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Idle Tycoon Manufacturing News

Update #3

[p]Today, we focused a lot on quality of life improvements in the game. The contextual panels for machines have been reduced. It was quite complicated to do, because I wanted players to be able to adjust the menu size according to their preference.[/p][p]Now it works, all the formulas are done. What’s missing is just the ability to change it in the settings. Until that’s added, I’ve set the default size to 50%, which makes them twice as small ![/p][p]Changes :[/p]
  • [p]Context menus are now twice as small (machine and employee menus).[/p]
  • [p]The desktop icon has been updated, I had just forgotten to include the new one.[/p]
[p]Bug fixes :[/p]
  • [p]Pressing Escape during crafting now correctly hides the buttons at the bottom left of the screen.[/p]
  • [p]Employees could stop working after unlocking “Inspiration” in R&D, this has now been fixed. The issue came from the upgrade, which has been adjusted :[/p]
    • [p]No longer increases employee movement speed based on the distance to the cursor;[/p]
    • [p]Now increases employee work speed based on the distance to the cursor;[/p]
    • [p]Also increases employee recovery rate based on the distance to the cursor.[/p]
  • [p]Events will now start correctly after playing the tutorial event, no need to restart the game to gain access to the events.[/p]
[p]I hope you’ll enjoy these changes! Let me know if everything works properly, this update might have introduced a new bug.[/p]

Update #2 – Employee Tasks

[p]After several feedbacks, where employees were not working on certain machines, I added a button to assign an employee to a machine. Simply click on an employee to open their dropdown menu, then click "Task" and place the employee next to the machine you want them to work on.[/p][p]This feature is available by default for now. Eventually, it will need to be unlocked through R&D.
A tutorial will also be added later to explain the mechanic.[/p][p]Added :[/p]
  • [p]Task system, allowing an employee to be assigned to a machine permanently and exclusively (detection range: 5 tiles around)[/p]
  • [p]Employees placed outside or stuck in a wall will not be assigned to a machine, even if they are within 5 tiles, and will be teleported to the entrance.[/p]
  • [p]A visible link is present between the employee and the machine if they are linked or can be linked.[/p]
[p]Changes :[/p]
  • [p]Employees can work if they have at least 80% of their energy[/p]
  • [p]Pathfinding has been simplified :[/p]
    • [p]Decorative elements not marked as impassable are now more permissive and can be crossed[/p]
    • [p]Machines are no longer considered impassable (only convoyers are)[/p]
  • [p]Employee collisions will only work on impassable elements[/p]
[p]Balancing :[/p]
  • [p]The per-level multiplier of the concentrator increases from +0.1 to +0.25.[/p]
  • [p]The per-level multiplier of the fusion furnace increases from +0.1 to +0.5.[/p]
[p]Fix :[/p]
  • [p]The formulas of the machines intended to multiply the value of the ingots have been corrected.[/p]
[p]Feel free to tell me if the system is fun to use and if there are any bugs. I did this a bit in a hurry, so I might not have thought of all possible scenarios.[/p]

Update #1

[p]Following the public launch of the game, it seems that the game is stable, as I haven't received any bug reports. However, I have received feedback regarding gameplay comfort, which I will work on improving in the coming days. Feel free to also share your thoughts on the game's balancing, as it is quite important.[/p][p]Additions :[/p]
  • [p]A quick press of the Tab key will display the menu until you press Tab again (press shorter than 0.1 seconds).[/p]
  • [p]Holding the Tab key will display the menu until you release it (press longer than 0.1 seconds).[/p]
[p]Several people have reported that the machine and employee menus are too large. I've been trying to find a solution since the closed beta, to be honest, but without success. I will probably reduce their base size by half. I can't make them responsive, and it seems that most players play the game zoomed in, which I understand since the entire immersion was designed that way.[/p]

Idle Tycoon Manufacturing is finally available in Early Access ! 🎉

[p][/p][p]After long months of development (around 5 months), the Early Access version of Idle Tycoon Manufacturing is finally out ![/p][p]It’s a game I really took my time with, aiming to bring a fresh and unique experience to the genre.[/p][p]You’ll definitely recognize my signature dev style, if you’ve played my previous games, you’ll feel right at home. 🎮[/p][p]In this version, about 40% of the final content is already available, which according to playtests represents 3 to 4 hours of gameplay. ⏱️[/p][p]Just for fun, here are today’s stats :[/p]
  • [p]💻 223,827 lines of code[/p]
  • [p]⚙️ 3,205 event blocks[/p]
  • [p]🎨 724 unique assets[/p]
  • [p]🧞 116 wishlists[/p]
  • [p]💬 105 members on the Discord server[/p]
  • [p]🏆 48 achievements[/p]
  • [p]📈 38 upgrades (R&D)[/p]
  • [p]🎵 30 minutes of OST[/p]
[p]Plenty to compare when the 1.0 release comes around ! 🚀[/p][p]Anyway, thank you to everyone who followed the project’s progress, and to those who will buy the game.
You give me the strength to keep going and chase my dream.[/p][p][dynamiclink][/dynamiclink]❤️[/p]

End of the closed beta !

[p]The closed beta has just ended, and I’m taking this opportunity to add some UNTES­TED CONTENT OMGGG !!![/p][p]The goal is to offer extra content so that even beta testers can enjoy discovering some new things when the game releases.[/p][p]For everyone else, it’s just bonus content ![/p][p]There are a few spoilers on the Discord server, so make sure to join it ![/p]