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Industrial Petting News

Hotfix: No save bug

For those of you who just got the game and can't make a new save, this has been fixed in the most recent update.

Night Update Part 1

To all the pet builders, get ready, because the darkness has descended! The update has been split into two parts, because I wanted to get all these bug fixes into the hands of everyone sooner rather than later.

I'll be introducing some new bugs in the next update, but those will be more intentional. For now, enjoy the darkness, I think it looks great, especially in VR!

[h2]Changelog[/h2]
v0.1.13

[h3]New[/h3]
  • Nighttime!
  • Developer console (if you use this, expect things to break, unexpectedly)
  • Item / Research notification popups for VR players

[h3]Balance[/h3]
  • Pipe Towers now built in pairs 1 Wood Plank -> 2 Towers


[h3]Fixes/Optimizations[/h3]
  • Players can wear hats again
  • Fix player doubleclick to double build
  • "Cancel" button on controllers now goes to previous menu on main menu
  • Object highlights now clear when not looking at something
  • Fix delete button deleting wrong file
  • Fix VR menu pointer hanging in air after menu tool destroyed
  • Fix VR player being able to see chat characters in-world
  • Fix VR placing tool having ghosts stuck on hand
  • Fix VR placing tool building items when letting go of tool
  • Fix VR destruction tool playing audio when highlighting objects
  • Fix VR tools staying in air when not fully synced with server
  • Fix VR menu box stalking player on start
  • Fix controller selection breaking on Join Lobby ui
  • Fix not being able to select log in filter box
  • Fix filter box showing cuddlers when nothing selected
  • Fix fossil pit stages not showing icon or correct name
  • Fix item selection menu clipping at bottom
  • Fix ambient effects not following player in VR
  • Fix debug UI showing without debug info, now only shows when developer console is enabled
  • Pets with no elevator nearby no longer check every frame
  • Removed unnecessary chunk of physics processing

Pet Hat Update

Unlocked a bunch of hats and don't know what to do with them? Put them on your pets! This week's update is just a small feature and a chunk of bugfixes.

I took a look at the tech needed for a big future update, and a lot of the systems can be changed one at a time. Some of the more visible ones will be skybox changing, dynamic music, and teleporting.

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


[h2]Changelog[/h2]v0.1.12

[h3]New[/h3]
  • Hats on Pets!
  • Superior Sploofers now in-game


[h3]Changes[/h3]
  • Can now place Fossil Research Lab more easily
  • Inspector antennas rotate
  • Fossil research now gives wood gears as constructable
  • Add descriptions for Fossil research, Superior Sploofers, and Sizeable Sploofers


[h3]Bugfixes[/h3]
  • Fix some pipes not showing up and some showing up in the wrong place when built too quickly
  • Fix harvesters not aligning to fossil deposits

Fossil Update!

We've discovered evidence of giant prehistoric pets on this planet, with large clusters of bones scattered through the forest. The bones seem to all be pointed in the same direction. We need to study these further to find out why, and potentially use them...



The fossil update is here! This is the first step towards later-game content, and an overarching story/goal. With the tech created in this update, some of the future ones should be easier to make. This is a very industry-focused update, the next one will be more petting-related, for those of you who aren't as interested in the construction side of things.

Fixed! Notice: if you have an older save, you may not be able to load the game. This is currently being fixed, will probably be live in less than an hour.

[h2]Changelog[/h2]
v0.1.11

[h3]New[/h3]
  • New Fossil Area in the woods
    • Comes with new buildings and items to discover
  • More tutorial chats and explanations
  • Add mushrooms in the forest pointing towards mushroom areas

[h3]Changes[/h3]
  • All happy pets will now follow players
    • For now this just changes Nibblers and Gardeners
  • Change junction recipe to 1 wood -> 2 junctions
  • Change slimecuddler recipe to use green goo instead of slime

[h3]Fixes[/h3]
  • Updated to Unity 2019.4
  • Greatly reduced per-frame allocations, should help with occasional frame drops
  • More bugfixes, UI fixes, small changes

Still Here!


Hey everyone! I'd like to let people know that the next update is still coming, and it should be a good one. I received a lot of feedback after launch that the game has a lot of potential, but is missing what we would consider midgame and endgame content. There are technologies to unlock, but nothing to actually use those technologies with.

The new update adds the foundations of longer-term goals and later-game goals. I'm excited to see how people respond to new pets and buildings.

Some of you may remember the timeline I posted shortly after launch, and are wondering where their new factory layouts and giant view distances are. If you can't guess, I've delayed/cancelled a few of those features. After sitting down and doing some more in-depth time estimations, I realized that those features are much more expensive to build than I thought, and don't make a huge difference to the end game. My time is better spent adding more pets and more areas, and filling out later game content.

It's easy as a developer to mix up "fun to play" and "fun to make". Those features on the timeline would be fun to make, but don't make the game much more enjoyable to play.

As always, follow the game on Steam to make sure you don't miss the update!