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DevBlog #78 | Foundry Fridays: Update 2 Infos & Pipe System Rework

Hello everyone!

This is the final dev blog before we release Update 2 “Galactic Commerce” next Tuesday at 14:00 CEST. In this blog I’ll be covering a couple different things related to the update, before I have one more surprise feature at the end of the episode.

[h3]Dev Stream on Monday[/h3]
On Monday at 18:00 CEST (9AM PT) we’ll be going live on Twitch (Paradox Interactive Channel) and on YouTube (Foundry Channel) to show off various features of the update and to answer your questions. Jump by and let’s have a chat!

[h3]Update Preview Video Part 2 from SpectrumDad[/h3]
This week we have released the second part of our update preview series, made in cooperation with SpectrumDad. This one covers robots, commerce, lava caves and the R&D lab.

[previewyoutube][/previewyoutube]
In case you missed it, you can check out part one here.

[h3]The Legacy Version Steam Branch[/h3]
With the new update you will have to restart a new save as too many things have changed to keep the saves compatible. However we do not want to strip you of the ability to keep playing or revisiting your old saves since we know how many of you spent hundreds of hours on a single save.

For this we have introduced the Legacy Version Steam Branch: It allows you to go back to the old FOUNDRY version, which then allows you to keep loading and playing old saves. For details on how it works we have prepared a post on our Steam forum, which can be found here.

[h3]Barreled Olumite[/h3]
In the previous blogs I have covered the galactic market, which allows you to buy and sell items. While that lowers the profit margin of your robots, it does offer an interesting new angle to resource acquisition. Having a shortage of resources? Quickly buy some from the market. Want to skip mining entirely? Expensive, but an option.

However the market only supports solid items, and therefore it didn’t cover one of the most requested things: An infinite Olumite source. To finally address this we have added Olumite barrelling, which allows you to put Olumite into barrels, which are solid items. Later you can empty the barrel to convert it back to its liquid state. For this we have introduced a new machine, the Barrel Filler.


We also have added a bit of additional gameplay around it with things like having empty barrels as an item you need to manage. Re-use them or recycle them back into Xenoferrite Plates. (Or burn them to dust in the Incinerator?) Empty barrels will now be needed for a handful of crafting recipes and things like Portable Fuel will now leave you with the empty barrel after using it at a generator.

[h3]Pipe System Rework[/h3]
And here’s the final surprise for the update: A fully reworked pipe system. We (and the community) were unhappy with the way our pipe system worked since quite some time. Simple questions about throughput could barely be answered without writing paragraphs. What was well intentioned by making it the most realistic it could be, ultimately mostly caused inconveniences.

So we decided to fully redo it and here’s how it works now: The way you build pipes and connect them to machines hasn’t changed, it all looks the same. But instead of pipes holding content individually we now combine them into pipe networks. Each network can only hold a single type of liquid, which makes fluid mixing and mistakes less likely to occur. The capacity of a network depends on the amount of pipes and tanks connected.


Each pipe network has a throughput limit of 36.000l per minute (potentially subject to change, depending on feedback), which is individually tracked for inputs and outputs. That means every second you can add 600l and also remove 600l from the network.

Distance between machines doesn’t matter anymore, however there is a new mechanic we called “network complexity”. Each connected pipe (or tank) adds to the complexity number of a pipe network, and once you have exceeded its limit you’ll only get 10% of the original throughput. It’s not immediately broken, but a pretty severe reduction. To solve this, you need to use pumps to break your networks apart into smaller segments. Pumps will pump the network’s content to another network, but they have the lowest priority compared to all other machines, which means in case of constraints the closest networks will be supplied.


From our initial testing the system works very well and most importantly is easy to understand and monitor. You can now analyze your segments with the tablet, see the screenshot below.


The provided information and history about what happened in the past minute should help a lot when planning pipe systems and it should finally make it understandable without unclear and hidden limitations. Another positive side effect is that this system is significantly cheaper to simulate and therefore will increase performance in your factories.

And finally, pipelines: The game still features the previously existing pipelines, which are like pipes, but a lot larger. They work exactly the same, but they offer a ten times higher throughput limit, which can be very useful. For example you can pump multiple throughput-constrained pipes into a pipeline on one end, have the pipeline go for a very long distance and then split it back up into smaller pipes at the destination. The throughput limit of the regular pipes is pretty generous and probably enough for most bases, but if you want to go big pipelines maybe the solution for various design layouts. For example you could have a central pipeline that spans your factory, which has smaller pipes branch off wherever needed.

