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Firearms Factory News

Concentrated Playtest

Concentrated Playtest
[p][/p][p]Hello everyone,[/p][p][/p][p]After the last playtest, I ran another session with a much smaller setup before the final open test. Just three players, longer sessions, and direct observation. This wasn’t meant to be a stress test or a balance pass. The goal was to sit back, watch people play and see where the game naturally pulls them in or pushes them away.[/p][p][/p][p]Each participant played the demo for between 2 and 3.5 hours, which turned out to be enough time for both strengths and weak points to surface.[/p][p][/p][h2]General Experience[/h2][p][/p][p]All three players managed to stay in the game without dropping out early. That doesn’t mean the game felt easy. It didn’t but the core structure was understandable enough to keep them moving forward.[/p][p][/p][p]One player mentioned that even though they don’t regularly play strategy games, they were still able to spend over an hour without getting bored. Another pointed out that the game isn’t immediately clear, but starts to make sense once you push past the first couple of decisions.[/p][p][/p][p]The difficulty was generally rated around 7 to 7.5 out of 10: not trivial, not overwhelming, but demanding attention.[/p][p][/p][hr][/hr][p] -[/p][hr][/hr][p][/p][h3]Systems That Worked[/h3][p]Some systems consistently came up in a positive way:[/p]
  • [p]Weapon production depth
    Players paid attention to what they were producing and why. Weapon stats, purpose, and usage context mattered. Decisions weren’t random, and mistakes were usually understood after the fact.[/p][p]Logistics options
    Being able to choose between trucks, trains and ships made a noticeable difference. Trains were described as reliable and comfortable once unlocked, while trucks required more constant attention due to fuel management and planning.[/p]
  • [p]Multitasking and consequences
    Players noticed that actions tend to have follow-up effects. Forgetting fuel, misjudging time, or producing the wrong item usually led to small failures rather than instant punishment, which helped with learning.[/p]
  • [p]Atmosphere and presentation
    Sound design, weather, and the world map contributed to immersion. One player specifically mentioned that moving across the map felt closer to “being on a route” than navigating a menu.[/p]
    • [p]I more or less understand what this means, but I still find it a bit interesting. I’ve put a lot of effort into increasing immersion overall, but when it comes to the terrain, I’ve always been somewhat skeptical. I often feel that it doesn’t reach the visual quality I’d like and that it might be pulling the overall quality down a notch or two. That said, I can’t really say I’ve received direct feedback pointing in that direction. I’m genuinely curious what you think. Feel free to leave a comment and share your perspective. 🙂[/p]
[p][/p][h3]Where Friction Appeared[/h3][p]Several issues were mentioned more than once:[/p]
  • [p]Time awareness
    When time acceleration is used, mission deadlines can approach faster than expected. Players felt that the game doesn’t always communicate urgency clearly enough, especially during story related tasks.[/p]
  • [p]UI scale and readability
    Some icons and map symbols were considered too small, particularly on laptop screens. This didn’t stop play, but it slowed down decision making.[/p]
  • [p]Shortcuts and batch actions
    Features like Shift / Ctrl actions exist, but players didn’t naturally discover them. Multiple participants said these should be taught more clearly, especially early on.[/p]
  • [p]Minor technical issues
    A few mechanical inconsistencies were noticed (for example, production elements stopping unexpectedly). These didn’t break the session but were noted as things that could become frustrating over longer playtimes.[/p]
[p][/p][h3]Balance and Pacing[/h3][p]Players didn’t describe the game as either grindy or rushed, but pacing clearly depends on how well systems are understood. Once players learned how logistics, fuel, and production interact, things flowed more smoothly. Before that point, confusion mostly came from missing information rather than bad decisions.[/p][p]Weapon production tended to take more time than logistics for most players, roughly a 60/40 split which aligns with the current design but is something I’m still watching closely.[/p][p][/p][p][/p][p][/p][h3]Conclusion[/h3][p]This playtest didn’t reveal anything dramatic and that’s a good thing. The core loop holds together, but several clarity and usability issues are now much more visible.[/p][p]Larger tests will come later. For now, this session did what it needed to do: expose real usage, without polish or presentation getting in the way.[/p][p][/p][p]Mert, Sude and Arda, thank you so much for coming and testing Firearms Factory. I hope you liked the pizzas too (no, it wasn't a bribe 😄).[/p][p][/p][p]I keep developing day and night. love you all [/p][p][/p]

First Ever Closed Playtest!

