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Shared Workload is (Almost) Ready!

[p][/p][p]Greetings fellow Golems![/p][p]James and I have been working hard to wrap up Shared Workload and are nearly there - so close in fact that we considered releasing it this week. We decided that a little more time in the oven would be best given how anticipated this multiplayer update is before we push it to the main branch. In the meantime, we wanted to go over the finer details about what's being added, what's changing and encourage everybody to try out the update in Experimental.[/p][p][/p][p][/p][p][/p][h2]Multiplayer[/h2][p]After months upon months of development time, Multiplayer is finally in a good place. While it took a considerable effort to relocate most of the game's systems architecture, the real struggle was catching and fixing all the wonderful new bugs that appeared. Thanks to everybody's help testing, we are confident it is in a stable enough place to deliver to the main branch very soon.[/p][p]For Multiplayer itself - it is simple and easy to host a world and join a friend's game. To get a game going you can browse friend's sessions via menu, use Steam Invites, use a special Join Code or even connect directly with an IP address.
[/p][p][/p][p]Playing together is a fully cooperative experience, with progression being shared. Key Resources are also shared - Ancient Tech, Void Matter and even the new Trinkets (more on those below) - so no need to fight over upgrades![/p][p]We look forward to everybody being able to play with their friends and family to create some wonderful, collaborative, "technically functional" spaghetti factories!

[/p][h2]The Cosmetics Aisle[/h2][p]With Multiplayer, we knew it would be confusing to have a bunch of identical looking players running around so this update also introduces our new Cosmetics system! Using the Mainframe, under one of two new tabs, players can freely customize their Golem. We have a handful of skins in, with different color palettes available and for the time being have made them all available by default.[/p][p][/p][p][/p][p]In the future we will be locking most if not all skins behind various quests and achievements, but for now please enjoy the full selection of options available. Now that we have the system implemented, we will also be adding many more skins and palettes as time goes on - this has been a really exciting feature for us but required a lot of work to set up, so we're thrilled to now have this system finalized. What's your favorite skin and why is it the cat on Otto's head?[/p][p][/p][h2]Decorations[/h2][p]With the Multiplayer update we also wanted to introduce more player expression and more variety in gameplay! Sometimes some of us just need a break from building sprawling factories and want to chill and decorate a little house or hovel! Decor items are here to the rescue and are very simple to craft - using only core Matter materials (Biomass, Mana, Metal, Mineral, and Fabric), you can indulge in over 50 different objects and structures to decorate the world. To begin we have several decoration themes, exploring the furnishing styles of the denizens of AutoForge - the regal Corvus and the down-to-earth Pookas each have their own sets, rounded out with a full range of Ancient Decor too. You might also find a few more ethereal pieces among these initial offerings....[/p][p][/p][p][/p][p][/p][p]As mentioned previously we also have some gorgeous new craftable tilesets to fully round out the new Decor sets that are incoming too. All of the above will be found in a new crafting category for Decor, and much like Cosmetics will all be fully unlocked for the time being. We can't wait for you to check these out and hear what you'd like to see in future! Let's spruce up the place![/p][p][/p][p][/p][p][/p][h2]Exploration Redesign[/h2][p]In our previous announcement we hinted at our exploration redesign and today we want to give you some of the juicy details. Our motivations for the changes are simple: make exploration exciting and rewarding. This has translated into what we think of as incentives and resistances.[/p][p]Incentives are things that are supposed to draw you out of the factory noodling into the world. They include things such as obtaining rare items to use in your factory, finding resource nodes, unlocking cosmetics/trinkets/decor, and even just finding cool points of interest.[/p][p]Resistances are how the world challenges you and gets you to make considerations and problem solve. They include things such as a brand-new Energy System, reduced initial jumping capabilities, fall damage and environmental hazards. These aren't as exciting on paper, but they give the world depth and make exploration and rewards more meaningful.[/p][p][/p][p][/p][p][/p][p]The Energy system is probably the biggest addition - making all of Otto's abilities consume a small amount of power that gets recharged whenever he is close to Apotheos, Conduits, Factory Power Relays or other discoverable world sources. When depleted, Otto will lose advanced movement abilities, and his mining/combat efficiency will be decreased, so it's a good idea to recharge when it starts to get low.[/p][p]We do anticipate experienced AutoForgers to feel unnecessarily bound by the introduction of some of these resistances but ask that you humor and give them a little time to adjust to see how they make the game feel to you. We will also say that between additional new upgrades and the aforementioned Trinkets that there are new bonuses that can negate these pushbacks and even take some abilities beyond their previous bounds. So do check things out, and please do let us know how you get on with them![/p][p][/p][p][/p][h2]Shiny Trinkets[/h2][p]Trinkets have already been teased a little, but what exactly are they... ? Trinkets are unique, global items that can be found throughout the world and equipped at the Mainframe. Equipping a Trinket provides unique bonuses that allow you to pick some extra upgrades to suit your playstyle, such as stat buffs, an additional jump, negation to fall damage, and even increasing harvesting area to allow for up to 4x4! Each Trinket has a point cost associated, so choosing your Trinket loadout requires its own optimization, but they are freely changed under the second new tab at the Mainframe at any time. [/p][p][/p][p][/p][p]
A little like cosmetics, Trinkets will have slightly different unlock requirements in the future, but for now all 19 of the current selection will be unlocked via special chests found throughout the world.[/p][p][/p][h2]Quests, Tutorials & Journaling with Otto[/h2][p]One of our goals with this update was to revamp the tutorial system and untangle the main story from it. Ultimately, we landed on introducing a full-fledged quest system with a dedicated Journal that will allow folks to have better control over managing these and future activities, as well as manage associated unlocks and rewards. Please note there is no new story content in this update - for the next major update we are planning to add many smaller quests that will make use of the new system, as well as expand upon the world. There may or may not be a Quest Board popping up at a certain tavern... More on that another time.[/p][p][/p][p][/p][p][/p][p]Along with this new system and other changes to the HUD (if you're looking for your current quest progress it's on the other side of the screen now), we are also adding something we've called Large Notifications. These are brief pop ups, separate from the notification tray that will display major events like unlocks and story progression, we think they're helpful![/p][p][/p][p][/p][h2]The Guidebook[/h2][p]Along with our tutorial revamp we are introducing a proper Guidebook that fills in the blanks with complicated systems that either don't quite fit into the tutorial or might require extra guidance to interpret. It covers most of the advanced topics in the game - from the Toolbar to Phase Stations, with new additions unlocking at the appropriate times as you progress. We didn't want to break up the gameplay or create UI noise, so we've kept it as a separate window and look at the Guidebook as an optional supplement that assists with clarifying/refreshing any details as needed.[/p][p][/p][p][/p][p][/p][h2]Dive Into Shared Workload[/h2][p]While full release is very soon, we would like to invite everybody who is interested to give Shared Workload a go over on the Experimental Branch. So far in testing it has iterated its way through 20 patches with countless bug fixes and improvements, but we really need as many people as possible to help us break it before it hits the main branch.[/p][p]If you're willing to participate as test subject, back up your saves and check it out now![/p][p]Obviously any and all testing of the update is fantastic, but multiplayer sessions are especially helpful. If you know another Golem or 3 who can test with you then even better- players have also been linking up over on our Discord too![/p][p][/p][p][/p][p][/p][p]We're excited to share this finished update with you soon and thank you for your patience as we work on ironing out the final kinks!

