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uFactory
Lucid Silence Games Developer
Lucid Silence Games Publisher
2019-04-15 Release
Game News Posts: 20
🎹🖱️Keyboard + Mouse
🕹️ Partial Controller Support
🎮 Full Controller Support
uFactory DevLog: January 2025

Hi everyone! In the last dev log, I talked briefly about building the game's editors into the game itself. As it turns out, this was a big mistake. The goal was to take the old editors, built on the ancient WinForms framework, and modernize them and make them multiplatform. Unfortunately, game engines are not ideal for such intricate and data-driven work. uFactory's data structures are just too complex and deeply nested to build a proper editor in that system. So, I needed to find a new framework. Enter Avalonia. It's a modern cross-platform framework for data-driven user interfaces. I was able to quickly learn how to use it and start prototyping a new editor for uFactory around the end of last November. Today, I can announce that work has finished. Enter: The uFactory Assembler




uFactory Assembler is a full-featured editor for uFactory, allowing for development of new content on Windows, Mac, and Linux as fast as is possible for a game this complex. This new tool will allow future updates to be pushed out faster and content to arrive sooner. This was a major hurdle that has been holding back development for the past few months and now it is cleared. uFactory Assembler will ship with the next released version of uFactory, to make it easier for anyone to create new mods!


[ 2025-01-01 17:00:43 CET ] [ Original post ]

uFactory DevLog: September 2024

Hi folks! Progress continues on uFactory. Translations are slowly worming their way throughout the code base and controller-compatibility is being checked everywhere. However, one other big thing being worked on behind-the-scenes is improving the tooling. The current editors are clunky, to say the least, and having them separate from the actual game often makes it difficult to gauge how the changes you're making affect the gameplay. So, the best way I could think of to fix this is to build the editors into the game itself. This has a couple added benefits:

  • Easier for modders (and me!) to make new content
  • Since the game is cross-platform, the editors will be too!

So, the first editor I decided to port was a scenario editor. However, I realized early on that the scenario editor is basically just a Sandbox Mode with a little bit of extra metadata and an export function. So, this is the long-winded way of saying that the next version of uFactory will finally have the long-awaited Sandbox Mode where you can build out your factory's structure as you place your machines and continue to expand that factory until your CPU melts down! (Did I mention that performance will be a major theme of the next update? But let's get this one out the door first.)
(ignore the flashes of rainbow floors, that's just a testing remnant of another feature)


[ 2024-09-23 01:22:21 CET ] [ Original post ]

uFactory DevLog: August 2024

Hi folks! Sorry for the lateness this month. Life intervened. It's been a busy few weeks, but progress continues, slowly but surely, on uFactory! Unfortunately, the release date for this latest update was missed, but it's far from dead; just a bit more complicated than anticipated. Here's some signs of life, though! For one, the uFactory user translation website has been re-launched! From there, you can track the status of translation into other languages and contribute your own translations to the game! As it stands, using uFactory with a gamepad is about 70-80% done and hooking up localization is about 40-50% done. Unfortunately, these tasks are just the kind of thing that requires tedious and thorough work, so it's dragging on a bit, but it will get done, and to the high standards of quality expected for uFactory! (Also, just as a side note, I'm experimenting with having in-game editors for commodities, machines, and levels, allowing users to much more easily create and test mod content. More info to come...)


[ 2024-08-25 02:01:19 CET ] [ Original post ]

uFactory DevLog: July 2024

Hi everyone! Progress continues on the 2.2 update for uFactory! The big feature for this next update is Platform Support:

  • uFactory is now running smoothly as a native app on Linux!
  • Work on the Mac version is still ongoing
  • uFactory runs smoothly on Steam Deck too, but the controls were lacking...
...which bring me to my next point. A new surprise feature! uFactory 2.2 will include Full Gamepad Support! Want to sit back in your couch and play with an Xbox controller? Well, soon you can! This controller support will make the game much more enjoyable on Steam Deck as well. The goal is still to have this update released by August 1st, 2024! After 2.2, we'll be very close to feature parity with the old Unity version of uFactory, so that after that, you can expect to start seeing some brand new features and content! As always, if you want to keep up with the development progress, check the Live Development Roadmap or join our Discord Server. Thanks again for supporting uFactory! Expect some new content in the next couple weeks!


