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Food Processing Simulator News

v0.5.02 - Box Packer Machines Upgrade, Employee Controls, and QoL Updates

[p]Hi everyone, Happy New Year 2026 šŸ˜„[/p][p]Thank you so much for continuing to play Food Processing Simulator in Early Access. The enthusiasm from all of you has been amazing, from players who are optimizing every corner of their factories to creators and players who shared detailed feedback and videos.[/p][p]This main update focuses on three main things:[/p]
  • [p]Making packing and box management more flexible[/p]
  • [p]Giving you more control over employee behavior[/p]
  • [p]Improving how Cold Storage and Loading Operators handle your products[/p]
[p]We are still actively tuning behaviors and performance based on how you play. Some systems will need more iterations, but we want you to feel the improvements step by step as we ship each update.[/p][p]Here is what is included in this update.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. Box Packer Machine Update[/h3][p]We have expanded and refined the Box Packer system to support different output sizes more flexibly.[/p][p][/p]
  • [p]New Box Packer Machine types are now available: Medium and Large. You can buy them separately as upgrade to machine before and can be bought when you reach certain Tier.[/p]
  • [p]Each Box Packer Machine can be set to produce smaller box sizes than its own type:[/p]
    • [p]Box Packer Machine (Medium) can output Medium or Small boxes.[/p]
    • [p]Box Packer Machine (Large) can output Large, Medium, or Small boxes.[/p]
  • [p]Box sizes follow these standards:[/p]
    • [p]Small: 6 pcs per box[/p]
    • [p]Medium: 24 pcs per box[/p]
    • [p]Large: 48 pcs per box[/p]
[p][/p][p]You can change the output box size at any time through Machine Settings by interacting with the machine and pressing F (default keyboard). This lets you reuse the same machine in different setups as your factory grows.[/p]
[p]Note:[/p]
  • [p]Before moving or repack the machine, make sure the entire processing line has fully finished and nothing is running. Otherwise, items may spill out, or fall off the conveyor or machine.[/p]
[hr][/hr][h3]2. Box Commodity Generator Update[/h3][p]To match the new Box Packer options, we have also updated the Box Commodity Generator:[/p]
  • [p]You can now purchase Small, Medium, and Large Box Commodity Generators:[/p]
    • [p]Small: 6 pcs per box[/p]
    • [p]Medium: 24 pcs per box[/p]
    • [p]Large: 48 pcs per box[/p]
  • [p]Box Commodity Generators can now be moved and placed where you need them, so they are no longer locked near the initial supply area.[/p]
[p][/p][p]This should make it easier to design layouts where box generation happens closer to your actual production lines. Each Box Generator can be bought after reaching certain Tier.[/p][hr][/hr][h3]3. Other Machine Updates[/h3][p]Several machines have received quality of life improvements to give you better control and clearer feedback.[/p]
  • [p]Splitter Machine Output Control
    You can now configure the Splitter Machine to use only one output or both outputs. This helps you shape more complex pipelines and gives you the option to fully disable one branch if needed. Only checked outputs are used. If none, all items go to failed line.[/p][p][/p][p][/p]
  • [p]Employee Settings Information
    Each machine’s Employee Settings menu now includes clearer descriptions of what machine can do or settings will affect. This should make it easier to understand which variable affect which parts of your setup.[/p][carousel][/carousel]
  • [p]Tower Lights on Machines
    All machines now feature a Tower Light to show their current state at a glance:[/p]
    • [p]Only Green: machine is running normally[/p]
    • [p]Only Red: machine is stopped[/p]
    • [p]Blinking Orange: machine is in a special or problematic state. If Green also on means the problem is not making the machine stops, but if red also on that means the problem make the machine stopped. [/p][p]This helps you monitor your factory from a distance by just reading the light codes.[/p]
    [p][/p]
  • [p]Starter Machine Item Counter
    We added an item counter to the Starter Machine. You can now see how many items have been supplied and have not yet exited the machine, which makes tracking flow easier.[/p][p][/p]
  • [p]Expanded Interaction Area for Packaging and Labelling Machines
    You can now open Employee Settings by interacting with the body of the machine, not only the input area.[/p]
    • [p]The original interaction at the input area still works.[/p]
    • [p]New players can find the settings more easily, while experienced players keep their existing habits.[/p]
    [p][/p]
[hr][/hr][h3]4. Employee Management Update[/h3][p]Employee management has been expanded so you can fine tune who does what, and in which order.[/p]
  • [p]You can view and adjust priority assignments from the Employee Menu, using the gear icon.[/p]