Jasson and James[/p]

Shared Workload (0.7) is now in Experimental

[p]The long wait is just about over - AutoForge’s next update, Shared Workload, is now live on the public experimental branch! This means it has already undergone testing with our beta players and is now open for everyone to try. Shared Workload brings the highly anticipated multiplayer support along with many new features, content and enhancements.[/p][p][/p][h2]Feedback and Issues[/h2][p]During this experimental phase, we’re focused on resolving issues and getting feedback on any of the new changes. If you do have any feedback to give or issues to report then please do so either in the Steam Forums or better yet over on our Discord.[/p][p][/p][p]We truly want to make sure that multiplayer is very solid before fully releasing this update so if you encounter any issues then please share it with us. We are aware of several smaller issues that we are continuing to address.[/p][p][/p][h2]Important Reminder[/h2][p]Shared Workload is backwards compatible with saves from 0.4+. If you are going to be playing on experimental then please backup your save files. You can find your save files in the folder: "Steamuserdata//1960480/remotesaves".[/p][p][/p][h2]How to get started playing the update:[/h2][p] Go to AutoForge Properties > Betas and select the "experimental" branch from the dropdown menu. Steam should update AutoForge to the latest build. You can verify this by launching the game and checking the version in the bottom left corner - it should be "0.7".[/p][p][/p][p][/p][p][/p][h2]Playing with Others[/h2][p]Hosting and joining a Multiplayer game are easy to do in AutoForge! For either one you first want to click on the "Multiplayer" button on the main menu.[/p][p]From there you can host an existing save with "Host Load Game" or create a new world to host "Host New Game". The default "Steam Friends" hosting method will allow any friends to freely join or you can limit it to be "Steam Invite Only". Once hosting your friends will automatically see your server listed in their "Join Game" menu or you can send them an invite directly.[/p][p]Additionally, if you are not friends with someone but want to allow them to join your game then you can use a "Join Code". Once in game go to your settings and in the "Session" category you will find the Join Code that you can share with anyone. With a join code in your possession go to "Join Game" and select the "Server Code" and enter in the code.[/p][p][/p][h2]Major Changes[/h2]
  • [p]Online Multiplayer[/p]
  • [p]Character Cosmetics[/p]
  • [p]Trinkets (accessories)[/p]
  • [p]Improved Exploration - Environmental Hazards, Energy system, and many other changes[/p]
  • [p]Base Decoration (coming in the next patch)[/p]
  • [p]Guide System explaining complex mechanics + adjusted Tutorial[/p]
  • [p]Full changelog will come with the full release of Shared Workload![/p]
[p] Thank you for taking the time to play the experimental version of Shared Workload![/p][p][/p][h2]Exciting Automation Collaboration[/h2][p]Continuing the good news, we had the pleasure of talking to the lead developer of Astronomics and have joined forces with them in an enticing bundle. Astronomics just hit their 1 year anniversary in Early Access and are quickly improving on the game with a major update released just last month. Don't miss this one![/p][p][dynamiclink][/dynamiclink][/p]

