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Name

 Rise of Industry 

 

Developer

 Dapper Penguin Studios 

 

Publisher

 Kasedo Games 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

Release

 2019-05-02 

 

GameBillet

 24.87 /

 

 

Steam

 € £ $ / % 

 

News

 68 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 53 

 

Steam Rating

 n/a 

Steam store

 https://store.steampowered.com/app/671440 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 50,000 .. 100,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 164  

Average playtime (last 2 weeks)

 0 

Median playtime (forever)

 176 

Median playtime (last 2 weeks)

 0 

Public Linux depots

 Rise of Industry Linux [976.44 M] 


DLC

 Rise of Industry - Supporter Pack 


 Rise of Industry: 2130 




LINUX STREAMERS (2)
couchrebellenchicodoesphd




Get ready to embark on a journey of success with Rise of Industry 2!

Ever dream of running a hub of automotive production? A world-class winery with sweeping vineyard vistas? A sprawling mining operation extracting and refining valuable minerals? Or an aviation enterprise that assembles airplanes that will soar through the skies of an increasingly interconnected world?

Get ready to become the USAs next successful CEO! Heres what you can expect from our upcoming industry-building tycoon

Set up manufacturing businesses featuring factories, power plants, oil wells, industrial furnaces, chemical works, and farms!

Provide the media industry with televisions, cameras, vinyl records, cassettes, computers, and video game consoles. Get distilleries and breweries up and running to create drinks such as vodka, whiskey and beer. Churn out candy, toys, dyes, batteries and so much more.

Build labs and set research strategies to help you acquire new technologies that will broaden your horizons and improve your production chains.

Navigate the world of import and export to maximize your profits, sourcing key materials for manufacturing, or sell your products globally.

Satisfy your board of directors by keeping your profit margins high and completing goals to ensure further investment. Dont worry, youre not alone out there hire integral executives to expand your business and increase efficiency.

Your social connections are vital to stay on top youll need to know the right people and stay on their good side. Network with CEOs of other companies to trade in materials and finished products, and get introductions to their powerful friends in the industry.

Invest in the local town to keep your workers happy and ensure a strong relationship with the local government. Your success depends on every connection you make!

Local deals are just the beginning! To earn the big bucks youll need to spread your wings and secure huge deals gaining access to the global market. The world is your oyster!

There's never been a more exciting time to be an industrialist!

Stay tuned for more updates, sneak peeks, and exclusive content over on the website, our socials and [https://discord.gg/8DmzWKTb7X]Discord channel. Dont forget to wishlist the game and get ready to fulfill your American dream!


[ 2024-02-27 12:00:20 CET ] [ Original post ]

FREE PLAYABLE DEMO - Recipe for Disaster - Available at Steam Next Fest!

Hello everyone! In my last post back in February I hinted at the new game that we are currently working on at Dapper Penguin Studios, and am now pleased to reveal that Recipe for Disaster will be releasing via early access in Q3 2021!

Recipe for Disaster is a restaurant management sim with a devious social twist. Contend with wilful staff, questionable cooking skills, demanding customers, and unreliable suppliers as you embark on a culinary misadventure to become the ultimate head chef!

If this wasnt news enough, you will also be able to play a demo version of Recipe for Disaster during the upcoming Steam Next Fest which takes place 16 - 22 June 2021! Check out our demo preview to see whats in store:

[previewyoutube=PiVFdtSrdh8;full][/previewyoutube]

In the demo youll get the keys to your very first restaurant as you build from the ground up, design a menu, hire staff and get ready to tackle any kitchen calamities which might come your way!

Dont think well make it easy for you though. Players will have to balance staff mood swings, deal with demanding customers, and battle negative reviews - all whilst making sure your restaurant is the best in town!

So fire up the ovens and don your aprons, and dont forget to wishlist the game and follow us on Twitter (@RFDgame). The support really is appreciated!

We cant wait to see what you can cook up in the kitchen...

Alex Mochi
Founder & Lead Designer - Dapper Penguin Studios


[ 2021-06-03 13:58:28 CET ] [ Original post ]

An Industrious Thank You

Can you believe it?

It's been almost 2 years since we released Rise of Industry! Not to mention the years of development and Early Access too.

As such, I'd really like to take the time to thank each and every Tycoon for helping us make Rise of Industry what it is today. You put the passion and perseverance into our production lines and truly bring each scenario and map to life.

Not only that, but now it's been out for close to 2 years, I'd like your feedback! So send it to me either in the comments below or to us on Discord via the link in the comments.

I'd also appreciate it if you could leave a review, to help us reach & encourage tentative Tycoons across Steam!

Till then, myself and the Dapper Penguin team are currently focusing on a new game; a restaurant simulation game with a twist! But I'll have more to reveal soon in 2021.

