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Food Processing Simulator News

v0.6.10 - Vendor Truck Employee Loading & New Truck Access

[p]Hi everyone, πŸ˜„[/p][p]Thank you very much for your continued feedback, suggestions, and reports. This week, our update focuses mainly on the Vendor Truck system, especially adding a new employee-supported loading workflow. We are also shipping a few improvements and bug fixes based on issues reported by the community.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. New Task: Vendor Truck Loader for Loading Operator[/h3][p]You can now assign your Loading Operator to help load products into the Vendor Truck.[/p]
  • [p]A new task priority option has been added: Vendor Truck Loader.[/p]
  • [p]This is not enabled by default, so you will need to manually set it in the employee’s task priority list before they start helping with Vendor Truck loading.[/p]
[p][/p][p][/p][hr][/hr][h3]2. Vendor Truck Employee Settings[/h3][p]With the new Vendor Truck loading task, each Vendor Truck now has its own Employee Settings menu.[/p][p]By interacting with a Vendor Truck, you can configure:[/p]
  • [p]Which products should be loaded into that truck[/p]
  • [p]The target amount for each box size you want to load[/p]
[p][/p][p]Please note:[/p]
  • [p]Your configuration must follow the truck capacity rules for the Vendor Truck you currently own. You cannot set the total box count beyond the maximum capacity limit.[/p]
[p]You can also choose how the loading routine behaves:[/p]
  • [p]Routine: Daily
    The employee will repeat this loading plan every day.[/p]
  • [p]Routine: Repeat After Return
    The employee will reuse the same loading plan again after the Vendor Truck returns.[/p]
[p][/p][p]This allows you to better control employee workload and keep your Vendor Truck consistently stocked without fully manual preparation every time.[/p][p]For now, running the Vendor Truck trip is still manual. The player must choose the sales location and start the trip, so it cannot be delegated to employees yet.[/p][p][/p][carousel][/carousel][hr][/hr][h2]Improvements[/h2][h3]1. Third Vendor Truck Garage (Up to 3 Vendor Trucks)[/h3][p]The third Vendor Truck garage is now open, so you can have up to 3 Vendor Trucks.[/p]
  • [p]This garage can be unlocked once you reach Tier 30.[/p]
[p][/p][hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Fixed an issue where lower-grade boxes (after day change) could be ignored by employees when selecting items for delivery to a client or vendor truck.[/p]
  2. [p]Fixed display and controller access issues in Employee Settings for Pallets, including gamepad navigation and plus/minus configuration controls.[/p]
[hr][/hr][p]Once again, thank you very much for all the feedback and support you keep sharing. We are still tracking everything and prioritizing improvements based on feasibility and impact, while continuing to refine systems step by step.[/p][p]If you encounter any issues after updating, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.[/p][p]See you in the next update! πŸ₯—πŸšš[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.6.03 New Building Cold Storage 2, Overhead Conveyors, and New Languages

[p]Hi everyone, πŸ˜„[/p][p]Thank you very much for your continued feedback, reports, and suggestions. This week, we are shipping the next phase of our expansion roadmap with a major focus on Cold Storage expansion as requested repeatedly by many players. Alongside that, we are also adding several improvements to support smoother factory flow and better day-to-day quality of life in the game.[/p][p]Here is what is included in this new version:[/p][hr][/hr][h2]Main Updates[/h2][h3]1. Cold Storage Expansion 2[/h3][p]One of the most repeated requests from the community has been expansion support, especially for storage capacity. In this update, we are starting the expansion step by step by opening access to the blue building that has been teased since the early version of the game as the next Cold Storage Expansion.[/p][p]You can now purchase and unlock Cold Storage 2 with these requirements:[/p]
  • [p]Reach Tier 21[/p]
  • [p]Buy Factory Expansion 2[/p]
[carousel][/carousel][p]With a second Cold Storage area located in a different building, there are several new rules and behaviors to be aware of:[/p]
  • [p]Cold Storage Displays are separated
    The Cold Storage Display will only show information for the specific Cold Storage area you are currently in.