AutoForge December 2025 Dev Update

[h3]Season's Greetings, Golems![/h3][p]We hope you're all heading into a restful and cozy holiday season. We thought we'd drop off a few tidings along with some more info for 0.7 - Shared Workload, so bundle up next to a cozy Forge and grab a preferred beverage...[/p][p][/p][p][/p][p][/p][h3]Multiplayer Progress[/h3][p]We've been hard at work on Multiplayer and are pleased to inform you we've entered the internal testing phase! After an arduous journey of moving over every system, subsystem and sub-subsystem, Multiplayer is now 'works' at a stable enough point that we can start poking at it! Rudely! That's right, Golems are hanging out with Golems, ready to do Golem Things... Or at least try to. Now it is time for us to break it on purpose, as much as we can, to get it ready for Testers to break it in even more exciting and confusing new ways! It's all part of the process, as they say...[/p][p][/p][p][/p][p]"... SOON....."[/p][p][/p][h3]Deck The Factories[/h3][p]We've also been cooking up a bunch of fancy new pixels to help expand our palette and give more personality to world. New additions will help add flavor to areas like Points of Interest and NPC locations, but for the more immediate future: give you more options for stylizing your factories and homebases. Systems-wise, the Decoration structures themselves are going to work as placeable objects that use (and break down into) refined materials like Metal or Biomass. We feel like this is the best way to handle things since inventory space is so important, while also allowing folks to try things out and shake things up without wasting any precious materials.[/p][p][/p][p][/p][p]In addition to Decoration structures, a few tileset themes are getting their full makeovers implemented - you may have noticed the Pooka Brick graphics sneak in the previous update and now there's some gorgeous Corvus tilesets and also Pooka Wood to fill out the roster. These archetypes along with 'Ancient' will serve as our larger Decoration Themes to group and guide stylings (meaning both tilesets and Decoration structures can fall under a set theme). Of course, you'll still be able to put down whatever you like, where-ever you like; we'll leave the Factory Fen Shui to you.[/p][p][/p][p][/p][p](From left to right: Brick, Corvus Brick & Pooka Brick)[/p][p][/p][h3]Winter Sale[/h3][p]AutoForge will enjoy a most festive 25% over the next two weeks for the Steam Winter Sale. A great stocking stuffer for that person in your life who feels strongly about factories and might enjoy going Golem-Mode this season.[/p][p][/p][h3][dynamiclink][/dynamiclink][/h3][p][/p][h3]Holiday Cheers[/h3][p]That's all for now! We hope everybody has a joyful and restful December. We'll be sneaking in as many mince pies as we can, as we continue tinkering away on Shared Workload, ready to deliver to you in the Early New Year.[/p][p][/p][p][/p][p][/p][p]As always, thank you for joining us on this journey and for all of your amazing support![/p][p]Jasson & James[/p]

