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Dev Log 9: Building Smarter | Demo Update & Early Access Date Reveal

[p]Hey Module Makers[/p][p]The Modulus demo has just received its biggest update yet, packed with new systems, visual upgrades, a whole new mode, and long-requested improvements. From refined production tools to the newly added Droid system, there’s a lot to discover, and it all sets the stage for deeper creativity and smarter factory design.

[/p][previewyoutube][/previewyoutube][p](Watch the video version of this dev log above)

In this Dev Log, we’re diving into the philosophy behind our systems design, with highlights from a conversation with technical artist and game designer Thomas Preudhomme, and offering a fresh look at the updated demo, our revised narrative, a sneak peek at our latest Get to Know Us interview series, and the ongoing screenshot contest that continues to celebrate our community’s creativity.[/p][p]But first….
[/p][h2]🎉 We’re Headed to Early Access on October 22! 🎉

In case you missed it, Modulus was featured in this week’s PC Gaming Show, where we revealed our official Early Access launch date: October 22, 2025![/h2][p]A huge thank you to the PC Gaming Show team for helping us share this milestone, and if you didn’t catch the showcase live, you can watch the full announcement over on their YouTube channel.[/p][p]We’ll be sharing a lot more about what to expect from the Early Access launch in the coming weeks, including new systems, creative tools, and even some community-led surprises. For now, mark your calendars, wishlist if you haven’t yet, and get ready to build smarter this October.

Ok back to the log.
[/p][h2]🔄 What’s New in the Updated Demo?[/h2][p]From the refined tutorial to the addition of the Droid Core system, almost every part of the Modulus experience has seen meaningful iteration. Much of this comes directly from your feedback during the May playtest.[/p][p][/p][h3]📘Tutorial & Manual[/h3]
  • [p]Updated tutorial[/p]
    • [p]Removed 2D Highlights to be less hand-holdy and focus on teaching context rather than highlighting clicks.[/p]
    • [p]Added more granular objective steps, allowing for complicated scenarios (e.g., multiple buildings upgrading, canceling, restarting).[/p]
    • [p]Added onboarding for the new paint system introduced in Oil and Pigment via the Dye Mixer.
      [/p]
  • [p]Implemented in-depth manual[/p]
    • [p]Features descriptive information, tips, and tricks about any topic in the game.[/p][p][/p]
[h3]🤖New Buildings & Droids[/h3]
  • [p]New Buildings & Modules[/p]
    • [p]Droid Core Facility → 3 new modules[/p]
    • [p]Droid Assembly → 3 new modules[/p]
  • [p]New Resource: Droids[/p]
    • [p]Used to deliver targets.[/p]
    • [p]Made from Droid Cores (previously known as Blue Cores).
      [/p]
[h3]🌳Cosmetics & Environment[/h3]
  • [p]New Cosmetics Tab in the build bar, laying groundwork for future content.[/p]
  • [p]Environmental Interactions[/p]
    • [p]Trees can now be destroyed and replanted (by popular demand).[/p]
    • [p]Bushes no longer block operator placement and will auto-remove if built over.[/p]
  • [p]Added Cosmetic Content[/p]
    • [p]6 variations of trees[/p]
    • [p]1 hidden cosmetic for players who complete the demo
      [/p]
[h3]🎨Paint & Resource Production[/h3]
  • [p]New Systems Introduced[/p]
    • [p]Paint production system implemented[/p]
      • [p]Includes blue pigment as output from buildings.[/p]
    • [p]Oil Resource added, including Oil Rig Operator.[/p]
    • [p]Dye Mixer Operator[/p]
      • [p]Blue paint recipe implemented[/p]
      • [p]System allows for more colour-mixing combinations via recipes
        [/p]
[h3]🗺️Map Updates[/h3]
  • [p]More polyrock added to the regular map[/p]
  • [p]Creative mode map features new “paint nodes” with new directly usable colours
    [/p]
[h3]📦Harvesting & Storage[/h3]
  • [p]Harvester Pad Improvements[/p]
    • [p]New model with internal storage[/p]
    • [p]Faster drones[/p]
    • [p]Linkage now appears on corners of building platforms
      [/p]
[h3]🚧Operators & UX Enhancements[/h3]
  • [p]New Operators[/p]
    • [p]Counter Operator[/p]
      • [p]Shows average throughput speed after a brief initialization delay.
        Instead of showing the fluctuating histogram of the past minute, we decided to go with an average of averages. Instead of actual throughput, the counter will show a more stable/less fluctuating value.[/p]
    • [p]Scrapper Operator[/p]
      • [p]Allows removal of modules from conveyor belts. This was a dev-only operator for a while which we figured was too useful not to add.[/p]
  • [p]Inside operator states update when hovering[/p]
    • [p]Added showing input and output modules for configured operator.[/p]
    • [p]Added animations & VFX for setup changes and modules apparition.[/p]
    • [p]Added input and output expected max speed (both in UI and in game world ).[/p]
    • [p]Added shortcuts for rotation & inverse rotations[/p]
    • [p]Cutter Operator now requires configuration[/p][p][/p]
  • [p]Operator General Improvements[/p]
    • [p]Hovering over operators shows detailed info[/p]
    • [p]All operators now display relevant data like speed and outputs[/p]
    • [p]Assembler, Cutter, and Stamper show icons of input/output modules based on configuration[/p]
    • [p]Colour Agnostic Operators[/p]
      • [p]Operators auto-adapt to colour changes in input modules[/p]
      • [p]Great for copying setups for different module colours[/p]
  • [p]Efficiency View[/p]
    • [p]Toggleable heatmap view of operator efficiency[/p]
    • [p]Gradient colors/patterns represent performance (e.g., 25%, 50%)[/p]
    • [p]Based on last 10 success/failure operations to identify bottlenecks
      [/p]
[h3]🏢Buildings & Module Improvements[/h3]
  • [p]Modules are now retained after building upgrades[/p]
  • [p]Assembler module size limit set to 16×16×16[/p]
    • [p]Prevents visual glitches[/p]
    • [p]Max module footprint locked at 16×16
      [/p]
[h3]⚙️User Experience (UX) Improvements[/h3]
  • [p]Polyrock nodes now highlighted when placing Miners (previously “Extractor”)[/p]
  • [p]Improved tile-blocking indicators for clarity[/p]
  • [p]New toggle: Tilt-shift effect
    [/p]
[h3]🖼️Art & UI Updates[/h3]
  • [p]Operator animations, models, and VFX updated[/p]
  • [p]Thumbnails and icons for buildings/operators refreshed[/p]
  • [p]Added textures to buildings[/p]
  • [p]New narrator portrait added[/p]
  • [p]Improved smoke VFX[/p]
  • [p]UI overhauls for Objectives and Toolbar

