1. AutoForge
  2. News

AutoForge News

Development Update - December 2024

Season's Greetings, Golems!

We hope the end of the year has been treating you all well however you might be spending it. The last 12 months have been quite the ride for us, with the holidays giving us a moment to refresh and reflect on what has been a challenging but excellent year. It's a great opportunity for us to share a few musings and a few gratitudes and to set ourselves up for the year to come.

[h2]Reflections[/h2]

Looking back to our Early Access Launch back in March, it goes without saying we had a somewhat spicy release. While the first few weeks had us quite busy stabilizing and fixing the immediate issues that come with launching any game, the first few hours were some of the wildest. Some may say a little hubris came from our pre-release demo being a little too stable... With the confidence gained we thought it would be very smart to make a few last-minute updates to a couple of core systems, which created major game-breaking issues with both the Research and Exploration (pure horror). Fortunately and unfortunately, we were blessed by a very generous and patient GiantWaffle encountering both of these issues on stream, which needless to say was a real humbling moment! While it made identifying the issues and pushing fixes extremely quick, you do sadly as they say 'only get to make one first impression', and we still think about that a lot as we continue AutoForge's development.



Moving forward and not keen to repeat such a fumble, both our Major Updates Strange Encounters and The Stargazer this year thankfully landed a lot more smoothly; the latter bringing Localization to a dozen new languages (that's a lot of first impressions). With AutoForge being such a big game and us being such a small team, we truly could not have done it without you all and we're so appreciative of everybody who has helped us. This requires an extra special shout out to our amazing Discord Mod Team: Grizzle, Fletcher, tsselle and Scarlett, who kept the wheels on for us during our chaotic launch and continue go above and beyond every day to help out players both on the server and here on Steam too. Thank you, y'all truly keep this factory running.

When we talk about AutoForge's continued stability through all the updates, patches and hotfixes following Early Access Launch, it is indebted to the incredible commitment and attention to detail our players have brought. The Beta and Experimental Participants have been the Vanguard in making sure the game continues to behave, and everyone else who has submitted a bug report or feedback or taken the time to leave a review has been just as invaluable. From the bottom of our blue, glowy Mana Cores - Thank You All.

[h2]Refreshments[/h2]

Jasson has unfortunately spent the last few months dealing with some persistent illness but is thankfully finally feeling better (it goes without saying but please take care of yourselves out there this season, in whatever ways you can). While he promises he has been resting, he has still been working hard on implementing the new features for 0.5 - Special Delivery and we're happy to say that the systems for the new Phase Transportation (and it's very finicky UI) are fully implemented. It took a little extra work to solve, since it goes against the way the established systems like fluids behave but we're really excited to have built this in a way that doesn't exclude any resources.



As a sequel to last month, we have another sneaky peak at Phase Transportation, this time with what to expect with the Phase Station UI. As you might have gathered already, this is our most complicated machine to date - requiring a huge amount of both functionality and control. We didn't want this complexity to be a burden on the player though and have worked hard to ensure that interactivity and readability are as straight-forward as possible, whilst also adding some new interactive UI elements you can expect to pop up elsewhere! See if you can guess what they might do!

[h2]Resolutions[/h2]

Early Access is a really tricky needle to thread - it comes with both the expectation of an already substantial and polished experience, whilst also being something that is shape-able and scale-able to grow with it's players. While tricky at times, we know this has really been the best thing for AutoForge's development and are very much looking forward to seeing the game continue to evolve thanks to your invaluable, ongoing support. With all that said, we're very excited to bring many new updates to AutoForge in 2025, so let's get cranking!

With Special Delivery on the horizon, maybe it's a good time to remind ourselves what's coming on that Roadmap...

[h3]Steam Winter Sale[/h3]

In case you missed it (which let's be honest: you didn't), the Steam Holiday Sale is well underway but there are still a few days left to pick up AutoForge at a cool 20% off.



[h3]Happy New Year[/h3]

All that's left to say is a Happy New Year and toast to you, our wonderful Community, for helping us continue to build this lil' game. It's a blessing that we count every day.

AutoForge Team

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

Patch notes for 0.4.5

Many issues resolved with this patch. Thank you everyone for your help and patience as I worked on getting this out.

One of the issues I looked into but have not fully resolved is where the audio becomes distorted and eventually cuts out. If this happens to you and you have any information on how this is happening then please share here, in the steam forums or on our Discord.

[h2]Changes[/h2]
  • Resolved crash caused by turret getting into a bad state and then attempting to fire an invalid bullet type
  • Resolved issue where bypass would stop functioning after having items dispensed directly into it (existing bypasses that are broken will need to be replaced and then will work properly)
  • Resolved critical issue with Monster Husbandry nutritions not outputting the correct loot
  • Resolved issue with AutoForge not closing properly after audio has bugged out (audio issue likely still persists - upgraded our FMOD library in attempts to fix it)
  • Resolved issue with items being transferred into the player's trash if their inventory was full
  • Resolved issue of craft queue layout becoming jumbled when increasing UI scaling
  • Resolved issue with craft queue not showing tooltip on hover
  • Resolved issue with placeholder text not being localized after text has been added to an edit label such as when entering a world name
  • Fixed localization issue with roots name
  • Added missing Structural Essence requirement for Mana Elementalization technology
  • Improved interactions with current end game story item

AutoForge is Terraria mixed with Factorio, devs plan Steam Deck and controller support soon

Blending the mining and side-scrolling from Terraria, with the building and automation from Factorio — AutoForge looks interesting. Maybe this will scratch an itch you didn't know you had.

Read the full article here: https://www.gamingonlinux.com/2024/10/autoforge-is-terraria-mixed-with-factorio-devs-plan-steam-deck-and-controller-support-soon

Patch notes for v0.4.4

Another small patch which fixes a few crashes we've seen reported. The good news is that the game is getting to be quite stable now with very few crashes.

That being said, I have heard of some players running into issues with the game misbehaving until it is restarted. If you run into this then please report the issue and include your logs. Issues like this are very difficult to track down and resolve without help from players. We greatly appreciate it!

[h2]Changes[/h2]
  • Resolved a crash caused by the player being able to go out of world bounds at the top of the world
  • Resolved crash that could occur when attempting to paste text into an input that would not fit
  • Resolved crash that could occur when quitting to main menu
  • Resolved issue with skymines hitting monsters outside of its range