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DevBlog #93 | Foundry Fridays: Update 3 Announcement

Hello everyone!

Today I have exciting news for you as I'll be sharing the content and release timeline of Update 3 “Xeno Tech” with you. I’ll start with a short TLDR section, before going into detail below.

[h3]TLDR[/h3]
  • Update 3 is expected to release within the 2nd half of January.
  • Update 3 will go live on an experimental branch on December 15th to collect feedback.
  • Update 3 is themed around Xeno (Alien) Technology and adds Robot Workstations (put your robots to work), Light Exploration Content, Character Logistics (auto-refill your inventory), Steam Achievements, Improved Controller Support and two new robots to sell.
  • We are still planning on doing a separate experimental branch with trains soon, but there is no date yet.
In case you are curious about what to expect from Update 3 in terms of size, I would say it’s quite a bit bigger than Update 1, but it’s not as big as Update 2 (which was actually two big updates combined).



[h3]Robot Workstations[/h3]
A factory making robots, and yet there are no robots working in the factory? That surely doesn’t feel right. Robot Workstations are our first attempt at bringing more (robotic) life to the factory. Workstations are computer terminals where either one, two or three of any of your factory-made robots will be able to work at and project various benefits onto machines in close proximity.


Each robot has a different effect and different building types it affects. So unless you start making every robot, you won’t have access to every improvement. The robots either improve machine speed or production efficiency (producing more output items from less input items) while increasing the power draw of your machines. Each machine can only be affected by one Workstation at a time.


[h3](Light) Exploration Content[/h3]
The update is going to add underground caves and new objects to collect and discover within those caves, but also on the surface and in the existing lava caves. Gathering those various items will unlock character upgrades, as well as things that are useful in your factory. All the collectibles are tied around an ancient alien race, and there are some flavor texts providing context, but you shouldn’t expect to discover a full story or background lore. While it starts out as manual collection work, it ultimately leads into gameplay you can automate. But I don’t want to go into detail too much because I don't want to spoil everything in advance.


However I do want to talk a bit about what to expect and how we approached this. We’re calling this light exploration because ultimately you’re not expected to spend massive amounts of time gathering those objects. For years FOUNDRY has been a game where everything was focused around the core of factory building and it is going to stay that way. You will have the venture in lava caves and dig into some caves to get the upgrades you need, but once you reach the midgame you’ll be able to automate it. At this point it will actually connect very well to the established factory gameplay loop (for example there are some alternative recipes unlocked with the new resources).


Our goal was to make the world feel less empty, and provide a bit of alternative gameplay, without it being annoying for anyone who wants to fully focus on the factory stuff only. We’re looking forward to your thoughts around the balancing, and I’m sure it’ll change a bit based on your feedback during the experimental branch.


[h3]Character Logistics[/h3]
This feature allows you to automatically restock your inventory from remote storages. The discovered Xeno-Technology allows you to build Xeno-Logistics Storage Containers, from which you can automatically draw items into your inventory, should you be in range of Xeno-Logistics-Tower.


On your character (inventory) frame - which has been fully overhauled - there will be “resupply slots” which allow you to configure item types and a target amount up to which they will get resupplied. You’ll start out with a limited amount and through the exploration system you’ll be able to unlock more slots.



Let’s be honest about this one, it’s all about player convenience. Building large factories can take time and going back to restock your items in between isn’t part of the fun. We still wanted to game-ify this feature by requiring you to build Logistics Towers and to progress to unlock more resupply slots and I think it worked out very well.

[h3]Steam Achievements[/h3]
We have added over 80 Steam achievements for you to pursue and unlock. They provide an initial set of baseline achievements that fit the game, and as time passes we expect more achievements to be added.



This batch of achievements covers the simpler achievement types (amount of robots sold, researches completed, station upgrades, lifetime earnings, …) and more complex conditions might follow once the game is a bit closer to its final 1.0 version.



As for difficulty we went for balancing values that seem (mostly) achievable for the average player instead of creating dozens of hardcore achievements which are close to impossible to reach. I know this is very subjective and everyone enjoys different types of achievements but personally I always liked games where the achievements can be completed by the average player in reasonable time. But worry not, there is a mega-endgame-achievement for getting market dominance on 100 planets.

[h3]Improved Controller Support[/h3]
After receiving some feedback about less-than-optimal controller support we have decided to give this some love and improved controller support. Playing FOUNDRY with a controller should now feel a lot better. Specifically we added UI support for the controller (no more relying on the virtual cursor), glyph support to show bindings, and added a command wheel that lets you access some less commonly used buttons. That being said, there is still more work to be done and it is not yet perfect. We’re looking forward to your feedback on this topic and you can expect it to improve with every future update.


[h3]Why this and what about trains?[/h3]
In a previous blog we have mentioned four big topics we want to look at next: Trains, Nuclear (aka Modular Power Plants), Content Expansion & Exploration. As we were working on all of those in parallel we realized that it might take a bit to get all of them into a polished and ship-able state. Therefore we decided to split them, which helps us with providing regular updates instead of going dark (not again!) for too long and also makes it easier to improve the quality of all of those features.