  • [p]For each employee, you can:[/p]
    • [p]Reorder their task priorities[/p]
    • [p]Disable certain tasks completely
      This applies to both Production Assistants and Loading Operators.[/p]
[p]With this system, you can control behavior from two sides:[/p]
  • [p]From the machine (through machine settings)[/p]
  • [p]From the employee (through their task priorities)[/p]
[p]Production Assistant roles are now clearly split into three categories:[/p]
  • [p]Maintenance
    Keeps machines maintained so they do not stop unexpectedly.[/p]
  • [p]Label & Packaging Supplier
    Supplies labels and packaging to Labelling and Packaging machines, as long as the machine side is configured correctly.[/p]
  • [p]Commodity Supplier
    Supplies commodities to Starter Machines, again depending on the machine’s configuration.[/p]
[p][/p][p]Loading Operator roles are split into two categories:[/p]
  • [p]Delivery Project[/p]
    • [p]Delivers products according to the active project, including arranging boxes on pallets when project targets exceed 36 units.[/p]
    • [p]Uses the forklift to move pallets when needed.[/p]
    • [p]If forklift employee usage is disabled in the forklift settings, Loading Operators will not use it for deliveries.[/p]
  • [p]Cold Storage Handler[/p]
    • [p]Delivers boxes from machines to Cold Storage.[/p]
    • [p]Cleans up and organizes loose boxes outside Cold Storage or around the area, as long as a suitable rack is available.[/p]
[p][/p][p]This should give you much more control over how tasks are shared and prioritized across your staff.[/p][hr][/hr][h3]5. Loading Operator Behavior Overhaul[/h3][p]We have done a deeper pass on how Loading Operators behave, especially when working with pallets and deliveries.[/p][p]Delivery Project behavior:[/p]
  • [p]Pallet Delivery Area[/p][p]There is now a specific pallet delivery area that defines which pallets will be automatically filled by Loading Operators.[/p]
    • [p]Only pallets inside this area are handled for automatic delivery.[/p]
    • [p]Pallets outside this area are ignored by Loading Operators and are free to be used for any custom setup the player wants.[/p]
    • [p]As an extra note, product boxes left outside Cold Storage will be collected by a Loading Operator with Cold Storage Handler assignment and returned to Cold Storage so their grade does not drop when the day changes.[/p]
    [p][/p]
  • [p]Better Pallet Calculation for Forklift Deliveries[/p][p]Loading Operators now calculate how many items are on pallets in the pallet delivery area and on the pallet currently held by the forklift.[/p]
    • [p]They will not over prepare extra boxes when dealing with large deliveries (more than 36 boxes on a single pallet).[/p]
    • [p]Only pallets inside the delivery area and the active forklift pallet are counted toward the project target.[/p]
  • [p]Improved Pallet Priority[/p][p]When selecting which pallet to take next, Loading Operators now prioritize the pallet whose box count is closest to the remaining project target.[/p]
  • [p]Continuing Pallets Already on the Forklift[/p][p]If a pallet is already on a forklift, the Loading Operator that takes over will continue delivery with that pallet as long as it matches the current project target.[/p]
  • [p]Handling Full Destinations [/p][p]If a Loading Operator is already carrying a box and the destination is full, they no longer need to drop it on the ground. The box will be returned directly to a rack instead.[/p]
  • [p]Handling Pallet Inside Cold Storage[/p][p]Update behavior for Loading Operator that will not take box from the pallet inside cold storage area to move it into rack.[/p]
[p]This delivery behavior is still not perfect, and we will continue improving it. However, with the new settings and areas, we aim to give you more control so you can align behavior with your own playstyle. [/p]
[p]Note:[/p]
  • [p]For the current process for choosing Box Size for delivery the employee will choose the oldest box available. We are working to update this behavior so Loading Operator will choose the most efficient box to delivery.[/p]
[p]Cold Storage Handler behavior:[/p]
  • [p]Box Size Settings per Rack
    Cold Storage Racks now have additional settings in Employee Settings where you can define which Box Size (S / M / L) is desired for that rack. Loading Operators will follow this preference when placing boxes in Cold Storage.[/p][p][/p]
  • [p]Tidying Cold Storage
    Loading Operators will now help organize product boxes in Cold Storage that are not yet on a rack, as long as there is a suitable rack available.[/p]
    • [p]Stacks around the monitor or on the floor can be cleaned up this way.[/p]
    • [p]Boxes that are already on a rack will not be moved to other racks.[/p]
    [carousel][/carousel]
[hr][/hr][h3]6. Box Carrier Behavior Update[/h3][p]The Box Carrier has been made more efficient to use in daily operations:[/p]
