
Welcome to the unique world of your monster-run industrial empire !
Recruit and manage your team
Hire monsters with unique traits, each bringing their own skills to your industry.
Develop their potential to maximize your company’s productivity.
Optimize your production lines
Build and upgrade a wide range of machines, each independently customizable.
Transform raw ores into valuable resources through complex processes.
Craft precise strategies to get the most out of every machine.
Innovate to advance
Conduct technological research to unlock new machines and upgrades.
Expand your industrial empire, boost your capacities, and become the richest.
A management and strategy challenge
Combine optimization, leadership, and decision-making in an original universe.
Push your company to the top of economic success.
Todays addition is a quality-of-life improvement suggested by a player who had a good idea, which I implemented.
Addition :
It is now possible, by clicking on an empty inventory slot icon in smelting furnaces, to open a sub-menu allowing you to select which resources you want to assign to it.
[list]It is not possible to assign the same resource twice.
[/*]The empty icon must be visible.
[/*]If the selection menu is open and overlaps the button used to empty the inventory, that button will not work.
[/*]
Bug fixes :
If an employee was on strike, they would not resume work even if assigned to a machine.
[/*]The red color indicating prices when you do not have enough money is working again.
[/*]Employees no longer need to physically move in order to find a workstation.
[/*]Assigned employees can no longer continue working on a machine that is being moved via the crafting menu.
[/*]The sound played when closing an employee or machine menu is functional again.
[/*]
With that said, I wish you all happy end-of-year holidays.\nIf you encounter any bugs, please report them. I will be working on T5 at the beginning of next year !
Update #21.1
Bug fixes :
Context menus for presses now display their names correctly.
[/*]Polishers are now able to polish all resources that pass through the machine.
[/*]
Optimizations :
I made a few changes to reduce lag. The impact is fairly minor, but not nonexistent.
[list]Cameras consume fewer resources when they are not moving.
[/*]Context menus consume fewer resources, whether they are closed or open.
[/*]
Update #21.2
This mini patch focuses on optimizing the code for resource management. I managed to gain nearly 20% in performance !
The only cost of this optimization applies when reloading your game: the ingots will not appear. But your next save will work.
Change :
The minimum visible ingot parameter has been increased from 1% to 10%.
[/*]
Im proposing a small event for the game Idle Tycoon Manufacturing !
The concept is simple: create a factory that is visually related to the Christmas theme, then share a screenshot on the games Discord server. I will select the winner on December 26, and they will receive a special role on the Discord server.
This is a friendly event aimed at sharing your creations !
Discord : https://discord.gg/8p7bTUmzdn
[dynamiclink href=\"https://store.steampowered.com/app/3913140/Idle_Tycoon_Manufacturing/\"][/dynamiclink]
Bug fixes :
In English, the crafting menu no longer switches back to French when changing sub-menus
[/*]In English, the tutorial event menu requiring the player to reach a certain amount of monstercoins will no longer display unreadable values
[/*]The tutorial event menu requiring the player to reach a certain amount of monstercoins now correctly displays the - sign and the abbreviated number format when the current monstercoin amount is below 0
[/*]When a very large number of presses of the same type were present, they could sometimes fail to produce ingots, this has now been fixed
[/*]If no conveyor existed, resources were not being removed. This is no longer the case
[/*]The umbrythium display in the delivery menu was split across two lines when more than 99 ingots were required. I increased the available space by 64 pixels, which should be sufficient
[/*]It is no longer possible to build a machine in front of a bonker
[/*]
I modified 2 machines because I felt I had not gone far enough, and it is now done ! I am talking about the Concentrated and Shiny states, which were not really taken into account on these 2 machines.
Bug fixes :
The save system.
[/*]Steam achievements related to a MonsterCoin amount no longer require the tab to be open to work.
[/*]Bonkers no longer Bonk 1 ingot if the visible ingot setting is above 50 (as this does not represent 2 full ingots).
