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AutoForge News

AutoForge Roadmap

Everyone's support and excitement for AutoForge has been overwhelming and completely reinvigorated us after having quietly toiled away on the game for years. We're delighted to share with you the roadmap we have planned so far.

Last week we hosted a stream to gather feedback from the community and after having incorporated that into our own plans and priorities this is what we've come up with. We are only sharing the first few updates for now as we want to remain flexible to community feedback. The updates do not have dates attached to them since being such a small team makes timelines quite vulnerable to change. However, we are planning the updates such that they each take a few months. So you can look forward to regular updates!



We look forward to making AutoForge better with the community. Thanks for joining us on this journey to a full release!

Patch notes for v0.2.11

Somewhat of an emergency patch due to the top issue; however, this patch does have some really nice changes I was able to get in today.

[h2]Resolved issues[/h2]
  • Resolved critical issue with loading worlds not working in v0.2.10 if they have a battery placed down
  • Resolved rare issue with some saves running into an issue due to bad data in the farming system
  • Resolved issue with player not sticking to slopes while running down
  • Resolved issue with monsters falling through the ground (I think - please let me know otherwise)
  • Resolved issue with crafting intermediate items not working with Smelt upgrade
  • Resolved issue with toolbar not updating when placing an item into a container
  • Resolved issue with broken machines still collecting items
  • Resolved issue with UI being left open once a machine is broken


[h2]Improvements[/h2]
  • Transport tubes are now prioritized for removal when placed behind scaffolding
  • Tooltip for Forge recipes now include "Player" as a craft site once the player has the Smelt upgrade
  • Removed transport tubes that were accidentally placed near Crankos' room

Patch notes for v0.2.10

Another large patch after a few days of lots of work. This one gives splitters a bunch of love and includes fixes for a few critical issues and a TON of smaller issues. Thank you to everyone taking the time to report issues and for including all the helpful information I need to quickly resolve them. I hope everyone continues to enjoy AutoForge. Next on the "bunch of love" list is inventory - including a much requested feature!

[h2]Huge Improvements To Splitters![/h2]
  • Splitters can now have a filter placed on each output
  • Splitter outputs can now be disabled
  • Splitter metadata is now copied with pipette (Q)
  • Resolved the issue where splitters would sometimes pull from another splitter before it had a chance to filter properly
  • Resolved the issue where splitters would pull from a transport tube that wasn't feeding into the splitter


[h2]Critical Issues[/h2]
  • Resolved issue with player being "alive" with 0HP
  • Resolved crash related to monster husbandry
  • Resolved crash on launch that would occur for some people that we suspect are running the game through Linux
  • Resolved rare crash that could occur when transitioning between biomes
  • Resolved issue with Mana Conduit not taking Mana after regenerating
  • Resolved issue with pump placed off of wellsprings were running into an issue and taking up space as invisible items. These are now cleaned up when loading v0.2.10+ for the first time
  • Resolved issue with monster stable not accepting eggs after saving and loading


[h2]Resolved Issues[/h2]
  • Resolved issue with items being taken from splitter
  • Resolved issue with item not being taken from a tube after it is rotated if the collector range is set to direct input
  • Resolved issue where fabricators would continue to collect resources for inventories that are not actively being used in the current selected recipe
  • Resolved issue with Porters and other things dispensing onto porters and fluid inputs/outputs
  • Resolved issue with being able to place transport tubes behind items that exist on the backwall such as drills and power relays
  • Resolved issue with monsters becoming invincible. Any existing invincible monsters will now instantly die upon game load.
  • Resolved issue with Golden Sawblade being accidentally destroyed
  • Resolved issue with game unpausing if "Pause on Background" is set and the game regains focus while in the settings UI
  • Resolved issue with storage tank not visually rotating before a fluid is selected
  • Resolved issue with Plant Supports showing harvest methods that require Irrigated Plant Support
  • Resolved issue with Bonsab Tapper harvest not connecting to fluid network after select the recipe
  • Resolved issue with Bonsap Tapper harvest method changing to Bonsab Tapper Water harvest method
  • Resolved issue with plant support tool durability bar not showing immediately after selecting a recipe
  • Resolved issue with Crankos state handling at endgame
  • Resolved issue with Ancient Device Tertiary not requiring all the Aether it should
  • Resolved issue with Ancient Devices not showing current item quantity correctly
  • Resolved issue with dispensing into the wrong chest when chests are next to each other
  • Resolved issue with some resource deposits being overwritten by other tiles later in world generation
  • Resolved issue with fluid demand displayed in UI being calculated incorrectly
  • Resolved issue with Wellspring replinishing the connected pump too often
  • Resolved issue with Infuser UI showing the wrong tooltip for lava in obsidian recipe
  • Resolved issue with drills momentarily restarting once the resource has been fully depleted when it outputs an item


[h2]General Improvements[/h2]
  • Assemblers and other fabricators now show the dispenser indicator and can be rotated immediately after placement
  • Porters now become inactve if not actively porting items. While in this state they use less power and are visibly different.
  • Item placement preview is no longer shown when targeting far away unexplored areas
  • Optimized porter logic when dispensing items directly into another structure
  • Reduced interaction range for most structures to help alleviate accidental rotation of them
  • Plant Support will stop harvesting plants if the output is full
  • Pipette tool now copies farming and husbandry recipes
  • Sound effect is played when taking damage while out of emitter range
  • Scaffolding description now mentions movement speed increase
  • Improved several upgrade descriptions - namely added inputs for upgrades such as Excavate and Roll
  • Structural Framing now has a max build radius of 1 (like Scaffolding does)
  • Tooltips for pipes now show fluid units/min
  • Plant harvest methods now show harvest count in tooltip
  • Plants harvest methods and monster husbandry nutritions now show drop rate for items
  • Camera is now centered on Otto


[h2]Balance Changes[/h2]
  • Removed randomness from many plant harvest methods
  • Crimson Cactus always drop at least one Crimson Fruit while manually harvesting it
  • Reduced amount of loot Lotus (small flying invader) drops

Check out this indie fusion of Terraria and Satisfactory




cool indie experiment in making a 2D sandbox automation game released late last month with AutoForge, where you as a little magically-powered robot must explore and expand your network of machinery and mining equipment to build a factory that will let you figure out your mysterious origins. As you explore, fragments of ancient technology let you upgrade your abilities and combat prowess to take on ever-greater challenges...
Read more.

Emergency Patch (v0.2.9)

I just pushed an emergency patch after discovering that an issue was introduced in patch v0.2.7. This issue resulted in worlds generated with it to not have proper resource distribution outside of the starting regions.

This is a major issue as mid to late game will encounter serious challenges with resource management. If you generated a world with either patch 0.2.7 or 0.2.8 and intend to play long term on it then I encourage you to create a new world. The best way to tell if your world is affected is by checking if the saves directory containing your world files is named with the format {name}_{number} such as Example_34233. This only is for worlds created before v0.2.9. Any worlds on or after v0.2.9 will have that same format but not be affected.

I'm extremely sorry about this. I do my best to test things but unfortunately with rapid fire patches like I have been doing issues will slip through the crack due to lack of proper QA time. I will try to do better especially when it comes to world generation.

Again I apology and ask for your understanding!