  • [p]You can now pick up boxes directly from the ground while still holding the Box Carrier by pressing F (default keyboard).[/p]
  • [p]You can take and place boxes into Cold Storage Racks using the Box Carrier without putting it down first.[/p]
[p]This reduces unnecessary steps and makes Box Carrier a more powerful tool for manual logistics.[/p][p][/p][carousel][/carousel][hr][/hr][h2]Improvements[/h2]
  1. [p]Cold Storage Fallback Box Area[/p][p]Added a new Box Area in Cold Storage as a final fallback drop off spot for Loading Operators when no valid rack is available.[/p]
    • [p]This area is located under the monitor.[/p]
    • [p]Racks can no longer be placed on this exact spot to ensure the fallback area always remains usable.[/p]
    [p][/p]
  2. [p]Skip Item Movement Animation[/p][p]You can now skip item movement animations.[/p]
    • [p]A prompt to skip will appear after a few seconds, so you can fast forward if you do not want to watch the full animation.[/p]
    [p][/p]
  3. [p]Faster Trash Disposal for Box Contents[/p][p]Removed the animation of items going into the trash one by one when discarding commodities from a box into a Trash Bin. The process is now faster and less repetitive.[/p][p][/p]
  4. [p]Maximum FOV Increased to 120[/p][p]Increased the maximum Field of View from 90 to 120 for players using ultrawide monitors or who simply prefer a wider view.[/p]
  5. [p]Improved Manual Pallet Delivery with Forklift[/p][p]Refined the detection when the player delivers pallets manually with the forklift, making it easier to align and complete deliveries correctly.[/p]
  6. [p]Level Up and Unlock Tutorials[/p][p]When you level up and unlock new features, a short information or tutorial will now appear. A Tutorial menu is also available on the tablet so you can re read these explanations later.[/p][p][/p][carousel][/carousel]
  7. [p]Employee Status Info Update[/p][p]Completed several missing employee state indicators so that more work situations now show the correct status text above the employee’s head.[/p]
[hr][/hr][h2]Bug Fixes[/h2]
  1. [p]Box Carrier Stuck[/p][p]Fixed an issue where the Box Carrier could get stuck in certain areas and could not be clicked to pick it up.[/p]
  2. [p]Filter Machine Blocking Conveyor Bridge[/p][p]Fixed an issue where the Filter Machine could be placed in a way that blocked the Conveyor Bridge.[/p]
  3. [p]Cold Storage Rack Marker[/p][p]Fixed the yellow rack area marker not appearing on the first 5 racks in Cold Storage.[/p]
  4. [p]Player Run SFX on Forklift[/p][p]Fixed a bug where the player’s running sound effect could still be heard while riding the forklift.[/p]
  5. [p]Box Carrier Repack Visual Glitch[/p][p]Fixed a visual issue where the Box Carrier would briefly disappear when being repacked.[/p]
  6. [p]Production Assistant Holding Stuck Box[/p][p]Fixed a condition where a Production Assistant could end up with a box stuck in their hand.[/p]
  7. [p]Loading Operator Taking Boxes from Player Pallet [/p][p]Fixed a behavior where a Loading Operator could take a box from a pallet that the player was currently moving.[/p]
  8. [p]Box Stacking on Same Rack Slot[/p][p]Fixed an issue where both the player and employees could place boxes on the exact same rack position, causing multiple boxes to stack in a single slot.[/p]
[hr][/hr][p]We know there are still many ideas and requests from the community that are not part of this update yet. That does not mean they are ignored, but some of them require more design, testing, or technical work before they are ready.[/p][p]Thank you again for helping us shape Food Processing Simulator through your feedback and playtime. If you notice new issues with the updated Box Packer system, employee priorities, Loading Operator behavior or any other aspect, please let us know through the in game report tools or on the Steam Discussions.[/p][p]We will keep improving the game step by step, and we hope these changes make your factories feel more controllable, more readable, and more satisfying to manage. šŸ„—šŸšš[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.4.18 - Equipment, Bigger Factory, and Cold Storage Expansion

[p]Hi everyone, šŸ˜„[/p][p]Thank you so much for the incredible support you’ve been giving Food Processing Simulator during Early Access. We really feel the enthusiasm from everyone who has bought the game, shared feedback, and taken the time to write detailed reports or suggestions.[/p][p]This weekly update continues our iterative approach: we’re focusing on improving day-to-day factory operations, giving you more control over logistics and storage, and responding directly to the pain points many of you have raised. Some of the larger requests (like deeper economy balancing and bigger late-game expansions) are still in development, but we want to keep shipping meaningful improvements every week.[/p][p]Here are the key changes in this new version.[/p][hr][/hr][h2]Main Updates[/h2][h3]1. New Equipment Purchase Menu[/h3][p]A new Equipment purchase category has been added to support your factory layout, with several new items:[/p][p][/p]