[ 2024-07-03 17:01:16 CET ] [ Original post ]

uFactory DevLog: June 2024

Hi everyone! 2.1.5 has officially launched! The next version, 2.2 is now in-progress. What will it contain? A lot of cool stuff!

  • Platform Support! This is the big one. The goal is to begin fully supporting Linux, Mac, and Steam Deck for uFactory!
  • Language/Translation support. Godot is famously good at this, so hopefully it will be an easy integration!
  • Searchable Help. A universal search bar for materials, machines, and production processes.
  • Interface improvements, like the pie chart showing machine status over time.
This update will also include a two new glassware levels and two other new unannounced levels! The goal is to have this update released by August 1st, 2024! (If multiplatform proves easier, it could come sooner, though. There's a lot of padding in there for troubleshooting.) After 2.2, we'll be very close to feature parity with the old Unity version of uFactory, so that after that, you can expect to start seeing some brand new features and content! As always, if you want to keep up with the development progress, check the Live Development Roadmap or join our Discord Server. Thanks again for supporting uFactory! Expect some new content in the next couple weeks!


[ 2024-06-04 23:21:19 CET ] [ Original post ]

uFactory 2.1.5 Beta Released

A number of big improvements have come to the Godot Beta of uFactory today! The third version of the new uFactory (v2.1.5.0) is now available via an opt-in Steam Beta. To play the new version, right-click the game in your Steam Library and choose Properties. From the Betas tab, choose the Godot Public Beta option. Steam will then start downloading the beta version.

What's included?


First, the new stuff:
  • Fuel system! Now you're not just limited to coal anymore. If you have a process that needs to burn fuel for heat, it can use any type of commodity that burns: solid, liquid, or gas. Want to smelt some ore with propane?
  • Assembly Groups. No more putting the goose before the gander, now you have to assemble complex items in logical order!
  • Assembly-customized tokens, to allow commodities to look like their proper stage of assembly at all times on the belts.
  • Optional objectives, to give you something extra to strive for and score some extra points
  • Two new belt types: The branch left and the branch right
  • Four new levels: Desalination, Eraser Making, Pencil Making, Back to School
What has been improved:
  • Mod Tools have been upgraded and improved, most notably by adding tons of validation tools (Windows x64 only)
  • Process diagrams have been adjusted to a more uniform (and more readable) horizontal layout
  • Many, many bugs fixed.

What's next?


First, I'll be fixing bugs as they're reported (visit our Discord community!), and then will ultimately continue down the path laid out by the Roadmap.


[ 2024-05-27 02:31:24 CET ] [ Original post ]

uFactory DevLog: May 2024

Hi everyone! I took a break to visit family, but work on uFactory has resumed! The next version, v2.1.5, is expected to launch in the next two weeks! This next version will include a couple of key auxiliary features to help add more variety and replayability to the game. They include:

  • A dynamic fuel system. Need to burn something to heat up your product? Use anything that burns to do it! But some fuels are definitely more efficient than others, and down the line, you may have to worry about how clean they burn...
  • Assembly-customized tokens. Right now, the commodity tokens always look done no matter how far along you are in manufacturing them. This is most noticeable with license plates, but it was positively game-breaking with the upcoming Pencil manufacturing level (which is why it got pushed back from the last update to this one). Now, you'll be able to see the results of each manufacturing step on the products that move on the belts.
  • Assembly groups. Right now, you can complete long assembly processes in essentially any order, even if that order doesn't make sense. With assembly groups, you need to complete a group of steps before moving on to the next group. Assembly groups need to be completed in order, but the steps within a group can be done in any order.
  • Optional Objectives. Adding some replayability, optional objectives will push you to strive for efficiency ratings that seem impossible to a newcomer. You don't need to complete them to finish the level, but you'll get a nice score bonus if you do!
This update will also include two new pencil-manufacturing levels! After 2.1.5, I'll start working on the big 2.2 update, which will include such major additions as multi-platform support (Windows, Mac, Linux, & Steam Deck) and the return of the fiendishly-challenging petroleum refining process! As always, if you want to keep up with the development progress, check the Live Development Roadmap or join our Discord Server. Thanks again for supporting uFactory! Expect some new content in the next couple weeks!