Till then, let me personally thank you once again for playing both our base game and DLC and I do hope you have a profitable Valentine's Day!

All the best,

Alex


[ 2021-02-14 09:23:55 CET ] [ Original post ]

Highest Rise of Industry discounts in Steam's Lunar New Year Sale!

If there's one thing we know about, it's gaining good fortune!

So enjoy our ENTIRE Rise of Industry catalogue up to 69% off in the Lunar New Year Sale!

This includes:

- The base game
- 2130 DLC
- Soundtracks
- Supporter packs!

So make 2021 your year for success and purchase before the sale ends on February 15th.

Don't forget to share your screenshots with us on Twitter
(www.twitter.com/RiseofIndustry), Facebook (www.facebook.com/RiseofIndustry) and Instagram (www.instagram.com/KasedoGames).

Did you know we also have a dedicated Discord server too? Join us here (discord.gg/KasedoGames)
to gain new player help, share your empires and talk to us, the game's developers.

Till then, may your year be green!

Alex


[ 2021-02-11 19:59:49 CET ] [ Original post ]

Industrious 2.3 Update Launched!

Happy New Year, Tycoons!

With such a successful 2020 with both the base game and 2130 DLC celebrating their 1st anniversaries, along with the new Easter Egg product and game-changing patch notes, we thought it fitting to start 2021 off with an industrious bang!

As such, we're proud to introduce our newest and most legendary 2.3 update which will change the way you play Rise of Industry!

Don't believe us? Then come take a look at what it includes:

1. A revamped scenario editor with the option to place towns, resources, shops and more!





No longer will you build with unknown resource or town positionings. Now, you can build your empire quite literally, from the ground up!

Take a look at this map filled with prime money-making resources.





2. We've also performed some routine housekeeping to maintain the game's quality of life including requested bug fixes.





So what are you waiting for! Start up Rise of Industry and prepare yourselves for this new way of empire making.

Be sure to share your new map designs and feedback with us on Discord, Twitter, Facebook and Instagram too (links in the comments).


Till next time,

Alex


[ 2021-01-07 20:01:46 CET ] [ Original post ]

Our lowest Steam discounts in the Winter Sale!

What a successful year it's been!

We celebrated the base game and our 2130 DLC's 1st anniversaries and we released a brand new Toy Factory product, along with many successful updates throughout the year too. Our soundtracks were also released on Steam this year and we hosted our very first Reddit and Discord AMAs!

With so much to celebrate, we're unveiling discounts of up to 67% across our catalogue this Steam Winter Sale!





Including:

Base Game - 67%
Supporter Pack - 50%
Soundtrack - 20%
2130 - 50%
2130 Plus - 50%
2130 Soundtrack - 20%

If that wasn't enough, we also have some very industrious plans for 2021! So keep an eye on our Twitter, Facebook and Discord channels in the new year (links in the comments).

Till then, I hope you have a profitable Christmas and a successful new year!

Alex




[ 2020-12-22 20:00:32 CET ] [ Original post ]

VOTE NOW IN THE STEAM AWARDS!



[h3]Fire up your factories, entrepreneurs! [/h3]

This year, we are proud to announce we are putting ourselves forward for the Labour of Love Steam Game Award for the very first time!


[h3] Help vote for us now and let's get our indie game on the Steam stage! [/h3]


After all, though we released Rise of Industry just over a year ago, we have already had 1 DLC, 2 soundtracks, hundreds of thousands of players, a supporter pack & so much more! Not to mention the brand new Easter Egg toy, regular patches and player-focused game updates throughout the year.

In truth, the reception from you all has been staggering and without you, our game would not be what it is today.

As such, we do hope you'll vote for us till December 1st so that we can get our beloved indie game on the Steam Awards stage!

If you need more convincing, we'll let our immersive art style, animations, music, gameplay and everything else do the talking.

Do let us know in the comments if you voted for us, or share your vote on:

Discord (https://discord.gg/RiseofIndustry)
Twitter (https://www.twitter.com/RiseofIndustry)
Facebook (https://www.facebook.com/RiseofIndustry)
Instagram (https://www.instagram.com/KasedoGames)

Thanks everyone and I really appreciate it!

Your resident penguin,

Alex


[ 2020-11-26 20:00:37 CET ] [ Original post ]

Grab an industrious 67% discount in the Steam Autumn Sale!

[h3]Greetings, Tycoons! [/h3]

Alex here with an industrious sale update. I'm delighted to announce that all Rise of Industry content is up to 67% off in this year's Steam Autumn Sale!

With:

67% off the base game



50% off our 2130 DLC & 2130 Plus supporter pack



And 20% off both soundtracks too!



Don't forget to pause production, take a screenshot or two and share them with us on:

Discord: https://discord.gg/RiseofIndustry/
Twitter: https://www.twitter.com/RiseofIndustry/
Facebook: https://www.facebook.com/RiseofIndustry/
Instagram: https://www.instagram.com/KasedoGames

We look forward to welcoming you. Till next time!

