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Food Processing Simulator News

Update v0.1.14: Refining End Day, Machine Layout and Tutorial

[p]Hi everyone, 😄[/p][p]Thank you for your continued support and interest in Food Processing Simulator. In this update, we are refining systems that were introduced in the previous devlog, especially around the End Day flow, product grade handling, and how machines communicate information back to you. We have also updated the tutorial, adjusted the factory layout, and improved how employees assist with production. These changes are part of our ongoing work toward the Early Access release.[/p][p]For the demo version (0.1.14-Demo), you can already try some of the changes in points 1 to 4 below:[/p][p][/p][h3]1. End Day System[/h3][p]After playtesting and reviewing feedback, the End Day system is no longer automatic and is now fully controlled by the player.[/p]
  • [p]You can choose when to end the day after the time reach 20:00, giving you time to tidy up, rearrange machines, or finish remaining tasks before moving on to the next day.[/p]
  • [p]When the in-game time reaches End Day, starter machines can no longer receive new commodities. However, anything that is already in the production line will continue to run until the process is complete. With manual End Day control, you can wait until all production is finished and move everything into Cold Storage before actually ending the day.[/p][p][/p]
  • [p]At day change, any product that is not stored in Cold Storage or inside a Truck's Container will lose one grade level. For example, Grade A will drop to Grade B, and so on. Each project has its own minimum grade requirement, so managing where you store products becomes an important part of meeting project targets.[/p]
[h3]2. Machine Updates[/h3][p]Several machines have been updated both visually and functionally to make production flows easier to read and manage.[/p]
  • [p]The appearance and layout of some machines have been adjusted so that label input and packaging input are placed in consistent positions. Failed item output areas have also been repositioned to give clearer feedback about what went wrong in the flow.[/p][p][/p]
  • [p]Three new packaging machines have been added, each designed for a different type of packaging. This lets you build more specialized lines based on the packaging you want to use.[/p][p][/p][carousel][/carousel]
  • [p]A monitor has been added above the labelling machine, showing which label is currently loaded. This helps you confirm at a glance whether the machine is set up correctly before sending items through.[/p][p][/p]
  • [p]A small display has been added near the packaging and labelling input areas to show how many labels or packaging units remain inside the machine.[/p][p][/p]
  • [p]You can now retrieve surplus labels or packaging from the machine back into boxes, making it easier to reorganize supplies or move them to another line.[/p]
  • [p]Machine logic has been updated so that machines automatically reject packaging that does not match the active label, helping prevent mismatched products from continuing down the line.[/p]
  • [p]Introducing utility machine to help merge, splitting or filtering commodity you want to input to the production line. Each machine can be placed differently to create optimized production line.[/p][p][/p][p][/p][p][/p]
[h3]3. Location Update: Cold Storage[/h3][p]The Cold Storage building has been relocated to make daily work more practical.[/p]
  • [p]Cold Storage is no longer placed in a separate distant building. It has been moved closer to the main factory so both you and your employees can stock items and send goods to trucks more efficiently.[/p][p][/p]
  • [p]This change should reduce walking time and make it easier to keep high-grade products stored safely before delivery.[/p][p][/p]
[h3]4. Tutorial Updates[/h3][p]The tutorial has been refreshed to match the latest production flow and machine behavior.[/p]
  • [p]The tutorial now follows the new End Day system, machine logic, and storage rules. Our hope is that it will be easier to follow and will better explain how to manage your factory from the very beginning.[/p][p][/p]
  • [p]Clearer guidance has been added for placing machines, helping new players understand how to position starters, packaging machines, and labelling machines so the line works smoothly.[/p][p][/p]
[h3]5. Employee Updates[/h3][p]Employee roles have been adjusted so they can help more directly with key steps in the production process.[/p]
  • [p]The Production Assistant can now be configured in more detail to handle starter machines, labelling machines, and packaging machines. This gives you finer control over which parts of the line they focus on.[/p][p][/p]
  • [p]Added new settings in Employee Settings for labeling and packaging machines, allowing you to set the minimum amount that Production Assistants must refill.[/p][p][/p][carousel][/carousel]
  • [p]The Loading Operator will assist with stocking surplus boxes and delivering them to the truck, helping to keep storage areas cleaner and deliveries more organized. Loading Operator will not take the box in the Box Packer Machine before reaching 6/6 in a box.[/p][p][/p]
[h2]Improvement[/h2]
  1. [p]Fixed an issue where the box packer sometimes did not generate a new box after packing.[/p]
  2. [p]Fixed pallets appearing and being usable before the forklift was unlocked. Pallets now only appear after you unlock the forklift.[/p]
  3. [p]Fixed EXP being granted when failing to reach the project target or terminating a project. EXP is no longer awarded in these cases.[/p]
  4. [p]Fixed an issue where you could not use End Day when playing with a controller after terminating a project.[/p]
  5. [p]Updated the Repack Machine process to show a confirmation popup before starting repacking, helping prevent accidental inputs.[/p]
  6. [p]Added machine SFX to be more subtle and less annoying. Their volume can be adjusted through the SFX option in the Settings menu.[/p]
[p][/p][p]Thank you again for all the feedback you have shared while experimenting with contracts, storage, and production layouts. These refinements come directly from observing how you play and what feels comfortable over longer sessions.[/p][p]If you encounter issues with the new system, or if you have suggestions on how to make the factory easier to manage, please let us know through the in-game Bug Report Menu or the Steam Discussions.