[ 2024-05-06 01:07:09 CET ] [ Original post ]

Minor Update - Godot Beta 2.1.3

uFactory Godot Beta has been updated to v2.1.3. To play this version, right-click the game in your Steam Library and choose Properties. From the Betas tab, choose the Godot Public Beta option. Steam will then start downloading the beta version. If you've already opted in, Steam will update it automatically. Update notes:

  • Added the latest products of an update to the conveyor on the main menu screen
  • Increased size of boxes of stuff on conveyor belts
  • Removed status lights from construction placement ghosts
  • Fixed machine details window showing options for auto-import belts that shouldn't have options
  • Reduced size of machine details panel
  • Added option to remove machine details panel
  • Added incomplete icons over incomplete product tokens
  • Added option to remove incomplete icons


[ 2024-03-23 01:24:50 CET ] [ Original post ]

Minor Update - Godot Beta 2.1.2.0

uFactory Godot Beta has been updated to v2.1.2.0. To play this version, right-click the game in your Steam Library and choose Properties. From the Betas tab, choose the Godot Public Beta option. Steam will then start downloading the beta version. If you've already opted in, Steam will update it automatically. Update notes:

  • Fixed issue preventing mechanical arm from appearing in tool menu
  • Camera will no longer respond to input while a window/menu is open
  • Added animation for placing new machines
  • Fixed performance issue when placing large numbers of new machines
  • Paused factory while pause menu is open
  • Decreased time to paint license plates
  • Fixed bug that prevented sorter belts from copying settings when pasted
  • Added missing descriptions to a few processes


[ 2024-03-17 21:07:20 CET ] [ Original post ]

uFactory 2.1 Beta Released

A number of big improvements have come to the Godot Beta of uFactory today!
The second version of the new uFactory (v2.1.1.0) is now available via an opt-in Steam Beta. To play the new version, right-click the game in your Steam Library and choose Properties. From the Betas tab, choose the Godot Public Beta option. Steam will then start downloading the beta version.

What's included?


First, the new stuff:
  • Liquid Pipes! Run liquid pipes beneath the floor to connect your machines and transfer liquid without conveyor belts.
  • Gas Vents! Run gas vents above the ceiling of your factory to vent exhaust to smokestacks or deliver gaseous commodities between machines.
  • Process Diagrams, to help you figure out the overall manufacturing processes you need to achieve.
  • New tools to make life easier, like a Copy Settings Only tool, or a Draw Belts With Corners tool.
  • Mouse panning and edge-scrolling for those who don't care for WASD.
  • Advanced conveyor belts, like sorters, two-way, U-turns, and bridges.
  • Two new levels: Beer Brewing and License Plates!
  • Large Text mode, that makes all text larger. Great for those who have trouble reading small text as well as those who have ultra-high-def displays.

What has been improved:
  • Mod Tools have been upgraded and improved, most notably by unifying their interface into a single program (Windows x64 only)
  • Improved interface for commodity and machine windows, with much more information interlinked and available.
  • Many, many bugs fixed.

What's next?


First, I'll be fixing bugs as they're reported (visit our Discord community!), and then will ultimately continue down the path laid out by the Roadmap. The plan is to release a patch very soon that addresses the possible performance issues of larger factories and placing many conveyors.


[ 2024-03-17 02:24:11 CET ] [ Original post ]

uFactory DevLog: March 2024

Hi everyone! Progress continues on uFactory! The next update didn't quite make the hoped-for February launch date, but it is feature-complete and all that remains is content creation, bug fixes, and lots of testing. The current plan is to have 2.1 out in Steam Beta within the first two weeks of March. What will be in this new update? Well, the first big feature is bringing back the pipes and vents from the old version of uFactory, as detailed in previous devlogs.

