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Year 2 - Roadmap, Priorities, and more!

Hello everyone!

I hope you are all enjoying v0.2 and everything new it has to offer. Well there's certainly some rough edges with the patch, I think it's still been a major success and is setting us up nicely for the next year of development, which is going to be a lot more action packed then Year 1!

Speaking of, this post is aimed at covering what we accomplished in Year 1, what the immediate priorities are moving into Year 2, and how the rest of this year is shaping up. So let's get into it!



[h2]Year 1 | A slow, but very important start[/h2]

The first year of development has been quite slow, with only 2 major updates during this time...

[h3]v0.1.4 (Power Rework)[/h3]
The first major update was back in December, which was v0.1.4 (Power Rework) and was aimed at remedying some of the initial feedback from launch.

Main Features:
  • Complete refactor of the power and heat system.
  • New generator mechanics, making them require resources to produce power.
  • Removed collection mode and collector drones from the game
  • Multiple hotbars, and the ability to quick scroll through them using left-control.
  • Refactored gamemode handling to run everything through a central main scene.
  • New backend stat system for handling entity stats
  • Multiple refactors and updates to many of the manager scripts
Read more:
https://steamcommunity.com/games/2082350/announcements/detail/3870345047346075562

This update was received relatively well, but also received some very fair criticisms which mainly revolved around the continued state of inconsistent stability and poor performance. These have since both been improved in v0.2, but clearly with still a lot more work to be done.

[h3]v0.2.0 (The Big One)[/h3]
The second major update was just released last week at the tail end of Year 1, which was the long-awaited v0.2. This is, and likely always will be the single most important update to the game from a foundational standpoint, laying the ground work for what will come next in Year 2 and beyond.

Main Features:
  • Multiplayer, join forces with friends on a shared world with up to 10 other players.
  • New region, Phantom Plains, with an entirely new tech tree.
  • Control schemes. with dedicated control modes. Supports click to drag camera movement.
  • Strategic outpost mechanics, including internal simulations for each outpost.
  • Variety of new resources with more complex recipes, requiring efficient drone networks.
  • New settings menu, with many more settings to tweak the game to your liking.
  • 50+ new stat modifiers to adjust, and a few new modifier presets to try and tackle.
  • Drone route connection previewing, showing the specific route a drone will take.
  • Predictive aiming for turrets, letting them lead shots to be far more accurate on moving targets.
  • Defenses that require ammunition in order to fire. Used on stronger defenses.
  • Resource x-ray utility, allowing you to see the resources stored in each building at a glance.
Foundational Work:
  • New database & library system, replacing the old clunky library system. Whilst the old library system had it's benefits, it was very prone to errors and very inefficient.
  • Component refactor; a complete overhaul to how entity logic is defined and applied. Will speed up the development of new content exponentially, and offer extensive modding support in the future.
  • Vastly improved entity simulation, with the removal of the dynamic update rate in place of much more aggressive logic culling on certain entities. Reduces the active entity count substantially.
  • New metadata system, which can capture entity metadata globally or locally. This will be useful when producing entity clusters (i.e. outposts) and be used heavily in the copy + paste utility.
  • Update save system with better save-state capturing, storing entity conditions which were not previously stored in the old system (i.e. drone positions & action state)
  • New sound system, creating more localized sound instances & interactivity by utilizing a simulated 3D environment based on spatial blending.
  • Model animation system, for defining animation groups which can be interacted with from each entities script. Currently used by turrets, and will be expanded on in upcoming versions.
Read more:
https://store.steampowered.com/news/app/2082350/view/4355629296426465953

While it's still a bit too early to tell, the reception to this update seems positive, with the main concern still being on the continued poor stability in game. This is something that I am well aware of on my end, and will be my main focus leading into Year 2. Speaking of concerns, let's discuss refund data!



[h2]Learning from reviews & refunds[/h2]

Below I have compiled a ranked list of the most frequent feedback & complaints in reviews and refunds, including some notes from myself on what steps I'll be taking to remedy them...