Alex


[ 2020-11-25 20:00:18 CET ] [ Original post ]

All Rise of Industry content up to 65% off in Steam's summer sale!

As Steam's summer sale begins:

Come pick up a cool RiseofIndustry deal!

All our industrious content, for the very first time, is now up to 65% off!



- Base game - 65% off
- 2130 & 2130 Plus - 40% off
- Soundtracks - 20% off
- Supporter Pack - 50% off!



Come join our Discord server & follow us on Twitter & Facebook too to stay up to date with game announcements, to share your business empire screenshots & more!

Till next time, tycoons!


[ 2020-06-25 21:40:16 CET ] [ Original post ]

Rise of Industry Reddit AMA Giveaway Live at 5pm BST!

The time has come, tycoons:

Game Director Alex Mochi is taking to Humble Bundle's subreddit for his very first AMA!



Join him from 5pm-7pm BST today as he:

- Answers your questions about Rise of Industry & 2130
- Gives away 5 base game & 5 DLC keys
- Talks about this month's May Humble choice & more!

Don't forget: to be in with a chance of winning a key, you have to leave a question!

If you cannot make the AMA or wish to ask further questions after it's over, please do join Alex on our Rise of Industry Discord server here.



Till next time, management moguls!


[ 2020-05-21 17:00:14 CET ] [ Original post ]

Rise of Industry Reddit AMA Key Giveaway!

Evening, business empire builders!

Do we have an industrious announcement for you.

As you all know, Rise of Industry's base game is in Humble Bundle's May bundle!

As such:

Game Director Alex Mochi is taking to Humble's subreddit!



Join him at 6 PM CET | 9 AM PT | 5PM BST this Thursday the 21st as he:

- Hosts his very first AMA
- Discusses #RiseofIndustry in May's #Humblechoice
- Gives away 5 base game & 5 #2130 DLC keys!



Read more & join Alex on their subreddit page here.

Don't forget to leave your questions to be in with the chance of winning a key!

Till Thursday, tycoons!


[ 2020-05-18 20:00:30 CET ] [ Original post ]

The soundtracks to your success are now on Steam!

Pause production!

We have an empire-wide anniversary & soundtrack announcement for you all.

Our factories in both 2130 & the base game have been working hard behind the scenes to give you a success-filled solution to all your music needs:

You can now buy the 2130 & base game soundtracks individually on Steam!



Originally accessible simply through the Supporter Packs & on Spotify alone, you can now take the sounds of your success with you wherever you go!

The Base Game

Come listen to all twenty-one original music tracks (plus one exclusive track that didn't make it into the game)...



Priced the same as a cup of coffee, come fire up the soundtrack here & let your entrepreneurial juices flow!


2130 Plus

Don't worry, we haven't forgot the tycoon-worthy tunes from our 2130 DLC!

You can also buy this soundtrack too, with all original tracks, plus one extra special exclusive that wasn't in the game either...



To kick back & listen to "Dusty Progress", "Pump & Burn" & many more, click here.

Do let us know in the comments which one(s) you have purchased & what you think of the exclusive new tracks!

Till tomorrow, Operatives!


[ 2020-04-30 20:00:09 CET ] [ Original post ]

Anniversary Discord Event Giveaway

I've heard it said that there are 3 types of people in the world.

Those who can count & those who cannot!

Well now I'm counting on you, tycoons, to join me as I host:

[h2]My industrious 1 year anniversary party on Discord!
[/h2]



[h3]Join us this Saturday at 12pm here in the "server event" channel as we:

- Reflect on the last few years since the industrious indie game idea was born
- Host a Steam key giveaway for the base game & the 2130 DLC
- Share some entertaining pre-release bugs, fan art & in-game screenshots
- Host a live Q&A & so much more!
[/h3]

I'll be bringing my penguin plushie (made especially for penguin day), plenty of orange soda & of course, chocolate cake!

Look forward to seeing you all there.

All the best,

Alex


[ 2020-04-29 20:03:56 CET ] [ Original post ]

A Profitable 1 Year Anniversary Patch!