  • [p]Trash Bin
    You can now buy additional Trash Bins and decide exactly how many you need in different areas of the factory. This should make it easier to keep workspaces clean without relying on a single bin.[/p]
  • [p]Box Carrier A new piece of equipment that helps you carry more boxes at once especially for indoors, available in two sizes:[/p]
    • [p]Up to 4 boxes[/p]
    • [p]Up to 8 boxes
      Box Carrier can be used for Commodity Boxes, Label Boxes, Packaging Boxes, Machine Boxes, and Equipment Boxes, making it much easier to move bulk supplies and machines around your factory.[/p]
  • [p]Cold Storage Rack
    New racks specifically for the Cold Storage Room, available in three sizes, from up to 16 boxes up to 48 boxes (depending on the model you choose). These help you neatly organize cold products and make better use of your limited cold storage space.[/p]
[carousel][/carousel][p]Each piece of equipment unlocks at different Tiers, so as your progression increases, more tools become available to support larger and more complex factories.[/p][hr][/hr][h3]2. Focus Product Setting for Cold Storage Racks[/h3][p]Cold Storage Racks now support a Focus Product configuration:[/p]
  • [p]Each rack can be assigned to focus on a specific product menu type.[/p]
  • [p]Employees will try to place boxes in racks according to the product type shown on that rack’s display, rather than placing items randomly.[/p]
[p]This helps keep Cold Storage organized and makes it easier to visually track where certain products are stored.[/p]
[p]Note:[/p]
  • [p]For players with existing saves, employees will not automatically re-organize any boxes that are already messy in racks or around the monitors.[/p]
  • [p]By default, all racks start configured as ā€œAny Product Menuā€, so you will need to set Focus Product manually if you want stricter organization.[/p]
[p][/p][carousel][/carousel][hr][/hr][h3]3. Expanded Starting Factory Area[/h3][p]Many players mentioned that the initial factory area felt too cramped, making it difficult to build a comfortable production pipeline early on.[/p][p][/p][p]So in this update:[/p]
  • [p]The starting factory area has been extended to roughly 50% longer.[/p]
  • [p]The starting position, supply area, and commodity box pickup area have been shifted to match the new layout.[/p]
[p]Note:[/p]
  • [p]For players with existing saves, we do not move your placed machines. Only the starting area and related factory surroundings are adjusted, so your existing production lines remain intact.[/p]
  • [p]Before moving the machine, make sure the entire processing line has fully finished and nothing is running. Otherwise, items may spill out, or fall off the conveyor.[/p]
[hr][/hr][h3]4. Cold Storage Expansion – Phase 1[/h3][p]We’ve also started expanding Cold Storage to better support growing factories:[/p]
  • [p]A new expansion area for Cold Storage can now be unlocked after reaching a certain Tier.[/p]
  • [p]By interacting with the additional door in the Cold Storage area, you can enlarge the room and place more Cold Storage Racks.[/p]
[p]This is Phase 1 of Cold Storage expansion. We understand that even more space will be needed at higher progression levels, and larger expansions are already in our backlog for future development. Thank you for your patience as we roll this out gradually.[/p][p][/p][carousel][/carousel][hr][/hr][h3]5. Additional Employees[/h3][p]We are introducing 3 new employees:[/p]
  • [p]2 Production Assistants[/p]
  • [p]1 Loading Operator[/p]
[p]We’re adding them gradually because having too many employees at once still raises some technical and performance concerns that we want to improve first. This step-by-step approach helps us monitor performance while still giving you more support options in your factory.[/p][p][/p][hr][/hr][h3]6. New Employee Stat: Supplying Speed (Production Assistant)[/h3][p]We’ve added a new stat for the Production Assistant role: Supplying Speed.[/p]
  • [p]This stat affects how quickly Production Assistants supply commodities, labels, and packaging to machines.[/p]
  • [p]It only appears on and affects Production Assistants, making their role feel more impactful as you upgrade or manage them.[/p]
[p][/p][hr][/hr][h3]7. Loading Operator Behavior Update[/h3][p]Based on your reports, we’ve refined the Loading Operator behavior to better match expectations around pallets and truck loading:[/p]
  • [p]Improved pallet filling checks
    Loading Operators now check pallet fill status more carefully to avoid overfilling or continuing to stack boxes unnecessarily.[/p]
  • [p]Better handling of extra boxes during truck deliveries
    When delivering to a truck, any excess boxes that don’t fit the current delivery conditions are now placed next to the truck instead of being lost in the process.