1. Bugs and Technical Issues
  • Prioritize bug fixing, especially ones introduced in v0.2 relating to multiplayer
  • Optimize rendering performance and reduce draw-calls
  • Reduce load times when getting into a world
  • Continue to iterate on general gameplay stability
2. Complicated Gameplay / Steep Learning Curve
  • Streamline core mechanics and introduce them more gradually
  • Add more context & information to the game (i.e. resource info)
  • Redo the tutorial system, as many people find the current one frustrating
3. Unmet Expectations
  • Clarify game description and marketing materials to illustrate differences from Classic
  • Do a better job highlighting unique features that differentiate it from similar games
4. Lack of Content / Early Access State
  • Communicate more clearly the current state of early access and what the planned features are
  • Regularly update the game, instead of having these huge gaps between updates
5. Missing Multiplayer
  • Done!
6. Repetitive or Boring Gameplay
  • Introduce more variety in gameplay element, especially when it comes to logistics.
  • Consider adding challenges or more bite-sized objectives to maintain engagement
7. Lack of Guidance
  • Clearly define goal posts for the player to work towards
  • Add more tooltips and general information to the game to help aid newer players
8. Visual Issues
  • Offer more color palette options or a colorblind mode
  • Do additional research on more accessibility options for the game
9. Control Scheme
  • Continue to iterate on the control scheme for the game, making it more user-friendly
  • Add more ways to customize the control scheme to the players liking
10. Balance and Difficulty Issues
  • Fine-tune game balance, especially when it comes to heat vs. power scaling
  • Implement more difficulty settings that can help players adjust the game to their liking


To me this indicates three main points of interest to improve upon immediately going into Year 2, which are Stability, Guidance, and Balance. That's why for the next few weeks I will be fully dedicated to fixing bugs, iterating on game balance, adding more contextual information, and redoing the tutorial.

I'll have more details to follow on this soon, but that leads us into the main point of this post...



[h2]Year 2 | What's the plan?[/h2]

Right now I am still laying out the general roadmap for this year, which includes what I want to achieve by the end of this year (that being, this time next year) and where I hope we will be.

[h3]What do you want to see first?[/h3]

However, It's important that I involve you, the community, in this decision. You guys are the ones that play the game, and that means I want to deliver the content & features you're most interested in. As such, below I've linked a poll which you can vote on for what you want to see first.

Poll: https://strawpoll.com/7rnzVmKMdnO




For those that wish to view this list here before voting, or simply not vote, these features are...

  • Modular Gunships: Design, deploy, and direct your own fleet of hand-crafted gunships.
  • Cargo Freighters: Adding new types of long-range transportation methods to the mix.
  • Building Animations: Creating animations that will make your base feel more alive.
  • Decorations & Colors: More decoration blocks and the color-brush utility tool.
  • Logistics V2: An overhaul of the logistics system, with more tools & unique challenges.
  • Enemies V2: Improving the enemy AI logic and implementing enemy outpost construction.
  • Frigid Fields: The next region, which brings temperature management & obstacles.
  • Phantom Plains V2: Updating the plains region with more content & FOW-based challenges.
  • World Gen V3: The worlds are still missing little details that will make exploration more rewarding, and I believe one more iteration on this system will remedy that.
  • Upgrade System: Adding the ability to upgrade buildings & defenses with different modules.
  • Turret Labs: The new challenge-based game mode, something different from adventure.
  • Cosmetics / Skins: New unlockable drip for your buildings and units.

This list is by no means inclusive of everything I want to achieve this year, but this is the general outline I will be following for delivering new content & features. I believe these will all drastically enhance the overall gameplay experience, and build on the foundational work done in Year 1.

Note: The goal is to deliver ALL of these features, the poll is meant for you to choose which features are more important to you and that you'd like to see first!



[h3]So what's next?[/h3]

The immediate priority is bug fixing. In order for these features to hit and be enjoyed upon their arrival, the game needs to, well... function. So over the next few weeks you can expect continuous patches and hotfixes to a lot of the current stability issues on live, as well as balance changes & additional UI info.