I’d also like to mention that we still plan to further improve the experience of dragging pipes. That wasn’t in scope for this release, but it is still on our list. However we did improve belt dragging by quite a bit, if you want to find out more, click here.



And this concludes today's FOUNDRY Friday. Thanks for reading and thanks for sticking with us as we’ve been working on this Update. Everyone on our team worked really hard for the past ten months to get this out to you and we are excited to see your responses. We hope you’ll enjoy it!

See you in two weeks,
-mrmcd



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DevBlog #77 | Foundry Fridays: Update 2 Release Date & More Previews

Hello everyone!

Let’s start with the big news right away for those who haven’t heard of it yet. The upcoming commerce update has a release date, and it’s already pretty soon: May 6th 2025. Save the date!

If you’re curious about more details regarding the update, I recommend taking a look at the past four dev blogs which were called the “Commerce Update Preview” series:

[h3]Update Preview Video Part 1 from SpectrumDad[/h3]
We have worked with SpectrumDad to create a two part preview/tutorial video series about the upcoming commerce update. Part one of the video covers the basics and is now available on YouTube:

[previewyoutube][/previewyoutube]Special thanks to SpectrumDad for making those!

[h3]R&D Lab[/h3]
Let’s keep going with showing off more new and upcoming features. The research & development lab, in short R&D Lab, is a buildable upgrade for your space station which allows you to increase your robot production proficiency by analyzing the robots you produce. It allows you to gain experience points per robot type for each robot you produce. Each robot has a corresponding level and gaining one will reward you with a “Tech Point”.


You can probably guess where this is going, it’s basically a light version of a skill tree per robot. You can spend your tech points on three different robot improvements. You can increase their quality and therefore their sales price, you can decrease the amount of resources needed to produce them or you can make them lighter (which can be useful to fit more robots into your cargo ships). We would like to add more improvements over time, but it’s actually pretty challenging to come up with those, let us know in case you have some ideas!

There are also some minor auxiliary features like focus research which allows you to focus on certain robots to increase their XP gain or to spend Firmarlite on increasing the base XP gain per produced robot.


To keep the balancing stable the unlocked benefits aren’t massively influential but they are clearly noticeable and feel rewarding. Our goal with this feature is to boost long-term motivation and provide immersiveness. It's only logical you would get better at making robots over time, right?

We don’t know yet, but I personally feel like this could be an interesting mechanic for other goods as well and not just robots.

[h3]UI Visuals Overhaul[/h3]
As a surprise change we have been overhauling major parts of how our UI looks. It is something that has been on our list since a while but we never really found the time to do until now. The upcoming update will feature a new and more polished look for various parts of the UI, most importantly the general frames and frame headers, buttons, scroll views, drop downs and sliders.


The elements mentioned above are the most prominent ones and that is why we have focused on them. Those changes already give the game’s interface a very different aesthetic, but we might do a pass on other elements too in the future.


Overall we’re very happy with the improvements, it makes the game look more professional and clean. We hope you’ll enjoy the changes. In case you wonder, this is mostly a visual change and doesn’t change the layout of most frames - which is something we’ll ultimately might be looking at as well.


As always, let us know what you think, we’re always eager to hear your feedback. Ideally in the Steam comments or on our Discord.

See you next time,
-mrmcd



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Update 2: Galactic Commerce

[h3]Hello everyone![/h3]

Update 2: Galactic Commerce will be released May 6th! It brings robot production and trading to the forefront of FOUNDRY and challenges you to build bigger and better than ever before, all while mastering the complexities of interstellar trade.



We have previously talked about what is to come in this update in our previous DevBlogs. You can find more in-depth information in our Commerce Preview (1-4) DevBlogs.

Here is a summary of all the things you will experience in the new update:
  • Diversify your product lines and choose from multiple new robot types to sell on the open market. Focus on cuddly service bots, hulking transportation droids or deadly war machines and unlock further options through research.

  • Your space station is your trading hub; you’ll sell your goods to the rest of the galaxy from here. Deliver products from the moon’s surface using transport ships that travel to and from the station using the new Shipping Pad building.

  • Sell robots in exchange for Firmarlite, the precious metal that serves as the galaxy’s currency. Use it to craft new robot parts or upgrade modules for your space station.

  • Galactic trade lives in the Star Map, a procedurally generated, infinitely replayable map packed with sectors and planets, each with their own specific product demands.

  • Buy larger transport ships to deliver products in greater quantities, unlock new trade opportunities by purchasing Star Map upgrades or invest in an orbital terraforming laser to resculpt your moon’s surface quickly, but perhaps not neatly.