There will also be a bunch of new advanced conveyors to squeeze out as much efficiency as possible!
But in addition to that, there's a bunch of quality-of-life fixes going in, like copy/pasting machine settings, drawing belt corners automatically, UI scaling for high-res displays, and enhanced commodity and process informational displays, allowing you to make the most informed decisions possible. In addition, work continues on the tooling used to create content, both for the core game and for modders. Two key updates are: (1) the windows editors have been combined into a single program (previously, there were separate editors for commodities, machines, and levels), and (2) there's a new editor built into the game to allow you to generate your own process diagrams for modded production processes. As always, if you want to keep up with the development progress, check the Live Development Roadmap or join our Discord Server. Thanks again for supporting uFactory! I'll have this update out as soon as possible.


[ 2024-03-02 03:56:20 CET ] [ Original post ]

uFactory DevLog: February 2024

Hi everyone! Progress continues on the new Godot version of uFactory! Coming up in the next version is one of the biggest features of the original, the liquid and gas systems! In the new version, these systems are looking better than ever, with new UI to help you identify their contents and diagnose problems with your layout.

As you can see, the new version is much cleaner and easier to read than the old one. In the gas view, you can see the chimney connections to the machines below. (The liquid pipe system will also have a similar feature for easily identifying machines above, but it just wasn't ready at time of posting.) A mouseover of any pipe or vent will reveal its contents. If there's a mixture, you'll get a pie chart to show what's mixed in:
Getting these systems running smoothly and efficiently and cleanly has taken up most of the month, but they're all about 90% done now, so I can wrap them up and start moving on to the other major tasks for this next version, namely Process Diagrams, new levels, and some quality of life improvements and bug fixes. The hope is still to have the latest update out around the end of February. The extra day this year helps! As always, thanks for supporting uFactory!


[ 2024-02-02 01:21:26 CET ] [ Original post ]

uFactory DevLog: January 2024

Hi everyone! Well, the first beta is out, and feedback is already starting to flow in. In addition to our Roadmap, I've also added an Issue Tracker. If you'd like to submit feedback or bug reports, you can do so in-game by pressing F9 during factory gameplay, on the Steam Discussions board, or in our Discord server. Most of the latest news has been covered in launch announcement posts, so this devlog will be short and sweet.
Progress is already being made on the next major update, which will include more advanced belts, liquid and gas piping, new levels, and a bunch of usability improvements. I've also started updating some of the store and library assets. But the Godot version will remain an opt-in beta until it hits v2.4 feature parity. If any major game-breaking issues are discovered, I'll put out a patch, but otherwise, expect fixes to come with the next major update. The goal is to release every month or two, and this one is big, so expect a drop sometime in February. As always, thanks for your support of uFactory!


[ 2024-01-02 01:54:51 CET ] [ Original post ]

Minor Update - Godot Beta 2.0.2.0

uFactory Godot Beta has been updated to v2.0.2.0. This updated is intended to improve the readability of conveyor belts and the items on them, as well as making the belt graphics more reactive to dark mode option and simulation speed. To play this version, right-click the game in your Steam Library and choose Properties. From the Betas tab, choose the Godot Public Beta option. Steam will then start downloading the beta version. If you've already opted in, Steam will update it automatically. Update notes:

  • Added outlines to commodity tokens
  • Enhanced belt appearance
  • Added belt blur at high sim speeds
  • Improved anti-aliasing
  • Fixed window positioning bug


[ 2023-12-26 18:45:53 CET ] [ Original post ]

uFactory 2.0 Beta Released

Ready to try out the new Godot build of uFactory? Well, you finally can! The first version of the new uFactory (v2.0.1.1) is now available via an opt-in Steam Beta. To play the new version, right-click the game in your Steam Library and choose Properties. From the Betas tab, choose the Godot Public Beta option. Steam will then start downloading the beta version.

What's included?


