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Food Processing Simulator News

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

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

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

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

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

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

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

[p]Hi everyone, šŸ˜„[/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 ā€œNoneā€ 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: ā€œNormalā€ (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 ā€œView Moreā€ 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 ā€œnot enough balanceā€ 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 ā€œbeing processedā€ 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 ā€œbeing processedā€ 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! šŸ„—šŸšš[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

v0.5.50 - Vendor Truck Expansion & Reputation System

[p]Hi everyone, šŸ˜„[/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]ā€¼ļøCurrent Limitationā€¼ļø[/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, ā€œside missionā€ 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]