    These extra boxes will then be returned to Cold Storage by employees.[/p]
  • [p]Mixed grades on the same pallet (with constraints)
    Pallets can now hold boxes of the same product menu but with mixed grades, as long as the minimum grade requirement of the active project is still met.[/p]
[p][/p][p][/p][p]Other behavior issues, such as forklifts crossing into places they shouldn’t or interacting strangely with pallets, are still being worked on and will be addressed in future updates.[/p][hr][/hr][h2]Improvements & Fixes[/h2]
  1. [p]Employee Not Supplying Starter Machine[/p][p]Fixed an issue where employees sometimes did not automatically supply Starter Machines after they were set up under certain conditions.[/p][p][/p]
  2. [p]Loading Operator Not Filling Newest Truck Correctly[/p][p]Fixed a logic issue where the Loading Operator would not load the newest truck when items for the earlier truck were not yet available. Now, employees prioritize earlier trucks first, but if the required products are not available, they will switch priority to the next truck.[/p]
  3. [p]Tablet Exit Fix[/p][p]Fixed an issue where the tablet could not be closed from anywhere after accessing the Employee Menu while renaming or upgrading an employee.[/p]
  4. [p]Forklift Access Signage[/p][p]Added clear indicators at doorways to show that forklifts cannot enter indoor rooms. Forklifts and pallets are designed for use in outdoor or loading areas.[/p][p][/p]
  5. [p]Forklift Employee Settings[/p][p]Forklifts now have an Employee Settings menu. You can choose:[/p]
    • [p]Which employee is allowed to operate the forklift, or[/p]
    • [p]Disable employee use entirely so only the player can drive it.
      Interact with the forklift using F (default on keyboard) to open this menu.[/p]
    [p][/p][carousel][/carousel]
  6. [p]Forklift Taking More Than One Pallet[/p][p]Fixed a bug where forklifts could sometimes pick up more than one pallet at once.[/p]
  7. [p]Forklift Falling Out of the World[/p][p]Fixed an issue where the forklift could fall below the world. If this happens, it will now automatically return to its parking position when you load the game. In this update we choose to make the forklift back to its starting position after load game process.[/p]
  8. [p]Forklift Speed Increase[/p][p]Forklift movement speed has been increased, so forklift-based tasks feel faster and more efficient.[/p]
  9. [p]Bigger Doors to the Loading Zone[/p][p]Doors leading to the loading zone are now wider double doors, making it easier to move pallets and boxes through these areas.[/p][p][/p]
  10. [p]Machine Usage Descriptions for Splitter and Filter Machines[/p][p]Splitter and Filter Machines now show clearer descriptions of what they do inside the Machine Settings menu.[/p][p][/p]
  11. [p]Box Carrier & Pallet Direct Delivery[/p][p]Box Carriers and pallets carried by the player can now be used to deliver directly to the truck, including system that will reject boxes that do not match the truck’s active project requirements.[/p][p][/p]
  12. [p]Performance Improvements Around Box-Dense Areas[/p][p]Improved performance when moving or looking towards areas with many boxes, such as Cold Storage and Supply Area, especially when they are heavily stocked.[/p]
  13. [p]Double Force End Day[/p][p]Fixed a bug where players could trigger Force End Day twice.[/p]
  14. [p]Hover Information Disappearing Too Quickly[/p][p]Fixed an issue where tooltip information when hovering over objects could disappear too fast.[/p]
  15. [p]Overtuned Project EXP Rewards[/p][p]Fixed certain projects that granted too much EXP compared to others.[/p]
  16. [p]Translation Fixes[/p][p]Corrected translations in several areas, including:[/p]
    • [p]Machine settings menus[/p]
    • [p]Machine screen displays[/p]
    • [p]Truck information[/p]
  17. [p]Floating Box Visuals in Trucks[/p][p]Fixed an issue where boxes could appear to float inside the truck instead of resting correctly.[/p][p][/p]
  18. [p]Machine Jamming After Loading a Game[/p][p]Fixed a condition where some machines could become jammed or stop processing correctly after loading a save. If your save is already affected, please remove the jammed goods manually using a Commodity Box, then process them again.[/p]
  19. [p]Cold Storage Wall Collision[/p][p]Fixed a wall in the Cold Storage area that could be passed through.[/p]
[p]You can also check our Pinned Thread in the Discussion for more info regarding hot fix or minor update in the midweek: List of Latest Fixes and Updates Before Devlog[/p][hr][/hr][h2]What We’re Working on Next[/h2][p]Some of your most requested features and changes are still under active development, including:[/p]
  • [p]Recurring / operational costs to better balance income over time[/p]
  • [p]More than two concurrent projects[/p]
  • [p]Manage/control number of productions[/p]
  • [p]Employee pause / control options[/p]
  • [p]Larger Box Packer machines[/p]
  • [p]Additional forklift-related bug fixes (such as moving through walls), and more[/p]
  • [p]More Tier, product menus & project type to explore[/p]
[p]We’ve noted many other suggestions beyond this list as well. Not seeing something listed here does not mean it is ignored as it might be in a different queue or require more design and testing time. Likewise, anything mentioned here is not guaranteed to be completed immediately, but it is on our radar and being explored step by step.[/p][p][/p][p]We’ll continue to improve Food Processing Simulator in an iterative and incremental way, guided by how you actually play the game and your feedback.[/p][p]Thank you again for all your feedback, patience, and support during Early Access. If you encounter issues or have ideas to make the production flow smoother, please keep using the in-game report tools or Steam Discussions to let us know.[/p][p][/p][p]See you in the next update! šŸ„—šŸšš[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.4.07 Post Early Access Launch: Performance Update, Rebalance and More