First, the new stuff:
  • Streamlined tools. No more toggling of area modes or obtuse UIs. The tools should just work as you expect them to. Want to rotate something? Press the rotate key while hovering your mouse over it. Want to delete, copy, or move an area? Just drag & drop.
  • Multi-stage factories: A single level can have multiple stages now, starting simple and expanding as it grows in complexity. This is particularly used in the new tutorial level.
  • Inline tutorial. While it's still underdeveloped at the moment, the game is designed to introduce you to concepts gradually, instead of forcing you to read walls of text in dedicated tutorial levels. When you don't use a feature by the time the game expects you to, it'll pop up a hint to do so.
  • Proper container handling. Containers can contain fluids/gasses and be emptied by machines that need those fluids/gasses. Just remember to deal with the empties!
  • Mod support. uFactory now supports custom mods! It's in dire need of documentation, but the base game ships with mod tools so you can start building your own content today!
  • Dark mode, for those who shun the light
  • Status lights on every machine, alerting you to possible problems early.
What transferred over from before:
  • Three levels, two old and revamped (Child's Play and Woodworking) and one new (Toothpicks; a tutorial level)
  • Straight, corner, and splitter belts, as well as configurable mechanical arms.
  • Conversion and assembly processes. Don't forget to run the assembly steps before inserting that product into a more complex one!
  • Serialization for maximum efficiency
  • Custom factory colors
  • Copy, Move, Destroy, and Empty Belt tools, to help you manage your factory space efficiently

What's next?


First, I'll be fixing bugs as they're reported (visit our Discord community!) with some rapid-fire patches, and then will ultimately continue down the path laid out by the Roadmap.


[ 2023-12-26 02:50:32 CET ] [ Original post ]

Development Roadmap Released

You can now follow along with uFactory's new Godot-engine revamp's development. Click here to view the development roadmap. The roadmap will be updated as each feature is added. Once all features for a milestone are finished (and some testing is done), a new beta will be publicly released. I'll still be posting monthly devlogs that summarize updates added during that period. And, of course, this roadmap is subject to (and likely to) change in the future.


[ 2023-12-10 22:17:54 CET ] [ Original post ]

uFactory DevLog: December 2023

Hi everyone! I've made a lot of progress this past month moving everything over to Godot. While doing so, I managed to make some improvements to the core engine behind uFactory's simulation, and I want to describe some of those upgrades in this post:

Content Architecture + Mods!


One of the most-requested features for uFactory, the new Godot version is built with modding in mind from the ground up. Most machines, all commodity types, and all factory scenarios (levels) are now defined in external JSON files. uFactory's core content will just be an open-source "core" mod. That means if you want to tweak the game's balance, you can do so! If you want to add your own machines and processes and levels, you can do so! In addition, I've built separate editors for each of these types (machine, commodities, scenarios), which makes both modding and core development way easier! I've also created a number of placeholder graphics for machines and commodities that allows me to rapidly prototype factory processes, and will make it easier for you to create mods with no art skills needed! I'm hoping to release the editor tools open-source as well once the Godot demo drops. Right now, the editor tools are Windows-only, but editing the JSON directly can be done on any platform.


Once the Godot version becomes the main version of the game (i.e. not a Steam Beta), I'll open up Workshop support, and offer the editor tools as a separate download through Steam (probably as a free DLC, but I haven't figured out the details yet).

Visual Overhaul


An overarching theme of this rebuild is simplicity. Remove the unnecessary cruft and keep things simple and easy to read at-a-glance. While most of the machines you're used to will retain their general form, some other parts of the game have been given a significant facelift. For example, check out the new factory structure and conveyor belts!
It should now be much easier to see exactly what will happen with stuff on your conveyors before it gets there.

User Interface


As I said, an overarching theme of this rebuild is simplicity. The UI is no exception to this rule:
And the in-game menus are designed to have extra data if you want it, but to also show you at-a-glance what is happening in your factory. Those red bars mean you're losing money!
This new style is very bright, though, isn't it? Good thing Godot has a robust Theme system! For those who prefer a darker approach, uFactory will have a comprehensive Dark Mode toggle from the first beta:

What's Next?


So, you may be asking "when do we get to try this out?" And the answer is before the end of the year! I don't have an exact release date yet (it'll probably be a drop-when-it's-done kind of thing), but I do expect to have a beta demo with three levels released before the end of December 2023!


[ 2023-12-01 17:57:02 CET ] [ Original post ]

uFactory DevLog: November 2023

Hi everyone! uFactory has been in development hell for a while and I'd like to take this opportunity to discuss what happened, what's changing, and what will be coming in the future.