If anyone would like to discuss any of these planned features further, please don't hesitate to reach out to me below or on our Discord, Like always, I try to read every message, even if I don't respond!

Discord: https://discord.gg/vectorio


Thanks for reading, and I hope you have a lovely rest of your summer :)

~ Ben

Update v0.2.3f | Available on Live

Hello everyone

Hotfix v0.2.3f has been deployed to the live environment! While this patch has been tested, further testing is required to ensure the issues fixed in this build do not reappear.

Questions? Comments? Concerns?
Let me know below or on our Discord server: https://discord.gg/vectorio


  • Fixed builder drones occasionally freezing up and requiring a reload
  • Fixed another small edge case where cargo drones could freeze up
  • Separated drone-type update cycles so that each run independently of one another

Update v0.2 | Available now

The time has come!

The major v0.2 update is now available on live for all platforms. It has taken a tremendous amount of effort to get here, and while there's still a long ways to go this has been and will always be one of the biggest and most important steps for the game as a whole!

Watch the trailer:
[previewyoutube][/previewyoutube]

This update is simply too large to try and cover all the changes, but here's a breakdown of the footnotes with the most notable changes and new additions...

[h3]Gameplay Enhancements (new to live release):[/h3]
A list of some of the gameplay enhancements coming in this update. These are changes or additions to the game you'll notice and interact with directly. (the below list is new to the live release)

  • New region, Phantom Plains, with an entirely new tech tree. Challenge of this region mainly revolves around scanning, as there's a thick haze covering the region making the enemies in it hidden.
  • Decoration tiles that can help you spice up your base and add a level of uniqueness to it.
  • New strategic outpost mechanics, including internal simulations for each outpost. (for example, attacking the resource supply chain to it's generator array will shut the outpost offline)
  • Variety of new resources with more complex recipes, requiring efficient drone networks.
  • New miscellaneous buildings to help with designing your base, such as beacons.
  • A plethora of balance changes across the board, altering pretty much all building stats and costs.
  • New settings menu, with many more settings to tweak the game to your liking.
  • 50+ new stat modifiers to adjust, and a few new modifier presets to try and tackle.
  • New route designer, with built-in filter settings and route previewing utility.


[h3]Gameplay Enhancements (previously mentioned):[/h3]
A list of some of the gameplay enhancements coming in this update. These are changes or additions to the game you'll notice and interact with directly. (the below list has been mentioned previously)

  • Multiplayer, join forces with friends on a shared world with up to 10 other players.
  • New control scheme with dedicated control modes. Supports click to drag camera movement.
  • Improved drone logic, with better conditional checks and far more logical decision making.
  • Drone route connection previewing, showing the specific route a drone will take.
  • Redesigns on most of the UI, for better clarity & more intuitive navigation.
  • Predictive aiming for turrets, letting them lead shots to be far more accurate on moving targets.
  • Refactor of the resource storage & management system, removing resource restrictions in place of a locally shared repositories, as well as removing resource tier restrictions.
  • New defenses that require ammunition in order to fire. Used on stronger defenses.
  • Numerous shader improvements that will help overall clarity, notably on regional boosters.
  • Variety of new sound effects to give your base more life (i.e. drone ports opening & closing)
  • New resource x-ray utility, allowing you to see the resources stored in each building at a glance.
  • And a variety of other smaller improvements, too many to list!


[h3]Technical Enhancements:[/h3]
A list of all the technical enhancements to the back end of the game. These won't be directly visible, but will be felt through general performance improvements and a far better development stream.