[p]Hi everyone! šŸ‘‹[/p][p]Thank you so much to everyone who has bought and played Food Processing Simulator in Early Access. The response has been very enthusiastic, and we really appreciate all the feedback coming from early players, creators who made videos about the game, and everyone who tried the demo.[/p][p]Every suggestion, criticism, and bug report helps us understand how the game behaves in real play sessions, not just in our internal testing. During Early Access, we will be selecting which suggestions are feasible and consistent with the vision of the game. At the same time, there is room to try experimental ideas, whether they come from the community or from our own internal concepts.[/p][p]We are processing your feedback one by one, so please understand if your specific suggestion is not included in this update yet. For this patch, the focus is on things that could be improved in a relatively short time so that your moment-to-moment experience already feels better and smoother. Some larger performance topics are still being worked on and will be discussed in a future update.[/p][p]Here are the main changes in this post–Early Access patch, ordered by priority:[/p][hr][/hr][h3]1. Project Updates: Quick vs Contract, Force End Day, and Clearer Icons[/h3][p]We received a lot of feedback that many players prefer projects where the truck arrives on the same day (Quick Projects) instead of projects that require waiting several days (Contract Projects). To address this, we have made several changes:[/p]
  • [p]Force End Day information in the Project Menu
    The Force End Day feature has actually been available in the Pause Menu. It lets you end the workday early if your stock is ready for a future Contract Project, so you can skip ahead to the day when that truck arrives.
    The tradeoff stays the same: every day that passes causes all product that is not inside Cold Storage or a Container Truck to lose one grade level.
    To make this feature more visible, information about Force End Day is now shown at the top of the Project menu, so players understand that this is a valid strategic option.[/p]
  • [p]Combination of Quick and Contract Projects after Tier 4
    Once you reach Tier 4, each day will now offer two projects:[/p]
    • [p]One Quick Project, where the truck arrives on the same day.[/p]
    • [p]One Contract Project, where the truck arrives after a preparation period.
      This way, you can decide whether you want a short-term task with immediate action or a longer contract with different scale and pacing.[/p]
  • [p]Distinct icons for Quick and Contract Projects
    To make things readable at a glance, Quick Projects and Contract Projects now use different icons. You can tell the type of project simply by looking at the icon, without needing to open the details every time.[/p]
[p][/p][hr][/hr][h3]2. Shelf and Cold Storage Rules[/h3][p]A bug allowed players to move shelves out of the Cold Storage area, even though shelves were originally intended to stay inside Cold Storage only.[/p][p]Seeing how players experimented with this, we have adjusted the behavior:[/p]
  • [p]You can now move shelves, but only within the Cold Storage area.[/p]
  • [p]Shelves can no longer be pulled out into other zones, but you gain more flexibility to rearrange them inside Cold Storage to match your layout and stock management needs.[/p]
[p]Some of the community ideas about using shelves for other purposes have been noted. Those ideas will be considered for future updates with proper design, rather than relying on a bug.[/p][p][/p][carousel][/carousel][hr][/hr][h3]3. Money Reward Rebalance[/h3][p]Many players felt that earning money was a bit too easy, which made progression jump ahead very quickly. In response:[/p]
  • [p]Project money rewards have been rebalanced to create a more suitable pacing.[/p]
  • [p]Experience gain remains the same as before, so your character level progression does not become significantly slower.[/p]
[p]The intention is to make the economic side feel slightly more grindy but still fair, so that buying new machines or expanding production continues to feel meaningful.[/p][p]From community discussions, raising machine prices was also mentioned. Instead of simply increasing machine prices, we want to exploring a different approach:[/p]
  • [p]Introducing an Operational Cost system for machines, separate from daily employee wages.[/p]
[p]Under this idea, owning and running more machines would come with ongoing operating costs, helping balance long-term money growth. Because this is still in the ideation phase, feedback on this concept is very welcome. Please let us know what you think about Operational Cost as an additional layer on top of salaries. Other ideas like upgrades is already on its way to sunk your money.[/p][hr][/hr][h3]4. Performance Improvements[/h3][p]We have made several performance improvements in specific locations and setups:[/p]
  • [p]Some areas and objects in the area have been optimized for better efficiency.[/p]
  • [p]Internal processing has been adjusted in a few places to reduce potential frame drops.[/p]