[h3]Welcome, tycoons! [/h3]

[h3]Can you believe it?[/h3]

[h2]Rise of Industry is turning 1 year-old on Saturday the 2nd May![/h2]

[h3]But this isn't about us. In fact, our celebration's all about you![/h3]

[h2]Each day we shall be giving you a Rise of Industry-themed gift to say thank you for everything you've done for our title.[/h2]

[h3]Since our game came out in 2019, we've had:[/h3]

[h3]- 2000+ Very Positive Steam reviews for the base game
- A successful DLC, 2130
- A bustling Discord server with 6000+ tycoons
- An industrious supporter pack & so much more![/h3]

[h3]There have been epic business empire fails, streamer success stories & thousands of zeppelins![/h3]

[h3]YouR unyielding dedication & passion for strategy, success & growing potatoes has made the game from a new, first release to the indie game heavyweight it is today! [/h3]

[h3]Four our first gift, we have: [/h3]

[h2]AN INDUSTRIOUS 2.2 ANNIVERSARY PATCH[/h2]



[h3]This patch comes with an added anniversary logo on the main page, a new main theme track to boot & so much more to ensure your empire is going to be very successful this year!
[/h3]

[h3]
So please go forth & enjoy the patch & keep an eye on our Steam community pages & social media channels for more profitable presents throughout the week.[/h3]



[ 2020-04-28 17:05:06 CET ] [ Original post ]

Don't crack under pressure!

Hey guys, long time no see! How have you all been?

Missed speaking with you, so I'm here to show a small addition we put in the game. I know these are difficult times, but what better occasion to stay indoors and make some profit?

So here is an industrious update for all you hard-working management moguls.

Firstly, I now present to you a brand spanking new Toy Product, available all year round:

[h2]The Easter Eggs! [/h2]



These colourful glass eggs can brighten up any business empire as they require just marbles & paint & take 40 days to produce.


Not only are they affordable too at just $6.5M to research from scratch, but they're also a permanent new product, available all year round!

[h2]Next, our Discord server is bustling with business activity too. [/h2]

DO come join us & let us know how your road to success (or profit is going) here.

Not only that, but I've made some crackingly creative artwork just for you, for you to use as your desktop background, to enjoy on your phone & to share with other profitable players too!



I do hope you have a fantastic Easter & that you all enjoy this product, that's certainly no yolk.

All the best,

Alex


[ 2020-04-10 13:06:28 CET ] [ Original post ]

Nominate Rise of Industry for a 2019 Steam Award!

What a 2019 it has been! Major updates, an eerie look into the future with our expansion 2130 and of course, heaps of kind words and support from you guys!

We've been blown away with how awesome the Rise of Industry community is and the feedback we have had since we launched has enabled us to make the game that you play today!

With this in mind, it is once again Steam Awards nomination season. With Rise of Industries continued updates from Early Access to now, we would love to be nominated for the Labor of Love Award!

This is where we need your fantastic support once again! Click on the button above, and you will nominate us for this award!

We would be honoured to receive any nomination from the thousands of entrepreneurs out there who are looking to make it big, but if you're struggling for which category to choose - nominate Rise of Industry for Labor of Love 2019!


[ 2019-11-28 15:55:11 CET ] [ Original post ]

Rise of Industry: 2130 is finally out!

It's here! At long last, the 2130 expansion and the 2.0 megapatch are finally out of the oven, nice and fluffy, ready to be consumed!

https://youtu.be/lidjkbFMDek

Let's get the marketing blurbs out of the way:

Rise of Industry: 2130

The world has changed. Ruins of the past lay in the shadows and your once thriving business must now rise again. This is 2130.

Kasedo Games and Dapper Penguin Studios are thrilled to announce that expansion Rise of Industry: 2130 is now available for Windows PC, Mac & Linux for $9.99/9.99/6.99.

Set 200 years on from the base game, 2130 is set in a bleak dystopian future caused by mankinds endless capitalism and the environmental corruption of decades gone by.
From the towns and cities that have risen again, you must adapt to your new settings and become a business tycoon in a new and unknown world.

Manage pollution in your new world, harnessing it to create new resources, but limiting its effect to create thriving farms. Scavenge materials from ruins of former cities, and move them to market with new cargo boats, maglev trains, and even dropships.

https://youtu.be/JhQNICi6ufg

Base Game Free Update

Base game players will also gain from the release of the expansion. The free 2.0 update, which is available now, brings new features to enhance the Rise of Industry experience.

With the new Layouts function, players will be able to build their ideal production setups and share them with the community or replicate them as many times as they like.

The introduction of seasons, a new objective-based 'helper' system - 'The Assistant' and a host of fixes and improvements completes the update.

https://www.youtube.com/watch?v=9zEuEKGRRW0

So... what now?

Ok, with the corporate spiel out of the way, let's get down with the other changes:


  • The once-called OST DLC was now expanded into the "Supporter Pack". It now has more songs, a super awesome Art Book, and the Recipe Book.
  • 2130 can be purchased on its own HERE, but if you want to be my very best friend, you can buy the Plus version, that includes more songs, the 2130 Art Book, and the 2130 Recipe Book. We spent a lot of time making the art books, and I personally love them (I printed it out and have it next to me, in all its high-def glory!).
  • Again, the 2.0 update is completely free. No need to buy anything. Just let it patch!
  • As for 2130, we could've just done a couple of buildings or a new industry line. We went overboard and basically redid the whole game. I think it's well worth the price (less than two McMenus!).


