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Food Processing Simulator News

v0.5.70 - Supply Rack Updates, Machine Improvements, and More

[p]Hi everyone, 😄[/p][p]Thank you very much for all the feedback, reports, and suggestions you shared after the last update. We truly appreciate the time you take to explain issues and share your factory setups, because it helps us prioritize what matters most in real gameplay.[/p][p]This week, our focus is on improving the quality of life of existing production systems and fixing several core behaviors that can affect experience during longer sessions, especially for players with larger factories and heavier save data.[/p][p]We also want to acknowledge the current performance and optimization concerns. Performance improvements are actively being worked on by the team, and we have already started building stronger test cases based on the reports some of you sent about FPS drops and heavy box or item density areas. While the optimization work is still ongoing, this update includes several incremental improvements, and we will continue to ship performance-related updates step by step as they are ready.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. Production Assistant Maintenance Rule Update[/h3][p]We reviewed community feedback and observed that when players own many machines, Production Assistants often spend too much time doing maintenance and not enough time on other tasks.[/p][p]To improve this, Production Assistants will now only start doing maintenance automatically when a machine drops below 25% condition.
Previously, the threshold was below 80%, which caused them to maintain too frequently. This was especially noticeable when machines were set to faster speeds, since machine condition decreases faster at higher speed.[/p][carousel][/carousel][hr][/hr][h3]2. Supply Rack Behavior and Information Update[/h3][p]We made several incremental improvements to Supply Rack behavior based on community feedback:[/p]
  • [p]Supply Rack now has an additional display showing how many boxes are stored in that rack. This is separate information from the contents of each individual box.[/p][p][/p]
  • [p]Added new filters: Any Label, Any Packaging, and Any Commodity.[/p]
  • [p]The previous Any Commodity option has been changed to Any Supplies, meaning the rack can accept any supply type (commodity, packaging, or label).[/p][p][/p]
  • [p]Added a Box Size filter, allowing you to restrict which box sizes are allowed on a rack.[/p][p][/p]
  • [p]Supply Rack and Cold Storage Rack now start with their configuration set to “None” when purchased, so you can define the intended setup first before employees begin placing items.[/p]
    • [p]The Cold Storage Rack you receive at the beginning of the game will still default to Any Product Menu, but any newly purchased racks will start as None.[/p]
    [p][/p][carousel][/carousel]
  • [p]Improved employee placement logic so employees prefer racks that are specific before using racks set to Any. Previously, Any racks could be prioritized over specific racks.[/p]
    • [p]Employees still do not evaluate distance to racks yet. This is already noted for future improvements.[/p]
    [p][/p]
  • [p]Updated Supply Rack collider size so it matches the actual 3D shape and reduces overlap issues with walls or other racks. The old size is not correct so when you try to change layout after this update the new rule will need to comply.[/p][carousel][/carousel]
[hr][/hr][h3]3. Packaging Machine Stock Display[/h3][p]Packaging Machines now have a new screen on the upper area to display remaining packaging stock.[/p][p]This was one of the most requested quality of life improvements. We designed it to be clear but not as visually dominant as the label display, so it stays readable without being distracting. The current design also not moving like the label display.[/p][p][/p][carousel][/carousel][hr][/hr][h3]4. New Commodity State: “Normal” (Raw)[/h3][p]We added a new commodity state option: Normal (raw / unprocessed).[/p][p]Based on community playstyles, many players wanted the ability to instruct employees to place commodities that have not been processed at all. With this update, Normal becomes an additional option, so you can better control which commodity state is allowed to enter machines such as the Starter Machine or Filter Machine, and also racks.[/p][p]Important note about state selection behavior:[/p]
  • [p]In this update, we also update how the game reads and filters commodity states. Items will carry multiple states across the processing chain (for example: Sliced + Washed + Dried). Because of this, you may need to adjust your machine/rack state selections to match the states shown on your boxes. Before this update if you only ticked one state for example Dried, it will also filter combined state with Dried on it. This new update those condition cannot be performed anymore and you need to have check the same state as the condition you need.[/p]
  • [p]Normal will always be ticked automatically when you select any processed state (Sliced / Washed / Dried). This is intended behavior and helps keep the state logic consistent across the system.[/p]
[carousel][/carousel][hr][/hr][h3]5. Box Carrier: Bulk Dispose Boxes[/h3][p]Box Carrier can now be used to dispose multiple carried boxes at once.[/p][p]This makes it easier to clean up and discard large amounts of boxes quickly, using Box Carrier as a disposal tool instead of handling boxes one by one.[/p][carousel][/carousel][hr][/hr][h2]Improvements[/h2]
  1. [p]Added clearer information on how Loading Operators handle pickup from the Box Packer Machine at the output area.[/p]
  2. [p]Added a visible indicator on Box Packer Machines showing the current output box size: Small / Medium / Large.[/p][p][/p]
  3. [p]The selected Box Size in the Supply purchase menu is now saved as the last selected state, so it persists after loading the game.[/p][p][/p]
  4. [p]Improved the sidewalk and curb in front of the Vendor Truck garage exit to prevent the truck from clipping or hitting it when leaving.[/p][p][/p]
  5. [p]Updated the Credits screen with a “View More” hint and added mouse wheel scrolling support.[/p]
  6. [p]Adjusted box rotation when it comes out of the Box Packer so the label faces the player.[/p][p][/p]
  7. [p]Added an info popup when switching or disconnecting a Steam account, warning about possible Cloud Save progress changes that may look like lost progress.[/p]
  8. [p]Updated the underline color indicator for Vendor Truck items to show whether a product is eligible for the Popular bonus or not in the post sales popup.[/p][p][/p]
  9. [p]Improved the handling of “not enough balance” information when adding items or supplies to the cart.[/p]
