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Incremental Factory News

Version 0.8 - Preview & Playtest!

I love automation games.

I remember when I first picked up Factorio and looked at my base after 50 hours—this beautiful sprawling mess of belts, inserters, and smoke-belching assemblers. It felt alive, like a biological system pulsing with resources… or a computer chip humming with electrons, balancing bandwidth and throughput. That emergent complexity is magic.

Incremental Factory was born as a weekend experiment, trying to replicate that emergent complexity in the minimal shape of a text-based incremental game. While fun, dealing with logistics in that format was fundamentally annoying. Staying with that minimalism ethos, Incremental Factory went through it’s first major evolutionary transition, and we saw the dawn of graph-based network gameplay:Parcels (nodes) process resources, and connections (edges) shuttle them instantly across the map. No distance. No space. Just pure, elegant, JIT (just-in-time) logistics.

[h2]The Challenge: Breaking the JIT Cycle[/h2]

One of the most exciting challenges in any automation game is designing logistics that feel alive. Think about how trains in other games deliver resources in distinct, pulsing bursts over vast distances. That rhythmic arrival of cargo forces you to plan intricate routes, manage buffer storage, and deal with the delightful irregularities that make every factory feel like a living, breathing organism.

We thought about how we could add such a “distinct” logistic system, but nothing felt right and we quickly realized that without a notion of geography and distance, we simply could not come up with a satisfying design for such a new logistic system.

So the time had come to add the concept of space to Incremental Factory.

[h2]Hexagons are the Bestagons[/h2]

We looked into many directions, but at some point we fell in love with hexagons. We can not really put the finger down, but the moment we started playing with hexagons on a whiteboard, things just clicked into place.

So the new systems so far look something like this:

  • We have a hex based grid map
  • Hexes can have different terrain, e.g. plains, ocean or mountains.
  • Players can build several types of hubs on empty hexagons, e.g. Production Hubs, Extraction Hubs, Ports
    • Extraction hubs extract resources
    • The parcel based gameplay happens inside Production Hubs
    • Port Hubs allow Ships to load and unload resources
    • We are also experimenting with more niche / specialized hubs, e.g. we introduced an Electrolysis hub that produces O2 and the output is based on how many Water Tiles are adjacent.
  • Connect hubs via direct connections
  • Spend resources on military and defeat enemy bases to unlock new hexes
  • Create Ports next to oceans, buy ships, explore and transport resources between ports via shipping routes


The initial spark for this update was to introduce a new logistic system (which we have in its infancy: ships) but the actual outcome touches every single aspect. The game starts to feel more complex (the good kind of complex), with its open map allowing for more decision making and it feels that when I hit a wall in one direction, there always seems to be something else to do that feels meaningful.



And at least for us this feels like a step in the right direction. Personally, I got addicted to my own game again, which means something, as I have been playtesting it in every shape and form almost daily for the past two years now).

But what ultimately counts is what you, the players, think. We are strongly committed (as always, but this time especially), to work hand-in-hand with our incredible community - to make this the best update Incremental Factory has ever seen.

Join us on Discord to get access to the development version (beware, this is very early):
https://discord.gg/BGEeTKYyTh

P.S. I also recorded a 12min Preview Video walking through the early game in case this is interesting for some:
[previewyoutube][/previewyoutube]

Update 0.7.50 - The Megafactory Update

Engineers, get ready for something truly extraordinary! We've pushed every aspect of Incremental Factory to enable what you've been asking for - true megafactories. From groundbreaking performance improvements to streamlined building tools and new power systems, everything in this update is designed to help you build bigger than ever before. Remember when we celebrated reaching 2,000 parcels? Well, hold onto your hardhats, because we're about to enter a whole new dimension of factory building!

[h2]Scale & Performance: The 100k Factory Dream 📈[/h2]

We've achieved what seemed impossible just months ago: Our reference machine (MacBook Pro M2) can now handle factories with 100,000 parcels! Yes, you read that right - that's a 20x increase in scale compared to our previous update. The doors are now wide open for truly massive factories, and this is genuinely only the beginning!



