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Development Update - November 2024

Greetings Golems!

The days are getting shorter and the air is getting cooler - the Forges are fired up and now it's time to show you what we're working on.

Following the smooth launch of 0.4 The Stargazer, thanks to the wonderful folks helping us playtest, we dug straight into 0.5 Special Delivery and are making great headway. As detailed in our updated Roadmap, we are working on adding some much-requested features like Controller & Steam Deck Support, as well as Long Distance Transportation into the game.

While we're not quite ready to spill the beans on exactly when Special Delivery is being... delivered, here's a little dish on the how...

[h2]Controller & Steam Deck Support[/h2]

With a game like AutoForge, there are a vast number of features that stack up between exploring, combat, survival-crafting and factory-building. When considering inputs, it is easy to forget just how many interactions you take for granted when using a Mouse & Keyboard. Playing with a controller then comes with it's own set of expectations (as well as limitations).



Special Delivery will bring both Steam Input as well as native controller support. This will give players the ability to setup and tailor their controller experience however they want; whether that means just plugging in and playing or, using their custom setups via Steam's own added input support. This also will make it easier to bring AutoForge to other platforms in the future (as far as controller support goes).

[h3]What goes into adding in Controller Support?[/h3]

To get technical, first, we need to solve the problem of the game reading the input events. For Steam Input that is done with the Steam API, but for native controller support we're using the SDL 3.0. Due to using multiple APIs we have had to ensure there was an abstraction layer sitting on top of everything to convert input events into game events... It's a lot of hassle but it's what needs to happen to get us to: "When I say jump, you say 'okay!'".

Autoforge, like other automation games, has a great deal of possible interactions. Running, jumping, rolling, placing blocks, digging, interacting with objects/NPCs, placing structures; the list goes on! Not only do these actions need to all be performable, but they should also feel good too. This has meant making sure that the input bindings feel comfortable and familiar, and also helped guide us building new smart cursor assistance for help with targeting blocks, enemies and other in-game entities.



Okay! So now that we've done all of that the game has full controller support, right? RIGHT?!
Sadly, we have got the dreaded User Interface (UI) still to consider. We need to be able to navigate all of those beautiful interfaces. This requires a whole new system for tracking what is focused in UI, adjusting layouts and interactions, a better solution for showing available inputs- oh! And let us not forget tooltip positioning needs to be improved!

With all of that said, we are mostly done with this beast of a feature. We look forward to getting it into your hands and working with the community on improving upon it ASAP.

[h2]Long Distance Transportation[/h2]

As the world of AutoForge gets richer and the Technology Tree expands further, the logistics puzzle becomes more and more about distance, that's why the next major technology we will be introducing is Phasing.

Phasing aka Phase Transportation is a powerful, multifaceted technology that not only sends and receives high volumes of resources between A and B at speed but gives you precise customization and control over large networks. It's a two-way system where you'll dictate which resources go where and they will happily make their way across a built network, without you having to fuss over the regular logistics of transport tube and pipe routing! That's right, we said 'pipe'- Phasing even handles fluids!



While we're still putting the finishing touches on Phasing, here's a little sneak peak at the Phase Stations which will sustain your networks. These are the 'hubs' and will be where the magic happens; set your input/outputs and dial each of them to specified frequencies to make sure every single item gets exactly to where it needs to go.

[h2]Autumn Sale[/h2]

Are we done? No!!! As we post this our fine partners at Steam are cranking the levers on the big Autumn Sale and AutoForge will be a cozy 20% off for the week!



Thank you as always to all the Golems, Gamers and just plain Good Folks who continue to help us make AutoForge a better game! We'll be here on Steam and on our Discord, so feel free to say hey and let us know how that factory is going!

- AutoForge Team