  10. [p]Added clearer information for Supply Behavior Limited, explaining that when the limit reaches 0, supplying stops and the player must manually increase the limit again to resume production.[/p][p][/p]
[hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Fixed a case where the tutorial could remain stuck even when the player was already at a high level. This was caused by skipped tutorial steps that were not automatically recognized as completed. With this update, stuck tutorial states will now be auto-completed when detected, and affected players will be recognized as complete after loading the game.[/p]
  2. [p]Fixed Cold Storage display not updating item counts when items were stocked into machines while the player remained stationary inside the Cold Storage area.[/p]
  3. [p]Fixed mouse scroll not working in some menu pages when the cursor was hovering over buttons or text.[/p]
  4. [p]Fixed starting position after loading not relocating correctly when blocked by objects other than machines (such as racks, box generators, or trash bins).[/p]
  5. [p]Potential fixed for case where a machine could randomly become marked as “being processed” by employees, but no employee would actually go there, causing the state to get stuck.[/p]
  6. [p]Potential fixed for case where a box could randomly become marked as “being processed” by employees, but no employee would actually interact with it, causing the state to get stuck.[/p]
  7. [p]Fixed a situation where loading a large save could cause machines or boxes to become unprocessable or unpickable by employees.[/p]
  8. [p]Fixed the Camera Sensitivity setting display not reflecting the real stored value when the Settings menu was first opened.[/p]
  9. [p]Fixed incorrect speed indicator direction on the mirrored version of the Pouch Packaging Machine.[/p][p][/p]
[hr][/hr][h2]Demo Update[/h2][p]The demo has been updated to include the latest improvements up to this release, including:[/p]
  • [p]Improved machine information and visuals[/p]
  • [p]Render optimizations when there are many items[/p]
  • [p]Updated environment layout with a larger factory area[/p]
  • [p]Additional UX and UI improvements[/p]
[hr][/hr][p]Once again, thank you very much for all the feedback, bug reports, and suggestions you keep sharing. We are still reading and collecting everything, and we truly appreciate the time you take to explain what feels off and what you would like to see improved.[/p][p]We want to reassure you that we are not only focusing on what is included in this update. We are continuously reviewing community input and prioritizing changes based on two things: feasibility and impact. Some improvements can be delivered quickly, while others require more design work, testing, and performance validation before they are safe to ship.[/p][p]Besides the ongoing optimization work we are preparing, here are a few areas we are actively planning and reviewing:[/p]
  • [p]A cost sink system through operational costs, to improve long term economy balance[/p]
  • [p]Employee support for Vendor Truck workflows, so the feature can scale better without becoming too manual[/p]
  • [p]A new system to better support food variants, so menu expansion can grow in a cleaner and more scalable way[/p]
[p]We also know that content additions are a major highlight for many players, such as more achievements, factory and cold storage expansion areas, and more employees. These are still part of our direction, but for factory and cold storage expansions, as well as adding more employees, we need to make sure the current performance issues are improved first. We want those upgrades to feel exciting, not heavier or frustrating due to lag or instability.[/p][p]If you run into any issues, please report them through the in-game Bug Report Menu and/or the Steam Discussions. Every report helps us build better test cases and fix problems faster.[/p][p]See you in the next update! 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.5.50 - Vendor Truck Expansion & Reputation System

[p]Hi everyone, 😄[/p][p]Thank you so much for all the feedback, ideas, and discussions based on last week’s update. This week, we’re introducing a new feature that aims to answer a few common needs we’ve seen from players:[/p]
  1. [p]A new challenge type besides Client Projects[/p]
  2. [p]An optional side progression you can work on during downtime[/p]
  3. [p]A faster way to reduce storage stock when it starts piling up[/p]
  4. [p]A way to recover value from unlabelled or low-grade products instead of just throwing them away[/p]
[p]Because our main focus this week is shipping this new feature in a good, stable state, some non-urgent bug fixes and improvements are being held for later patches. This feature also opens doors for future systems we’re already planning in the background.[/p][hr][/hr][h2]Main Update[/h2][h3]1. Vendor Truck Expansion[/h3][p]The Vendor Truck is a new system that lets you sell your products directly to end customers at specific sales locations, instead of only through Client Projects. This feature unlocks from Tier 8, so even newer players will be able to experience it fairly early in their progression. You can unlock this feature by interacting to the gate of the yellow building in the east side of the factory building.[/p][p][/p][carousel][/carousel][p]Once you pay to unlock access to the Vendor Truck, you will receive:[/p]
  • [p]1 Vendor Truck[/p]
  • [p]2 new employees as Sales Operators, who help you run sales at chosen locations[/p]
[p][/p][p]Before your employees head out to sell products, you need to move items from your storage and load them into the Vendor Truck. After that, you can interact with a Sales Operator to continue the process. By interacting with a Sales Operator, you can:[/p]
  • [p]Plan a sales trip to a selected location[/p]
  • [p]Check your loaded items along with the sales estimation[/p]
  • [p]Head out and sell directly to customers[/p]
[p][/p][p][/p][p]Each location has different product popularity, so Popular and Preferred products with higher grades will earn better income and reputation. On the other hand:[/p]
  • [p]Lower grade products will still sell, but with reduced income and reputation gain[/p]
  • [p]Unlabelled products can also be sold, but they only generate a small payout and no reputation, making the Vendor Truck a softer alternative to simply discarding mistakes or leftovers[/p]
[p]This turns your old stock, production mistakes, and low grade products into an optional gameplay loop instead of pure waste. However, the total payout and bonus potential from Vendor Truck sales is intentionally lower than what you can earn per unit through Client Projects. Client Projects remain the most profitable way to sell well prepared, high grade products.[/p][p][/p][p][/p][h3]2. Reputation Level[/h3][p]Alongside Vendor Truck, we’re introducing a new Reputation Level system specifically tied to Vendor Truck feature:[/p]
