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AutoForge News

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]

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