    Meanwhile, the Stock view inside the Project Menu will show combined stock information from both Cold Storage areas.[/p]
  • [p]Different pallet behavior depending on Loading Zone[/p]
    • [p]For Loading Zone 1 and 2, employees will not use pallets for deliveries when products come from Cold Storage 2.[/p]
    • [p]For Loading Zone 3 and 4, if pallet delivery is required, items from Cold Storage 2 will be automatically moved onto pallets first by employees.[/p]
  • [p]Employees prioritize nearby storage to the target truck
    Employees will try to choose items from the nearest Cold Storage area based on the target delivery truck.
    This means employees may take items from Cold Storage 1 first instead of Cold Storage 2 if the target truck is located closer to that area, especially for Loading Zone 3 and 4.[/p]
  • [p]Cross storage handling rules when one storage is full
    If one Cold Storage is full, employees will attempt to place items into racks in the other Cold Storage area if space is available.
    However, if items are dropped into the Drop Zone of a specific Cold Storage, those dropped items will only be organized into racks within that same Cold Storage.
    For example: if a box is dropped into Cold Storage 2 Drop Zone, it will only be moved into racks inside Cold Storage 2, even if Cold Storage 1 still has empty racks.[/p]
[p][/p][hr][/hr][h3]2. New Utility: Overhead Conveyor System[/h3][p]Based on community requests for building conveyor paths in higher areas, we have added new utilities that allow more flexible routing, improve walkable space for employees, and open up more layout possibilities.[/p][p][/p][p]We added three new utilities:[/p]
  • [p]Overhead Straight Conveyor[/p]
  • [p]Overhead Curved Conveyor[/p]
  • [p]Vertical Conveyor Lift[/p]
[p]These new utilities unlock at Tier 20, before multi-ingredient products are introduced, so players can start using overhead routing earlier and build more advanced layouts for future challenges.[/p][carousel][/carousel][hr][/hr][h3]3. Factory Visual Update: Mezzanine Platform[/h3][p]Many players asked for an easier way to view machine setups from above. With this update, the factory building has been visually updated to include an upper platform area (mezzanine), allowing you to look down and monitor your production floor more easily.[/p][p][/p][p][/p][hr][/hr][h3]4. Employee Delivery Approval[/h3][p]Automation requests for delivery approval have been a common topic. With this update, you can now assign employees to approve deliveries.[/p]
  • [p]Employees can approve delivery as long as the Loading Zone assignment matches the truck’s loading zone.[/p]
  • [p]This configuration can be set through the Delivery Loader Assignment screen.[/p]
[p][/p][hr][/hr][h3]5. New Languages: Thai and Spanish Latin America[/h3][p]We have added support for two new languages:[/p]
  • [p]Thai[/p]
  • [p]Spanish (Latin America)[/p]
[carousel][/carousel][hr][/hr][h3]6. Project Offer Type Frequency Update[/h3][p]We adjusted the daily Project Offer generation to make Quick Projects appear more often during normal gameplay. Previously, after reaching Tier 4, the game would generate 1 Quick Project and 1 Contract Project each day.[/p][p]With this update:[/p]
  • [p]After reaching Tier 6 (changed from Tier 4), the daily offers now generate as 2 Quick Projects.[/p]
  • [p]After you complete projects, new offers will spawn with an approximately 80% / 20% distribution between Quick Projects and Contract Projects.[/p]
[p]This change makes Quick Projects much more common, while Contract Projects still appear occasionally for players who enjoy longer planning and scheduling.[/p][hr][/hr][h2]Improvements[/h2]
  1. [p]Updated the Tutorial Menu layout into a list format, since there is now much more information to display.[/p][p][/p]
  2. [p]Improved cursor behavior during object placement and sandboxing. The cursor position now appears closer to the center of the machine or item, instead of leaning toward the bottom-right.[/p][p][/p]
[hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Fixed an issue where some achievement triggers would not activate correctly after loading a game.[/p]
  2. [p]Fixed broken controller access when closing the tablet while the cart process was still active.[/p]
[hr][/hr][p]Once again, thank you very much for all the feedback and suggestions you keep sharing. We are continuing to record everything and prioritize updates based on feasibility and impact. The Cold Storage expansion is only the beginning of the expansion roadmap, and we will continue improving storage, factory flow, and performance step by step.[/p][p]If you encounter any issues after updating, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.[/p][p]See you in the next update! πŸ₯—πŸšš[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Food Processing Simulator is 20% Off in a Weeklong Deal!

