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Incremental Factory News

Version v08 Beta - Patchnotes 26.2.15

[h3]Bug Fixes:[/h3]
  • [p]Fixes a savegame loading bug[/p]
  • [p]Improves hub connection resource selector 'More' candidates.[/p]
[h3]QoL Feature:[/h3]
  • [p]Adds color-coded production rate stats in the sidebar.[/p]
[p][/p][h3][/h3]

Version v08 Beta - Hotfix (26.2.14)

[p]- Added a loading screen escape hatch: if the game gets stuck while auto-loading (e.g. “initializing excavation”), you can now press Back to Home and then Continue/Load manually.[/p][p]- Added Large Node Parcels setting (bigger node visuals; handles still appear on hover).[/p][p]- Fixed production hubs sharing camera state: each hub now remembers its own camera position and zoom, including across leaving the view and reloads.[/p][p]- Fixed research UI progress/hover bars showing incorrect remaining cost/progress (no more incorrect 0%/100% display).[/p][p]- Fixed combat zone unlock bug when switching zones mid-fight: fights now resolve/unlock the correct zone and don’t leave zones stuck in combat state.[/p]

Beta 0.8 - The World Update

[p]
For a long time, Incremental Factory existed in abstract space. Parcels connected to parcels, resources flowed instantly from A to B. It was elegant — the whole game lived in one clean loop.

And for a while, that elegance was enough. There's something beautiful about a system that clean. But we could feel the ceiling. Not a content ceiling — a complexity ceiling. The game had one dimension of challenge, and once you understood it, every new production line was a variation of something you'd already solved. We could have polished what we had and called it a day — but that would have meant saying no to everything we could feel this game wanting to become.

So we gave Incremental Factory a world.[/p][p][/p][p][/p][p]The v0.8 beta is available now on the Steam experimental branch:[/p][p]Steam Library → Incremental Factory → Properties → Betas → select "v08-beta" [/p]
A Hex-Based World
[p]The map introduces something the game never had before: where.

Expanding your territory means access to more base resources — but those resources need to get to where they're processed. That's where hubs come in. Each hex can hold a hub, and each hub type serves a different role:
[/p]
  • [p]Extraction Hubs — where raw resources come from[/p]
  • [p]Production Hubs — the factory building you know and love, now embedded in a larger world[/p]
  • [p]Warehouse Hubs — where construction resources go[/p]
  • [p]Research Hubs — where science goes[/p]
  • [p]Outposts — where military supplies go[/p]
[p]Think of hubs as the world-map equivalent of parcels. How you arrange them, how you connect them, which ones you build where — that's an entirely new layer of decisions that didn't exist before. [/p][p][/p][p][/p]
Ships & Logistics Networks
[p]With geography comes distance. With distance comes a logistics problem worth solving.

Build ports on coastlines, commission ships, and set up shipping routes between islands. Ships show their cargo state at a glance — reactive fill bars so you can see at any moment whether they're loaded, empty, or in transit.

Connected clusters of hubs now form Logistic Networks, sharing construction resources across the network. As your factory sprawls across the map, managing these networks becomes a game within the game.

We've done a lot of iterations on the ship system and its UI, and it's in a good place for the beta. More iterations to come to get it from good to great — but one step at a time.

[/p]
Military & Expansion
[p]The world isn't empty. Enemy bases occupy hexes. Spend resources on military, clear them out, and unlock new territory. New islands, new resource deposits, new space to build.

The open map changes the pacing in a way we really like: when you hit a wall in one direction, there's always somewhere else to push. Another island to reach. Another hex to claim. Another deposit to connect back to your network.

[/p]
Finding Your Way
[p]v0.8 changes a lot. While we had tutorials before, this is the first proper guidance system — instead of requiring you to read walls of text, it guides your actions right where they happen. New players get walked through the early game step by step. Returning players get help bridging the gap between what the game was and what it's becoming.[/p][p] [/p]
The Ongoing War on Friction
[p]This one is less a feature list and more a design philosophy we keep pushing further with every update: find the trivial clicks, eliminate them, and make factory building as seamless and flowy as possible.