As always, stay awesome, and really, from the bottom of my overworked heart, thank you for being here. This is an amazing trip I wouldn't be able to do without you all.

Thank you,
Alex

PS: if you want to read to the extremely long (14 pages) changelog for both 2130 and 2.0, you can do so HERE.


[ 2019-10-24 18:06:47 CET ] [ Original post ]

Patch 2.0 is now ready on the Experimental Branch!

At last, the massive 2.0 patch is now ready for you! Set to be officially released next week, we need to be sure it's stable and fun! For that, we need your help. Please hop on the Experimental branch and give it a go!

Note that this is an Experimental build, so translations might not work (still wrapping them up). Everything else should work fine

The full log is massive (found later on), but the main features are:

Layouts


  • Similar to other games' Blueprints
  • Players are now able to highlight and save their favorite production lines as Layouts.
  • Players can retrieve and place their Layout between different games (saved locally).
  • Players can also share their Layouts by uploading them to Steam Workshop.
  • Other Players can subscribe to the Layout to use it in their game.
  • No need wreck your head to mod manually. A simple "upload to Workshop" button is included with the game!




Seasons

  • Each game now starts in Spring.
  • The map will change colors and feel depending on the season.
  • Aesthetic and optional change, no impact on gameplay. Tried to make demand and Farms work per season, but completely changed and broke how the game should be played. Simply wasn't fun.




Assistant

  • Will appear to help with the basics of playing while in a normal game.
  • It can be turned off in the main menu.
  • Players can review slides in a new Help Panel if needed. Lots of information there.




Oh, and can now mod in new names for the Competitors! Here's a guide for how to do it.

Also reworked the NewGame menu, so it's categorised and much cleaner to look at, rewrote how towns, hills and rivers are placed for a more organic feel, and more!

Now, we'll finish the 2130 DLC which is set to be released the 24th (next Thursday). Super excited!



Full changelog: https://steamcommunity.com/app/671440/discussions/4/1609400247625868096/


[ 2019-10-17 13:35:18 CET ] [ Original post ]

Patch 1.4 with HQ Specs, is now live!

Smallish patch to keep you guys entertained! Can now choose HeadQuarter Specialisations for some product price bonuses! It's not a huge patch as we're busy with Update 2.0 and the 2130 DLC. Stay tuned for more info!

Patch 1.4.0:1609

Additions


  • Headquarters Specialty

    • When the Player researches enough Unlocks they can upgrade the HQ that will grant them specific bonuses to that industry.
    • Able to see the bonus granted in the Tooltips.
    • Able to change or remove the bonus if you want.
    • Two upgrades per industry: one lesser upgrade, one greater upgrade.




Improvements and Changes

  • Added the Seed Number of the map to the ESC menu.
  • Adjusted the Events without Global effects to not display the name of the Settlement in the UI.
  • Added the ability to scale the Tree Brush up to 5 tile radius using the Mousewheel.
  • Added Tooltips to the HQ Specialty Unlocks that include their bonuses.
  • Improved AI handling of Advancement Contracts.
  • AI will remove dead-end roads left behind after AI Buildings are demolished.
  • Adjusted the HQ upgrade to only require one payment to unlock.
  • Adjusted the AI to prioritize nearby Shops when sending Product to two or more Shops.
  • Added Production Overview to the AI Debug panel.
  • Adjusted the AI to always play on Easy.
  • Adjusted the Destination lines to center on the Building, not the Road Connector.
  • Improved how the AI decides to place buildings.

    • Will not place buildings that pollute near farms or settlements.
    • Improved zone choosing when placing buildings


  • Improved the save/load system



Bugfixes

  • Fixed a bug where the Efficiency of a building was not being copied properly.
  • Fixed a bug where Saved and Loading would take a long time.
  • Fixed a bug where the visual effects from an Event remain after it has finished.
  • Fixed a bug where hitting ESC would not cancel Demolishing during the confirmation.
  • Fixed a bug with Keybinding that prevented the removal of the old binding.
  • Fixed a bug where hitting ESC while the Terraforming popup is up will prevent the terraforming from happening.
  • Fixed a bug with the Recipe Book search function where it would not remember past searches properly.
  • Fixed a bug where the Backspace would not work in the Recipe Book.
  • Fixed a bug where the game would revert storage capacities after loading a game.
  • Fixed a bug where the AI would produce more water than needed.
  • Fixed a bug where the Simplified Production Times would not affect the Air Purifier or Wooden Planks.
  • Fixed a bug that was producing a Null Reference error when the game started.
  • Fixed a bug where AI would place buildings in unowned Regions.
  • Fixed a bug where Non-Gatherer AI Buildings would not sell their Products.
  • Fixed a bug where AI buildings that were bought out would not show Efficiency.