  • [p]Reputation Level is a separate progression track that increases as you successfully sell to customers.[/p]
  • [p]Reputation is used to unlock new content related to Vendor Truck, such as:[/p]
    • [p]New sales locations by buying permits[/p]
    • [p]Increased truck capacity, letting you bring more products per trip[/p]
[p]For this update, Reputation Level is capped at Level 10. Just like Tiers, we plan to expand this gradually in future updates as we add more content and destinations.[/p][p][/p][h3]‼️Current Limitation‼️[/h3][p]For now, you can access up to 2 Vendor Trucks.[/p]
  • [p]A potential third truck is being held back until we’re confident the current design feels solid and readable based on player experience and feedback.[/p]
  • [p]We first want to see how you use the system, how often you run sales trips, and how it interacts with Client Projects and storage management.[/p]
[p]One design question we’re intentionally leaving open to community discussion:[/p]
  • [p]Should Loading Operators help load products into Vendor Trucks?[/p]
  • [p]Or should Loading Operators stay fully focused on Client Projects, leaving Vendor Trucks as a manual player-driven activity?[/p]
[p]Both directions have pros and cons. For now, Vendor Truck loading is manual without the help of Employee, but we would really like to hear your thoughts:[/p]
  • [p]Would you prefer automation here, with clear controls for what is allowed to be sold? and what kind of control do you prefer?[/p]
  • [p]Or do you like the idea of Vendor Truck being a more hands-on, “side mission” style activity that you plan and execute yourself?[/p]
[p]Please share your ideas so we can shape the next steps of this feature together.[/p][hr][/hr][h2]Improvements[/h2][h3]1. Arrow Key Controls for Forklift and Hand Forklift[/h3][p]We know some of you are left-handed players, and several community members mentioned needing arrow key movement support.[/p]
  • [p]Forklift and Hand Forklift movement can now be controlled using the Arrow Keys, in addition to WASD.[/p]
  • [p]Because we don’t yet have a full keybinding system for movement, this is currently hardcoded to mirror WASD behavior.[/p]
[p][/p][hr][/hr][h3]2. Special Thanks Credits[/h3][p]We’ve added a Special Thanks in the credits that lists community members who have helped during the Early Access journey of Food Processing Simulator.[/p][p]This includes players who:[/p]
  • [p]Wrote detailed reviews[/p]
  • [p]Joined and active contributed to discussions[/p]
  • [p]Sent bug reports and valuable feedback[/p]
  • [p]Helped introduce the game to a wider audience as content creators / influencers[/p]
[p]Our plan is to update this list monthly.[/p][p]We’re aware this process is not perfect, and it’s possible some important contributors are missing. If you feel you’ve been involved with the game but your name doesn’t appear yet, please contact us at contact\[at]bewolba.com so we can review and correct it.[/p][p][/p][p][/p][hr][/hr][h3]3. Speed LED Indicator Visibility[/h3][p]We updated the speed LED indicator visuals so they now display on both main sides of machines.[/p]
  • [p]This makes it easier to check machine speed from different viewing angles, especially in dense or symmetric layouts.[/p]
[p][/p][hr][/hr][h3]4. Minimum Grade Info on Delivery Truck[/h3][p]Added a Minimum Grade indicator to the Delivery Truck information panel, so players can immediately see the required grade threshold for a project without needing to check the details through the tablet.[/p][p][/p][p][/p][hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Extra Projects in Tutorial Phase [/p][p]Fixed an issue where players could receive regular projects during the tutorial phase when a new day started (by changing manually or force end day), which should not be possible. You should be not getting any normal project when in tutorial phase. [/p][p]For existing progress where the tutorial is stuck at higher levels and making new projects doesn't appears after this update, you can clear the tutorial by repeating the requested tutorial step manually (without employee help). For example, if the tutorial asks you to supply lettuce to a Starter Machine, place one Starter Machine and manually supply lettuce again to complete that step.[/p]
  2. [p]Pallet Position Save Fix[/p][p]Fixed an issue where pallet positions were not saved after being moved with the forklift or Hand Forklift. Pallet locations now persist correctly after relocation.[/p][p][/p]
  3. [p]Splitter Machine (Mirrored) Screen Display[/p][p]Fixed an issue where the mirrored Splitter Machine screen did not update correctly and could show placeholder images or text. The display now reflects the proper machine state and information.[/p][p][/p]
  4. [p]Hold Interaction Triggering Move[/p][p]Fixed a bug where hold interactions on some objects could trigger move interactions, even when the move input was not pressed.[/p]
  5. [p]Same Product Name Showing as Different Items[/p][p]Fixed an issue where products with the same name could appear as different entries in the Cold Storage display and during pallet organizing. Items with the same product type now group correctly.[/p]
[hr][/hr][p]This week’s update is heavily focused on this new Vendor Truck feature and its surrounding systems. After this, we’ll go back to reviewing the broader list of improvements and ideas shared by the community, while also planning new content for future patches. We would really like to hear what you think about this new optional challenge loop and how it fits into your day-to-day factory routine.[/p][p][/p][p]Once again, thank you very much for all the feedback, suggestions, and support you’ve given so far. They play a huge role in how we prioritize and shape Food Processing Simulator during Early Access. We are also working on several other updates in parallel. We need to prioritize changes that are both feasible to implement and impactful for many players, but this does not mean that other suggestions are being ignored. Many of them are queued for future iterations as we continue to improve the game step by step.[/p][p]If you encounter any issues, bugs, or strange behavior with the Vendor Truck, Sales Operators, or anything else in this update, please let us know through the in-game Bug Report Menu and/or the Steam Discussions. Every report helps us move closer to a smoother and more enjoyable experience for everyone.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.5.25 - Supply Racks, Hand Forklift and More QoL Improvements