  • Carefully plan your factory’s expansion to meet the demands of the market, and take advantage of bonuses to maximize profits.

  • Bring in the big bucks by acquiring trade licenses to connect new planets to your ever-expanding network. Turbocharge your revenue and outperform your rivals to reach the top of the galactic sales leaderboard.

  • You’ll need a distribution network capable of snaking its way through the stars to supply distant sectors. Buy and manage a fleet of spaceships to support your trading vision.


We hope that you are just as excited for Update 2: Galactic Commerce as we are. Keep an eye on our YouTube in the following weeks as we willl reveal more details about the upcoming update!
As always, we would love to hear your feedback, ideally in the Steam comments below or over at our Discord.

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DevBlog #76 | Foundry Fridays: Galactic Market & Lava Caves (Commerce Preview 4)

Hello everyone!

I am back again with another FOUNDRY Friday and today we will be covering two different topics. First we have more information about the upcoming commerce-related content as we will be looking into the galactic market. And right after we will take a look at some changes down on the planet itself where we have added lava caves to the depths!

In case you missed it, you can find the previous three parts of the commerce update preview series here: part one, part two, part three.

[h3]The Galactic Market[/h3]
The galactic market is a giant space station on the galaxy map, which acts as the galaxy's main trade hub for commodities. It will not be interested in buying your robots. Once you unlock the galaxy view, you will be able to interact with the market. Initially its main purpose is to buy more construction material for the space station, which cannot be made on your own until you reach a later point in the game.


However we’re planning to allow you to trade most other goods on the galactic market as well. It’s something we will have to test quite a bit and might change or limit should it fail to meet our expectations, so take this paragraph as an experimental idea. That being said, I’d like to allow the players to buy pretty much anything that is a raw material or an intermediate good. By intermediate I mean something like machinery parts or electronic components, we would not allow you to buy things like robot arms so that you could just assemble them on the assembly lines.

It’s a bold move, but I think it will play well into player freedom and sandbox experience, which are both parts of the game we are trying to further expand. First of all, it will reduce the profit margin by your robot sales by a lot if you don’t mine and manufacture everything on your own, forcing you to have a lot more robot manufacturing machines. It also presents you with other challenges like space ship logistics if you decide to buy a lot of resources instead of making them on your own. It opens up different ways of playing the game and that seems very exciting.


In the beginning I mentioned you can also sell to the galactic market. In terms of profits it won’t be highly profitable, but it provides an option of selling excess resources and that could be an interesting mechanic. I’m also sure someone will become rich by selling millions of metal plates (or explosives!) instead of making robots, and I find that idea kind of funny.

Mechanics-wise the market offers one-time trades and an option for setting up automatically recurring orders like “buy more ore if stored ore falls below 1000” or “sell plates once more than 500 are stored”. Every trade will require a space ship and keep it busy while it travels to the market and back.

[h3]Lava Caves[/h3]
We’ve been showing a lot of commerce-related features in the past weeks, so it’s time to visit the factory and the planet (actually a moon) again. Deep in the depths we have added something very hot: Lava Caves!

[previewyoutube][/previewyoutube]Don’t touch the floor. It’s Hot Lava!

Those caves are at the bottom of the playable area and will have some special gameplay attached to them. The way you get down there is through special access shafts, which you can scan for with your handheld scanner. Later you will be able to dig down anywhere once you have researched enough levels of mining force (a research that allows you to break harder rock layers). It’s advised to use the elevator's self-digging feature to dig through those shafts to get down there.


The main purpose of those caves is that you can use the lava to smelt Firmarlite through special smelters that have to be placed on lava. Ultimately we’d like to add more features like heat management and potentially the possibility of your character robot getting destroyed when stepping into the lava. But for now we’re starting with a basic concept as our biggest focus is to make more use of the verticality and voxel world. Players will be able to visit those caves very early (within the science pack two tier), but as of now our plans are to make it optional - depending on the robots you want to make - so that the player can decide.


That wraps it up for today, and as always: We love to hear your feedback and thoughts about those features, please let us know in the Steam comments or come to our Discord.

See you next time,
-mrmcd



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DevBlog #75 | Foundry Fridays: Galaxy & Starmap (Commerce Preview 3)

Hello everyone!

Welcome back to the third iteration (part one, part two) of our Commerce Preview series. This time we’re covering the galaxy map, where you’ll be selling your robots.

To honor our publishing partner we did the most Paradox thing we could think of: Adding a strategy map.