[p]Hi everyone, πŸ˜„
[/p][p]We have a special announcement today: Food Processing Simulator is now 20% off as part of a Weeklong Deal (16 - 23 February 2026).
If you have friends or families who have been interested but have not picked it up yet, this is a great time to invite them in and grab the game at a special price.
[/p][p]This is also the second discount since launch. Since our launch discount ended, we have been actively updating the game for almost two months, with frequent improvements and new systems based on player feedback. Here are some highlights you may have missed:[/p][hr][/hr][h2]What’s New Since the Launch Discount[/h2][h3]1. Vendor Truck Expansion[/h3][p]We introduced the Vendor Truck feature as an additional optional challenge loop. You can increase your Reputation Level by selling products using the Vendor Truck across multiple sales locations, each with its own preferences and product popularity. This gives you a new way to earn extra income beyond Client Projects.[/p][carousel][/carousel][p][/p][h3]2. More Equipment to Improve Playstyles[/h3][p]We added more equipment to support smoother day-to-day factory work, including systems and tools such as:[/p]
  • [p]Configurable Cold Storage Racks and Supply Racks to manage production,[/p]
  • [p]Box Carrier and Hand Forklift for moving boxes in indoor areas,[/p]
  • [p]And more equipment that improves handling, storage, and logistics[/p]
[carousel][/carousel][p][/p][h3]3. Machine Improvements[/h3][p]We introduced new machine features and updates that make production clearer and easier to manage. Many machines now provide better information, better interactions, and added functionality to support more complex factory setups.[/p][carousel][/carousel][p][/p][h3]4. Expanded Areas and Loading Zones[/h3][p]The playable area has grown compared to the early version at launch. This includes:[/p]
  • [p]Expanded Cold Storage space[/p]
  • [p]A larger starting factory area[/p]
  • [p]Additional Loading Zones that can be unlocked and expanded once you reach certain Tier milestones[/p]
[p]We already have plan for further improvement for the production and cold storage more so stay tuned for it.[/p][carousel][/carousel][p][/p][h3]5. Improved Employee Behavior[/h3][p]With community feedback, we have continued improving employee logic and control. Employees now behave more efficiently, feel smarter, and support production flow better than in the early launch version.[/p][carousel][/carousel][p][/p][h3]6. Ongoing Optimization Improvements[/h3][p]We know optimization is still not perfect, but since launch we have consistently monitored performance feedback and shipped incremental improvements to make the game smoother over time. This is still an active focus for us.[/p][carousel][/carousel][p][/p][h3]7. Many Quality of Life Updates[/h3][p]We also released many smaller QoL improvements that make daily gameplay smoother, clearer, and less repetitive. A lot of these came directly from community suggestions and player reports.[/p][carousel][/carousel][p][/p][p]And there is still more. You can follow the full progress through the devlogs we post regularly. Please note that not every community suggestion has been implemented yet, but we are working iteratively and incrementally while reviewing feasibility and impact for each change.[/p][p]We hope this Weeklong Deal helps bring more players into the game, and we are excited to hear new ideas, feedback, and discussions from new and existing players. If you have thoughts about what should be improved next, we would love to hear from you in the Steam Discussions.[/p][p]See you in the next update! πŸ₯—πŸšš[/p][p][dynamiclink][/dynamiclink][/p]

v0.5.90 - Optimization, New Achievements Added, and More Improvements

[p]Hi everyone, πŸ˜„[/p][p]Thank you for waiting for this update. This time, we’re releasing the optimization improvements we mentioned last week, focusing on render performance and save file size / save-load speed. Both of these are now ready to ship in this patch.[/p][p]On top of that, we also added several updates and improvements, including new achievements related to Vendor Truck, which is one of the newest features we introduced.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. Render Optimization[/h3][p]There is a condition where performance could drop heavily when you have many machines and many objects visible in the production line, especially when items get stuck inside one or more machines. This could cause FPS to fall to very low levels.[/p][p]With this update, we have implemented improvements to address this case. Based on our internal testing, you should feel around a 20% to 30% FPS improvement in almost full and busy factory situations. Results may vary depending on your device specifications. In general, the higher your device performance, the more noticeable the improvement can be.