Work in Progress

  • Working on a bug where Trucks dont follow bridge pathing.
  • Working on a bug where the Oil Truck Model was transparent.
  • Working on improving the ground texture.





[ 2019-09-16 17:54:28 CET ] [ Original post ]

Rise of Industry: 2130 announced at last!

https://www.youtube.com/watch?v=HCv7quVBQSk

"Man, what is that? Explain!"

Time to break the silence and show you guys what we've been up to!

So, we have been working hard on a big expansion for our beloved game. The idea is that the story of the main game, set in 1930, ended because players overpolluted the world, creating a nuclear winter, killing almost all life on the planet.



Now it's the year 2130. After two centuries, humans managed to recreate their cities, but life is still struggling. Trees and fish are nowhere to be found, and everyone lives in high-density buildings, eating algae and working with robots, scavenging ruins of the old world for resources.



Contrary to the main game, where everything is historically accurate, in 2130 we went crazy with technobabble and future-tech. Creativity was let loose without restraints, just pure, unadulterated fun. Hope you guys enjoy our vision of the future!

Now, all that is the DLC. Even if you don't end up getting it, the game will be updated to version 2.0, which includes a bunch of stuff, like Layouts (like other games' Blueprints, but with added functionalities! Copy/paste entire setups and share them across various saves and even on Steam Workshop), seasons (just visual stuff for now, but pretty cool nonetheless!), The Assistant (a new tutorial system (yes, another one) to guide you from the first steps, all the way to a Prototype), and more!

A build will be shown at Gamescom next week, where the press and others will have the chance to see it live. Of course, some Gifs and insider's info will always be shared on Discord. I just can't keep hiding it from you guys, so come and ask all the questions you want!

Of course, here's a link to the store page so you can wishlist it:

https://store.steampowered.com/app/1139110/Rise_of_Industry_2130/

Now, the press-friendly explanation:

In Rise of Industry: 2130, your idyllic world of profit and loss lay in ruins. Mankinds endless capitalism and destruction of decades gone by has given birth to a dark and desolate new world.

Now you must construct all-new technologically advanced production lines and rebuild your industrial empire in a bleak dystopian future.



Scavenge materials from ruins of former cities, place over 30 new buildings like the offshore algae farms or thorium mines, and move them to market with new maglev trains and cargo dropships.

2.0 Update

The 2130 expansion is released in conjunction with the totally free Update 2.0 for the Rise of Industry base game and expansion. The new update is full of new features, such as Layouts, which allows you to build your ideal production setups and share with the community or replicate them as many times as you like. The introduction of seasons, a new objective-based 'helper' system, 'The Assistant' and a host of improvements and fixes completes the free 2.0 update.



Rise of Industry: 2130 will be available in Q4 2019!


[ 2019-08-16 13:59:46 CET ] [ Original post ]

Patch 1.3 is now available!

Industrialists! In a constant effort to make the game sleeker and simpler, without losing complexity, we've been pushing and testing some more changes.

The main one is that the Truck Depots no longer exist. If you load a map from 1.2.x, you will have to rework your Requests and Destinations. Now al manual destinations from the warehouse use the high capacity trucks (can still be upgraded). This simplifies the system and removes clutter. Hope you like this change and more!

As many reports about logistics were about Requests, they have now been removed from the Tutorial, and the whole feature is hidden in the Gameplay Options menu. Please only use them in real necessity. Remember: Requests are not for "A to B", those are Destinations. Requests are for "all of X product here". There should not be multiple requests for the same product, or problems arise if not dealt with properly.

Now, focusing on Gamescom. We have been working on something quite massive, and we can't wait to reveal it. But first: next week we'll take a small well-deserved summer break. See you soon!

Changelog: https://steamcommunity.com/app/671440/discussions/4/1643168364662918600/

Oh and thanks to TrainyMcTrainFace, we have now a bunch of new Settlement names! Check them out here: https://steamcommunity.com/id/trainlover1998/myworkshopfiles/?appid=671440

PS: if you've been away for long and wonder what happened to the logistics, please check this out: https://steamcommunity.com/games/671440/announcements/detail/1615018964396099180


[ 2019-07-15 11:07:28 CET ] [ Original post ]

Updated to version 1.2 with new and improved Logistics and more!

Whew! After a few weeks of changing mechanics and adding new stuff, can finally launch version 1.2! As you guys know, it's important for me that you all have the best experience possible, so decided to redo the tutorial (now with a lot more text explaining the whys and hows), and doing version 5 of the Logistics.