  • New database & library system, replacing the old clunky library system. Whilst the old library system had it's benefits, it was very prone to errors and very inefficient.
  • Component refactor; a complete overhaul to how entity logic is defined and applied. Will speed up the development of new content exponentially, and offer extensive modding support in the future.
  • Vastly improved entity simulation, with the removal of the dynamic update rate in place of much more aggressive logic culling on certain entities. Reduces the active entity count substantially.
  • New metadata system, which can capture entity metadata globally or locally. This will be useful when producing entity clusters (i.e. outposts) and be used heavily in the copy + paste utility.
  • Update save system with better save-state capturing, storing entity conditions which were not previously stored in the old system (i.e. drone positions & action state)
  • New sound system, creating more localized sound instances & interactivity by utilizing a simulated 3D environment based on spatial blending.
  • New model animation system, for defining animation groups which can be interacted with from each entities script. Currently used by turrets, and will be expanded on in upcoming versions.
  • Pretty much all reported bugs on the v0.1 branch have been fixed, either by addressing them directly or fixing them indirectly through other technical improvements.
  • Upgraded engine from 2021 LTS to 2022 LTS. This was mainly done as Unity has dropped support for 2021 LTS, and I plan to continue supporting Vectorio well into the future, even after full release.


Thank you to everyone who has been patient during this time, letting me do this right and make the changes to core foundation of the game that are needed to support all future content. I know this has been a long wait, but moving forward you can expect updates on a more regular basis.

Finally, while this update has added, changed, and fixed a lot, I know there are still issues lingering from the transition to 0.2. I am working through these as quick as possible.

As per usual, if you want to get in touch the best place to do so is our Discord server. I respond to pretty much all messages and constantly review the bug reports / suggestions feedback channels. I do my best to keep up with Steam discussions, but Discord is still the best place to communicate with me.

Discord: https://discord.gg/Vectorio


Hope you enjoy the update!

~ Ben

v0.2 Release Date

Hello everyone!

I hope you are all doing well heading into the summer season :)

Over the past few weeks since the multiplayer test, I have been gearing the update up for the live release coming in July. This includes applying the various tech improvements to the actual game now that we've been able to fully test them, and prepping the content portion of this update.

Now with most of that prep work done, I'm able to announce the release date for this update. It will be released on July 26th, alongside the Steam Tower Defense festival.

Thank you to everyone who has waited patiently these last 6 months and allowed me to make this update properly. It is pretty much an entire overhaul of the game now, with a plethora of improvements and new content additions across the board, all building on the amazing feedback you've provided.

Below is a list that outlines what is making it into this update. While this is not at all an exhaustive list, it should hopefully paint a picture of just how big this update truly is...

[h3]Gameplay Enhancements (new to live release):[/h3]
A list of some of the gameplay enhancements coming in this update. These are changes or additions to the game you'll notice and interact with directly. (the below list is new to the live release)

  • New region, Phantom Plains, with an entirely new tech tree. Challenge of this region mainly revolves around scanning, as there's a thick haze covering the region making the enemies in it hidden.
  • Steam achievements, with cosmetic unlocks tied to them in-game. (see below)
  • Decoration tiles and a new color brush utility, letting you add more personality to your base.
  • New strategic outpost mechanics, including internal simulations for each outpost. (for example, attacking the resource supply chain to it's generator array will shut the outpost offline)
  • New offensive gunship units to aid in attacking outposts. Can be commanded or controlled.
  • New logistical units to aid in long-range high-throughput resource distribution.
  • Variety of new resources with more interesting logistical challenges associated with them.
  • New unique defense mechanics, including turrets that can stun, push, and even convert enemies.
  • New miscellaneous buildings to help with designing your base, such as beacons and signs.
  • A plethora of balance changes across the board, altering pretty much all building stats and costs.
  • New settings menu, with many more settings to tweak the game to your liking.


[h3]Gameplay Enhancements (previously mentioned):[/h3]
A list of some of the gameplay enhancements coming in this update. These are changes or additions to the game you'll notice and interact with directly. (the below list has been mentioned previously)

  • Multiplayer, join forces with friends on a shared world with up to 10 other players.
  • New control scheme with dedicated control modes. Supports click to drag camera movement.
  • Improved drone logic, with better conditional checks and far more logical decision making.
  • Drone route connection previewing, showing the specific route a drone will take.
  • Redesigns on most of the UI, for better clarity & more intuitive navigation.
  • Predictive aiming for turrets, letting them lead shots to be far more accurate on moving targets.
  • Refactor of the resource storage & management system, removing resource restrictions in place of a locally shared repositories, as well as removing resource tier restrictions.
  • New defenses that require ammunition in order to fire. Used on stronger defenses.
  • Numerous shader improvements that will help overall clarity, notably on regional boosters.
  • Variety of new sound effects to give your base more life (i.e. drone ports opening & closing)
  • New resource x-ray utility, allowing you to see the resources stored in each building at a glance.
  • And a variety of other smaller improvements, too many to list!