[p]Hi everyone, 😄[/p][p]This week, we focused on quality of life improvements for production flow and adding new tools that support different playstyles. The goal is to give you more direct control over speed, storage, and employee behavior, while making some systems easier to understand and manage in moment-to-moment gameplay.[/p][p][/p][p]Here are the main changes in this week update.[/p][h2]Main Updates[/h2][h3]1. Speed Control for Every Machine[/h3][p]We heard your requests to control machine speed more directly across the factory.[/p]
  • [p]All machines, including conveyors and utility machines, now support speed control.[/p]
  • [p]Unlike machines with monitors, you change the speed by hovering over the machine and pressing G (default keyboard).[/p]
  • [p]Current speed options are: Slow, Medium, and Fast, matching the main machine speeds.[/p]
  • [p]As of now you need to change speed one at a time for each machines, and there will be LED indicating the speed selection in each machine.[/p]
[p]This system also opens up room for future upgrades where higher speed tiers can be unlocked later in progression.[/p][p][/p][p][/p][hr][/hr][h3]2. New Supply Rack[/h3][p]Based on community requests and different playstyles, we added a new equipment type: Supply Rack.[/p][p]Supply Rack is designed primarily for supplies rather than finished products:[/p]
  • [p]It can be placed more flexibly in both Production Areas and Cold Storage.[/p]
  • [p]Unlike Cold Storage Racks, which focus on finished products, Supply Racks are meant for commodities, packaging, and labels.[/p]
  • [p]Racks still support configuration so employees can organize them according to your storage preferences.[/p]
[p]Key details:[/p]
  • [p]Each Supply Rack can be configured to focus on Commodity, Packaging, or Label.[/p]
  • [p]There are three different sizes, unlocked at different Tiers.[/p]
  • [p]Each rack has its own display showing the number of items stored in that rack only.[/p]
    • [p]We found this local rack based information fits better with how players spread supplies around the factory, rather than centralizing everything into one global stock UI.[/p]
  • [p]Production Assistants and Loading Operators now have an extra role in their priority list called Supply Rack Stocker.[/p]
    • [p]By default, Loading Operators gain this new priority slot, giving them three total priority slots.[/p]
  • [p]Production Assistants, which previously could not walk into Cold Storage, can now enter Cold Storage to reach Supply Racks placed there.[/p]
[carousel][/carousel][p][/p][carousel][/carousel][hr][/hr][h3]3. Hand Forklift[/h3][p]Many players asked to use some kind of forklift indoors. To address this, we developed a new equipment type: Hand Forklift.[/p]
  • [p]Hand Forklift lets the player lift and move pallets inside indoor areas and can also be used outdoors.[/p]
  • [p]It is currently player only equipment. Employees do not use it and do not have special behavior for it yet.[/p]
  • [p]This will be available to buy on Tier 12 alongside Forklift and Pallet, you can buy it from Menu -> Equipment.[/p]
[p]Alongside this:[/p]
  • [p]The process for taking pallets has been updated so it is less strict about exact positioning, making it easier to pick up pallets with both the normal forklift and Hand Forklift.[/p]
[p]This also opens design space for future features that may involve moving large quantities of goods in more specialized ways.[/p][p][/p][carousel][/carousel][hr][/hr][h3]4. Project Offer Update[/h3][p]We have adjusted how Project Offers are generated to better match how players are actually choosing and scheduling projects.[/p][p]After Tier 4:[/p]
  • [p]Previously, the chance per offer was 50 percent Quick Project and 50 percent Contract Project.[/p]
  • [p]Now it is 60 percent Quick Project and 40 percent Contract Project.[/p]
  • [p]The rule that each new day automatically generates 2 Project Offers remains the same:[/p]
    • [p]1 Quick Project[/p]
    • [p]1 Contract Project[/p]
[p]After unlocking Project Expansion 1 (Tier 15):[/p]
  • [p]The maximum number of stored Project Offers increases from 10 to 15.[/p]
  • [p]The number of automatically generated Project Offers per day increases from 2 to 4, with the following spread:[/p]
    • [p]1 Quick Project[/p]
    • [p]1 Contract Project[/p]
    • [p]2 Random, with a 70:30 ratio in favor of Quick Projects.[/p]
[p]We hope these changes make the daily decision of picking projects feel more satisfying and less restrictive.[/p][p][/p][hr][/hr][h3]5. Label Display Update[/h3][p]The Label Display on Product Labelling Machines has been improved for better clarity.[/p]
  • [p]The display will now continue to show the last product label used, even if the label stock has run out.[/p]
  • [p]It also shows how many labels remain inside the machine.[/p]
[p]This should make the machine’s state more transparent so you can see which label is intended for that machine and notice more easily when label stock has been depleted.[/p][p][/p][p][/p][hr][/hr][h3]6. Delivery Loader Assignment Panel[/h3][p]To give you more precise control over Loading Operator behavior and to avoid them all doing the same job in the same place, we added a Delivery Loader Assignment Panel.[/p]
  • [p]This panel is located near the doors of Loading Zone 1 and 2.[/p]
  • [p]It shows which Loading Operator is assigned to which Loading Zone and offers additional controls.[/p]
[p]The panel lets you:[/p]
  • [p]Choose which Loading Zone(s) each Loading Operator should handle.[/p]
    • [p]You can set one operator to focus on a single loading zone, or allow them to handle multiple zones.[/p]
    • [p]You can adjust this anytime to match the current project situation.[/p]
  • [p]Configure permission to use pallets and forklifts for each Loading Operator.[/p]
    • [p]You decide whether that operator is allowed to use a forklift and pallets for their delivery work.[/p]
    • [p]This permission was previously set on the forklift itself and has now been moved entirely into this panel. The old forklift side setting has been removed.[/p]
[p]With this system, you can distribute work more efficiently between loading zones or focus some operators more heavily than others. It also gives us a foundation for future improvements to Delivery and Loading Operator behavior.[/p][p][/p][p][/p][hr][/hr][p][/p][h2]Improvements[/h2][h3]1. Repack Machine Improvements[/h3][p]From community feedback and observing playstyles, we saw many players storing huge amounts of items inside machines, which could cause performance problems when repacking because all items would fall out at once.[/p][p]To address this:[/p]
