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DevBlog #54 | Foundry Fridays: Robots & Commerce

Hello everyone!

It’s time for another FOUNDRY Friday and today I have a very special topic for you. I want to write about what I believe will benefit FOUNDRY the most in the upcoming updates and see how it resonates with you.

Let’s jump right into it by starting with what is our main focus: We want to make sure FOUNDRY is the most unique and replayable sandbox experience possible. The game already has a lot of unique features like the voxel terrain, construction industry and the production and selling of robots through the space station. The robot commerce feature in particular is extremely exciting as it motivates players to scale and expand their factories with a clear goal in mind. This feature is already in the game at science tier four and our plan always was to further expand it during science tier five and six. However I think the plan needs an adjustment. Those unique mechanics are coming too late and they are too linear. In my opinion the biggest opportunity for FOUNDRY is to focus on the production of robots as soon as possible and make it the central theme of the game. Therefore I have worked out a high-level concept of a plan for the game with which I want to test the waters and see how the community feels about it.


[h3]The Robot Factory[/h3]
The robot factory serves as a complement to the science tiers, and provides an answer to the ‘why’ for what we are doing. I want to adjust the narrative and theming so that you start making your first robots as soon as possible. Of course not with an Assembly Line as that would be way too overwhelming. We would introduce simplified ways that are appropriate for the time played to provide a smooth onboarding experience into the game. Production and selling of robots should be equally if not more important than research. You would sell your first robot very soon, and the second robot would follow not much later.

I want to move away from the linear progression, currently you don’t have much choice about what you’re making next. The tech tree has some branches, but overall the next science pack is always the clear goal. Therefore my idea is to allow the players to create their own robot designs. You start by selecting a chassis and refine certain properties (add a cargo compartment to make a hauler, cleaning utilities to make a cleaning robot, a mining drill to make a mining robot). As you progress through the game there will be many options about what robots to produce and sell and you are not forced to produce them all, it would be your choice on which robot types to focus on. As the game progresses the robot editor would allow you to adjust and refine more parts of your robot designs, imagine you can pick the material it’s made of: Xenoferrite? Steel? Polymer? Produce whatever you want and ideally there is as much freedom as possible. For the immersion and sandbox-experience, customizability is key, an example: Increase component quality through science to give the next generation of your robot a better and more powerful CPU or better sensors to increase sell value. There are a lot of opportunities to make each playthrough unique.
Now that I have covered the manufacturing side, I want to look at the other big topic ‘commerce’ in the next paragraph.


[h3]Commerce[/h3]
Your products need to serve a purpose and what better opportunity there is than to be making a lot of profit? I always wanted to expand the commerce part on the space station, right now all robots shipped there are sold within minutes for a fixed price. This needs more depth, and it could look like this: Your robots are still sold on the space station, but initially demand is not endless. But worry not, we’ll provide you with enough opportunities to increase it. Be it the marketing module on the space station to make the galaxy aware of your products, the space station’s leisure centers to attract more customers or maybe a custom contract with a nearby mining planet to send a steady supply of new mining robots. As your profile as a robot manufacturer rises, your gained reputation will increase sell prices, product demand and other benefits.

This idea is a bit more experimental, but we might add trading of certain exotic goods, like advanced circuits. At first you can only buy them if you want to use them in your robots, but once you unlock the ability to produce them on the planet your profit margins increase drastically.
For the robots there might be fluctuations in prices and demand, but I am a bit more cautious here as I know that many factory-game players want predictability to adjust their production lines accordingly.

Overall there is a lot of potential uniqueness around commerce, without it taking away from the base game. Let’s talk about that in the next paragraph.


[h3]Conclusion and Clarifications[/h3]
If well executed, the above mentioned features would make FOUNDRY an even more exciting gameplay experience. That being said, I want to put some emphasis on the fact that this ultimately would not be a highly transformative change. Most of those features were planned for science tier five and six and we’re mostly moving things to give them the attention they deserve. I also want to state explicitly that these features might be impactful overall, but they do not significantly alter how time is spent in FOUNDRY: Almost all the time is still spent building and designing the layouts of your factories. We don’t want to make this into an economic simulation, the features wouldn’t be punishing, you would not go bankrupt or anything like that. It’s mostly additive so that the factories you build serve a better goal than just making more science in a linear fashion. We think of this revised system as complementary to the existing content.

