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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]

Patch Notes for 0.6.12

Here is a fairly substantial patch! I unfortunately had a big family camping trip planned this last week so these fixes were delayed a little but I've made some great progress on resolving issues the last few days. This patch as well as 0.6.11 are now on the default branch.

Please let me know if you encounter any issues and I will continue to fix them. There are still a few a few more that I'm aiming to resolve before fully moving onto 0.7 but I wanted to get this patch out now. As always, thank you everyone for reporting issues and helping make AutoForge better.

[h3]Changes[/h3]
  • Resolved crash when attempting to save with a name that has invalid file path characters such as '?'
  • Resolved issue with some world data not being cleaned up between loading saves
  • Resolved issue with Zabis illumation
  • Resolved issue with Ice and Earth Wisp Ovoids icon not displaying
  • Resolved issue with phase links placement alignment (hold input) being shorter than maximum distance
  • Resolved issue with dispenser being drawn offscreen even when disabled
  • Resolved several more issues with Phase Stations not copying correctly
  • Resolved issue with placement alignment (hold input) not working in all directions
  • Resolved issue with invasions occuring very infrequently
  • Resolved issue where the active invasion countdown would not be displayed when loading
  • Resolved issue with Mana Conduit not collecting items properly after recovering
  • Resolved issue with Mana Conduit UI behaving incorrectly after priming but not infusing
  • Resolved issue with Apotheos not being able to emit to the outmost regions
  • Added missing locale key for Dream Telescope Activate button
  • Doubled the connection range of Phase Links and Phase Stations
  • Organize upgrade now increases stack size for trash, void matter and ancient tech
  • Invasions will now occur at the furthest most regions if surface regions have been emitted to
  • Made draw order consistent for bypasses

Patch Notes for v0.6.11 (Experimental)

[p]I've continued to work hard on resolving issues in 0.6 and have yet another patch. This one is a bit bigger and consequently I want to put it into experimental to be safe. Thank you to everyone that has reported issues![/p][p][/p][h2]Changes[/h2]
  • [p]Resolved crash when using UI with a gamepad and doing specific actions[/p]
  • [p]Resolved crash when attempting to load data for really old/corrupted files[/p]
  • [p]Resolved issue with foliage graphics changing when a nearby tile changes[/p]
  • [p]Resolved issue with Planter Box showing recipe select every time you interact with it[/p]
  • [p]Resolved issue with Planter Box not correctly copying meta data when using pipette[/p]
  • [p]Resolved issue with Phase Stations not copying correctly when using pipette tool[/p]
  • [p]Resolved issue with being able to rotate Phase Stations into an invalid position[/p]
  • [p]Resolved issue with being able to rotate phase beams[/p]
  • [p]Resolved issue with Entangled Ancient Tech potentially getting into a state where it cannot be collected[/p]
  • [p]Resolved issue where fluids would not transport after loading one world and then a second one in the same game session[/p]
  • [p]Resolved incorrect text in control settings "Toolbar #" instead of "Toolbar Set #"[/p]
  • [p]Reduced max range for wellspring ambient sounds[/p]

Patch Notes for 0.6.10

Surprise! Another small patch to fix a fairly major issue. Monster invasions strength was incorrectly being calculated which resulted in them being magnitudes stronger than they should be. Any existing monster waves will be wiped out on load and future waves will be significantly weaker. Apologies to those that got completely owned by these juiced up invaders. You are not bad at the game - we just were sending end game strength invasions at the beginning of the game...