    [/p]
[h2]📐 Inside the Systems | Interview with Thomas Preudhomme[/h2][p][/p][p]To celebrate this update, last week we caught up with technical artist and game designer Thomas Preudhomme to talk about how Modulus was designed from the ground up as a system-led experience.[/p][p]🎥 Watch the full interview on YouTube →
📖 Or read the full interview on Steam →[/p][p]Here’s a small excerpt from the conversation:
[/p][h3]🧱 The Building Blocks of Intelligence[/h3][p]Jarvs: What was the process for designing individual operators like the Cutter, Stamper and Assembler?[/p][p]Thomas:
Yeah, the process was quite a lot to be fair. I think it's very interesting because the Cutter, Assembler, and Stamper are kind of the basic three operators that do everything in the game. You can do every module with those, which is interesting, but also very hard to balance.[/p][p]If you look at the Assembler, for example, which lets you drag and drop stuff, then you can rotate them around and basically you can do kind of anything. It’s nice because you literally drag and drop. But before there were arrows you had to click, and that kind of thing can be super wonky, but also much more precise.
When you have holes to cut out, it starts to be hard to manage. It’s a fine line we’re still making it more user-friendly. But whilst keeping the kind of playful aspect of just dragging stuff together.[/p][p]Jarvs:[/p][p]Yeah, I think that's one thing that we need to stress is that this is just a demo and things will change by the time the game fully comes out and they're changing all the time, mostly based on your guys' feedback. One of the things people were saying was that when they first tried the demo, moving things around in there wasn't quite as intuitive as they wanted it to be.[/p][p]And that's already improved loads. And so we're listening and we are constantly iterating.[/p][p]Thomas:[/p][p]Also, you previously had a thing called the Rotator, which we completely removed, because now you rotate stuff inside these operators, and that wasn't the case before. It made everything way harder. I think that's also something we noticed players do, they just hated it. So we just completely removed it, and things work fine this way…[/p][p]\[Full answer continues in the full interview →][/p][h3]🔮 Looking Ahead[/h3][p]Thomas:
I think at least for me, the most interesting thing coming is a deeper level of logistics. Such as the Sorter, which is an operator that will allow you to sort modules based on what they are… That makes it so that you can basically add some logic to the game.[/p][p]We’re also introducing a Tech Tree and a new resource: Data Shards. These will allow you to unlock new upgrades like drones, extra islands, faster operators, really cool stuff that lets players build toward their own goals.