[/*]The crafting menu translations are up to date.
[/*]When a resource enters a smelter, it sometimes creates a duplicate in another smelter that has an empty inventory.
[/*]
Changes :
Fusion furnaces now save the number of Concentrated and Shiny ingots in their inventory and, when the inventory is emptied, they return the correct number of ingots in the proper state. Note that they consume Concentrated and Shiny ingots first when creating alloys.
[/*]Bonkers now take into account the number of Concentrated and Shiny ingots during bonking. If at least half of the ingots are Concentrated and/or Shiny, the new ingot will receive the Concentrated/Shiny effect (and therefore can no longer be concentrated or cleaned again).
[/*]
I am writing this short announcement to inform you about a fairly major bug that was present during the day of December 19th.
Unfortunately, I introduced a bug that prevented the game from saving properly and from reusing save files correctly. For those who played on this version, I sincerely apologize, as your experience was significantly degraded.
I have normally managed to fix the issue and more or less reconnect things with the bugged version. It is possible that even if you played on this version, after a full in-game day (10 minutes), everything will reconnect correctly !
Some parts may still have slipped through. If that is the case, please report it to me as soon as possible !!
Bug fixes :
Reduced the number of audio tracks played simultaneously (max 100), reducing lag and audio distortion.
[/*]Standardized the teleporter crafting system :
[list]The cost is validated only when the output is placed.
[/*]Refund when the output is removed.
[/*]Protection against teleporter and price desynchronization.
[/*]Auto-save will now wait until exiting the build menu before triggering.
[/*]
Fixed a bug that prevented placing a conveyor belt next to another.
[/*]Fixed a bug where the settings menu opened in French when pressing the Escape key, regardless of the selected language.
[/*]The game can no longer autosave while a game reset is in progress.
[/*]Addition :
Button to set the maximum number of audio tracks in the settings menu.
[/*]
Major update focused on optimizing the game code, along with some bug fixes. The version seems stable enough for public release, but feel free to report any bugs you encounter.
In short, we have minor optimizations, systems rebuilt by hand to be less CPU-intensive, and major code optimizations, especially for AI and resources.
Heres a non-exhaustive list of improvements :
Cameras have been merged
[/*]Menus will lag less when opening/closing
[/*]NPCs passing through the streets appear more frequently
[/*]Easter eggs are disabled after activation
[/*]Employee AIs are improved but slightly slower (almost imperceptible)
[list]Performance mode: 2 AIs are controlled per frame
[/*]Visual quality mode: 5 AIs are controlled per frame
[/*]
Resources are now incredibly better optimized
Performance mode: their direction is updated every 60 frames
[/*]Visual quality mode: their direction is updated every 30 frames
[/*][/*]Machines, whether controlled by the player or an employee, generate less lag
[/*]Bug fixes :
Protection against decrafting an item by clicking the menu button
[/*]If 0 machines are available, the employee instantly pauses
[/*]The mouse cursor will no longer be slightly offset when the camera moves
[/*]The click sound is no longer sometimes doubled when clicking the \"video\" button
[/*]
Im looking forward to your feedback, whether on Discord or the community hub !
Hello everyone !
As I am working on a major project to optimize the games resources, I decided to create a beta version that will allow me to test directly from Steam the versions that may be highly unstable, like the one I am currently developing.
If you want to join the beta version, just :
Right-click on the game
[/*]Select Properties
[/*]Go to the Betas tab
[/*]Choose Beta test program
[/*]Replace none with beta - development version
[/*]
I would be happy to receive your feedback on the Discord server, see the performance difference before/after, and also get bug reports, as I have inevitably created some new ones while changing the games functionality so deeply.
WARNING: RISK OF LOSING YOUR PROGRESS !
(You are playing on the same save file)
Im really happy to finally bring you T4. Were getting close to the end of the early access development, having now reached 80% of the content planned for the games V1 !