Some of you might have concerns if that makes the early game too complex: Rest assured we’re aware of how onboarding needs to be accessible. It would all build up gradually with simple features. And for later in the game: I’m very confident in our ability to add complexity without it getting too complicated or confusing.


[h3]We want your opinion![/h3]
Please let us know all your thoughts around the topic, which parts did you like, which parts didn’t you like? Have additional suggestions and questions? Let me know! I’m really excited to read your feedback. We of course are working on many other non-commerce related features, so please don’t be shy about asking for them! For me and our team it always mattered what the community thinks and wants, so this is another opportunity for you to influence the future of FOUNDRY.

Cheers,
-mrmcd



[h3]Check out the roadmap to find out about other planned features![/h3]

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https://store.steampowered.com/app/983870/FOUNDRY/

May Quality of Life Patch is now available!



Hello everyone!

New patch with various Quality of Life improvements is here! Read the full patch notes below:

[h3]Changes:[/h3]
  • batteries can now be connected to each other using power lines
  • allow for longer belt dragging
  • added new task that requires the player to insert science packs into the science server
  • added "invalid connection" indicator when placing conveyors next to a building to help players understand that they need to use loaders
  • added steam deck keyboard support
  • added ability to skip intro tutorial when starting a new game
  • mining debris will now despawn much faster if you use your drill/laser on it
  • dialogue lines are now skippable
  • Carl's dialogue no longer blocks mouse clicks
  • allowed hotkeys to be bound to mouse buttons.
  • made actions that were previously locked to mouse buttons rebindable
  • accessibility: Made previously unrebindable keys like Alt, Ctrl, Shift rebindable
  • added tooltip to explosives to make it clearer that they need to be turned into explosive charges before they can be used to blow stuff up
  • new pipe intake model/texture to make it more obvious where to attach the pipe
  • you can now exit out of building/demolition/tablet modes by pressing escape
  • increased flashlight range by 45% and increased intensity by 30%
  • initial ore patches now have a higher chance of spawning near the spawn point
  • initial ore patches now have a higher chance of spawning near each other
  • added more information to helper tooltip at the inventory frame and added error messages if an item cannot be equipped using instant mode
  • updated some of the tutorial tasks to help guide players on how to use loaders
[h3]Fixes:[/h3]
  • fixed a crash that could occur when deconstructing buildings
  • fixed a bug/crash that could occur when using transport ships
  • fixed crash that could occur when making a funny looking conveyor loop that looped back into a loader
  • fixed an issue that could cause the player to fall through the world
  • fixed an issue that could cause the loader text to appear as black on certain graphics cards
  • fixed streaming issue that could cause significant delay in buildings appearing when standing near a significant amount of flowing pipes
  • fixed issue where you could fall off a downward facing escalator while running
  • fixed issue where quest to produce robots was not possible to complete
  • fixed a crash that could occur when building solar panels too high up
  • fixed issue where some some of the modding system attributes such as [AddSystemToGameSimulation] were being incorrectly stripped from the game
  • fixed issue where the gamepad cursor was drawing behind the keybind screen
  • fixed performance issue that could occur when looking at several research panels while research was ongoing and your power was strained
  • fixed black lighting artifacts that would appear under building blocks
  • fixed space station storage being bigger than it's supposed to be
  • drilling marble now returns marble instead of concrete
  • fixed issue where smoke would sometimes not collide with ceilings correctly
  • fixed a crash that could occur when interacting with inventories
  • fixed a bug where ore patches were not being properly removed from the map when depleted
  • dedicated servers should no longer create a new world every time they are started if they do not have an app.cfg setup
  • added new version of the camera tools(opened by pressing ALT+U)
  • fixed an issue where the power consumption and scan speed were incorrectly displayed on the Long Range Scanner building
  • made the button on the back of the emergency beacon more obvious
  • particles should now properly have fog applied to them in the distance
  • fixed an issue where fog was not being properly applied to the dark areas on buildings where items enter/exit such as the drone miner and the assembly line producer
  • fixed an issue where the localized version of the "show details" would not be visible
  • prevent tablet quick actions from triggering when you have a ui window open
  • fixed an issue with missing characters in the chinese/japanese/korean fonts
  • fixed a crash that could occur when deconstructing buildings
  • fixed a crash that could occur when placing landing pads at max world height
  • fixed pumpjack efficiency research to behave as described
  • fixed an issue where you could be disconnected from a multiplayer game if it was taking a long time to load the save file