Don't forget to wishlist the game, we will launch the Early Access version on 18th December 2025.[/p][p]See you in the next update! 👍🥗[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Development Update: Packaging Variants, Project Difficulty, and UI Improvements

[p]Hi everyone, 😄 [/p][p]Thank you for your continued support and interest in Food Processing Simulator. In this update, we focus on expanding the packaging system, refining machine logic, and introducing project difficulty to make production planning feel more meaningful. We have also added several UI improvements so it is easier to read key information at a glance. As with the features introduced in last week’s devlog, these changes are part of our ongoing work toward the Early Access release, which you will be able to experience once the Early Access version is live.[/p][p][/p][p]Here are some of the key updates in this version:[/p][p][/p][h3]Main Updates[/h3]
  1. [p]New Packaging Variants and Commodity Labels
    We have added new variant commodities with updated packaging models to give you more flexibility in how you present and process products.[/p]
    • [p]There are now 4 packaging variants that can be used across 8 different commodities.[/p][p]
      [/p]
    • [p]You can create a total of 26 label menus, allowing for more diverse product lines.[/p][p]
      [/p]
    • [p]Each packaging variant uses its own dedicated packaging machine, so your factory layout and routing will play a bigger role in keeping production efficient.[/p][p]
      [/p]
    • [p]The types of packaging, commodities, and menus you can access will be gated by your progression, depending on which tier you have reached.
      [/p]
  2. [p]Updated Labelling Machine Logic
    The labelling machine now plays a clearer role in validating whether an item is compatible with the currently active label menu.
    [/p][carousel][/carousel]
    • [p]The labelling machine will check whether an item matches the active label setup before accepting it.[/p]
    • [p]This helps prevent incorrect items from being processed under the wrong label and keeps your final products more consistent with your intended menu configuration.
      [/p]
  3. [p]Project Difficulty System
    Projects now come with difficulty levels that affect their overall requirements and rewards.[/p][p]
    [/p]
    • [p]Each difficulty level changes the target you need to achieve.[/p]
    • [p]Higher difficulty projects offer different bonus rewards and experience gains.[/p]
    • [p]This gives you more options to choose between safer, easier projects and more challenging ones with better payouts.[/p]
[p][/p][h3]Improvements[/h3]
  1. [p]Updated Purchase Screen Categories
    The purchase interface has been updated to make it easier to find what you need.[/p]
    • [p]Items in the purchase menu are now grouped into clearer categories: Commodity, Packaging, and Label.[/p][p]
      [/p]
    • [p]This should reduce scrolling and make planning purchases for specific production lines more straightforward.[/p]
    [p][/p]
  2. [p] Updated Machine Purchase Menu[/p][p]The machine purchase menu now groups machines into categories based on their function. Conveyors are placed in one category, packaging machines in another, and end-line machines such as labelling and box packaging are grouped together, making it easier for players to find and purchase the exact type of machine they need.[/p][p]
    [/p][p][/p]
  3. [p]Truck Project Deadline Display
    We have improved how project timing is shown on the truck screen.[/p][p]
    [/p]
    • [p]The truck interface now displays the remaining time or deadline for each project.[/p]
    • [p]This helps you better track which deliveries are more urgent and prioritize your production schedule accordingly.[/p][p][/p]
  4. [p]Limit Number of Project Offer[/p][p]We plan to limit the number of Project Offers you can hold at any given time. This feature is still in development, but the intention is to make your strategy more meaningful: you will need to prioritize offers that fit your current situation and decline those that do not.[/p]
[p][/p][p]Thank you again for all the feedback and time you spend experimenting with different factory layouts and production flows. Your input is helping us shape Food Processing Simulator into a deeper and more readable experience.[/p][p][/p][p]If you encounter any issues or have ideas on how to improve the contract, packaging, or project systems, please let us know through the in-game Bug Report Menu or the Steam Discussions.[/p][p]See you in the next update! 👍🥗[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Development Update: Contract System Overhaul, Spoilage Mechanics, and More