[p]There are still more performance improvements in progress that are larger and more complex. For this update, the focus is on optimizations that can be delivered quickly and have a noticeable effect for many players.[/p][hr][/hr][h3]5. Item Movement Animation Speed[/h3][p]The speed of item transfer animations has been updated:[/p]
  • [p]Animation speeds have been standardized, so actions that involve item movement now feel consistent with each other.[/p]
  • [p]Overall speed has been increased, making production lines look more active and responsive without losing readability.[/p]
[p]This should make watching your conveyor belts and machine transitions feel more satisfying and less sluggish.[/p][p][/p][carousel][/carousel][hr][/hr][h3]6. Mouse Icon Update[/h3][p]Some players reported confusion with the icons for left click, right click, and scroll in the UI.[/p][p]In response:[/p]
  • [p]Mouse icons have been updated with more vivid colors and clearer shapes.[/p]
  • [p]Instructions that show mouse inputs should now be easier to understand at a glance, especially for new players going through tutorials or learning new interactions.[/p]
[p][/p][carousel][/carousel][hr][/hr][h3]7. Fix for Missing Mouse Cursor When a Controller Is Connected[/h3][p]A number of players experienced situations where mouse or keyboard input did not work correctly when a controller was still connected and active.[/p][p]This issue has been fixed so that:[/p]
  • [p]Mouse and keyboard inputs are handled more reliably alongside controller input.[/p]
  • [p]Cases where the cursor failed to appear or could not be moved when a controller was present should no longer occur.[/p]
[p]If you still run into similar problems after this patch, please send a report so we can investigate specific setups.[/p][hr][/hr][h3]8. Machine Sound Fix[/h3][p]Previously, machine sound could be missing when starting from a New Game, and only worked correctly after doing a Load Game.[/p][p]This bug has been fixed:[/p]
  • [p]Machines now play their sounds correctly from the start, whether you begin from New Game or load an existing save.[/p]
[hr][/hr][h3]9. Truck Delivery Information: From Popup to Notification[/h3][p]Many players felt that the popup message for ā€œtruck successfully deliveredā€ was too interrupting during busy moments.[/p][p]To reduce interruptions:[/p]
  • [p]The delivery confirmation has been changed from a popup to a screen notification that does not stop gameplay.[/p]
  • [p]During the Tutorial, this information is still shown as a popup so that new players do not miss important explanations about the delivery system.[/p]
[p][/p][hr][/hr][h3]10. Player Falling Fix[/h3][p]We solved the problem where player falling randomly.[/p][hr][/hr][p]Once again, thank you very much for your support, your reviews, your sharp criticism, and your creative ideas. All of this helps shape Food Processing Simulator step by step throughout Early Access.[/p][p]Please keep sending feedback through the in-game Bug Report Menu or the Steam Discussions. Everything is read, even if not every suggestion can be answered or implemented immediately.[/p][p]Enjoy optimizing your lines, keep those trucks on schedule, and see you in the next update! šŸ„—šŸšš[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Early Access Launch!

[p]Hi everyone, šŸ˜„[/p][p]Food Processing Simulator is now available in Early Access on Steam with special launch discount. This is the first public version where you can experience the full core loop of buying supplies, setting up production lines, managing employee, shipping products by truck, and expand your factory.[/p][p]Before this launch, we received a lot of valuable feedback from early players, influencers who previewed the game, and everyone who tried the demo. Many of the changes in this version come directly from those sessions. We really appreciate your time and observations, and we are looking forward to hearing from new players joining us in Early Access.[/p][p]Early Access means the game is still in active development. Systems, balance, and UI will continue to evolve as we learn how you build your factories and where things feel confusing or tedious. This launch focuses on improving readability, giving you more control over time, and making production lines feel smoother.[/p][p]Below are some of the key changes in the latest version that ships with Early Access.[/p][p][/p][h2]Main Updates[/h2][h3]1. New Starter Machine Look and Faster Input Speed[/h3][p]The starter machine has received a visual refresh to make it stand out better as the beginning of your production line.[/p][p]Along with the new look, the input speed for commodities has been increased. This helps reduce bottlenecks at the very start of production and makes it easier to keep up with downstream machines once your line is fully configured.[/p][carousel][/carousel][h3]2. Supply Purchase Update: Box Size Options[/h3][p]Supply purchasing is now more flexible and easier to plan around your production scale.[/p][p]You can choose the box size when buying supplies, with three options:[/p]
  • [p]6 pcs per box[/p]
  • [p]24 pcs per box[/p]
  • [p]48 pcs per box[/p]
[p]This applies to commodities, packaging, and labels. Prices adjust according to the box size you select, allowing you to buy just enough for testing a new setup or stock up heavily when you are confident in a production line.[/p][carousel][/carousel][h3]3. Cold Storage Improvements[/h3][p]Cold Storage has been updated to make it clearer and more informative at a glance.[/p]
  • [p]A new sign and structure make it easier to identify the Cold Storage area.[/p]