Before we jump into the details of star map related gameplay, I want to alleviate any concerns about FOUNDRY turning into a different kind of game: Almost all your playtime continues to be about first person factory building. The star map is a complementary feature that adds a meta level of gameplay so that your factory serves a bigger purpose, but it doesn’t take away from the core gameplay. While it has some active gameplay choices, ultimately it wont confront you with any large difficulties as you might expect from strategy games.

[h3]The Galaxy[/h3]
Let us begin by talking about how the galaxy looks and what it holds for you. First of all, our galaxy is procedurally generated, which means every game will be different as you play in a unique universe. Each galaxy is made of roughly a thousand planets, which are grouped together by sectors. Unless you want to play for a really long time, you won’t be interacting with all of them, but I believe that a large universe is important for it to feel authentic and alive.


Visually we decided to depict the planets without planetary systems and the stars they naturally orbit. That means the map view is not astronomical but instead abstracted for your convenience.

There are many different planet types, and the type of each planet has influence about its properties and demands. There is also quite a bit of background information about each planet, for example which faction it belongs to, how it’s governed, dominant industries, properties like day length or gravity and some more. Internally we use that data to generate planet demands, but they are not relevant to the gameplay itself.

[previewyoutube][/previewyoutube]

Sectors are groups of planets, and their distinctive shapes help you navigate the map. Sectors are connected to each other by hyperlanes, which will be relevant for gameplay. As you explore the galaxy you will have to follow those lines.

[h3]Galactic Commerce[/h3]
Now that we know how our galaxy looks, let us explore how you supply it with robots. Our previous blogs already covered space ships and the sales platform, which allows you to sell robots to casual customers passing by. But that demand is limited, and they also pay less than what you can get for your robots on planets.


Your space station, which acts as your gateway to the stars, is within your own starting sector. You will have to unlock one of the adjacent sectors to get started. Unlocking a sector requires certain space station upgrades to be built. The further you upgrade the station, the more sectors you will be able to unlock. Once you gain sector access you can start interacting with planets, but before you can sell robots to a planet you have to buy a planetary trade license.

Each planet has various demands, some might only need a single robot type, others may need many. Depending on the robots you decide to produce, you’ll have to find a good place to sell your goods. To finally start selling you need to assign a cargo ship to the planet and tell it which robots to supply, we call this a supply route. From now on you’ll automatically sell robots in regular intervals.

[previewyoutube][/previewyoutube]If you look closely you can see cargo ship moving along the bottom hyperlane.

The way selling works is that there is a so-called “sales interval”, it happens once per ingame hour, which is every 75 seconds. For each sales interval we do a simulated sale representing the past ingame hour. That means that in regular predictable intervals robots are being sold from your station's inventory. The reason we went for this solution over having ships actively carry objects to destinations is very simple: It gives you predictable and regular sales numbers that you can plan with, which is very important for a factory game where many players want to plan ahead and balance production ratios. There is still gameplay attached, for example you need to assign more ships to your supply routes if the demand on a planet exceeds your ships capacity. Also ships assigned to sectors further away require more fuel.

[h3]Competitors[/h3]
As you might imagine, you are not the only company to supply the galaxy with robots. If you inspect a planet, you’ll see if other companies are dominating the market (or parts of it). Luckily for you, your robots are just better and you’ll be able to push them out of the market if you decide to compete with them. Once you’re overtaking them in sales you’ll achieve market dominance and that will give you certain additional advantages. Once you’re dominant in the majority of the planets of a sector, you’ll achieve sector dominance, coloring the sector in your company’s colors and giving you even more benefits. It’s time to become the galaxy’s market leader!

The competitor system is designed in a way where it does not pressure you or force you to actively compete with other competitors. They don’t expand and you’re under no time pressure to keep up with them. We also don’t intend to force you to take over sectors or planets in case it doesn’t suit your playstyle, as this will require you to produce many different robot types. The upcoming update is designed to encourage player agency and acts as much like a sandbox as possible. If you want to focus on mass producing a handful of specific robots instead of going for robot diversity, that is okay too.


It’s a very interesting system that might get expanded in future updates, depending on player feedback. For now it was important for us to not add mechanics that pressure the player, but since it’s been requested quite a bit I could see an optional mode where competitors are a little more competitive.

Thank you for taking the time to read the blog. As always, me and the team would love to hear your feedback, ideally in the Steam comments below or at our Discord. Regarding a potential release date I cannot yet provide specific information, but we are getting close to completing this update and I hope to be able to share more details with you soon.

See you next time,
-mrmcd



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