Some examples from this update:
[/p]
  • [p]Create parcels directly on existing edges — no menu diving required[/p]
  • [p]Alt-click to stamp out entire production clusters in one action[/p]
  • [p]The Alt key has quietly become a Swiss army knife — bulk operations, quick-build, smart defaults, all context-sensitive[/p]
  • [p]Dozens of smaller QoL touches that are individually minor but collectively change how the game feels to play[/p]
[p]We'll keep doing this. Every update, less friction. The Factory Must Flow.

\[When building a Node Parcel with Alt pressed, the system infers your intent and builds out an entire production cluster][/p][p] [/p]
Under the Hood
[p]Not everything that matters is visible.

On the surface: performance optimizations, smoother rendering, more stable saves with better error handling.

Beneath the surface: significant refactoring, improved test coverage, architectural cleanup. The kind of work that doesn't make for exciting GIFs but makes everything else possible going forward. We've been investing in the foundation so we can build faster on top of it.

None of this happens without the people who play, test, and push this game forward with us. Every bug report, every design suggestion, every hour spent testing — that's what shapes where this goes. This has always been a collaborative build, and it always will be.
[/p]
Try It
[p]Steam Library → Incremental Factory → Properties → Betas → select "test"

This is a beta. Things will break. That's the point — your feedback directly shapes what we work on next.

Feedback & Community: Discord

We gave the game a world. Now we get to fill it. We're strapped in for the long run — there's a lot of potential underneath, and we're just getting started.

The Factory Must Grow.
[/p]

Hotfix: v0.7.53.1

Due to a bug it was possible to build Military Units without having the required resources.
This fixes this.

Happy Building everyone ✌️

Update 0.7.53 - Quality of Life, Fixes and Rounded Edges

Following our Megafactory Update (0.7.50), we're proud to present Update 0.7.53 with significant quality of life improvements, visual enhancements, and gameplay features to make your factory building experience even better!

[h2]Visual Improvements[/h2]
  • Less harsh light mode for improved visual comfort
  • Added UI scaling slider to settings menu - adjust to your preference!
  • Added option to toggle visual gradient on/off (affects performance on huge bases)
  • Improved resource icons display at higher LOD levels
  • Centered resource icons at higher LOD
  • Refreshed color scheme with rounded edges for nodes

[h2]User Interface Enhancements[/h2]
  • Added hotkey modal with list of all available hotkeys (in settings)
  • Added click-togglable resource per minute/per tick rate display
  • Enhanced nuclear value display with improved tooltips
  • Added text displaying base parcel throughput when hovering over parcels
  • Multiple new guides to better orient new players
  • New and improved research view!

[h2]New Hotkeys[/h2]
  • M - Toggle background grid with guide
  • T/Y - Control z-index for parcels
  • H - Force drones to prioritize selected parcels
  • G - Disable/enable parcels (useful for low power situations)
  • Ctrl+P - Take a full base screenshot (8k resolution)
  • Shift+Click - Disables edge interaction
  • Ctrl+Shift - Precision select (add to current selection)

[h2]Factory Improvements[/h2]
  • Parcel deletion now refunds building costs
  • Resource efficiencies from excavators and beacons now reduce consumption of mined resources
  • Speed beacons properly deduct resources and throttle input demand by boosted output
  • General improvements to edge & node drag speed for large selections
  • Added scheduler - nodes will be placed when CPU/GPU has resources in micro batches
  • Restored functionality to FOV slider with improved performance
  • Added masking to mapController to limit GPU load
  • Slightly improved map load times
  • More caching for better performance when power is at 100% and parcels I/O is fully utilized

[h2]Military System[/h2]
  • Fixed issue with military research not applying until reload
  • Resolved military selection hierarchy not deselecting floors
  • Military hotkey menu resets when navigating to prevent accidental deletes
  • Wall & floor footprint size now adjusts with icon or R/T (up to max 25 tile footprint)
  • Slight boost to damage multipliers for player
  • Units that 'disappear' from bad collisions are now properly stashed

[h2]Bug Fixes[/h2]
  • Fixed coal energy visual bug
  • Fixed excavator placement in military mode
  • Fixed temporary edge issues when performing multi-edge operations
  • Improved alt-drag guide to clear when multi alt-drag is complete
  • Various other bug fixes and performance improvements

[h2]Economy Adjustments[/h2]
  • Players reported that they never felt they were really „taking off", there we significantly reduced the cost scaling of parcels

[h2]Touch Support[/h2]
  • Added pinch-to-zoom feature for touchscreens & MacBook users


The Factory Must Grow! 🏭