Development Update for November 2025

[h3]Greetings Golems![/h3][p]It's been a while since we last touched base! While we've had our heads down working on the next Major Update, we thought it was important to check in and let you all know how things are progressing.[/p][p][/p][p][/p][p][/p][p]That's right, 0.7 - Shared Workload is on the way! Somebody asked if it had fell out of the transport tube on its way to the server, but rest assured, through computational bugs and biological bugs (just a bit of sickness between the both of us), we are persevering, and the next update is taking shape! Let's dive in![/p][p][/p][h3]Multiplaying With Fire[/h3][p]There was a good reason Multiplayer had yet to be implemented - it is a tremendous amount of work; nearly every part of the code has required some change and lots of new code has been added to support it. Fortunately, we have the multiplayer experience and code from Crea, allowing us to speed up development and (hopefully) get it right the first time! For those interested in looking under the hood, we are using the Steam API netcode as well as the open-sourced library GameNetworkingSockets. It took some effort to get both of these to play nicely together in the game's codebase, but everything thus far running great. By using GameNetworkingSockets we are also making room to future proof the game for potential ports! Neat![/p][p][/p][h3]Familiar Faces[/h3][p]With Multiplayer, comes the very necessary deployment of character cosmetics. While the tech has been in place on the backend for a while (and some sneaky folks in our community were able to play as Chicken Otto), being able to tell each other apart is going to be important, so without delaying any further, we're rolling out the character cosmetics! Changeable at the Mainframe, you'll be able to select unlockable skins and colorways to best express your Golem-self and make sure you are not confused with any other little robots running around.[/p][p][/p][p][/p][h3]Onboarding[/h3][p]0.7 doesn't stop there; we're also working hard on completely overhauling the onboarding experience for new players! We know there's a lot of people who are waiting for Multiplayer, so it's important for us to make sure the game is as accommodating as possible for new players. This involves a revamped Tutorial that covers the missing pieces that have been neglected as new content has been added, as well as a cleaner progression that is better separated from the game's story beats - all of which will be tracked through a new quest system. Not only this, but we are also introducing The Guide - a reference tool that breaks down and explains of some of the games more complicated systems and offers little refreshers to areas that could use it. We think all of this is going to be a great step up in helping shepherd and inform new players while also offering those deeper details for anything that isn't clear off the bat. Right now, we are finalizing on what NOT to include with The Guide as we are running into the area of over-explaining things, but we'll keep an eye once it's out in the wild for any additions and alterations that need to be made. Player feedback will be very important in guiding this one![/p][p][/p][p][/p][p][/p][h3]Exploration[/h3][p]Early in AutoForge's development, the design of the game was to mix factory building with exploration; the decision to even have AutoForge be in a side-scrolling perspective was made to better facilitate this exploration. Over time, factory building has completely overtaken exploration, and it is now something many players simply tolerate as a means to further progression - that's no good! We want exploration to be something that is exciting to do, which is why we have decided to take a step back and re-evaluate how players interact with the world. While we have added new biomes, flora and fauna, we haven't engaged with what makes the world interesting, and have boiled it down to two main issues; resistances that push back on players and incentives that draw players in. We are not quite ready to share our plans for these yet as we're still in the prototyping stage, but we wanted to start communicating about this as early as possible (there may be some controversial adjustments...). What do you think would make the exploration of AutoForge more interesting? [/p][p][/p][h3]Putting It In The Diary[/h3][p]We offer our apologies for the long wait between Dev Updates and if the lull in comms has been of concern! Developing Multiplayer has been an especially big challenge to overcome and up until recently there has not been a lot to share other than "this is hard!". Now that we are over the hump and have a better idea of how things are shaking out, we will continue to share the details on how things are coming together as well as keep you updated on testing and other fun surprises! With all of this in mind, to finish all the new additions for 0.7 we're planning, as well as thoroughly test to make sure that Multiplayer is as stable as we can make it before we release, we're going to aim to deliver Shared Workload between Jan-Feb in the New Year.[/p][p][/p][h3]Updated Roadmap[/h3][p]Our Roadmap has needed updating for a while so here's also a quick visual refresh, following 0.6 and what is planned for 0.7![/p][p][/p][p][/p][p][/p][h3]Final Thoughts[/h3][p]That's all for now! There's going to be much more to share as we get closer to testing (and launching) the update, as well some other non-development news and housekeeping we would like to update everybody on! As always thank you for all your feedback, bug reports and kind words that keep fueling us on our path to 1.0! Let's go, Golems! [/p][p]
Jasson & James[/p][p][/p][p][/p]

Prospector x AutoForge Release Bundle available now!

[p][/p][p][/p]
Want some automation on the side of your automation? We've got you covered.
[p][/p][p]To celebrate the launch of Loonworks/Hypetrain Digital's new space romp Prospector, we have decided to bundle our titles for the coming two weeks. Get 15% off with this offer, and if you already own one of the games, get 15% off the other.
[/p][p][/p][h2]What is Prospector?[/h2][p]Land on a distant planet in this chill resource management game. Harvest alien resources, build and automate machinery, uncover secrets across the stars and strike shipping deals with distant colonies for exclusive rewards![/p][p][/p][p][dynamiclink][/dynamiclink][/p]