Without further delay, heres whats new :
You can now click on the intro screen to skip it once the game has finished loading.
[/*]Added a loading text between the intro and the game if the game hasnt finished loading yet.
[/*]Added an intro sound to the corresponding screen.
[/*]Added 16 new R&D upgrades.
[/*]3 new machines have arrived.
[/*]3 new decoration items, including 2 with a special behaviour.
[/*]Adjusted the upgrade cost growth formulas for machines, so the later they unlock, the higher their growth becomes.
[/*]Added T4-related tutorials.
[/*]1 new achievement.
[/*]
While working on T4, I found and fixed several pre-existing bugs :
The machine name Crysionite Press now appears correctly in the upgrade menu.
[/*]It is no longer possible to move two items at the same time in crafting ; a priority order is applied if two items are overlapping at the moment of the click.
[/*]If 2 strikers are overlapping, a single click no longer removes the state from both, but only from one, thus preventing the event from getting stuck.
[/*]Modification of the operation of the fusion furnaces to achieve smoother performance based on the visible ingot rate.
[/*]Updated the bonkers behavior to make it smoother based on the visible ingot rate.
[/*]When reloading the delivery menu, the first mission was unavailable if a mission had already been completed today ; this is no longer the case.
[/*]When deleting a looping machine (Concentrator and Polisher), the sound it plays will now be properly stopped.
[/*]Events will no longer have an increased chance to appear when the day changes, they will now correctly follow their cycle.
[/*]Delivery missions will no longer have a chance to fail when the day changes, they will now correctly follow their cycle.
[/*]Employees that are off camera no longer stop working when you are not watching them anymore !
[/*]And others, but I didnt write them down :p
[/*]
Theres also a bit of optimisation, although very minor. Ill prepare a dedicated topic for the V1 release regarding optimisation of the recruitment menu, but since Ill need to reset the saves for that, Ill wait until the official launch.
I hope you enjoy this major new update! Feel free to share your thoughts on the Discord server ; your feedback is invaluable and, if you find any bugs, please report them !
[dynamiclink href=\"https://store.steampowered.com/app/3913140/Idle_Tycoon_Manufacturing/\"][/dynamiclink]
While working on adding T4, I found a few bugs that Im fixing right now.
Various fixes :
Conveyor speed upgrades were not giving the correct bonus amount. They now correctly provide 10% speed (instead of 1%).
[/*]The upgrade that creates ingots two at a time now takes the visible ingot parameter into account (the second ingot will not always appear at 100%, but depending on the machines counting).
[/*]On some slower PCs, ingots created by the presses could give a slightly lower value than intended. This is now fixed.
[/*]The empty inventory icon for the fusion furnaces has been fixed and will now be properly centered.
[/*]
Today, Im introducing an improvement related to the number of visible ingots that can be adjusted in the settings menu. Its important to understand how this feature works : it doesnt actually make ingots invisible, but instead reduces how often they appear at the presses while proportionally increasing their value. As a result, there is no % loss of MonsterCoin per minute.
This is simply a trick to reduce the number of entities and simplify calculations by working on a single resource instead of multiple ones.
I have now applied this same logic to the Fusion Forge. It will now create ingots only when necessary, based on the visible ingots setting. This also means resources are proportionally boosted in value to ensure the exact same MonsterCoin per minute production as if 100% of the ingots were visible.
Changes :
Fusion Forges now track the ingots they produce and wont create one on every action if the visible ingots setting is below 100%.
[/*]When you modify the visible ingots parameter, if the new value is lower than the previous one, the game will automatically merge ingots of the same type at random to immediately reduce lag. This way, the player doesnt need to wait for a full production cycle to see the improvement.
[/*]You can no longer activate the Fusion Furnace by clicking if it doesnt have all the required resources in its inventory.
[/*]
Bug fixes :
When you exceeded the target of a resource in the delivery menu, the target text displayed a developer value. This is now fixed: it will display the maximum value.