What Happened


The answer to this is complicated and based on a number of factors. Some are very simple (uFactory just never made enough money to be able to reinvest in it). Others are more complex (despite 74% positive reviews, only 33% of the top 6 shown on our store page are positive; the other negative ones describe problems that don't even exist in the current version of the game.) Ultimately, the problem boiled down to two major factors: (1) uFactory wasn't making money and (2) continued development of uFactory had become painful. The first issue is pretty simple. Due to a lack of marketing and initial negative reviews, uFactory simply didn't get the discoverability or momentum an indie game needs. Because of this, the revenue never got to the point where it could support even a single full-time developer, and that's after the many costs of initial development. That meant that uFactory development had to take a back seat to paying the mortgage. The second issue is a bit more complex. Part of it is due to the massive changes made in response to user feedback after the initial Early Access launch of the game. So many fundamental things changed while retaining backwards compatibility that the code base was riddled with tech debt. This was exacerbated by the choice of engine. uFactory was built on Unity, which, since its IPO in 2020, has gotten steadily worse as a platform to develop on. Near the end, it would take literal minutes of waiting after every code change before I was able to test the change. This meant that even the fun parts of development (adding features and content) became and absolute slog, and the less fun parts (like bug fixing and refactoring) were nightmares.

What's Changing


Some of you may have heard the scandal that the Unity engine was recently involved in, regarding royalties demanded of developers. If you haven't heard about it, it's interesting reading, but the short version is this: Unity demanded a new pricing model and tried to force it on all customers, new and old. The backlash was so severe that they not only walked back the scheme, but the CEO was forced to resign. Unfortunately, though, the company lost the trust of indie game developers and might never recover. Given that this scandal seemed to be caused by Unity's merger with an ad/spyware company, that loss of trust may be well-deserved. So, due to the poor management at Unity, as well as the technical issues described above, I've made the difficult decision to move uFactory to a new engine. I tried out about 10 different options to see which would work best for a logistics game such as this. The things I was looking for are: (1) reasonable pricing model or free, (2) unlikely to be screwed over in the future for profit, (3) easy to use and well-documented, and (4) good community for when documentation isn't enough. After reviewing the major high-end engines (like Unreal and CryEngine), I found they failed conditions 1 and 2. So, I started gravitating towards FOSS (or "Free and Open Source Software"). Ultimately, two engines rose to the top of the list: Stride3D and Godot. As a .NET developer at heart, I really liked Stride a little more, but it, unfortunately, has an inscrutable and poorly-documented shader system that was a major roadblock. I look forward to trying it again in a couple years for new projects. But that left us with one: Godot. Godot is a free and open source engine that has become the new home for many ex-Unity developers, and for good reason. The latest versions are very well-done and the engine is slick and lightweight and efficient. Those multi-minute pauses in Unity? So far, they've never broken 10 seconds in Godot. So, the future of uFactory will be built with Godot. That said, however, I have come to believe in the promise of FOSS game engines. As such, Lucid Silence Games has become an official contributor to both the Stride3D and Godot engines. You can find this studio name listed on their respective websites. LSG is a Gold Strider sponsor of Stride3D, and is a Titanium contributor to the Godot Development Fund. You can rest assured that your support of this studio is indirectly supporting the entire FOSS indie gamedev community.

What's Coming


uFactory in Godot is already a work-in-progress. It's less of a port and more of a rewrite designed to fix some of the problems deep in uFactory's original code base. Already, code that was confusing in the previous version has been made simple by having a clearer plan up-front. More importantly, I'm taking a back-to-basics approach. Extraneous features are being cut to make sure the core game is as tight and fun as possible. Tools are being built to help balance the game automatically and speed up the time it takes to add new content. Speaking of content, it's being built, from the start, in a modular way. Yes, modular as in mods. Right out of the gate, the factory scenarios come from simple JSON text files... so you can write your own and add them to the game. That's just the start, though, as the game will also come with built-in placeholder machines and commodity token graphics so you can design your own manufacturing processes without needing artistic skills. There will also be a couple other new features added that truly complement the existing gameplay, like multi-stage factories, where you have to complete one section's goals before you unlock the floor plan and machines for the next section. This will have multiple benefits, but mostly it will make the tutorials more seamless (and less onerous), and will make the mid-game levels feel less overwhelming at first. Plus, it will increase replayability, because once you beat the level once, you can try it again with everything unlocked from the start! So, when will all this be available, you might ask? The goal, not a guarantee, but the goal, is to have a basic demo with a few levels available in a Steam beta branch by December 1. In addition, I'm going to try to make it a point to release a new devlog on the first of each month. If I fail to do so, come yell at me in our Discord server. Also, I occasionally post more frequent updates and videos of WIPs in that Discord server too, if you're interested in that sort of thing.