  • [p]Repacking a machine still shows how many items are inside, but now:[/p]
    • [p]Any remaining commodities or finished products inside the machine are automatically sold and treated as waste.[/p]
    • [p]Unused labels and packaging are returned to you, up to a maximum of 999 per type. Anything above that is sold.[/p]
  • [p]Returned labels and packaging are automatically organized into boxes, based on the returned amounts, so the area around the machine does not become a mess.[/p]
[p]This should make repacking much cleaner for factories that accidentally stacked too many items inside a single machine.[/p][carousel][/carousel][hr][/hr][h3]2. Loading Zone Expansion Information Update[/h3][p]We found that many players did not know how to unlock additional Loading Zones for projects.[/p][p]To improve this:[/p]
  • [p]After reaching Tier 15, when the expansion becomes available, the selection screen for choosing a Loading Zone will show the two additional locked Loading Zones along with information on where to go to buy the expansion upgrade.[/p]
[p]The goal is to make it clearer that there is an expansion, where it is, and how to interact with the gate to unlock it.[/p][p][/p][hr][/hr][h3]3. Machine and Equipment Selling Information[/h3][p]Some players were not sure how to sell machines or equipment they no longer needed.[/p][p]We updated the purchase menu to explain:[/p]
  • [p]To resell a machine or equipment, it must first be repacked into a box.[/p]
  • [p]Once it is in box form, you can interact with it and press C (default keyboard) to sell it.[/p]
  • [p]The item will be sold immediately and the appropriate amount of money will be added to your balance.[/p]
[carousel][/carousel][hr][/hr][h3]4. Mouse Scroll Speed[/h3][p]With help from the community, we identified UI screens where mouse scrolling felt too slow, especially in the Project Menu.[/p]
  • [p]Scroll speed has been increased in these menus so browsing lists feels more responsive like the other menu.[/p]
[p][/p][hr][/hr][p][/p][h2]Bug Fixes[/h2]
  1. [p]Truck Submission Spam
    Fixed an issue where submitting to a truck could be detected multiple times if the player spammed the interaction, causing unintended behavior.[/p][p][/p]
  2. [p]Pickled Bell Pepper Model
    Fixed the Pickled Bell Pepper item showing the wrong model on conveyors and the labels, where it previously appeared as Pickled Cucumber.[/p]
  3. [p]Tomato Cucumber Salad Icon
    Fixed the Tomato Cucumber Salad item showing the wrong icon on the menu, where it previously appeared as Tomato Lettuce Salad.[/p]
  4. [p]Corrupted Save Blocking Main Menu
    Fixed an issue where corrupted save data could prevent the game from reaching the main menu correctly.[/p]
  5. [p]Gamepad Navigation in Employee Menu
    Fixed gamepad navigation in the Employee Menu so you can correctly move to and select the stats upgrade section.[/p]
[p][/p][hr][/hr][p][/p][p]As always, thank you very much for all the feedback, suggestions, and reports you have shared so far. They are a big part of how we shape Food Processing Simulator and understand what feels good or frustrating in real play.[/p][p]We are also working on several other updates in parallel. Please understand that we need to prioritize changes that are both feasible to implement and impactful for many players, but this does not mean that other ideas or suggestions are being ignored. Many of them are queued for future iterations as we continue to improve the game step by step.[/p][p]If you encounter any issues, bugs, or behavior that feels off, please let us know through the in game Bug Report Menu and/or the Steam Discussions. Every report helps us move closer to a smoother and more enjoyable experience for everyone.[/p][p][/p][p]See you in the next update! 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.5.14 - Tier Expansion, Extra Loading Zone, and Rush Pickup

[p]Hi everyone, 😄[/p][p]Thank you again for all your support and time in Food Processing Simulator. The amount of feedback, screenshots, and detailed explanations you have been sharing during Early Access has been incredibly helpful.[/p][p]This update focuses on three big areas based on your feedbacks and suggestions:[/p]
  • [p]Expanding progression with a higher tier cap and new packaging machines[/p]
  • [p]Giving more control over projects and loading zones[/p]
  • [p]Making starter production and loading operators more predictable and configurable[/p]
[p]On top of that, we added several quality of life improvements and fixed a number of bugs that came from your reports.[/p][p]Here is what is included in this update.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. New Tier Limit, New Menus, and New Packaging Machines[/h3][p]Progression has been extended and packaging has become more complex and flexible. This will expand the journey for each player who already reach the limit Tier of the version before.[/p]
  • [p]The maximum Tier has been increased to 30.[/p]
  • [p]New bowl packaging machines are available in 3-in-1 and 2-in-1 variants.[/p]
  • [p]These machines are used for new multi-ingredient menus that require combining several ingredients into one packaged product.[/p]
[carousel][/carousel][p][/p][carousel][/carousel][p][/p][p]The new machines work as follows:[/p]
  • [p]Each 3-in-1 or 2-in-1 packaging machine requires multiple ingredients to be supplied into each input in the machine.[/p]
  • [p]The label and packaging combination will be rejected if the ingredients do not match the active menu that is assigned to that package labeling machine.[/p]
[carousel][/carousel][p]This means players need to pay closer attention to the full flow of their line, from Starter Machine through to packaging and labelling, to make sure all ingredients and labels match correctly.[/p][hr][/hr][h3]2. Invert Machines for Layout Flexibility[/h3][p]Many of you mentioned needing more ways to set up machines in different layouts, so this update adds new options to help you build the factory the way you want. You can now purchase inverted versions of certain machines to improve layout flexibility.[/p]
  • [p]These machines are visually mirrored, allowing you to flip input and output directions compared to the original versions.[/p]
  • [p]This gives more options when building compact or symmetrical lines, especially in tighter factory spaces.[/p]
[carousel][/carousel][hr][/hr][h3]3. Project and Loading Zone Expansion[/h3][p]We’ve heard your feedback about the Loading Zone limit when calling trucks. As we continue expanding the factory experience, we want to make sure you can take on more projects at once. After reaching a Tier 15, you can expand your factory’s Loading Zone capacity.[/p]
