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Incremental Factory News

Minor Hotfix - Blueprint Bug

This is a minor hotfix bug patch:

- We fixed a bug where Blueprints with multiple buildings where broken since last update.

Incremental Factory Update - Quality of Life, UI & Bug fixes

It has been really exciting two weeks since launch & it's amazing to receive so much feedback!

For this update we've tackled all those small and big details that stand in the way of flowing.

We focused on QoL & UI features. While there is still a lot of room for improvement, we think this is already a significant upgrade compared to the previous version!

Have a look and let us know what you think!

[h2]Changelog:[/h2]


    [h3]Quality of Life Enhancements[/h3]

  • UI Rework: Global Stats UI Keep track of your factories overall resources with the new Global Stats UI, designed for a comprehensive overview at a glance.

    They can be filtered to show all resources, only those available for construction (HQ + construction hub) or only those available for research:


    You can select specific resources and see where they are in your factory:


    Revealing the inner workings:


    The filters apply to the single parcel view as well:


  • Improved Feature: Better Hover Tooltips The hover tooltip was really bare bones. We made it pretty, added icons and most importantly added a "description" where neccesary to reveal mechanics & data!


  • New Feature: Parcel Quick Access on Map View To streamline navigation, we've introduced a quick access feature for parcels, making it easier to manage your empire without the hassle. If you shift+click on a parcel on the map view, a quick access overlay is displayed. You can even set outputs here, so no need to jump in and out when you are routing resources


  • New Feature: Hiding Unused Resources We are now hiding resources in the parcel view that are not relevant, e.g. if their amount is 0, no imports, no exports, no production and no consumption. This makes it way easier to see at a glance what is happening

  • New Shortcut: Buy Max & Sell All If you hold Alt (or Option for Mac) in the Parcel View, you will now be able to buy the max amount or sell all buildings with one click

  • New Feature: Extra Expensive Skilltree Expansion We're introducing a new, pricier skill tree expansion to keep you engaged (Node Connections & Parcel Limit). This should give you something to grind for while we work on adding some real endgame content :)

  • Update: Rates Now Coloured To improve readability and at-a-glance understanding, we've now colour-coded rates. Let us know how this feature works out for you!

  • Simplified Energy Stats We've made energy statistics simpler to understand, focusing on presenting the most relevant information in a straightforward manner.

  • Improved Parcel Node Styling Parcel nodes have received a visual upgrade for better aesthetics and usability. Parcels now always have the same width, no matter how long their name is. Enjoy the new look and feel!


  • New Control Scheme: Move with WASD on Map View You asked, we delivered! Navigate the map view with the familiar WASD controls for a smoother experience.

  • Rate Unit Update: Rename from /s to /t Acknowledging the game's time mechanics, we've updated rate units from /s to /t, as the game runs at 0.6s per tick game pace so the numbers where not per second but per tick.

  • UI Improvement: Highlight Clickable Elements To enhance discoverability, we've made clickable elements more prominent. Never miss a clickable feature again!

  • Better Rename UX Way better.

    [h3]Bug Fixes[/h3]

  • Satellite Requirement Change: Removed Batteries We fixed the recipe for satellites and removed the battery requirement.

  • Max Rate Calculation Update Max rate now accurately includes the specialisation & beacon multiplier.

  • Blueprint Rename Modal Improvement Addressing a common frustration, the blueprint rename modal now saves changes on enter, rather than cancelling them. Your workflow just got smoother!

  • Fixed Blueprint Sell Exploit A loophole that allowed for an unintended sell exploit has been closed.


P.S.
We will push a hotfix within this week that will improves the Global Stats even further (map view resources adhering to the filter type, e.g. if "available for construction" is selected, we show only those resources in construction hubs & the HQ).

P.P.S.
If you're enjoying the game and wish to support us further, the most impactful action you can take is to leave a review (or update an existing one).

Also, your feedback is invaluable, and we're committed to continuously evolving the game to reach its full potential. Share your ideas & feedback on our discord or in the steam discussion board.

Thanks everyone & Lets keep going!

Incremental Factory - Urgent Bug Smashing & Some QoL Improvements

We are immensely grateful for your constructive and passionate feedback. The enthusiasm you show for our quirky, niche game fuels our motivation to continue developing and improving.

This update's primary aim was to maximize value for our players in the shortest possible time. To achieve this, we prioritized addressing urgent bugs (like the negative resource bug) and implementing most requested Quality of Life improvements (such as enhanced rate displays, parcel renaming, etc.).

[h2]Changelog:[/h2]

    [h3]Bug Fixes[/h3]
  • Rate Bugs Resolved:
    We've ensured that rates now accurately reflect real-time values (average of last 7s).
    BTW: The rate displayed inside a Parcel is:
    Average(Local Production - Local Consumption + Imports - Exports)
  • Correction of Negative Resource Bug:
    We've rewritten parts of the code to address this issue. It was challenging to replicate, so we encourage you to report any reoccurrences on Discord or our Forum. We're confident, with 9:1 odds, that this bug is now fixed. ːsteamthumbsupː
  • Automatic Reset of Negative Resources to Zero:
    If negative resources have impacted your game, this update will reset them to zero and prevent them from going negative in the future. :)
  • Elimination of Infinite Resource Glitch
  • Improvements to Dark Mode Styling:
    We've addressed all major dark mode issues reported by users. Should you encounter any further problems or have suggestions, please join our Discord discussion. :)
  • Coal Power Blueprint Bug Fixed
  • Enhanced Hover Tooltip: No More Screen Cutoffs
  • Minor Skilltree Bug Fixed

    [h3]Quality of Life Enhancements[/h3]
  • New Feature: Parcel Renaming
  • New Feature: Changeable Rate Display Options: Your feedback highlighted the needs for multiple ways to display rates. To address that, we're introducing a new feature that allows you to toggle between real-time rates and theoretical maximum output. While this doesn't yet factor in e.g. theoretical consumption, we're considering a more customisable interface for future updates. Share your thoughts on this in our Discord!
  • New Feature: File-Based Import & Export We've transitioned to a file-based system, which we find more efficient. If there's something we've missed, or if you prefer the old system, let us know. We're open to reinstating it if necessary. ;)
  • New Feature: In-Game Knowledge Base In the absence of a formal guide or tutorial, we've set up a GitBook as a temporary resource to assist with onboarding, provide insights into game mechanics, and answer frequently asked questions. Expect regular updates to this knowledge base.
    FYI: If you want to import an old savefile, simply add it to a .txt file.



P.S.
- If you are in the late-game and encounter an issue with "codeword: battery", rest assured, this will be fixed with a hotfix within the next 24h as well :)


One last note: If you're enjoying the game and wish to support us further, the most impactful action you can take is to leave a review (or update an existing one). Your feedback is invaluable, and we're committed to continuously evolving the game to reach its full potential.



Thanks everyone & Lets go!