In Summary


I've always said uFactory *will* be finished, even if I couldn't say when. And I still stand by that. Let's hope Godot continues to be such a pleasure to work with and a new era of regular content and feature updates ensues. Thanks for sticking with uFactory all this time. We'll get out of Early Access someday.


[ 2023-11-01 20:50:46 CET ] [ Original post ]

uFactory DevLog: September 2022

Hi everyone! I know it's been quiet for a minute, but the whole campaign needed to be scrapped and rebuilt from the ground up and that takes time. However! It's now time to reveal some more details about the new campaign mode for uFactory!

A Whole New World


First off, say goodbye to the old blocky planets and hello to the new hi-def smooth ones! These planets are much more fitting with uFactory's existing aesthetic.



uFactory's new planets take quite a while to generate, so a new one will *not* be generated for each new campaign game. The game will ship with a couple different worlds to try out, and there will be a menu if you want to take on the time and CPU crunching of generating a new one yourself:

Starting a Campaign


When you start a new campaign, all locations and roads are drawn randomly on the planet you've chosen. You're then presented with a choice of where to found your company's headquarters. Each city provides its own special bonuses:
You'll then be provided with an option for your preferred tutorial level, something the previous iteration of uFactory's campaign sorely missed:
If you choose the first option, you'll be provided with a tutorial mission by the mayor of your home city:

Building Your Empire


Once you've chosen where to place your HQ, you're ready to start building your manufacturing empire. To get started, you'll need to find an appropriate building to build a factory in. These buildings are located in industrial districts of cities. So, choose the city you want to build in, and you'll get a list of spaces that are up for rent:
Some of the larger spaces require you to have a better credit rating before you can rent them. You can improve your credit rating by paying your obligations on-time! Once you have your factory space, you'll need to build out the interior and then set up the logistics, which is extra easy with uFactory's new Factory management window:
This window will allow you, for each of your factories, to set a target efficiency (i.e. production multiplier), view your current production and stock levels, review and establish new orders, and set up automatic overstock rules.


Once you've got your factories set up, you'll be able to review their profitability in the P&L tab:

A Face To The Name


Finally, the last surprise for this devlog update... as you may have noticed in the mail screenshot above, uFactory now has person avatars for the people in the game simulation... including your CEO! You'll be able to design your own character and put a face to the names of the business leaders and government officials you'll be interacting with in the campaign!
A lot of the interfaces and features presented here still need a lot of tweaking and love, but the pieces are definitely starting to come together! There are more surprises to come as progress is made on the campaign mode... No release date yet, but we'll let you know as soon as we do. Stay tuned for more updates!


[ 2022-09-01 17:44:30 CET ] [ Original post ]

Community Translation Records Patched

Un-numbered Patch has been released to the community translation website. Changes:

  • Added 269 new translation entries for interface elements
If you'd like to help with our community translation initiative, please visit https://translate.ufactorygame.com/


[ 2022-03-07 01:46:50 CET ] [ Original post ]

uFactory is the ultimate in finely-tuned logistics challenges. Navigate the complexities of manufacturing processes inspired by real industrial methods, while utilizing highly-configurable logistics tools to make the most of your limited space and resources.