  • [p]The new gate can be unlocked to add additional Loading Zones. The gate located in the east side of the building.[/p]
  • [p]With more Loading Zones, you can have more active projects at the same time.[/p]
[p]There are several important changes that come with this:[/p]
  • [p]When you accept a project, you must now choose which Loading Zone will be used for that project.[/p]
  • [p]Employees still prioritize trucks based on arrival time, not based on which Loading Zone they are in.[/p]
  • [p]The Project UI now shows the Loading Zone number, so you can quickly see where each project will be delivered.[/p]
[p]This gives more control over how you distribute work between loading areas, while keeping truck priority logic simple.[/p][carousel][/carousel][p][/p][carousel][/carousel][hr][/hr][h3]4. Rush Pickup[/h3][p]If you can maintain strong production and have your products ready earlier than expected, you can ask the client to pick them up ahead of schedule, with a few tradeoffs to keep in mind. With the combined ideas and suggestion from the community, a new Rush Pickup feature has been added to Project management.[/p]
  • [p]Rush Pickup lets you contact the client to request an earlier pickup than the originally scheduled day.[/p]
  • [p]Because the client must change their plan and take on extra shelf-life and logistics risk, they will apply a reduction to your payment based on how many days earlier the pickup happens.[/p]
[p]This creates a tradeoff: you can clear space and complete projects earlier, but at the cost of lower income for that project.[/p][carousel][/carousel][hr][/hr][h3]5. Starter Machine Production Limit[/h3][p]We understand that having more control over production can really help you manage how Production Assistants support your workflow. That’s why Starter Machines now support production limit settings.[/p]
  • [p]After you choose the selected commodity for a Starter Machine, a new variable becomes available in Machine Settings that controls the production limit.[/p]
  • [p]By default the limit is Unlimited.[/p]
  • [p]You can change it to a specific number, for example 48 units.[/p]
[p]When a finite limit is set:[/p]
  • [p]A counter will decrease as items are produced.[/p]
  • [p]When the counter reaches 0, employees will stop supplying that Starter Machine.[/p]
  • [p]The machine will wait until you manually change the limit again.[/p]
[p]This helps prevent overproduction, especially when you only need a fixed amount of a particular item for a project.[/p]
[p]Note:[/p]
  • [p]Currently, the Production Assistant supplies boxes based on available stock and continues filling any boxes it has already provided. This can result in the total supplied amount exceeding the limit, but it will stop providing new boxes once the limit reaches 0.[/p]
[carousel][/carousel][p][/p][hr][/hr][h3]6. Improved Loading Operator Delivery Behavior[/h3][p]We’ve taken another step to refine how Loading Operators pick up and deliver boxes. Based on last week’s updates and your community feedback, we’ve made improvements to their delivery behavior.[/p][p]Box selection priorities now follow this order:[/p]
  1. [p]Lowest valid grade first[/p]
    • [p]Among boxes that meet the project’s grade requirement, Loading Operators prioritize the lowest valid grade.[/p]
    • [p]This helps consume lower-grade inventory earlier and keeps higher-grade stock available for future projects.[/p]
  2. [p]Closest box size to remaining target[/p]
    • [p]Next, they choose the box whose contents are closest to the remaining project target, reducing unnecessary overshooting with large boxes.[/p]
  3. [p]Location priority[/p]
    • [p]Priority is given to items inside Cold Storage in this order:[/p]
      • [p]Boxes outside racks but inside storage[/p]
      • [p]Then boxes inside racks[/p]
      • [p]Finally, boxes outside Cold Storage if needed[/p]
[p]Other improvements:[/p]
  • [p]Efficiency when pallets and forklifts are needed
    Delivery logic has been improved for projects that require using pallets and forklifts so that less time is wasted preparing or moving unnecessary boxes.[/p][carousel][/carousel]
  • [p]Pallet Generator Employee Settings
    A new setting has been added to the Pallet Generator that lets you define a minimum threshold before employees start using pallets.[/p]
    • [p]The default is more than 36 units (equivalent to 6 Small boxes).[/p]
    • [p]You can adjust this value to control when employees begin palletizing goods based on your storage condition and playstyle.[/p]
    [p][/p]
  • [p]Updated algorithm for returning excess boxes
    The logic that decides which excess boxes are returned from the truck has been updated so that the process is choosing the best box to returned.[/p]
[hr][/hr][h3]7. Moveable Supply Drop Area[/h3][p]We’ve heard your feedback about the Supply Drop Area location needing to be closer to the center of production. Since every player’s factory layout is different, we’ve updated it so the Supply Drop Area is now moveable, letting you place it wherever you need.[/p]
  • [p]You can reposition the Supply Drop Area according to your layout needs.[/p]
  • [p]Future supply purchases and new machines will appear at the newly selected location.[/p]
[p]This is especially helpful once your factory grows and the original drop location is no longer optimal.[/p][carousel][/carousel][hr][/hr][h3]8. Improvement on Cold Storage Display[/h3][p]The Cold Storage display has gained new tools to make stock browsing easier based on community feedback.[/p]
  • [p]Information now showing and calculating all product inside the cold storage including in the rack and in the cold storage floor.[/p]
  • [p]You can filter the display by:[/p]
    • [p]Name only, or[/p]
    • [p]Name with grade visible[/p]
  • [p]You can sort quantities in ascending or descending order.[/p]
[p]This makes it easier to quickly find specific products and see which items are running low or are overstocked.[/p][carousel][/carousel][hr][/hr][h3]9. Machine Screen Interaction Updates[/h3][p]Machine screens now offer more useful interactions and clearer information.[/p]
  • [p]Merge and Filter Machines now show the number of items inside them.[/p]
  • [p]The screens on Starter, Merge, and Filter Machines can be clicked to focus on viewing their item counts. So for player who can't see well with the little image information you can view them in more details.[/p]
  • [p]Item lists on screens have been updated to a list style with scrollable function, improving readability when there are multiple entries.[/p]
[carousel][/carousel][hr][/hr][h2]Improvements[/h2]
  1. [p]Active Project HUD UI
    Added an Active Project HUD element that you can show or hide as needed. This allows you to keep project goals visible during gameplay without opening menus.[/p][p][/p]