[/p][carousel][/carousel][p][/p][hr][/hr][h3]2. Save/Load Time and Save File Size Optimization[/h3][p]For players with deep progression and large amounts of stored stock, save file sizes could grow extremely large. This caused saving and loading to become very slow, and also affected day transitions due to autosave.[/p][p]With this update, save file size can now be reduced by 70% to 80%, which should make loading and saving significantly faster. Just a quick note for you who have a large save file, the first time you load the progress will still take longer as the system is tweaking something with your save file, but it should be take less time after that.[/p][hr][/hr][h3]3. New Achievements List (20++ New Achievements)[/h3][p]We are introducing 20++ new achievements in this update. Most of them are tied to the Vendor Truck feature, so for achievement hunters, there is now a new set of challenges to work toward.[/p][p]For players who already have progression, some of your achievement progress is already tracked and will update automatically after you play again on the latest version.[/p][p][/p][p][/p][p][/p][hr][/hr][h2]Improvements[/h2][h3]1. More Employees [/h3][p]As many player wanted to have more hand to help, we have added 3 new employees in this update:[/p]
  • [p]2 Production Assistants[/p]
  • [p]1 Loading Operator[/p]
[p]We will try to maintain the number of employee so they don't become problem for performance department. If with this number added are okay we will try to increase more in the future updates.[/p][p][/p][hr][/hr][h3]2. Employee Behavior Improvements: Rack and Target Searching[/h3][p]Based on community feedback about employees walking too far and behaving inefficiently when selecting racks and target items, we updated how they search and choose destinations. Employees now prioritize closer options in several cases, including:[/p]
  • [p]Checking the nearest Supply Rack or Cold Storage location when placing boxes that need to be organized[/p]
  • [p]Checking the nearest Supply Rack or box source when supplying to the Starter Machine, Product Labelling Machine, and Packaging Machine[/p]
[p]This should reduce unnecessary long walking paths and make employee movement feel more logical and efficient.[/p][carousel][/carousel][p][/p][carousel][/carousel][hr][/hr][h3]3. Immersive Mode in Pause Menu[/h3][p]We added an Immersive Mode option in the Pause Menu.[/p][p]This feature hides the HUD UI, allowing you to take clean screenshots of your factory environment and production lines without UI distractions.[/p][p][/p][carousel][/carousel][hr][/hr][h3]4. Conveyor Change Direction Info in Blueprint Mode[/h3][p]We updated the conveyor UX so that the Change Direction information appears while the conveyor is still in the blueprint stage.[/p][p]Previously, the direction change information only appeared after the conveyor was deployed, which could confuse players about whether the conveyor direction could still be changed.[/p][p][/p][carousel][/carousel][hr][/hr][h3]5. Improved Plus/Minus Controls for Large Value Changes[/h3][p]We updated the plus/minus buttons in several UI areas so there are now options to increase or decrease values by larger amounts.[/p][p]This is especially helpful for players using controllers, making it easier to change big numbers without pressing the button repeatedly.[/p][carousel][/carousel][hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Fixed an issue where the Cold Storage Stock view inside the Project Menu could incorrectly show a scroll bar while using a controller, even though it should not appear.[/p]
  2. [p]Fixed a translation issue where text did not display correctly on the Supply Rack display when the rack was empty.[/p]
[hr][/hr][p]Optimization work is not stopping here. We will continue monitoring performance and working on additional optimizations over time to keep the game comfortable to play. Device specifications will still affect how strong the impact feels, but we want performance to steadily improve with each iteration.[/p][p][/p][p]Once again, thank you very much for your feedback and support. We are still tracking all reports and prioritizing improvements based on feasibility and impact. If you encounter any issues, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate further.[/p][p]See you in the next update! πŸ₯—πŸšš[/p][p][dynamiclink][/dynamiclink][/p]

v0.5.80 - Maintenance Controls, Project Menu Stock Access, and More

[p]Hi everyone, πŸ˜„[/p][p]Thank you very much for all the feedback, questions, and reports you’ve been sharing with us. In this update, we are improving and fixing several core systems that the community has frequently asked us. While part of the team is actively working on optimization improvements, we are also delivering important quality of life updates and refinements to existing systems.[/p][hr][/hr][h2]Improvements[/h2][h3]1. Machine Information Improvements[/h3][p]Based on common questions and recurring issues from the community around machine clarity and maintenance behavior, we added new information and controls:[/p][p][/p][p][/p]