In-Factory Features:

  • Each tool in your arsenal is highly configurable, giving you unprecedented levels of control
  • An interactive highly-interlinked tablet manual guides you through the materials and processes you need to succeed
  • Each standalone scenario provides a unique challenge, with optional objectives to turn up the difficulty on additional playthroughs
  • Ubiquitous status panels and detailed usage graphs allow you to make informed decisions about expanding production
  • Fully-involved tutorial provides coverage of all core concepts, leaving the logical challenge up to you
  • Player-customized branding allows you to add your own splash of color to your factories

Content:

  • 10 Factory Scenarios with 35 Objectives
  • 73 Unique Machines to build and customize
  • 13 Different Conveyor Belt types to get things where they need to go
  • 372 Conveyable material, liquid, and gas types to build and with which to build

MINIMAL SETUP
  • Processor: 2.5GHzMemory: 8 GB RAM
  • Memory: 8 GB RAM
  • Graphics: 1GB Video Memory
  • Storage: 500 MB available space
RECOMMENDED SETUP
  • Processor: 3.5GHzMemory: 12 GB RAM
  • Memory: 12 GB RAM
  • Graphics: 4GB Video Memory
  • Storage: 1 GB available space

GAMEBILLET

[ 6277 ]

12.42$ (17%)
17.75$ (11%)
12.42$ (17%)
8.39$ (16%)
49.77$ (17%)
33.17$ (17%)
4.95$ (17%)
17.59$ (12%)
4.95$ (17%)
31.10$ (11%)
2.00$ (90%)
24.87$ (17%)
4.95$ (17%)
12.42$ (17%)
16.57$ (17%)
4.87$ (19%)
19.97$ (20%)
4.18$ (16%)
41.47$ (17%)
16.18$ (19%)
33.17$ (17%)
8.38$ (16%)
17.79$ (11%)
49.77$ (17%)
25.47$ (15%)
5.78$ (17%)
24.87$ (17%)
16.57$ (17%)
12.42$ (17%)
10.77$ (64%)
GAMERSGATE

[ 2274 ]

8.93$ (70%)
0.85$ (91%)
5.4$ (82%)
1.45$ (91%)
0.89$ (87%)
3.0$ (90%)
0.64$ (87%)
10.0$ (60%)
8.0$ (68%)
2.5$ (50%)
4.25$ (83%)
0.75$ (92%)
30.0$ (50%)
10.62$ (58%)
7.73$ (45%)
0.89$ (87%)
8.49$ (58%)
14.0$ (60%)
3.0$ (85%)
1.13$ (96%)
7.44$ (70%)
10.0$ (75%)
1.5$ (70%)
1.84$ (91%)
2.55$ (91%)
1.02$ (91%)
1.19$ (83%)
0.85$ (91%)
6.0$ (80%)
1.7$ (83%)
MacGamestore

[ 1932 ]

5.99$ (85%)
1.49$ (85%)
1.99$ (87%)
2.99$ (85%)
6.37$ (79%)
4.99$ (50%)
49.99$ (17%)
1.19$ (94%)
13.79$ (45%)
2.48$ (50%)
2.48$ (75%)
1.19$ (88%)
51.49$ (26%)
8.99$ (10%)
2.49$ (88%)
0.99$ (80%)
1.19$ (76%)
1.71$ (91%)
38.99$ (13%)
6.24$ (75%)
2.29$ (85%)
2.29$ (88%)
1.19$ (80%)
6.49$ (78%)
15.89$ (21%)
5.99$ (90%)
1.99$ (80%)
1.19$ (76%)
7.94$ (21%)
1.99$ (80%)

FANATICAL BUNDLES

Time left:

356318 days, 9 hours, 43 minutes


Time left:

3 days, 16 hours, 43 minutes


Time left:

18 days, 16 hours, 43 minutes


Time left:

19 days, 16 hours, 43 minutes


Time left:

18 days, 16 hours, 43 minutes


Time left:

19 days, 16 hours, 43 minutes


Time left:

3 days, 16 hours, 43 minutes


Time left:

25 days, 16 hours, 43 minutes


Time left:

16 days, 16 hours, 43 minutes


Time left:

18 days, 16 hours, 43 minutes


Time left:

11 days, 16 hours, 43 minutes


Time left:

17 days, 16 hours, 43 minutes


Time left:

356318 days, 9 hours, 43 minutes


Time left:

25 days, 16 hours, 43 minutes


Time left:

31 days, 16 hours, 43 minutes


Time left:

53 days, 16 hours, 43 minutes


HUMBLE BUNDLES

Time left:

11 days, 10 hours, 43 minutes


Time left:

13 days, 10 hours, 43 minutes


Time left:

23 days, 10 hours, 43 minutes

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