[/*]When saving and quitting, an event tended to appear even though the timing had not yet been reached. This is now fixed (same for delivery missions).
[/*]
Special mention to the community who put in the effort to report bugs. Clearly, without you, I cant imagine how many players would have bought the game, played, ended up soft locked, or run into numerous bugs before ultimately closing the game for good.
Bug fixes :
as long as both teleporters are not placed, they cannot function (this prevents resources from spawning on a bend, T or X and getting stuck)
[/*]firing an employee no longer causes lag
[/*]the tutorial at the beginning of the game can no longer soft lock the player
[/*]fixed decorative elements that could be crafted on top of each other
[/*]added an event control system (not sure it works 100%) to avoid getting blocked
[/*]
I quickly patched 5 things I noticed :
the settings menu was loading multiple times every time it was opened and closed; it will now load only once
[/*]the amount of MonsterCoin required for the Tier 3 machines is now correctly displayed with a B
[/*]the influence points amount now updates correctly in the tab
[/*]if 1 hammerer is already placed and an employee is working while crafting another hammerer, it blocks the crafts
[/*]the resource icons in the smelter menu now disappear correctly when closing the menu
[/*]
#11.1\nBug fixes :
If 2 bonkers hit at the same time in the same spot, the craft error icon appeared and blocked all crafts. Note that if you try to craft a Hammerer facing the same conveyor as another Hammerer already performing its animation, you will not be able to craft it until the animation is finished
[/*]Pressing the ongoing craft menu again, which caused all texts to turn white, is now fixed (text calculation optimizations performed in parallel)
[/*]Fixed an issue in Tier 2 on the Machine menu where the background was not stretching properly
[/*]Teleporters are no longer bugged when reloading your save (no need to delete and replace them anymore)
[/*]
Change :
The fusion furnace now has an increased upgrade cost at level 1
[/*]
Youve been waiting for it, and it has arrived.
Tier 3 is landing, extending your gameplay experience by about 20%. This brings us to a new milestone in the development of the early access. We have now reached 60% of the development before the games official release.
This update brings :\n 23 new research items in R&D\n 2 new major gameplay elements\n 3 new machines :\n a new press for more fusion\n a teleporter to optimize your production chains\n a bonker machine that will merge ingots of the same type, where precision will be required\n 14 new Steam achievements (including 3 hidden ones). Another hidden achievement will be added in the coming weeks.
On the optimization side :\n resources from all menus (except the recruitment menu) are now processed only when the menu is visible.
I also fixed some bugs I noticed during the test phases and that were present before this version, but I didnt write them down.
Im counting on you to give me feedback, whether about balance or bugs. Thats what the Discord server is for ! I sincerely hope there wont be any major bugs ! (but knowing myself, there will surely be a few that slipped under the radar)
Tip : for the best gameplay experience, start your game over from scratch, because if you have already farmed a lot, you will unlock everything instantly and that would be a shame.
Thank you for your patience and your support. Ill spend the next few weeks fixing and balancing the game before jumping back into developing T4 !
Happy farming, dear monsters !
[dynamiclink href=\"https://store.steampowered.com/app/3913140/Idle_Tycoon_Manufacturing/\"][/dynamiclink]
I havent abandoned you !\nThose on the Discord server already know it, Ive been posting spoilers almost every day.
The update is almost ready, it should be coming this Friday or Saturday !
Ive done a lot of testing and debugging, so the version should be quite stable.
I just have a few deliverables left and one little easter egg (which will probably be added later so it doesnt delay the update any further).
In fact, this update should bring the games content up to around 60%.
I really hope youll enjoy it.\nAt least this weekend, youll have something fun to play !
Im currently working on Tier 3, Ive almost finished all the code! However, I still have to create all the visuals and sound effects.