  • [p]A monitor has been added inside Cold Storage that shows how many products are neatly stored on the cold storage shelves.[/p]
[p]With this monitor, you no longer need to count box by box. You can quickly check your stock levels before picking projects or preparing for upcoming truck deliveries.[/p][p][/p][p][/p][carousel][/carousel][h3]4. New Force End Day Feature[/h3][p]We have added a Force End Day feature for players who want tighter control over when a day ends.[/p]
  • [p]Force End Day lets you close out the current workday and immediately move to the next day.[/p]
  • [p]When you use Force End Day, all active production flows for that day will stop, and the game will advance to tomorrow.[/p]
[p]There is an important trade off to consider:[/p]
  • [p]Any product boxes not stored in Cold Storage or inside a Container Truck will lose one grade level when the new day begins.[/p]
    • [p]For example, Grade A will drop to Grade B, and so on.[/p]
[p]This adds a stronger management layer to how you handle the end of each day. Before using Force End Day, make sure you have finished moving important products into Cold Storage or loaded them into the truck so their grade is preserved.[/p][p][/p][h3]5. Steam Achievements[/h3][p]Steam Achievements are now available in the game.[/p][p]As you running your factory to complete projects, and grow your production pipeline, you will start unlocking achievements that track key milestones in your progress. This Early Access set will likely expand and be refined over time based on how you play.[/p][carousel][/carousel][p][/p][h2]Improvements[/h2][h3]1. Machine Log Optimization[/h3][p]Machine logging has been optimized to be more efficient.[/p][p]The logging process no longer places unnecessary load on performance, which helps reduce lag or stutter in factories with many active machines.[/p][p][/p][h3]2. Occlusion Culling Update[/h3][p]We have updated occlusion culling to improve overall performance.[/p][p]Objects that are not visible to the camera are handled more efficiently, which should result in smoother frame rates, especially in larger or more complex factory layouts.[/p][p][/p][h3]3. Failed Output Position Fixes[/h3][p]Several machines had mismatches between the actual failed output position and the visible Failed area.[/p][p]These positions have been corrected so that failed items now appear in the expected area, making the production flow easier to read and debug.[/p][p][/p][h3]4. Loading Operator Priority Update[/h3][p]The Loading Operator behavior has been adjusted to prioritize trucks more sensibly.[/p]
  • [p]The Loading Operator will now focus on trucks that arrived earlier first, filling them with available stock before moving on to later arrivals.[/p]
  • [p]This should help reduce confusion and make deliveries feel more predictable.[/p]
[carousel][/carousel][h3]5. Forklift Control Improvements[/h3][p]Forklift controls have been updated to feel more responsive and easier to handle.[/p]
  • [p]Keyboard and mouse control has been adjusted for smoother steering and pallet handling.[/p]
  • [p]Gamepad control has also been updated so that players using controllers can handle forklifts more comfortably.[/p]
[p]We will continue to refine vehicle handling based on your feedback from Early Access.[/p][p][/p][h3]6. Player Unstuck Fix When Starting a Game[/h3][p]There was an issue where players could start a loaded game already intersecting with machines and end up stuck. An automatic unstuck process has been added when loading a game. If your starting position is blocked by a machine, the system will move you to a safe location so you can continue playing without needing manual intervention.[/p][p][/p][h3]7. Report Button on Title Menu[/h3][p]A Report button has been added to the Title Menu.
If you encounter an issue that prevents you from entering the game, you can now submit a report directly from the title screen without needing to load a save or reach the in game Bug Report Menu.[/p][carousel][/carousel][h3]8. Box Packer Output Visual Update[/h3][p]The Box Packer Machine’s output has been visually updated.
Items are now visible as they come out of the Box Packer before becoming a finished box, making the packing process easier to read.[/p][p][/p][h2]Looking Ahead[/h2][p]This Early Access launch is only the beginning for Food Processing Simulator. The feedback from early players, content creators, and demo players has already led to meaningful changes, such as clearer Cold Storage information, more flexible supply purchasing, and better control over how each day ends.[/p][p]Now that the Early Access version is live, we are excited to hear from a wider audience. Your playtime, bug reports, and suggestions will have a direct impact on how we refine contracts, machines, employee behavior, and performance in future updates.[/p][p]If you encounter issues, have ideas to make production lines smoother, or want to share your factory setups, please reach out through the in game Bug Report Menu or the Steam Discussions. Every message helps us understand how you play and what needs improvement.[/p][p]Thank you for joining us at the start of Early Access. We hope you enjoy building and optimizing your food processing lines.[/p][p]See you in the next update! šŸ„—

[dynamiclink][/dynamiclink][/p]

Refining End Day, Machine Layout and Tutorial

[p]Hi everyone, šŸ˜„[/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, 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! šŸ‘šŸ„—[/p][p][/p][p][dynamiclink][/dynamiclink][/p]