  2. [p]Updated Machine Appearances and Icons
    Several machines have received visual updates and new purchase icons to match the latest design in the game.[/p][p][/p]
  3. [p]Improved Idle Animations
    Idle animations for characters when they are doing nothing have been updated to look more natural.[/p]
  4. [p]Pallet Item Count Display
    When a pallet contains items, the total item count now appears above the pallet, making it easier to see how much stock is loaded without walking to a monitor.[/p][p][/p]
  5. [p]Extra Popup When Tutorial Ends
    Added an additional popup to clearly indicate when the tutorial phase is complete, so new players understand when they are fully free to experiment.[/p]
  6. [p]Flexible Save Option When Returning to Main Menu
    When going back to the main menu, you now choose whether to:[/p]
    • [p]Save progress to the Auto Save slot, or[/p]
    • [p]Return without saving
      This helps avoid accidental overwrites while still giving a quick way to save.[/p]
    [p][/p]
  7. [p]Repack Machine Information
    When repacking a machine, there is now a clearer indication of which items will fall out of the machine, so you can prepare before confirming the action.[/p]
[hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Cannot Close Filter or Splitter Settings After Moving Machines
    Fixed an issue where the settings window for Filter or Splitter Machines could not be closed after moving those machines.[/p]
  2. [p]Box Disappearing in Hand When Looking at Monitors
    Fixed a bug where a box could disappear from the player’s hand if they picked up a box and then looked at a machine monitor.[/p]
  3. [p]Building Machines on Top of the Supply Drop Area
    Fixed a condition where it was possible to place machines on top of the Supply Drop Area, which should not be allowed.[/p][p][/p]
  4. [p]Sold Box Generators Reappearing on Load
    Fixed an issue where Box Generators that had been sold would reappear when loading a save.[/p]
  5. [p]FOV Inconsistency on Monitors and Forklifts
    Fixed inconsistent Field of View values when looking at machine monitors or when driving the forklift so that FOV settings are now applied correctly.[/p]
[hr][/hr][p]We will continue to improve the game in future updates, especially around balancing-game economy, employee behaviors, supply management and more money generator or spending.[/p][p]If you notice any new issues with the updates, please let us know through the in-game report tools or on Steam Discussions. Your feedback is still the main driver for how we prioritize changes.[/p][p]Thank you again for playing Food Processing Simulator and helping us refine it step by step. See you in the next update! 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.5.13 - Tier Expansion, Extra Loading Zone, and Rush Pickup

[p]Hi everyone, 😄[/p][p]Thank you again for all your support and time in Food Processing Simulator. The amount of feedback, screenshots, and detailed explanations you have been sharing during Early Access has been incredibly helpful.[/p][p]This update focuses on three big areas:[/p]
  • [p]Expanding progression with a higher tier cap and new packaging machines[/p]
  • [p]Giving more control over projects and loading zones[/p]
  • [p]Making starter production and loading operators more predictable and configurable[/p]
[p]On top of that, we added several quality of life improvements and fixed a number of bugs that came from your reports.[/p][p]Here is what is included in this update.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. New Tier Limit, New Menus, and New Packaging Machines[/h3][p]Progression has been extended and packaging has become more complex and flexible.[/p]
  • [p]The maximum Tier has been increased to 30.[/p]
  • [p]New bowl packaging machines are available in 3-in-1 and 2-in-1 variants.[/p]
  • [p]These machines are used for new multi-ingredient menus that require combining several ingredients into one packaged product.[/p]
[carousel][/carousel][p][/p][carousel][/carousel][p][/p][p]The new machines work as follows:[/p]
  • [p]Each 3-in-1 or 2-in-1 packaging machine requires multiple ingredients to be supplied into each input in the machine.[/p]
  • [p]The label and packaging combination will be rejected if the ingredients do not match the active menu that is assigned to that package labeling machine.[/p]
[carousel][/carousel][p]This means players need to pay closer attention to the full flow of their line, from Starter Machine through to packaging and labelling, to make sure all ingredients and labels match correctly.[/p][hr][/hr][h3]2. Invert Machines for Layout Flexibility[/h3][p]To help with factory layout, you can now purchase inverted versions of certain machines.[/p]
  • [p]These machines are visually mirrored, allowing you to flip input and output directions compared to the original versions.[/p]
  • [p]This gives more options when building compact or symmetrical lines, especially in tighter factory spaces.[/p]
[carousel][/carousel][hr][/hr][h3]3. Project and Loading Zone Expansion[/h3][p]After reaching a certain Tier, you can expand your factory’s Loading Zone capacity.[/p]
  • [p]The new gate can be unlocked to add additional Loading Zones.[/p]
  • [p]With more Loading Zones, you can have more active projects at the same time.[/p]
[p]There are several important changes that come with this:[/p]
  • [p]When you accept a project, you must now choose which Loading Zone will be used for that project.[/p]
  • [p]Employees still prioritize trucks based on arrival time, not based on which Loading Zone they are in.[/p]
  • [p]The Project UI now shows the Loading Zone number, so you can quickly see where each project will be delivered.[/p]
[p]This gives more control over how you distribute work between loading areas, while keeping truck priority logic simple.[/p][carousel][/carousel][p][/p][carousel][/carousel][hr][/hr][h3]4. Rush Pickup[/h3][p]A new Rush Pickup feature has been added to project management.[/p]
  • [p]Rush Pickup lets you contact the client to request an earlier pickup than the originally scheduled day.[/p]
  • [p]Because the client must change their plan and take on extra shelf-life and logistics risk, they will apply a reduction to your payment based on how many days earlier the pickup happens.[/p]
[p]This creates a tradeoff: you can clear space and complete projects earlier, but at the cost of lower income for that project.[/p][carousel][/carousel][hr][/hr][h3]5. Starter Machine Production Limit[/h3][p]Starter Machines now support production limit settings.[/p]
  • [p]After you choose the selected commodity for a Starter Machine, a new variable becomes available in Machine Settings that controls the production limit.[/p]
