1. Industrial Petting
  2. News

Industrial Petting News

In The Pipeline

Hello Petters!

A Happy 2021 to everyone. Here in the development quarantine hole, I'm hard at work on the next big update for Industrial Petting.

[h3]What's being added?[/h3]
In the first year of early access I've built ground-level features to the game: new pets, new buildings, new food and a new biome. It's been fun adding these in and fleshing out how the game feels at a moment-to-moment level.

Even with the updates, the game has been missing some big items. There's barely any narrative, and a lack of progression and goals beyond the simple research tree. The next big update will start building these, and get us one step closer to leaving early access!

We're expanding the story, creating a late game, and making it easier to add new content in the future. The original prototypes five years ago had many of these features, and now it's time to put them back in.
  • The beginnings of a narrative.
  • Petting will be no longer be a local enterprise: you'll be building your factories at a planetary scale.
  • A home base spaceship to plan that construction.
  • Per-player upgrades for movement, construction, and petting.
  • Factories are no longer in a single area, and those of you who can build layouts quickly or find more pets in the forest will be rewarded.
  • Automating building production and food production will be core mechanics.
  • Upgrades to make collecting pets in the forest more viable.
  • Rebalancing the game so that multiple players helps immensely.

These changes will also make adding new pets and pet areas much easier. For the Crystal Update, I needed to choose how and where to position the new area, as well as make some tools to lead people to the new biome. This new system will allow me to create new areas and new pets with far less overhead, and less of a chance of breaking people's save games.

It also means less time wandering back and forth from the mushroom/crystal lands, and more time building pet factories and gathering new creatures.

[h3]How far is development?[/h3]
In the last few weeks, I've accomplished the scary technical challenge. Teleporting between your orbiting ship and different areas on the ground is working, even in multiplayer. The goal in the upcoming weeks is to figure out the specifics of the metagame being introduced, and rebalance the game so that the average player can have an enjoyable time with the current content in 5-8 hours. For more committed players, the new design allows for a longer gameplay tail, and potentially more interesting reasons to start up a new save.

[h3]What about currently broken things?[/h3]
There are some broken or awkward items being worked on, but may not be fixed until after the big update.
  • Gatherbots and farming
    These are hard to use, inconsistent in their output, and not very fun. They're going to be replaced with an older gathering system which was in the beta, but that won't be until after the big update.
  • VR movement
    The teleport movement and controls for smooth movement are awkward right now, and may be fixed before the big update. This has been the number one complaint from VR players, and I haven't forgotten about you!
  • Various bugs
    Game-breaking bugs are going to be fixed and pushed as needed. Cuddlers sleeping during the day, for example.


[h3]When do I get to see it?[/h3]
I'm adding in the new gameplay first, so there won't be any new art for a while. However, I will be inviting people to look at the gameplay with temporary art assets sometime in the next few weeks.
If you're interested in playing a janky, broken version join the discord! I'll be posting the information for joining the new feature branch there once it's ready for public play testing.

In the meantime, go pet your real pets, and leave any suggestions for the update here or on the discord!

The Crystal Update and Sale


Off in the distance, the gentle glow of crystalline formations hint why this world is so packed full of creatures. The Crystal Update is here! Find a new area and pack it full of new creatures.

Also, for the first time since release, Industrial Petting is on sale! If you're looking to join the game, now is the perfect time to jump in or get another copy for a friend.

Some news on the development side: this update has been a test of how quickly I can implement new content on a deadline without adding new features in code. This crystal area was built in two weeks of work, including all the art. I’m (mostly) happy with the custom tools I currently have to build new pets and biomes. On top of that, I've added a whole bunch of unit tests to identify design issues and help reduce my playtesting burden.


I’ll be taking some time off for the holiday, but the next few updates are going to start fleshing out the story for the game, and add some clearer long-term goals for players. I was hoping to add a power system for this update; that's being pushed to next year while I try and figure out the specifics of the design. I’m very excited for what’s coming soon, so keep an eye out!

If you have feedback/ideas for what to add in the future, join the discord!

[h3]0.2.0[/h3]
[h3]Features[/h3]
  • New Crystal Area!

[h3]Changes[/h3]
  • Vsync is now default until I can figure out how to change it in the newer Unity graphics system
  • "Simple" quality mode now works better for lower-end hardware

[h3]Fixes[/h3]
  • Fix a mac-only graphics bug that sometimes lead to a crash

Multiplayer Hotifx

Hotfix release!

Fix clients being unable to join multiplayer games.

Faster! Cleaner! Happier!

The performance update is here! Less power usage, faster framerates, and speedier load times.

For those of you playing on lower-end systems, in VR, or on battery-powered devices, this will be a huge win. All the game logic has been locked to 20hz and put on a seperate thread, along with the networking code and client updates. On the development machine here, I'm seeing 2x framerate in VR, and much less CPU usage in non-VR. No more reprojection!

There's always the potential for issues, though. I'll be watching carefully this next week, and you can help by reporting any bugs you see!

Keep an eye out for a major content update coming soon, too.

If you have feedback/ideas for what to add in the future, join the discord!

[h3]v0.1.16[/h3]
[h3]Fixes[/h3]
  • Can now select Tree Beds
  • Fixed infinite Tetar spawning bug
  • Fixed incorrect time played numbers
  • Pumpkins now drop pumpkin seeds
  • Fix player-placed vegetables dropping seeds after save reload
  • Hungry pets no longer need one more food than listed
  • Fix single-frame delay on pet inspection
  • VR destruction tool no longer highlights all objects
  • Opening VR menu while in-game no longer breaks hand interactions

[h3]Changes[/h3]
  • Backend changes for multithreading
  • World update no longer tied to framerate

[h3]Features[/h3]
  • Game logic, networking, spawning code now on seperate thread

Pet Beds

Give your pets a place to sleep in this week's update! Pet beds are now constructable, along with some fixes for the Industrial Petters.

In the background, I'm still working on the big performance update, and talking to the composer about changing the music system to be a lot less repetitive.

If you have feedback/ideas for what to add in the future, join the discord!

[h3]v0.1.15[/h3]
[h3]New[/h3]
  • Industrial Petter range visible on placement
  • Pet Beds!

[h3]Fixes[/h3]
  • Petters no longer only pet fences
  • Petter art matches rest of game