After doing the Terraforming Update we wanted to add some light exploration content underground and focused on that first. As this shaped up nicely we figured that it would make - together with some of the Content Expansion Features like the Robot Workstations - a pretty solid update on its own. And most importantly, those parts wouldn’t benefit from being held back until Trains and Nuclear would be ready. Which led to the obvious conclusion of putting it out as soon as it’s done.

The plan for Update 4 hasn’t changed much, it’ll still be Trains, Modular Power Plants, and even more Content Expansion (most likely the full science pack 5 content). And while I don’t want to spoil too much, I think the Xeno-Tech content will lead very well into the Modular Power Plants. Regarding a timeline I can reveal that Update 4 is expected to launch in the first half of 2026, but this isn’t yet a promise.


[h3]What to expect from the experimental branch?[/h3]
The experimental branch is something we have been using in the past when we were still on itch.io instead of Steam. It has been very beneficial because it allows us to push a preview version of the upcoming features to our players so that we can get feedback and testing from people who enjoy taking a closer look early.

Experimental means it isn’t meant for you to treat it as the real update, instead you should see it as a preview. There could be bugs, there is no guarantee of saves not breaking (never override your existing saves when playing experimental!), and there will be missing polish. However it does not mean that you should expect lots of issues, we’re well aware that your time is valuable and we’re trying to deliver the best possible early version. I think the balancing might be the part that will be the most “work-in-progress”.

Therefore in case you’re looking for the best possible FOUNDRY experience, you should wait for the full release in January. And should you instead be eager to jump into the preview version, more information about how to use the experimental branch and how to provide feedback will be released on Monday.


Thank you for reading and see you in-game!
-mrmcd



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DevBlog #92 | Foundry Fridays: Worms and Caves

Hello everyone!

We never stop trying to make the most out of the voxel-based world of Foundry. With the introduction of Lava Caves we already brought some more gameplay content underground. But there is still a lot of untouched terrain between the surface and them. As mentioned in an earlier Foundry Friday we are currently experimenting with adding some exploration mechanics. Combining these two thoughts there seems to be a logical consequence: Caves!

Cave Entrance

[h3]Worms don’t just like apples[/h3]
All of the world generation in Foundry is noise-based and thus the cave generation needs to be as well. For this we use so-called “pseudorandom noises” that appear statistically random, but are produced by a deterministic process. So passing in a value into the noise function will always lead to the same output value. Otherwise playing Foundry wouldn’t be much fun when the world changes every time you load your game.

At first glance a noise (visualized above) doesn't seem special, but it can be a very powerful tool for procedural generation.

Our caves are created with the help of “Perlin Worms”, a method that is based on using a Perlin Noise, which is a pseudorandom noise as mentioned above. Using these can give the caves some sort of slithering effect, making you think a worm just passed through and ate away the terrain. If you are interested in more mathematical details about Perlin Worms, here is a link to a site that i found helpful and well explained: Link

Let’s look at a video! But keep in mind that everything is still WIP. You might spot some new rarities in these images. Maybe our robot can find some use for them?

[previewyoutube][/previewyoutube]
[h3]Inventory UI Experiments [/h3]
Meanwhile others in our team have been experimenting with a new inventory and crafting frame. Some of the upcoming features require a bit of a rework for the inventory frame itself, and therefore we have decided to try overhaul the whole thing a bit. User experience about the crafting frame being tied to the inventory frame was always a bit awkward, so we're trying to make it into a single frame and increase the quality as a whole. Here's a first image:


Note that this is still work in progress! Also the additional headers inside the crafting frame can be toggled with the button on the top right above, so you can have it as compact as it previously was. But this should help new players finding their preferred crafting buttons faster.


We're sharing this with you early so that we can have your feedback influence the process, please let us know what you think!


And that's it for today!
-lxi

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DevBlog #91 | Foundry Fridays: Save File Size Optimizations

Greetings Founders!

On today’s FOUNDRY Friday I wanted to share some of the behind-the-scenes work that’s being done to support the announced features for update 3.0 that we’ve covered in Foundry Friday #89. When adding trains for example, we also wanted players to utilize more of the infinite world that Foundry has to offer.

I did an initial analysis to see what issues crop up when playing in a much larger world with trains, and most things thankfully seem to hold up well, with the exception of some visual bugs that we’ll have to mitigate.

But a larger problem is that due to all the world exploration, the save file that I used for testing had already surpassed 100mb. This save file growth needs to be addressed with some significant optimizations. Generally the saves that we receive from players reporting their feedback (thank you!) range from 10mb to 50mb depending on how far they’ve gotten in the game. Of course there’s some more dedicated fans with even larger saves, but those will benefit even more from these save file optimizations. The reason why a smaller save file is beneficial is that it makes it way quicker when a friend joins your world, syncing your saves with Steam Cloud and it also reduces the time it takes to (auto-)save your game.