This breakthrough comes from two major improvements:

  • Introducing a new LOD (Level of Detail), that groups parcels into clusters to reduce the number of draw calls significantly for large factories
  • Massive performance optimization in all interactions with the map, including adding new parcels, deletes, pastes, and drone task operations


[h2]Radically Improved Building UX 🏗️[/h2]

We've completely reimagined how you interact with the map, optimizing every interaction to align with your natural building flow. The new interface eliminates menu diving and streamlines construction so effectively that we often found ourselves happily lost in the rhythm of expanding our factory for hours. Welcome to truly fluid factory building!
(there is still a lot of work to do here, but we are very proud of the progress we made)

[h3]The New Radial Menu System[/h3]

The star of the show is our new radial menu. Here's what makes it special:

  • Lightning-fast resource and building selection
  • Minimizes mouse movement
  • Alt-click to auto-build buildings directly from the radial menu!
  • Build entire factories without ever entering the parcel menu!


Fun Fact: The radial menu is based on Fitts Law, which states that the time to acquire a target is a function of the distance to the target and the width of the target.

[h3]Predictive Handles - Because Your Factory Knows What You Need[/h3]

Simple, yet powerful: Smart, predictive handles that anticipate your next move:

  • Ghost handles appear automatically for required inputs/outputs
  • Skip the menus entirely - just drag and connect
  • The game flows with your thought process, not against it


[h3]Multi-Edge Magic[/h3]

Building and managing large factories just got a whole lot easier:

  • Select multiple nodes and create edges from all of them simultaneously
  • Move bundled edges together - just grab them where they converge
  • Delete multiple edges in one swift action
  • Perfect for large-scale factory reorganization


[h2]Nuclear Power - Powering Your Megafactories ☢️[/h2]

Bigger factories need bigger power solutions. Enter nuclear power - our most sophisticated system yet. This isn't just another energy source; it's a whole new engineering challenge:

  • Complex reactor design space with non-trivial optimization challenges
  • Multiple approaches to efficiency and safety
  • A deeper layer of strategy for powering those massive 100k+ parcel factories
  • The perfect companion to your megafactory ambitions
Nuclear Plant

This system has taught us so much about what's possible in factory games, and we can't wait to see what you'll build with it!

[h2]What's Next?[/h2]

This is a massive step forward, but we're not done yet.
There's more cooking in our development kitchen that we can't wait to share with you.
Stay tuned!

[h2]Feedback, Bug Reports & Feature Requests[/h2]

If you notice anything that needs attention, hop onto our Discord

The Factory Must Grow! 🏭

Experimental 0.7.50 Release - 100k Parcels 📈

We are so excited to share this update with you.
It's still experimental but it turned out way better than we expected.
After the 0.7 release we sat down and thought what the direciton of this game should be.
Why waste time on words if a video speaks more than a thousand.
(Actually, multiple orders of magnitude more).
So here it is:
[previewyoutube][/previewyoutube]


[h2]High Level Changelog[/h2]
  • Multi-edge dragging from nodes. Just select the nodes, click a handle and it will pull edges from all the nodes.
  • Radial menu, resource selector and IMPORTANT: alt click to auto populate buildings with the radial menu. This allows you to build entire factories without entering the parcel menu.
  • Predictive handles, now if you have a building requiring inputs/ outputting a resource, that resource will show as a ghost handle for convenient edge dragging!
  • Massive performance increase to way nodes are handled, deletes, pastes, and drones are vastly improved performance wise.
  • Huge LOD update allowing truly massive 100k factories. Tests were also done at 500k and it chugs but is playable, doors are open for truly massive factories and this is genuinely only the beginning!
  • Nucelar Energy - You somehow need to power those large factories, don't you?



[h2]How to get Access[/h2]
This is now live on the "experimental" beta branch. To get access, just right click on "Incremental Factory" in your Library and select the "experimental" branch in the Beta section.
Make a backup just to be save.
If you notice anything, ideally submit it on discord: https://discord.gg/BGEeTKYyTh

We are hyped to get this ready for live.
There is also more to come, this is not all we have been working on in the past months, so stay tuned :)
The Factory Must Grow 🫶

Update v0.7.42 - Copy & Paste 2.0, Interface, Performance and Improved Guiding

Hello Everyone,

after the v0.7 Update we are seeing a large wave of new players coming in. This is super exciting. We are looking forward to learn from all your feedback & see the factories you will build!

