1. Food Processing Simulator
  2. News

Food Processing Simulator News

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

[p]Hi everyone! 👋[/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 “truck successfully delivered” 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! 🥗🚚[/p][p][/p][p][dynamiclink][/dynamiclink][/p]

Early Access Launch!

[p]Hi everyone, 😄[/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! 🥗

[dynamiclink][/dynamiclink][/p]

Refining End Day, Machine Layout and Tutorial

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

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

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

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

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

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