In short:


  • Cannot place Depots (Train Terminals, Truck Depots, etc) on their own. They are now accessed via the Warehouse, as modules (like Farm fields, you know?)
  • Inventory and upkeep is now shared with the Warehouse, making management much easier, especially in the infamous "stuff is stuck at my Depot" issues
  • Destinations now allow for you to choose the vehicle. This means all your "I want to transport stuff from A to B via trains without this BS Request system" dreams have now come true! Hurray!
  • Requests and AWH work the same as always


Because of these changes, if you import a map from 1.0 or 1.1, you will have to tweak may of your logistic buildings. Because of this, I strongly recommend you start a new map, to avoid any issues.

Next item on the list is the "Simplified Production Chains". Some of you voiced out the fact that you want perfect ratios across buildings, so we added a difficulty modifier that makes every single production time rounded to 15 days, making syncing up recipes much easier, for those who want it.

Another new toy, is the target selector. When you are choosing a destination for a building, the whole map turns black and white, to highlight the valid destinations. Most importantly, you can straight up click them, without using the list! This should streamline the process a fair amount.

Last but not least, added Heightmap imports, so that you can import real-world locations or from other games. Here are some tips:


  • Pure black = water
  • Pure white = very high (avoid)
  • Anything below grayscale 64 is water
  • Try to have dark or very dark images
  • Avoid pixel-perfect details
  • "Posterise" is your friend
  • Lower the amount of greys by using the Posterise tools in Gimp/Photoshop
  • Lower the amount of detail by using the beautify or noise reduction tools
  • Use PNGs without a lot of compression. JPGs produce artifacts
  • Manage the images here: \RiseOfIndustry\Rise of Industry_Data\StreamingAssets\Heightmaps


So this: http://prntscr.com/nzxgwv
Makes this: http://prntscr.com/nzxh4w

We're still working on perfecting this, so feel free to provide feedback. Some maps were included for you to play around with (they have been hastily done, so please don't judge my lack of artistic skills too hard). Oh and the best maps you share, might be chosen to ship with the game (and your name!).

Hope you like this mega patch, and if you do, please leave a review on the store page. They really help!

See you on Discord!

Patchnotes: https://steamcommunity.com/app/671440/discussions/4/1643167006251987160/


[ 2019-06-25 13:19:18 CET ] [ Original post ]

1.2 (Logistics v5 and more) on the Experimental Branch!

Ok, been gathering feedback non-stop, and apparently people have two issues:

"Tutorial sux" and "logistics sux" (I think these are actual quotes, but who knows).

Aaaaanywho, it's important for me that you all have the best experience possible, so decided to redo the tutorial (now with a lot more text explaining the whys and hows), and doing version 5 of the Logistics.

In short:


  • Cannot place Depots (Train Terminals, Truck Depots, etc) on their own. They are now accessed via the Warehouse, as modules (like Farm fields, you know?)
  • Inventory and upkeep is now shared with the Warehouse, making management much easier, especially in the infamous "stuff is stuck at my Depot" issues
  • Destinations now allow for you to choose the vehicle. This means all your "I want to transport stuff from A to B via trains without this BS Request system" dreams have now come true! Hurray!
  • Requests and AWH work the same as always


Note that this is an Experimental branch, so you need to start a new map. Will work on ways to import old maps this week.

As a bonus, added Heightmap imports, so that you can import real-world locations or from other games. Here are some tips:


  • Pure black = water
  • Pure white = very high (avoid)
  • Anything below grayscale 64 is water
  • Try to have dark or very dark images
  • Avoid pixel-perfect details
  • "Posterise" is your friend
  • Lower the amount of greys by using the Posterise tools in Gimp/Photoshop
  • Lower the amount of detail by using the beautify or noise reduction tools
  • Use PNGs without a lot of compression. JPGs produce artifacts
  • Manage the images here: \RiseOfIndustry\Rise of Industry_Data\StreamingAssets\Heightmaps


So this: http://prntscr.com/nzxgwv
Makes this: http://prntscr.com/nzxh4w

We're still working on perfecting this, so feel free to provide feedback. Some maps were included for you to play around with (they have been hastily done, so please don't judge my lack of artistic skills too hard). Oh and the best maps you share, might be chosen to ship with the game (and your name!).

Of course, more will come (new targeting system, new events, etc). This is an initial version of 1.2 just so we can get some feedback on the new Tutorial and Logistics.

Hope you like it, and see you on Discord!


[ 2019-06-10 13:58:53 CET ] [ Original post ]

Megapatch 1.1 is now public!

Industrialists! Hello again!

Right on, so... release got us thousands of new players (each with their own feedback, reports, thoughts, and so on). Gatherers a lot of this and got to work non stop. After a few weeks of coding, testing and some community members' feedback for testing the beta branches, we can now present to you the official first post-release megapatch!

Really hope you guys see this as a step in the right direction for an even more enjoyable experience!