  • [p]Maintenance Threshold Control
    We added a new setting that lets you control when a Production Assistant should start doing maintenance and when the machine should show a warning state.[/p]
    • [p]The threshold works from a maximum of 90% down to 0%.[/p]
    • [p]For example, if you set the threshold to 80%, then once the machine condition is below or equal to 80%, the employee will perform maintenance on that machine.[/p]
    • [p]The default maintenance threshold is 25%.[/p]
    [p][/p][p][/p]
  • [p]Speed Control Information and Machine Condition Explanation
    We added clearer information to the speed control UI explaining that higher speeds will reduce machine condition faster.[/p]
    • [p]A new gear icon has been added as a symbol for machine condition.[/p]
    • [p]Machine condition reduction is calculated based on the number of commodities processed while the machine is running at a specific speed level.[/p]
    • [p]Faster speed means faster condition decay, so speed decisions now come with clearer tradeoffs.[/p]
    [p][/p]
[hr][/hr][h3]2. Project Menu Improvements[/h3][p]We received requests for an easier way to check current stock without having to physically walk to Cold Storage. To support faster decision making when choosing projects:[/p]
  • [p]The Project Menu now has a new button that displays your Cold Storage stock directly inside the menu.[/p]
  • [p]This allows you to quickly compare available inventory and pick a project that matches what you currently have.[/p]
  • [p]The same sorting options and display modes from the Cold Storage display are also available in this Project Menu view.[/p]
[p][/p][carousel][/carousel][hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Potential fix for an issue where employees could get stuck when trying to take a box from the Box Packer Machine if the box was not full. This mostly affected non-product boxes targeted for Supply Racks or Starter Machines.[/p]
  2. [p]Fixed a bug where packaged products were incorrectly sent to the failed output when the Splitter Machine was set to Any Commodity.[/p]
  3. [p]Fixed an issue where players could click the Task Priority area in the Employee Menu and open settings even when no employee had been hired.[/p]
  4. [p]Fixed a case where supply box size selection carried over into a New Game, allowing Medium and Large box sizes to be accessed during early tutorial progression when they should still be locked.[/p]
  5. [p]Fixed a case where pallets could appear even if the Forklift unlock had not been purchased. This could be triggered by loading a save after owning the Hand Forklift. Pallets should only be available after purchasing the Forklift upgrade in the Vehicle menu. This also fixes incorrect vehicle counts recorded in the Vehicle menu.[/p]
  6. [p]Fixed several descriptions and UI information that were not translated correctly in certain languages.[/p]
[hr][/hr][h2]Optimization Progress[/h2][p]As an additional update, we want to share the current progress of the optimization work in development. We are currently tackling two main performance problems and here is the status of each:[/p][h3]1. Render Optimization[/h3][p]There is a condition where performance can drop heavily when players have many machines and many objects visible in production lines, especially when items become stuck inside a machine. This can result in very low FPS.[/p]
  • [p]We are actively improving this case and the current results are already showing good progress.[/p]
  • [p]Internal testing so far shows an improvement of around 20% to 30% FPS when this optimization is applied.[/p]
  • [p]We are not shipping it in this update yet because it is still in internal testing and needs more validation before release.[/p]
[h3]2. Save/Load Time and Save File Size Optimization[/h3][p]For players with deep progression and large inventory stock, save file sizes can grow too large. This makes saving and loading very slow, and also impacts day transitions due to autosave.[/p]
  • [p]Current optimization progress shows the save file size can be reduced by 70% to 80%, which significantly improves load and save speed.[/p]
  • [p]This optimization is also still in internal testing, and we hope it will be ready to ship next week if validation goes smoothly.[/p]
[hr][/hr][p]Once again, thank you very much for continuing to share feedback and reports. We are still tracking everything and prioritizing improvements based on feasibility and impact, while continuing work on performance optimization in parallel.[/p][p]If you encounter any issues, please report them through the in game Bug Report Menu and/or the Steam Discussions so we can review the details and reproduce the case.[/p][p][/p][p]See you in the next update! πŸ₯—πŸšš[/p][p][/p][p][dynamiclink][/dynamiclink][/p]