[h3]Technical Enhancements:[/h3]
A list of all the technical enhancements to the back end of the game. These won't be directly visible, but will be felt through general performance improvements and a far better development stream.

  • New database & library system, replacing the old clunky library system. Whilst the old library system had it's benefits, it was very prone to errors and very inefficient.
  • Component refactor; a complete overhaul to how entity logic is defined and applied. Will speed up the development of new content exponentially, and offer extensive modding support in the future.
  • Vastly improved entity simulation, with the removal of the dynamic update rate in place of much more aggressive logic culling on certain entities. Reduces the active entity count substantially.
  • New metadata system, which can capture entity metadata globally or locally. This will be useful when producing entity clusters (i.e. outposts) and be used heavily in the copy + paste utility.
  • Update save system with better save-state capturing, storing entity conditions which were not previously stored in the old system (i.e. drone positions & action state)
  • New sound system, creating more localized sound instances & interactivity by utilizing a simulated 3D environment based on spatial blending.
  • New model animation system, for defining animation groups which can be interacted with from each entities script. Currently used by turrets, and will be expanded on in upcoming versions.
  • Pretty much all reported bugs on the v0.1 branch have been fixed, either by addressing them directly or fixing them indirectly through other technical improvements.
  • Upgraded engine from 2021 LTS to 2022 LTS. This was mainly done as Unity has dropped support for 2021 LTS, and I plan to continue supporting Vectorio well into the future, even after full release.


If you have any questions or concerns, please do let me know. Once this update is out, further updates will come out at a much more reasonable pace now that most of the tech debt behind the game has been paid off. It took much longer than anticipated, but I firmly believe will pay off in the long run.

I'm super excited to see everyone get their hands on this update, it's truly a beast in of itself and has turned Vectorio into something much bigger then I think anyone originally expected!

~ Ben

P.S. You can grab Vectorio for 20% off right now during the Summer Sale!

https://store.steampowered.com/app/2082350/Vectorio/

Update v0.2.1e | Available on Experimental!

Hello again!

A new experimental patch is now available for testing! You can access it on the experimental branch by following the instructions below if you wish to get access to the changes and fixes now.

[h3]How to opt into experimental:[/h3]
  1. Locate Vectorio in your Steam library
  2. Right click and go to "properties"
  3. Find the "betas" branch
  4. Using the dropdown, select "Experimental"

[h3]Experimental Info:[/h3]
  • Testing Cycle: ~2 weeks
  • Experimental Saves: Enabled
  • Backwards Compatible: No
  • Update Type: Experimental Patch
  • Contains Spoilers: Yes


[h2]Patch Notes[/h2]

The following is a list of changes pushed to the experimental branch. While changes are usually tested beforehand, please note that some may require further testing to validate.

[h3]Bug Fixes:[/h3]
  • Fixed instances where cargo drones would stop deploying after their output containers were full.
  • Fixed input actions being executed when the cursor was over UI elements.
  • Fixed units continuously circling a previously destroyed target.
  • Fixed range not showing on equipped buildings, such as turrets and reclaimers.
  • Fixed pipette data not applying in multiplayer sessions.
  • Fixed ports sometimes spawning without a drone, making it so you couldn't edit the port. This was due to a rate limit on entity creations, which has been changed to support sub-entity creation.

[h3]Other Changes:[/h3]
  • Temporarily repurposed speed up / speed down to research button. This will be changed to a blueprint tool in the future. (speed up / speed down will not come back due to other considerations)