There's a whole bunch of upgrades. So, new operators, a Warehouse that just stores items, and just a lot of different things that you can unlock through the tree.[/p][p]So you're going to look at it and be like, oh, I really want this upgrade, let me just work for it.[/p][p]So I think that's going to be a pretty big change in how we perceive the game. Because currently it's just the game telling you, okay, make bots for me and you’re like sure. But that doesn't give you anything, right?
[/p][p]Jarvs:[/p][p]It also adds to that level of satisfaction as well, as you're actually making stuff that benefits you as a player. And I think, again, that that adds an extra step of like, okay, I'm doing this for myself, which is really rewarding. I can see progress happening in this Tech Tree and I'm working towards a specific thing.[/p][p]That's one of the comments we had about the original version of the demo; "Why am I doing this? What is the point in making the bots?". Essentially the demo is here to teach you what the core systems of the game are, and how you play Modulus on a base level.[/p][p]Moving on from that, you're going to unlock deeper levels. You're going to unlock the Tech Tree you're going to unlock as you said, different operators. Then that's where the narrative comes into play, which will actually start making sense of why you're doing the things you're doing.[/p][p]
Thomas:[/p][p]Yeah, exactly. We kind of tell you in the demo, that we say you’re supplying the Colony. We don't tell you what the Colony is, but yeah, we kind of hint towards the narrative side of things that you will later in the game also deliver robots.[/p][p]But it’s important to note that you will have both the narrative goals and your own goals….[/p][p]\[Read the full roadmap conversation in the full post →][/p][h2]
📚Lore Update: The Grand Neural Network[/h2][p][/p][p]Alongside the gameplay overhaul, we’ve also updated the narrative foundations of Modulus.[/p][p]You are an AI built by the Colony, deployed to a floating island factory complex above the planet’s surface. Your mission: build an endless stream of Bots. That was your sole directive… until something changed.[/p][p]A mysterious signal begins to call to you, from beyond the stars.[/p][p]The Grand Neural Network is calling you!
It offers a new purpose: the construction of vast Neural Monuments to establish a connection unlike any before.
Torn between your creators and this higher calling, you must choose your path. Will you obey… or evolve?

[/p][h2]🎙️ Get to Know Us: Mick & Antoine Talk Inspiration, Genres, and Dream Mechanics [/h2][p]In the second episode of our Get to Know Us series, we sat down with Lead Developer Mick Rüdiger and Art Director Antoine Lendrevie to dig into their personal inspirations, design instincts, and dream game ideas. If you’ve ever wondered what games shaped Modulus behind the scenes, or what our devs would love to build next, this is the conversation for you.[/p][p]Here are a few highlights from our chat:[/p][p][/p][p]🎮 What games inspire you most as a game maker?
Antoine:
I love world-building and atmosphere. Games like Ico, Shadow of the Colossus, Journey, Inside… those are my top inspirations. Inside, especially, I think it’s perfect. The lighting, music, animations… it’s incredibly polished for such a small team. It’s what I aspire to.[/p][p]Mick:
I agree, Inside is incredible. For me, I’ve always been drawn to games where you “own” the space, movement-focused stuff. I’ve played an insane amount of Minecraft, fighting games, FPS shooters. I didn’t grow up playing a lot of narrative games. I like games where your actions define everything.[/p][p]
[/p][p]🕹️ What’s your favorite genre to play… and make?
Antoine:
Adventure games, easily. I love exploring new worlds. The first ten hours of Breath of the Wild were probably the best gaming experience of my life. But as a developer? I’d love to make an RTS one day. StarCraft II is the game I’ve spent the most hours in. Building worlds and units would be a dream.[/p][p]Mick:
Let’s make one! I played a ton of Warcraft III. But my genre of choice is fighting games. Street Fighter IV is probably my most-played game. I love that they’re compact but expressive, two players, same screen, but you can tell who’s behind the controls just by how they move.[/p][p]
[/p][p]🔧 What’s a mechanic you’d love to see more games use?
Antoine:
Destructible environments, with purpose. Too often they’re just visual flair. I’d love to see destruction that impacts level design or strategy, like in Stalingrad where cover and visibility change mid-battle. Teardown is cool, but I want to see destruction tied to gameplay more deeply.[/p][p]Also: stealth. It hasn’t really evolved in 20 years. Chaos Theory’s spy-vs-mercs mode was amazing, with real use of lighting and line of sight. I want to see that again, but modernised,dynamic shadows, true hide-and-seek tension.[/p][p]Mick:
Agree completely. We played a lot of GTFO and it uses lighting and sound in really stressful ways. But if I had to pick one mechanic to bring back, it’s strafe jumping. I played so much Enemy Territory and Quake III, just practicing movement maps. That feeling of control over momentum, it’s still unmatched.[/p][p]🧠 The full interview will be available on YouTube soon, and you’ll be seeing more of Mick and Antoine in upcoming behind-the-scenes content. Have a question you’d like us to ask in the next episode? Drop it in Discord or the Steam Discussions![/p][p][/p][h2]📸 Screenshot Contest | Still Running![/h2][p]If you’re new to the community or just discovered the game through the demo, we run a weekly screenshot contest where the winner gets featured in the demo for a week, a key to the game, and now they’re even entered into a draw to win Modulus merch at launch.[/p]
  • [p]Submit via Discord or Steam Community Hub[/p]
  • [p]Winners announced weekly[/p]
  • [p]No theme this week, just show us your best builds![/p]
[p]📜 Full rules & how to enter →

Here’s are a few of our recent winners to help inspire you for this week.[/p][p]
[/p][h2]🎮Go Explore the New Demo[/h2][p]If you haven’t played Modulus before, or you only tried the April demo, now is the perfect time to jump in. With new systems, creative freedom, and lots of polish, this update brings us one step closer to what Modulus is really all about.[/p][p]Let us know what you build.
We’re watching every post, screenshot, and bit of feedback you share, and it’s shaping the future of Modulus.

Catch you next time. - Team Happy Volcano[/p][p]
[/p]