[h3]To submit feedback or report a bug, you can press F9 in game or make a thread on our Forum. This is the best way to let us know that something is broken![/h3]

Have a nice day!

https://store.steampowered.com/app/983870/FOUNDRY/

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DevBlog #53 | Foundry Fridays: What's next?


Hello everyone!

Welcome back to another FOUNDRY Friday after having skipped the last one - we were quite busy with the launch.

Two weeks ago FOUNDRY was released into Early Access on Steam and we are thrilled to see so many new people joining our community and playing the game.
It feels great to finally have the game out and we are excited about the future. Seeing new players enjoying the game and providing us with lots of feedback is fantastic and we are already working on many of your requests.


[h2]What's next?[/h2]
Before we look into the future, let us look at how we’ve been spending the past two weeks:
Fixing issues you encountered. So far we have already released two hotfix patches addressing the most critical issues and there are more patches on the way for less critical (non-game-breaking) issues.
Polishing and working on requested improvements. We have put together our first quality of life patch that addresses the most requested features in terms of polishing and usability. This patch is not yet released, but currently available on the testing branch, more information below.

The upcoming weeks and months we are going to focus on the first content update. We already made some progress on a few new features, but it is still too early to reveal what we’re working on for the first update. In addition to new content we will also look at which parts of the existing content need further development or adjustments.
There is no release date yet, but at the moment our plan is to release two more content updates this year.



[h2]Testing Branch[/h2]
Going forward we’d like to introduce the testing branch. The testing branch is a separate Steam branch that acts as an opportunity for the community to get an early look into the next update while it is still work in progress and to help us spot any issues early before it goes live.
We have made it available yesterday and as a preview for the upcoming quality of life update and we plan to do so with other (although not necessarily all) upcoming updates.

Please understand that you will potentially encounter bugs, desyncs and other issues with higher probability on the testing branch. It is not intended to be used for regular playing, but for people who want to provide early feedback and assist us in ensuring the highest possible quality for the upcoming update.

More information on how to join it can be found on our Discord server under #announcements.

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

[h3]Check out the roadmap to find out what is to come![/h3]

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Hotfix #2 [2024-05-16]

Hello everyone!

Today's hotfix has a couple of critical fixes for you. We have also started work on a much larger quality of life/bug fix patch. If you're interested in more details or if you want to give it a try, you can find more information here on our Discord server.

Changelog:
  • Fixed a bug/crash that could occur when using transport ships.
  • Fixed a crash that could occur when deconstructing buildings.


We are also aware of Steam Deck multiplayer issues since the last update. We are testing a fix for this but in the mean time you can work around this by switching to Proton 8.

[h3]To submit feedback or report a bug, you can press F9 in game or make a thread on our Forum. This is the best way to let us know that something is broken![/h3]

Have a nice day!

https://store.steampowered.com/app/983870/FOUNDRY/

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Hotfix #1 (2024-05-06)

Hello everyone!

We hope you had a nice weekend playing FOUNDRY. We have been working on a first hotfix which addresses the most critical issues during these days, and it should be available now.

Changelog:
  • Emptying pipes when connected to a dedicated server should no longer crash.
  • Fixed issue where you could not launch Foundry directly from the executable.
  • Ore vein miners should no longer sometimes stop working when they reach the core.
  • Fixed a networking issue which should help players having connection issues when playing the game using proton.
  • Fixed an issue that could occur when attempting to save your settings after having opened the settings accessibility tab.
  • Fixed issue where the radio tower cannot be built in certain scenarios.
  • Fixed crash after demolishing a modular building which is under construction.

[h3]To submit feedback or report a bug, you can press F9 in game or make a thread on our Forum. This is the best way to let us know that something is broken![/h3]

Have a nice day!

https://store.steampowered.com/app/983870/FOUNDRY/

Follow us on socials: