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Modulus Creator Program

[p]Hey Modulue Makers. [/p][p]Can you believe it's 2026 already? That means it's LAUNCH YEAR!ːsteamhappyːAnd as we head towards the game dropping, our Creator Program is shifting to fully focus on Modulus.
[/p][p]We’re looking for creators who want to make content around a creative factory automation game and help Modulus reach more players during this important final stretch.
[/p][p]If you enjoy sharing automation games, creative builds, or relaxed gameplay experiences, we’d love to hear from you. You can check out all the info on the program, as a whole, below:

We just want to stress that even if your channel is on the smaller side, if you have a clear passion for factory games, builders, or creative games, please do still apply. We are a small team and have worked super hard to get to this point. We fully understand what it is like when you are starting out and are passionate about what you do, so know that we are open to working with smaller creators too.
[/p][p]👉 Apply to the Creator Program here: https://forms.gle/W9pCvm9XGsnc2r2y8
[/p][p]Thank you for helping us bring Modulus to more factory fans.

Don’t forget to wishlist and follow the game, try the updated demo if you haven’t already, and keep sending in your feedback, we genuinely love hearing from you. [/p][p]Join our community:
Discord BlueSky TikTok YouTube Reddit Feature Upvote[/p][p]Catch you on the factory floor. [/p][p]— Team Happy Volcano[/p]

Dev Deep Dive: The Sound of Modulus | Part 1

[h3]Welcome back to our Dev Deep Dive series! [/h3][h3]Today, we're starting a multi-part look into one of the most quietly powerful elements of Modulus: the audio. In this first part, we chat with Almut Schwacke, our sound designer, composer, and the voice you’ve heard in our trailers, with Mick Rüdiger joining us to offer insight from the implementation side.[/h3][h3]Let’s dive in.

🎥 Watch the video version of the interview:

[/h3][previewyoutube][/previewyoutube][p][/p][h2]Setting the Scene: Meet the Audio Team[/h2][p]Jarvs (Head of Comms): Without further ado, here is Almut. What’s your job title on Modulus?[/p][p]Almut: I basically doing everything audio; sound designer, composer, and I also do the voiceover in the trailers.[/p][p]Jarvs: That voice is so good in the trailers. It has such a vibe. Honestly, “Audio Wizard” might be your real title.[/p][p]We’re also joined by Mick, one of our developers.[/p][p]Mick: I’m Lead Developer on Modulus, and I was the one who started out integrating a lot of the audio. So we’ve been the audio pair from both sides for almost the entire game. Recently Oliver has taken over some of it, but I still keep an eye on things.

[/p][h2]How Would You Describe the Sound of Modulus?[/h2][p]Mick: For me, it’s very clockwork. The game is so rhythmic, everything is timed, and we put effort into making sure things run deterministically. So even simple sounds feel clockwork-y to me.[/p][p]Almut: Yeah. I would have said: as informative as necessary, and as zen as possible.[/p][p]Jarvs: That’s exactly the vibe, chill, rhythmic, with operators ticking along in a way that feels really relaxing.[/p][p][/p][h2]What Atmosphere Were You Aiming For?[/h2][p]Almut: From the beginning it was clear we wanted a very zen environment, not something that makes people nervous or gets on their nerves. We expect players to spend a lot of hours in the game, so everything has to stay calm.[/p][p]Jarvs: Right, you can’t zone out to something intense or in-your-face. The music and ambience need to feel like background vibes.[/p][p][/p][h2]Balancing Factory Noise With Relaxation[/h2][p]Jarvs: Modulus is a factory game with lots of moving parts. How do you balance industrial sounds with something calm and meditative?[/p][p]Almut: It… took a while. When I heard “factory game” I was excited! I have a foley background, so I have tons of rusty things to record. But we quickly realised that wasn’t the aesthetic we wanted. We needed something cleaner, nicer, more background-ish.

[/p][p]Early on, a lot of sounds were too big, too massive, too chunky. So it became a journey of experimenting and then toning myself down.[/p][p]Mick: A lot of the initial sounds made sense for the object itself, but they wouldn’t work when you had several of them on screen. And people don’t realise how imperfect the process is at the start, sometimes you’re making sounds based on a screenshot and a one-line description.[/p][p]Meanwhile the visuals, speed, size, colour… everything keeps changing.[/p][p]There’s this invisible intuition language we develop over time. Art changes, gameplay changes, and the audio evolves with it. But we’ve never said “make it more extreme.” It’s always been “less, more quiet, more subtle.”[/p][p]That’s the sculpting-stone approach: keep chiselling away.[/p][h2]
How tightly do design, art and audio need to collaborate?[/h2][p]Mick: Very tightly. Sometimes art (Art Director Antoine Lendrevie) already imagines a sound while designing an object, which helps enormously. There’s an invisible shared language we build, iterations across art, audio, and code slowly sculpt how a feature feels.[/p][p]Almut: We experimented a lot. It took time to land on the right subtlety, but now audio helps communicate information quietly: when things are working, when a machine is struggling, without being intrusive.[/p][p]Jarvs: Any short, practical takeaways for players about the audio?[/p][p]Almut: The audio is there to inform and relax. If you notice a sound, it’s probably communicating something useful, but mostly it’s designed to let you sink into the rhythm of your factory.[/p][p]Mick: And from the implementation side, audio is one of the parts that benefits hugely from playtesting. Hearing people use features in the wild lets us refine timing, volume, and how sounds layer together.[/p][p][/p]
[p]That wraps up Part 1 of our Deep Dive into the sound of Modulus.
A huge thanks to Almut and Mick for sharing the process, challenges, and philosophy behind shaping a soundscape that stays calm, subtle, and deeply satisfying, even in a world full of moving parts.[/p][p]Next time:
We’ll take you through how the sound for a single operator is created step-by-step, from first concepts to final in-game implementation. Make sure you follow the game on Steam so you're notified when Part 2 drops.[/p][p]Don’t forget to wishlist the game, try the updated demo if you haven’t yet, and keep sending in your feedback, we genuinely love hearing from you.
[/p][h3]Thanks for reading along this series with us.

Join our community:
Discord BlueSky TikTok YouTube Reddit Feature Upvote[/h3][h3]Catch you on the factory floor.
[/h3][h3]— Team Happy Volcano[/h3][h3]
[/h3]

Modulus Demo Update

[h3]Hello Module Makers![/h3]

[h3]We have heard you loud and clear, and we have made a small update to the demo in time for the holidays.[/h3]

Gameplay Update
  • Datashards cap has been increased to 700.

Thank you so much for your continued support and feedback! We have been using a Feature Upvote Board to collect feedback during playtesting, and we would love it if you would add to it with any demo feedback or suggestions you have.

Don’t forget to add Modulus to your wishlist!

https://store.steampowered.com/app/2779120/Modulus/

[p]Join our community:[/p][p]Discord BlueSky TikTok YouTube Reddit Feature Upvote

Team Happy Volcano[/p][p]