First Ever Closed Playtest
[p][/p][p]Hello,[/p][p]Last month, we held our very first closed playtest at our publisher’s office.[/p][p]It was a small but focused session to observe how players interact with Firearms Factory in a real environment. As a solo programmer, seeing people play something you’ve built from the ground up is both nerve-wracking and rewarding at the same time.[/p][p][/p][p][/p][p][/p][p]We ran a short demo session that lasted around two hours. Here are some of the results from the post-session survey:[/p][p][/p][p]When asked about the Overall Experience:[/p]
  • [p]8.3% rated it Excellent[/p]
  • [p]83.3% rated it Good[/p]
  • [p]~8.3% rated it Fair[/p]
[p][/p][p]When asked to rate the Game's Difficulty:[/p]
  • [p]16.7% said Very Difficult[/p]
  • [p]33.3% said Difficult[/p]
  • [p]41.7% said Normal[/p]
  • [p]8.3% said Easy[/p]
[p]My initial thought going into the playtest was that the game might be a bit too tough, but I was happy to see the difficulty is landing in a sweet spot for most players, just below "Difficult."[/p][p][/p][p]When asked to split their time between Firearm Manufacturing and Logistics:[/p]
  • [p]16.7% focused mostly on production, 41.7% leaned slightly towards logistics, and the rest split between the two.[/p]
[p]This data is crucial as it suggests that the Logistics system is engaging players significantly, which is a key part of the Grand Strategy/Management DNA. I'll be keeping an eye on this balance, but it's clear players are getting deep into the distribution network :)[/p][p][/p][p][/p][p][/p][h2]My Observations[/h2][p][/p][p]As a strategy game developer, I was particularly happy to see how stable the build performed. Encountering very few bugs during a closed test is always a relief especially for a solo programmer.[/p][p][/p][p]We began the session thinking the game might be too difficult, and my opinion didn’t change much afterward. Firearms Factory is meant to be challenging, and it seems like most testers agreed that its level of difficulty is part of its charm.[/p][p][/p][p]One common consensus we noted was an onboarding challenge for a few players. However, I remain confident that the current in-game guidance is mostly sufficient. A two hour demo session is never enough to master a deep strategy game, and it’s always a tightrope walk between hand holding and letting the player discover the challenge for themselves. This is something I’ll continue to fine tune, possibly adding more subtle ingame prompts.[/p][p][/p][p]Initially, I wasn’t sure if a single campaign would be enough for the Early Access launch, but now I’m convinced it will be. It seems one full campaign can easily offer 40+ hours of gameplay, depending on how efficiently you run your factory.[/p][p][/p][p] [/p][h2]What’s Next?[/h2][p][/p][p]I'm going to dive deep into the specific feedback from this playtest, focusing on quality of life improvements and bug fixes in parallel with the main dev roadmap.[/p][p][/p][p]I'm aiming to make the next sessions larger, bringing in players from both our Discord community and the wider Steam audience.[/p][p][/p][p]I also want to send a huge thank you to all my friends in the Discord community. Even though most of you couldn't be in this closed playtest, you've been a steady shoulder and a great company on this journey since I started developing the game. I really appreciate your constant support Firearms Factory when I was just 17 and am now celebrating turning 22; I know the wait has been long, and I want you to know I am just as eager. If not more so to finally release the game and deliver the solid, polished experience I all want.[/p][p][/p][p]Thank you all again for your enthusiasm and support! If you haven't already, please hit the Wishlist button and, even more importantly, the Follow button on our Steam page. Every single one helps this solo journey immensely thanks to our publisher for enabling this closed playtest and generously hosting us at their office![/p][p][/p][p]Sincerely,[/p][p]Barkın.[/p][p][/p][p][/p][p][/p]

In Memory of a Fallen Brother

[p]Hello,[/p][p][/p][p]We recently lost someone who meant a lot to this project, not as a developer, but as a true companion on this journey. Ilter Utku had been following the game since day one, when it was just an idea shared between high school friends. He believed in, and he never stopped asking about it, cheering me on, and waiting for the day he’d finally get to play.[/p][p]He never got that chance.[/p][p][/p][p]That absence is loud. But we’ll carry on, for him too.[/p][p][/p][p]PS: I’m taking a little more time to improve the gameplay and make sure the early access experience is the best possible.[/p][p][/p][p]Sincelerely,[/p][p]Barkın[/p][p][/p][p][/p]

Release Date Announcement

[p]Greetings! Mark your calendars – Early Access is set to begin in 2026! [/p][p][/p][p]In Firearms Factory, you must take control of your firearms factory to fuel the war effort. Design weapons with precision, manufacture them without mercy, and ensure their arrival on the frontline—failure is not an option. The Early Access version offers:

[/p]
  • [p] A campaign titled Discovery of Fission. You will manage a German firearms 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.

    [/p]
  • [p] You will produce firearms for critical occupations, secure vital materials, and transport them to the factory to assemble the Bomb.
    [/p]
[h2]Partnership![/h2][p]
As a 21-year-old game developer, I am excited to announce that we (me :D) partnered with GameDev.ist to publish Triplex Terminal's first-ever game, Firearms Factory.


To do not forget about the Release Date, make sure you wishlist Firearms Factory!
Sincerely,

Barkın Anayurt[/p]

Firearms Factory is featured in "Land of the Crescent"!

Hello,

Firearms Factory will soon enter the polishing phase. Before this stage, we also shared an Early Access Gameplay Trailer in honor of Land of the Crescent.

It’s worth noting that the World Map section is still in a heavy development phase.

Land of the Crescent
- Barkın