[p]Hi everyone, 😄[/p][p]Thank you for your continued support and feedback for Food Processing Simulator. This update is part of our ongoing development as we work towards the Early Access release. Please note that this update is not available in the demo version. In this update, we introduce a new contract model, spoilage mechanics, and several quality-of-life improvements based on your reports.[/p][p][/p][h2]Main Updates[/h2]
  1. [p]New Contract Model with Updated UI We redesigned the project contract system into two clear types, each with its own rules and UI layout.[/p]
    • [p]Basic Contract
      The truck will arrive on the same day and have a loading window longer than one day. If the loading process exceeds the allowed window, a late fee will apply.[/p][p][/p]
    • [p]Bulk Load Contract
      The truck will arrive within a preparation window, giving you time to produce items in large quantities. The loading window lasts only one day, and late fees will be charged for each day of delay.
      [/p]
  2. [p]Updated Truck Arrival Rules[/p][p]Trucks now only arrive within specific hours between 08:00 and 15:00.
    If you accept a contract outside of this time range, the truck will arrive the next day. This change gives more structure to the scheduling and planning of production cycles.[/p]
  3. [p]New Spoilage System for Products[/p][p]A spoilage mechanic has been added to introduce more strategic storage management. [/p]
    • [p]A new Cold Storage Warehouse is now available to maintain product grades. [/p][carousel][/carousel]
    • [p]The truck model has been updated with a refrigerated container appearance for contracts that require grade preservation.
      [/p]
    • [p]Products stored outside the Cold Storage Warehouse will lose one grade per day.[/p]
  4. [p]Automatic End Day System[/p][p]The game now supports an automatic end day system. You will need to manage your time effectively before the day ends to avoid disrupting production tasks or deliveries.[/p][p][/p]
[p][/p][h2]Improvements and Fixes[/h2]
  1. [p]Machine Flow Diagrams Added
    Each production menu now includes a machine flow diagram. This helps you understand the correct machine sequence and reduces confusion during setup.[/p][p][/p]
  2. [p]Fix Input from the Wrong Machine Side
    Some machines were able to accept items through the output side. This behavior has been corrected so machines only accept inputs from the correct side.[/p]
  3. [p]Improved Labelling Machine Logic
    The labelling machine will now reject any item with packaging that does not match its assigned label type based on the current menu available.[/p]
  4. [p]Improved Load and Save Flow[/p][p]The New Game button has been removed from the Load Game screen to prevent confusion.
    Saving to a slot can only be done through the Pause Menu.
    Automatic saves will always use the Autosave slot by default.[/p]
[p][/p][p]Thank you again for all the feedback you share as we continue refining Food Processing Simulator. This update is part of our ongoing development toward the Early Access release and is not available in the demo version.[/p][p]If you encounter new issues or have suggestions on improving the production flow, please let us know through the in-game Bug Report Menu or the Steam Discussions.[/p][p][/p][p]See you in the next update! 👍🥗[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Demo v0.0.69: Localization Support, UI Improvements, and Key Fixes

