” itself. Also fixed now!

[previewyoutube][/previewyoutube]

The decision — the arrays of campfires, chests, and other objects. Remember how the moving campfires or storage units could mess up your whole game? With arrays, you’ll always know exactly where each campfire or storage is. We can’t share all the details just yet, but we hope you’ll like it.

To quote one of the greatest robots of all times - Bender B. Rodriguez - we're back, baby! Stay tuned for more news!