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Devblog #6

Hello,

Let's take a brief look at the production aspect in this devblog:

Production:



The produced weapons have specific abilities;


These abilities are determined through the decisions we make during the weapon's production process by adding components to it. For example, below, you can see a few components sorted by their technologies.

Let's imagine we are making a rifle; if we attach the "basic iron sight" component, it is expected to have a much shorter range compared to the others.








Let's add a top-tier scope to this rifle instead of a basic iron sight. In that case, what would you expect? It could be an expectation for the range to increase significantly, but:

However, it may also be necessary to reconsider the type of ammunition the scope would utilize to harness its full potential. In response to this change, if you still plan to use a 9mm bullet with the rifle, an improvement in accuracy rather than range should be expected.

If it weren't a rifle, on the contrary, a decrease in accuracy and reliability would be quite likely.


Compatibility:



You may have succeeded in producing the world's highest-range and incredibly accurate weapon, and you might be proud and jubilant about it! However, if that weapon doesn't align with where it's going to be used, all of this will be in vain.

Moreover, in addition to being a night operation, how effective can such a weapon be in a tight, challenging urban combat situation like a narrow street engagement? You can count individual hairs on your close-range enemy using the "microscope" on your weapon. But let's see how accurate you'll be with a weapon that can make incredibly precise shots from hundreds of meters away.

Of course, among those who use the weapon, there can still be soldiers with the exceptional ability to achieve superior success even in such mismatched environments, becoming heroes :)



Concept Art by Pelin Tekin




In conclusion, if you want to ensure the continuity of your sales, it would be more prudent to prioritize the effectiveness of the weapons you have and carefully select the weapons you send to the frontlines from your arsenal.

Nevertheless, if you have customers who are thirsty for weapons, sending them the scraps you have on hand could also be an option.


Until the next devblog; with love...

Devblog #5

Hello,

Game modes, or as we call them, Story Packages:

[h2]Discovery of Fission[/h2]

We will offer multiple story packages at Firearms Factory. These packages are gameplay modes that depict specific historical periods, and come with a series of tasks and events that correspond to them.

Let's discuss the first story pack, called "Discovery of Fission" which we will present to players at Next Fest, before the game's release.



In the Discovery of Fission story package, as indicated in the above description, you will manage a German Weapons Factory during World War II, and more importantly, you will play a story in which you are responsible for the development of the German Atom Bomb Project.

In this context, you will be expected to complete tasks such as manufacturing weapons to be used in the occupation of key areas to gather all the materials required for the project, and safely transporting the materials to the factory.


[h2]World Wars[/h2]

In addition to the story packages, we don't deprive you of the sandbox experience; there are also two separate game modes that allow you to completely manage your relationships with the world and the fate of the war with the factory you establish in the country of your choice.



In the World Wars game modes, you are trying to survive with your factory without any obligations or tasks that you have to follow.




In addition to the Discovery of Fission story package mentioned in the Devblog, we are also working on other packages, and we aim to develop and offer these packages to you during the early access period. As examples of a few ideas in our mind, we can mention ensuring the security of the Ottoman Railway, providing weapons for specific attacks to the Japanese Navy and Air Forces.



Lastly, we have updated the '2023' date on the store page to 'To be announced.' We are working tirelessly on the game and aiming to provide a seamless playable experience even in the early access phase. With this purpose in mind, we believe it is appropriate to allow for a slight delay in the game's release date if an unforeseen issue arises. We appreciate your patience.

Until the next devblog; with love...

Devblog #4

Hello,

Scavengers in the Firearms Factory;


[h2]Scavengers[/h2]
Loading Screen by Pelin Tekin


[h2]Scavengers[/h2]

[h3]Where will we scavenge?[/h3]
- A supermarket or a shelled hospital full of potential enemies?
- Now you can also be on an abandoned battlefield. Watch out for landmines.

[h3]What will we get?[/h3]
- Food, medicine, First-aid kits, jewelry, fuel, and other valuables.
- You should give tactical orders to your platoon correctly for your purposes.

[h3]What will we encounter with?[/h3]
- Of course, the enemies and their leftovers. Landmines, weapons, and others.
- You can also interact and trade with civilians in civilian areas.

[h3]Your Platoon[/h3]
- You can equip your platoon with special weapons of your own making.
- If you have enough defense and the ability to do damage, you can move through to the target area.
- Ultimately, it would be best if you took good care of your platoon. You may experience losses, it may not be so easy to replace your lost skilled soldiers.

Concept Art by Pelin Tekin



See you in the next Devblog...

Devblog #3

Hello,

Logistics in the Firearms Factory;


[h2]Logistics[/h2]
Loading Screen by Pelin Tekin


[h2]Logistics[/h2]

[h3]Where are we heading to?[/h3]
- To a designated seaport or to a barracks itself?
- Is it urgent? So we take it to the frontline?

[h3]What are we supplying?[/h3]
- Gun or ammo? Are we going to send the supply in a single run?
- What if we lose the whole supply in a single ambush?

[h3]We are supplying with...?[/h3]
- We are going to carry a serious load. Will the truck be able to carry it? Do we need a more powerful engine?
- Maybe just high-octane fuel is enough to operate...

[h3]When are we arriving?[/h3]
- This is a very complex subject. Maybe we don't want to arrive in time. The conflict may have slowed us down. Are we stuck in the mud? Are we going to just leave the truck and run away?

Concept Art by Pelin Tekin



See you in the next Devblog...

Devblog #2

Hello,

How do we produce the best weapon in Firearms Factory?


[h2]Gun Production[/h2]
Loading Screen by Pelin Tekin


[h2]Gun Production[/h2]

[h3]Where will this weapon be used?[/h3]
- Is the weather scorching on the frontline, on the contrary, is there a dry and harsh cold?
- Wet clay, mud, dust, rain, or snow; How is the weather there?

[h3]Who will use this weapon?[/h3]
- Indeed, let's say you made the most suitable heavy machine for the frontline, but what if the people who will use it are paratroopers? Let's look at a different example; maybe the army that will use it is starving. You don't want to kill them.

[h3]Who will this weapon be used against?[/h3]
- If the enemy has thick armor, it would not be good to design a weapon that does not have very good penetration, maybe you will have to be judged.

[h3]What were their expectations from this weapon??[/h3]
- Let's say you have designed the lightest submachine gun. What if the belligerent you've sent the gun to is the defender? Will they run around in the trenches for no reason just because the gun is light?

Concept Art by Pelin Tekin



See you in the next Devblog...