[p]Hi everyone, 😄 [/p][p][/p][p]Thank you for your continued support and feedback for Food Processing Simulator. We have been working to improve clarity, stability, and gameplay polish based on your reports during the demo. This update focuses on better localization support, clearer demo-ending information, and several important fixes that help keep your production line running smoothly. [/p][p][/p]
Updates and Improvements
  • [p]Updated: Localization support for all listed languages in the demo.[/p][p]You can now play the demo in multiple language options, making the experience friendlier for players around the world.[/p]
[carousel][/carousel]
  • [p]Updated: Demo end information is now clearer.[/p][p]Once the demo limit is reached, you will receive a proper message explaining that experience points will no longer increase, but you can still continue finishing your active project. [/p]
[p][/p]
  • [p]Updated: Machine Log now displays label and package counts.[/p][p]You can check how many labels or packages are inside a machine directly through the Log menu. [/p]
[carousel][/carousel][p][/p]
  • [p]Updated: Commodity menu now shows the correct pcs and box quantity.[/p][p]This fixes incorrect item count information shown in the commodity list.[/p]
[p][/p]
  • [p]Updated: Truck now displays spatial UI for project delivery targets.[/p][p]You will now see how many items need to be delivered according to your active project.[/p]
[p][/p][p] [/p]
Fixes
  • [p]Fixed: NPC QA walking animation not functioning correctly. NPC QA now moves smoothly as intended. [/p]
[p][/p]
  • [p]Fixed: NPC QA getting left behind during project termination. NPC QA will properly follow and complete the project cleanup process.[/p]
  • [p]Fixed: Commodity duplication issue when moving machines. Relocating machines should no longer create unexpected duplicate items.[/p]
  • [p]Fixed: Items getting stuck when incorrectly entering the output side of certain machines. Commodities should now continue flowing without stopping during normal operation.[/p]
  • [p]Fixed: Box Machine collider floating above the ground. The collider now aligns correctly with the machine model.[/p]
  • [p]Fixed: Conveyor interaction during packing that caused certain items to disappear. Items should now transfer properly without being lost.[/p]
  • [p]Fixed: Purchased machines stored in boxes reappearing when starting a new game after loading. Box states now reset correctly when returning to the main menu and starting a new save.[/p]
  • [p]Fixed: Gamepad End Day input colliding with UI interactions or box disposal actions.
    Gamepad controls are now more consistent and no longer trigger conflicting actions.[/p]
[p][/p][p]We truly appreciate all your feedback as we continue refining the core systems of Food Processing Simulator. If you encounter new issues, please let us know through the in-game Bug Report Menu or via the Steam Discussions. [/p][p][/p][p]See you in the next update! 👍🥗[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Demo v0.0.62: Box Packer Fixes, Gamepad Navigation, and More

[p]Hi everyone, 😄[/p][p]Thank you for your support and feedback for Food Processing Simulator! We’ve been working to improve stability and polish based on your reports. This update focuses on major fixes for the Box Packer Machine, gameplay quality improvements, and several new additions to make your factory experience smoother.[/p][p] [/p]
Fixes
  • [p]Fixed: Box Packer Machine sometimes caused salads to disappear. [/p]
  • [p]Fixed: Box Packer Machine not functioning correctly. [/p][p][/p]
  • [p]Fixed: Salad was being packed incorrectly inside boxes. [/p][p][/p]
  • [p]Fixed: Gamepad navigation issue when accessing the cart during checkout. [/p]
  • [p]Fixed: Gamepad navigation in the Settings Menu. [/p]
[p][/p]
Updates & Improvements
  • [p]Removed: The ability to take single items. You now must use boxes for moving and collecting items.[/p]
  • [p]Updated: Player movement speed is now faster for smoother navigation around the factory.[/p]
  • [p]Updated: Delivery rules on higher-grade products can now be accepted for delivery. [/p]
  • [p]Updated: NPC QA now provides clearer information when higher-grade products are accepted.[/p][p][/p]
[p][/p]
New Additions
  • [p]Added: Fade-out transition during the day-change process.[/p]
  • [p]Added: Bug Report Menu in the tablet for easier issue reporting.[/p][p][/p]
  • [p]Added: Visual Day-Night System for better time-of-day atmosphere. [/p][p][/p]
[p]We truly appreciate your patience and feedback as we refine the core systems of Food Processing Simulator. If you encounter new issues, please use the in-game Bug Report Menu so we can address them quickly or tell us through Steam Discussion.
[/p][p]See you in the next update! 👍🥗[/p][p][/p][p][dynamiclink][/dynamiclink][/p]