We have released v0.7.41 yesterday and v0.7.42 today. Here is what's new:

Changelog


[h2]Copy & Paste 2.0[/h2]

Until now, when you wanted to paste something, be it from your clipboard or from a blueprint, you had to have enough resources to pay all the parcel costs upfront. This inherently limited the size of pasting you could do and also lead to a loop where you would need to wait for resources to paste and then wait again, which is not fun.

We solved this issue by introducing a new drone task: "Build Parcel"


Now, when you want to paste, we don't have to check if you have all the resources. You can just paste. And the parcel will be bought and built after.

This should significantly change the flow of the game, boosting both, active and passive play:
- Passive Players can now paste a bunch of parcels down and let it run in the background
- Active Players can paste any sized blueprints which makes scaling so much more enjoyable

Especially in combination with Alt+Dragging to copy parcels, factory building can get really flowy:


[h2]UI Improvements - Before -> After[/h2]


[h2]Perfromance[/h2]

It's faster now. About 30% 🏎️

And there is more potential. Lets see how large we can get 🤓

[h2]Guiding[/h2]
We reworked the tutorial to now guide you through all important elements & shortcuts.
This might be too much for some, we will add the option to hide the tutorial as well for those.

If you haven't seen certain tutorials you will see them, just do the tasks and they will be hidden. And you might even learn a trick or two you haven't been aware of :)

[h2]Bug Fixes[/h2]
Lots of bugs have been fixed. Notably:
- Dark screen issues in relation to renaming blueprints
- Failed tasks that got stuck
- Hotkeys not registering
- Lots of small issues

[h2]Closing Thoughts & Next Steps[/h2]

Again, thank you everybody who is joining in on the fun & playing with us. We are seeing new record numbers of players which is extremely exciting & makes us really grateful that we are allowed to serve you guys in building this unique and wacky factory builder :)

Next Steps:
- First we will keep polishing and improving the current version --> please send all the feedback on our discord or the discussions here on steam
- Then we will work on new content. There is lots that wants to be added. There are a few possible options. In any case, rest assured, the factory will grow!

Post 0.7 Launch Hotfix & Performance Improvements

Hello Everybody,

we are so happy how the launch of 0.7 went and that it got received well!

Our Discord is the most alive it has ever been and we are getting significantly more feedback than in the beta phase. So if we haven't answered you yet, rest assured, we are reading & acting on everything 🙌

This is a hotfix to take care of urgent issues. There will be another update soon that improves gameplay, guiding and UI and will have a high impact on how the game flows start to finish. So keep a look out for that one!

[h2]Changes:[/h2]
- Fixed an issue where users got a black screen after working with blueprints --> If you still get the issue report it on our Discord (or make a new post in the Discussions)
- Fixed lots of small issues, e.g. hotkeys work better now (and are not perfect yet, we need to refactor how we handle keys to make it really clean)
- Performance -> We found more performance gains. Large factories should be more stable now. We tested factories up to 10k parcels (!) on a MacBook Pro M2+ and it was still _somewhat_ playable (~60 FPS with heavy frame drops and short term freezes, but still, the factory kept running). --> I'd say 1k should work for everyone, and 2-5k should work on most good machines and still be playable. --> Try to see how far you can get and post it on discord :)


[h2]Good to Know[/h2]
- Drone Blueprints are still functionally buggy in this version. Just FYI, this will be fully fixed soon
- If your drone tasks / min are too fast, that can impact the performance. So if you are wondering why the game is lagging after pasting --> maybe reduce the speed a bit
- If you have issues with a hotkey, opening a parcel and then pressing "ESC" often solves the issue. Alternativley, tab in and out of the window can help as well.
- If you generally have issues, a restart often solves them. (But make sure to still report them, we want to fix all of them)


P.S.
Here are just a few factories that players have built so far:
[h2]Showcase: Player Factories[/h2]


User: conkerer


User: B4D2J0


User: Shuzo_


User: mikipiton