With some profiling, in the save files that are shared (but especially in my save file) a lot of it is just the terrain data from the chunks that was travelled through to get to their destination, with a singular belt or train (soon™!) connecting those points. But every chunk that is viewed at some point, unmodified or not, is still stored in the save file. This causes roughly half of your save file to consist of terrain data.



To tackle this, we tried a few options, starting with the easier ones:
  • Increasing the level of compression used (Foundry internally uses Zstandard to compress the 3D chunk data with great results) but this didn’t really net any significant gains and came with a large speed penalty.
  • Compressing multiple chunks in groups. Due to a big overlap and continuity between the chunks in a group, this seemed like a great idea, but it unfortunately only netted a 15% improvement for the scene I tested.
  • Don’t store the chunks that aren’t modified, and simply regenerate them as needed. This allows us to save (pun not intended) a lot of data, but it comes with the big downside of having to make sure that
  • all* places in Foundry’s code make sure to tell the saving system that a chunk is modified if there’s anything that a player does there.
Ultimately we decided on going for the last option, since the first two options didn’t seem to combat the increased train-driven save file size quite as well as the third option was likely able to achieve. To prevent creating too many headaches for our later selves, I decided to only implement the regeneration for the terrain for now, since it's the largest part of all the chunk data. And with that, it came to a solid 30% reduction in save file sizes.



As an additional security measure to make sure that the game never deletes anything important, I’ve made it so that it’ll always fully store any of the chunks near your factory, and that it also won't guess which chunks might have been modified in any of your existing saves.
Here’s a visualization of a base surrounded by a large number of unmodified chunks that will now no longer have their terrain data saved.


We’ll wait until we get positive feedback from our playtesters there’s any unforeseen issues with it, but so far it has shown great results. There’s quite a lot more stored inside the chunk data that is able to be regenerated, so it's definitely possible to be reduced even further.

- Milan



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Community Challenge: Tiny Factory!

Hello fellow factory-optimizers.

Today, we bring you a challenge. Are you robot enough to accept it?

A little birdie told me you build BIG and MASSIVE maybe even HUGE factories. Terraforming the environment to your needs & only caring about the optimal way to generate an astonishing amount of output. Well... Here's an idea...

What if... You tried to make it as TINY as possible? It's something we've always wondered. Can you make a small - but effective factory?

^ Example of how small we want it to feel

Here's the rules:

  • Create the smallest factory you can that automatically builds & sells robots.
  • Maximum number of each type of machine/building cannot exceed 8. (excluding storage, belts & loaders. But you can have MORE than 8 buildings. Just not more than 8 of ANY SPECIFIC building)
  • Be creative! Build anywhere you want on the map!
  • You're allowed to play in any gamemode, however make sure to be resourceful about materials.
  • No more than 1 ship per resource going to or coming from the space station.
  • Ships that transfer from an outpost to station to base are NOT allowed. (ie: all resources MUST be belted in)
    [
  • } NO MODS
  • Factory must be built on the
  • latest* version of FOUNDRY.
  • Screenshots of the factory is required, videos are even better. Post on this steam thread OR in the discord on the appropriate channel.
  • Share your save files so everyone can validate it's working.


Now, there will be a prize, however, we're not revealing that yet. Don't expect anything too big. In the end, it's all just for fun anyway.

Are you up to the challenge?
If not... then maybe just scroll and see what everyone else are posting!

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DevBlog #90 | Foundry Fridays: Achievements

Hello everyone!

For today's FOUNDRY Friday we’re going to look at something we’ve been quietly working on: Achievements. They were always on our roadmap towards 1.0 and recently they fit in nicely with our development schedule so we decided to start implementing them. Rest assured we didn’t divert resources from our other features like Trains or Nuclear. Given there were also quite a few messages requesting them it seemed like the right time.

[h3]How Achievements Work[/h3]
Achievements in FOUNDRY are tracked per savegame and there will be an achievement window where you can see all achievements and how your progress is going.

Of course each Achievement will also exist as Steam Achievement, and whenever you unlock any achievement in your game, it will unlock the respective Steam Achievement.


[h3]Achievement Types[/h3]
We started by implementing the obvious achievement types related to factory progression:
  • Unlocking Researches
  • Space Station Upgrades
  • Lifetime Sales Profit
  • Completing C3-BB Quests
  • Building certain amounts of buildings
  • Produce a specific amount of items of various types
And on top of that we’re looking at custom achievements where you need to do specific things like interacting with critters. We already have implemented a few and we’re currently looking into adding more of those, which brings us to the next paragraph.

[h3]What kind of achievements would you enjoy?[/h3]
We would love to hear your thoughts about what kind of achievements you would like to see in FOUNDRY. Either let us know in the Steam comments below or on our Discord, our team is going to read all your messages. It would also be interesting to hear if there are any achievement types you would actually dislike. Same about the amount of achievements, can there be too many? What would be a number you felt comfortable navigating? As always we’re very grateful for any type of feedback!

Thank you for reading and see you next time,
-mrmcd



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