Modulus Monthly | End of the Year Edition

[h3]Hello Module Makers![/h3][h3]As the year winds down, we wanted to take a moment to look back at everything we’ve shared over the past couple of months in our Discord server. We’ve revealed new features, art upgrades, accessibility improvements, and plenty of behind-the-scenes peeks.[/h3][h3]It’s been a busy, exciting end to 2025, and your support has meant the world to us.
Let’s dive in![/h3][p][/p][h2]Smarter Drones, Smoother Factories[/h2][p]We kicked off November with a big quality-of-life upgrade to Harvester Pad drones!
Drones now display exactly how long they take to service a building, and warn you when they’re falling behind.[/p][previewyoutube][/previewyoutube][p]Here’s what’s new:[/p]
  • [p]Clear service timers [/p]
  • [p]Red indicator if they can’t keep up [/p]
  • [p]Hover tooltips explaining bottlenecks [/p]
  • [p]No more spammy alerts,  just clean, useful info [/p]
[p]Small touches, big impact: your factories now run more predictably, more efficiently, and with fewer surprises.[/p][p][/p][h2]Japanese-Inspired Lanterns[/h2][p]Our Art Director Antoine gave us something beautiful to share:
a new lantern cosmetic, inspired by traditional Japanese craft and designed to turn your islands into peaceful, glowing spaces.[/p][previewyoutube][/previewyoutube][p]These lanterns bring extra warmth and coziness to nighttime builds, and yes, they look gorgeous at night…[/p][p][/p][h2]Day/ Night Cycle Added[/h2][p]We teased it before, but now we get to share with you the oh so pretty day/night cycle Antoine created together with Tech Artist Thomas. I don’t need to do a lot of describing here, I’ll let hte video speak for itself:[/p][previewyoutube][/previewyoutube][p]How lush does that look, right? And yes you can choose to turn it off if you want. We are giving you the ability to set the time of day or leaving it cycling, so you can curate your factory vibes to your liking. [/p][p][/p][h2]Dark Mode Arrived![/h2][p]One of the most requested accessibility features finally made its debut: Dark Mode.[/p][p]Whether you’re building late at night, keeping eye strain low, or simply prefer a darker, sleeker look, this mode gives Modulus an entirely new mood. [/p][previewyoutube][/previewyoutube][p]Personally, I think it’s giving Iceland.[/p][p]Thank you to everyone who asked for it, nudged us, and kept it on our radar. Your feedback directly shaped this feature.[/p][p][/p][h2]Freighters: From First Prototype to Major Glow-Up[/h2][p]We also shared the evolution of one of our most exciting upcoming systems: Freighters.[/p][p]They started as simple early-development placeholders…[/p][previewyoutube][/previewyoutube][p] …and now, after weeks of iteration, animation, and polish, they’ve transformed into something truly special:[/p][previewyoutube][/previewyoutube][p]That perfect sunset moment was captured by our Game Director, David.[/p][p]With:[/p]
  • [p]Beautiful new models [/p]
  • [p]A total visual overhaul [/p]
  • [p]Smooth custom animations [/p]
[p]Freighters will help move large quantities of resources between distant islands without massive conveyor chains, a huge leap forward for late-game logistics.[/p][p]We can’t wait for you to try them in the future.[/p][p][/p][h2]A Massive Thank You for 2025 [/h2][p]Modulus has grown so much this year; new systems, updated visuals, deeper gameplay, and a community that continues to inspire us daily. Every wishlist, every comment, every screenshot, every bit of feedback…

It all helps shape the game into something we’re incredibly proud of. Thank you for sticking with us, cheering for us, and building alongside us. We truly can’t wait for you to see what’s coming next.[/p][p][/p][h2]And Now… Your 2025 Modulus Wrapped[/h2][p][dynamiclink][/dynamiclink]
(Steam doesn't let us insert shorts so check out the Wrapped video on the link above)[/p][p]Enjoy the highlights, and here’s to an amazing 2026 together. With that we will be signing off for the holidays. Whilst we take a break, rest assured the Discord community will still be open for you to geek out with fellow factory fans. You can join the community below:

Discord BlueSky TikTok YouTube Reddit Feature Upvote[/p][p]See you on the factory floor in 2026,
- Team Happy Volcano[/p]

Nominate Modulus for the DEBUG Awards

[p]Hello Module Makers![/p][p]Nominations for the DEBUG Awards are now open, and Modulus is eligible for the Most Anticipated category.
[/p][p]Thanks to your support, Modulus has surpassed 115,000 wishlists here on Steam, an incredible milestone for our small team at Happy Volcano, which we've only reached because of you guys!

Your excitement for our calm, creative take on factory automation means the world to us.
[/p][p]If Modulus is a game you're looking forward to, we would truly appreciate your nomination.

👉 Nominate Modulus here: https://www.teamdebug.com/awards#submit[/p][p][/p][p]Thank you for building with us, sharing with us, and helping Modulus grow every day.
You’re the reason this project keeps moving forward.[/p][p]— Team Happy Volcano[/p]