  • [p]By default the limit is Unlimited.[/p]
  • [p]You can change it to a specific number, for example 48 units.[/p]
[p]When a finite limit is set:[/p]
  • [p]A counter will decrease as items are produced.[/p]
  • [p]When the counter reaches 0, employees will stop supplying that Starter Machine.[/p]
  • [p]The machine will wait until you manually change the limit again.[/p]
[p]This helps prevent overproduction, especially when you only need a fixed amount of a particular item for a project.[/p][carousel][/carousel][p][/p][hr][/hr][h3]6. Improved Loading Operator Delivery Behavior[/h3][p]We have taken another step to refine how Loading Operators pick and deliver boxes.[/p][p]Box selection priorities now follow this order:[/p]
  1. [p]Lowest valid grade first[/p]
    • [p]Among boxes that meet the project’s grade requirement, Loading Operators prioritize the lowest valid grade.[/p]
    • [p]This helps consume lower-grade inventory earlier and keeps higher-grade stock available for future projects.[/p]
  2. [p]Closest box size to remaining target[/p]
    • [p]Next, they choose the box whose contents are closest to the remaining project target, reducing unnecessary overshooting with large boxes.[/p]
  3. [p]Location priority[/p]
    • [p]Priority is given to items inside Cold Storage in this order:[/p]
      • [p]Boxes outside racks but inside storage[/p]
      • [p]Then boxes inside racks[/p]
      • [p]Finally, boxes outside Cold Storage if needed[/p]
[p]Other improvements:[/p]
  • [p]Efficiency when pallets and forklifts are needed
    Delivery logic has been improved for projects that require using pallets and forklifts so that less time is wasted preparing or moving unnecessary boxes.[/p][carousel][/carousel]
  • [p]Pallet Generator Employee Settings
    A new setting has been added to the Pallet Generator that lets you define a minimum threshold before employees start using pallets.[/p]
    • [p]The default is more than 36 units (equivalent to 6 Small boxes).[/p]
    • [p]You can adjust this value to control when employees begin palletizing goods based on your storage condition and playstyle.[/p]
    [p][/p]
  • [p]Updated algorithm for returning excess boxes
    The logic that decides which excess boxes are returned from the truck has been updated so that the process is choosing the best box to returned.[/p]
[hr][/hr][h3]7. Moveable Supply Drop Area[/h3][p]The Supply Drop Area is now moveable.[/p]
  • [p]You can reposition the Supply Drop Area according to your layout needs.[/p]
  • [p]Future supply purchases and new machines will appear at the newly selected location.[/p]
[p]This is especially helpful once your factory grows and the original drop location is no longer optimal.[/p][carousel][/carousel][hr][/hr][h3]8. Filter and Sort on Cold Storage Display[/h3][p]The Cold Storage display has gained new tools to make stock browsing easier.[/p]
  • [p]You can filter the display by:[/p]
    • [p]Name only, or[/p]
    • [p]Name with grade visible[/p]
  • [p]You can sort quantities in ascending or descending order.[/p]
[p]This makes it easier to quickly find specific products and see which items are running low or are overstocked.[/p][carousel][/carousel][hr][/hr][h3]9. Machine Screen Interaction Updates[/h3][p]Machine screens now offer more useful interactions and clearer information.[/p]
  • [p]Merge and Filter Machines now show the number of items inside them.[/p]
  • [p]The screens on Starter, Merge, and Filter Machines can be clicked to focus on viewing their item counts.[/p]
  • [p]Item lists on screens have been updated to a grid style, improving readability when there are multiple entries.[/p]
[carousel][/carousel][hr][/hr][h2]Improvements[/h2]
  1. [p]Active Project HUD UI
    Added an Active Project HUD element that you can show or hide as needed. This allows you to keep project goals visible during gameplay without opening menus.[/p][p][/p]
  2. [p]Updated Machine Appearances and Icons
    Several machines have received visual updates and new purchase icons to match the latest design in the game.[/p][p][/p]
  3. [p]Improved Idle Animations
    Idle animations for characters when they are doing nothing have been updated to look more natural.[/p]
  4. [p]Pallet Item Count Display
    When a pallet contains items, the total item count now appears above the pallet, making it easier to see how much stock is loaded without walking to a monitor.[/p][p][/p]
  5. [p]Extra Popup When Tutorial Ends
    Added an additional popup to clearly indicate when the tutorial phase is complete, so new players understand when they are fully free to experiment.[/p]
  6. [p]Flexible Save Option When Returning to Main Menu
    When going back to the main menu, you now choose whether to:[/p]
    • [p]Save progress to the Auto Save slot, or[/p]
    • [p]Return without saving
      This helps avoid accidental overwrites while still giving a quick way to save.[/p]
    [p][/p]
  7. [p]Repack Machine Information
    When repacking a machine, there is now a clearer indication of which items will fall out of the machine, so you can prepare before confirming the action.[/p]
[hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Cannot Close Filter or Splitter Settings After Moving Machines
    Fixed an issue where the settings window for Filter or Splitter Machines could not be closed after moving those machines.[/p]
  2. [p]Box Disappearing in Hand When Looking at Monitors
    Fixed a bug where a box could disappear from the player’s hand if they picked up a box and then looked at a machine monitor.[/p]
  3. [p]Building Machines on Top of the Supply Drop Area
    Fixed a condition where it was possible to place machines on top of the Supply Drop Area, which should not be allowed.[/p][p][/p]
  4. [p]Sold Box Generators Reappearing on Load
    Fixed an issue where Box Generators that had been sold would reappear when loading a save.[/p]
  5. [p]FOV Inconsistency on Monitors and Forklifts
    Fixed inconsistent Field of View values when looking at machine monitors or when driving the forklift so that FOV settings are now applied correctly.[/p]
[hr][/hr][p]We will continue to improve the game in future updates, especially around balancing-game economy, employee behaviors, supply management and more money generator or spending.[/p][p]If you notice any new issues with the updates, please let us know through the in-game report tools or on Steam Discussions. Your feedback is still the main driver for how we prioritize changes.[/p][p]Thank you again for playing Food Processing Simulator and helping us refine it step by step. See you in the next update! 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]