[img src=\"https://cdn.cloudflare.steamstatic.com/steamcommunity/public/images/clans/45722977/d1f22fd6cb6c76851a499990450a1f38e5680538.png\"][/img]
Heres whats planned for the Tier 3 update :
23 new researches in R&D
[/*]3 new machines
[/*]3 new decoration items
[/*]2 new gameplay elements
[/*]some easter eggs
[/*]
Theres also some lag optimization and a small fix for an incorrect visual.
I cant wait to release it for you, but it takes time! I need to finish the development, visuals, sounds, and finally test ! Test again and again to deliver an update with as few bugs as possible and the most enjoyable balance.
On the Discord server, I share early previews of what Tier 3 will look like, so come join us !
And a huge thanks to everyone who took the time to give feedback and report bugs, the game is this good thanks to you !
Thank you for your patience, Ill do my best not to disappoint you !
[dynamiclink href=\"https://store.steampowered.com/app/3913140/Idle_Tycoon_Manufacturing/\"][/dynamiclink]
Mini patch today! A small issue was reported to me, which Im fixing with this update.\nIm still working on the companys tier 3, and while doing so, I keep finding small improvements to make which I apply along the way.
The issue was that the game (from intro to gameplay) loaded more easily in fullscreen than in windowed mode, which caused some setups to fail loading the game.\nNow, you can switch to fullscreen directly from the intro screen !
Added :
Pressing F11 anywhere toggles fullscreen mode on or off. Your preference will be saved for the next time you launch the game.
[/*]The Ctrl + Alt + R key combo, on the intro screen, quickly resets your save (the game will close, and youll need to relaunch it).
[/*]
Optimization :
The texts related to the Tab menu are now updated only when its visible. In other words, if you want to gain a tiny bit of performance (its really negligible), close the Tab menu.
[/*]
Feel free to keep using the Discord server to report any bugs !
Todays update focuses on reducing lag and improving the overall gameplay experience !
Changes :
The settings menu and its sub-menus are no longer preloaded; they now load when opened and unload once closed.
[/*]The R&D menu is no longer preloaded; it now loads when opened and unloads once closed.\n(Other menus are not affected, at least for now.)
[/*]The crafting info menu is now aligned to the right.
[/*]The Tab menu no longer has priority over active objectives, so it will now be the one that moves.
[/*]Locked banner buttons are no longer preloaded until the corresponding upgrade is unlocked.
[/*]
Optimization :
The number of cameras has been reduced thanks to the merging of settings sub-menus.
[/*]
Added :
It is now possible to press Escape to close the sub-menus in the settings menu.
[/*]
Bug Fix :
Employees are now immediately removed from the Tab as soon as you click Fire, allowing you to recruit as quickly as you dismiss someone.
[/*]
Most of you should see a noticeable FPS boost, especially on lower-end setups. You might experience minor micro-lags when loading menus, but high-end configurations shouldnt notice any difference.
While working on preparing the next major update, I stumbled upon an old piece of forgotten and unfinished code related to the days played achievements. The counter itself was already there, which means that depending on how long youve been playing your current save, youll unlock several achievements at once!
Added:
Achievements related to the number of days spent in the same company
[list]Day 1
[/*]Day 10
[/*]Day 100
[/*]Day 1K
[/*]Day 10K
[/*]
Bug fix :
If you exited an event after completing it and the window didnt have time to close, upon restarting you would be stuck forever with the window open, unable to get new events. This is now fixed !
[/*]
If you want some spoilers for upcoming major updates, feel free to join the Discord server where sneak peeks will be shared.
Minimum Setup
- OS: Ubuntu 18.04 or equivalent (64-bit system)
- Processor: Intel Core i3-2100 or equivalentMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Intel HD Graphics 4000 or equivalent
- Storage: 500 MB available space
Recommended Setup
- OS: Ubuntu 20.04 or equivalent (64-bit system)
- Processor: Intel Core i5-6500 or equivalentMemory: 8 GB RAM
- Graphics: NVIDIA GeForce GTX 750 Ti or equivalent
- Storage: 500 MB available space
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