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Factory Town Idle News

Spinoff of cute little Factory Town turns it into a sprawling spreadsheet exercise




The industrially-inspired town building game Factory Town has a spinoff as of this week, packing the entire experience of building up and expanding an oddly factory-like society into a series of oddly spreadsheet-like screens. All of which depict the details of an oddly factory-like society. I think you get my drift...
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Patch Notes 1.0.1

[h2]Improvements:[/h2]
  • Added Italian language localization
  • Changed ‘Scroll Up’ and ‘Scroll Down’ hotkeys from Q and E to A and Z, to prevent overlaps with existing menu hotkeys. In addition, the keys can be held down to scroll repeatedly. (Page Up and Page Down are also mapped to this function.)


[h2]Balance Changes:[/h2]
  • Resources are no longer added when their capacity expands, as it was possible to exploit by adding/removing associated perks
  • Removed slightly confusing quest requirements for higher levels of “Research Speed” upgrade. They were intended to prevent displaying these levels before the type of coin used to purchases these levels was available. But they were not formatted well and didn’t serve much purpose. Now all levels of this upgrade cost Yellow Coins and have no additional requirements besides completing certain amounts of research globally.


[h2]Bug Fixes:[/h2]
  • Was possible to minimize the main Markets or Trading header, causing all rows to disappear without an obvious way to make them visible again
  • Game will respond to launch arg “-windowed” to launch in window mode instead of exclusive fullscreen (to fix issues where game would not display properly in exclusive fullscreen, causing in-game windowed mode option to be inaccessible)
  • Also added “-fullscreen” launch arg that sets to exclusive fullscreen
  • Added logic to help prevent ‘One Week’ and ‘One Month’ achievements from triggering early
  • Was able to click on locked Biome modifier icons to see the locked info
  • Water Wheel research was required on all recipes that use power, even though power can now be traded between towns. This was causing an odd situation where the Machine Shop or Mana Transmitter could be unlocked but no recipes were visible for them.
  • Changing towns (with ctrl+left or right arrow keys) while the Town Perks menu was open would not update that menu’s displayed town
  • Was able to exceed building limits (e.g. for biome-specific buildings that are capped based on town level) using the build-multiple commands

Factory Town Idle 1.0 Launch!

Hi again, I'm happy to announce that Factory Town Idle has graduated from Early Access and is now available as as full 1.0 release!

A huge thanks to all the players who participated in the early Playtest and Early Access versions, and in particular those that offered all the extremely valuable feedback & bug reports. I literally could not have gotten the game to this state without you!

If you don't already have the game, it now has a 30% launch discount and is part of Steam's Economy and Capitalism Fest that just started.

I have more updates planned post-launch, so keep those suggestions coming. Cheers!

Erik

Patch Notes 1.0.0

[h2]Misc Improvements[/h2]
  • More details provided in Market Fulfillment tooltip, specifically including descriptive rows for things that modify oversupply rates
  • Low market supply does not use sad face icons, to avoid implying a penalty


[h2]Balance Changes[/h2]
  • Markets can be oversupplied even from the start of the game (by 100%)
  • Lowerered Stone Mason research time
  • Lowered baseline demand for Wood, Stone, Stone Brick, and Plank
  • Further decreased effect of Land on resource regeneration rates (was too high and making Cultivation and Prospecting useless in early game)


[h2]Bug Fixes[/h2]
  • Goods Consumption Boost upgrades were being applied to the baseline demand for an item, instead of just affecting oversupply
  • Player could specify a production limit for Market recipes that exceeded the max demand for that item
  • Cultivation production auto-assign could enter a cycle where it would be added and removed repeatedly
  • Water Spring was showing up twice in tooltip for Well
  • Hotfix 1.0.0a: Fixed low land amounts having negative impact on resource regeneration rates

Patch Notes 1.98

[h2]Balance Changes[/h2]
  • Advanced levels of Research Speed upgrade, that require red, blue, and purple coins, now require that coin’s respective unlock quest to be completed first
  • Stone Mason is now available in initial research set, and Quarry research is dependent on Stone Mason, instead of vice versa. This is because Stone Bricks are needed very quickly but the Quarry is not
  • Reduced the multiplier that Land has on resource regeneration from .5x per land to .1x per land. Increased baseline resource regen rate for all resources (resource regen was scaling too fast)
  • Increased baseline harvest speed of Harvester Hut Wood from .25/sec to .4 / sec (Was difficult for early towns to keep up with increased market demand for wood)


[h2]Misc Improvements[/h2]
  • Changed many icons & background images
  • If tutorial was instructing player to build a General Store, but no Workers were available, the tutorial pointer finger will point to the House instead of the General Store
  • Tutorial pointer finger will point to the Town Perks and/or the Global Perks buttons if the player has available perks to purchase and has not yet opened the panels
  • More detailed tooltips will be shown when hovering over production contribution details
  • Labels in production tooltip details will more specifically show the producing or consuming building, not just the panel (e.g. “Forester” instead of “Cultivation”)


[h2]Bug Fixes[/h2]
  • Auto-assign production capacity on Cultivation and Prospecting recipes would ignore natural resource regen, resulting in excess amounts of production capacity assigned
  • Desert Well penalty was not being applied
  • Descriptions were missing for Steam Pipe, Power Line, Mana Pipe, Magma Pipe, and Omni Pipe speed upgrades