Main Features

Warehouses can directly supply shops (this can be disabled if you want)

Can buyout other entities' permits (and the AI will offer you cash for yours)

Warehouses now clearly state if and with what Depots they are connected to

Major changes to Logistcs:

  • Prices for Logistic Requests have skyrocketed, but the capacity is much higher now.
    • It's all more according to how big bulky transportation vehicles should work.
    • Make sure the vehicles are full and do NOT use Logistic Requests for raw stuff, or you'll go bankrupt super quickly.
  • In short:
    • Automated Warehouse trucks are very cheap
    • Normal trucks are good for very short range (under 50 tiles)
    • Warehouse dispatch trucks are good for short range (under 125 tiles)
    • Trains are expensive to set up, but are fast and good over 200 tiles
    • Boats are cheap and high capacity, ideal for long distances (over 250 tiles over water)
    • Zeppelins are very expensive and meant for when a player has a lot of money and needs Products moved in as a short distance as possible.


Stock Market
  • Players can now buy up other companies in hostile takeovers, by purchasing their stocks when they are vulnerable.
  • Be careful as other companies can buy up your stock.
  • Stock prices go up over time, as the company places more buildings and gains control over more regions
  • The more stocks are sold, the more expensive they get


AWH Dropdown. A new dropdown was added to the Outgoing tab of the Warehouse, to control more what buildings receive what.
  • "Equally": like now: AWH sends stuff equally to shops and producers. This is the default state.
  • "+Shops": it will send stuff to shops first, then, if there's spare, to producers. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the shop, and then to the farm. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the shop).
  • "+Users": it will send stuff to producersfirst, then, if there's spare, to shops. Only applies to products shared. So if the WH is next to a farmer market and a livestock, it will send the wheat first to the farm, and then to the shop. This will not impact sending apples, as it's a different product (will be sent at the same rate as the wheat to the farm).
  • "Only shops": AWH will supply only shops and will not care about producers.
  • "No shops": AWH will supply only producers and will not care about shops.
  • "All Off": same as "all manual" (AWH disabled).


Now, for 1.2 we're working on mid to endgame stuff: Dynamic Events and AI trading. More details coming soon!

Have fun, and let me know what you think of all these changes!!

Changelogs:
1305: https://steamcommunity.com/app/671440/discussions/4/1652169858549235581/
1405: https://steamcommunity.com/app/671440/discussions/4/1652169858551983144/
1505: https://steamcommunity.com/app/671440/discussions/4/1652170487947327171/
1805: https://steamcommunity.com/app/671440/discussions/4/3557193237102778626/
2105: https://steamcommunity.com/app/671440/discussions/4/3557193237111340707/


[ 2019-05-21 14:44:54 CET ] [ Original post ]

Patch 1.1 on the Experimental Branch!

Industrialists! Hello!

Paid lots of attention to the feedback, and I know you guys are a bit disappointed with how the AI doesn't seem to add much, or how the Logistics keep doing whatever they want, so we've been working non-stop on patch 1.1, and here it is in all its glory. Note that we are not done yet, with more to come. Here are the changes:

Main Features

Warehouses can directly supply shops (this can be disabled if you want)

Can buyout other entities' permits (and the AI will offer you cash for yours)

Warehouses now clearly state if and with what Depots they are connected to

Major changes to Logistcs:

  • Prices for Logistic Requests have skyrocketed, but the capacity is much higher now.
    • It's all more according to how big bulky transportation vehicles should work.
    • Make sure the vehicles are full and do NOT use Logistic Requests for raw stuff, or you'll go bankrupt super quickly.
  • In short:
    • Automated Warehouse trucks are very cheap
    • Normal trucks are good for very short range (under 50 tiles)
    • Warehouse dispatch trucks are good for short range (under 125 tiles)
    • Trains are expensive to set up, but are fast and good over 200 tiles
    • Boats are cheap and high capacity, ideal for long distances (over 250 tiles over water)
    • Zeppelins are very expensive and meant for when a player has a lot of money and needs Products moved in as a short distance as possible.


The big changelog: https://steamcommunity.com/app/671440/discussions/4/1652169858549235581/


[ 2019-05-13 22:53:10 CET ] [ Original post ]

1.0.1:0705b Minor Patch is out!

All the details here, for your maximum enjoyment!

https://steamcommunity.com/app/671440/discussions/4/1651043320667542624/


[ 2019-05-07 20:21:22 CET ] [ Original post ]

Full release at last!

We've made it! Thanks to your unbelievable patience, support & feedback we are proud to say that Rise of Industry is now at full release!

It's been a long road (almost 4 years!) and from the whole team behind Rise of Industry, we wanted to say a HUGE thank you for eveything you've done. Without your support, the game wouldn't have made it this far. So truly, thank you.

However, that isn't the end of the journey for the Rise of Industry. We promised that we would support the game long after full release and we are staying true to our word. We have lots of plans and additions to come and you'll be able to see them in the not too distant future in version 1.1 and beyond!

https://www.youtube.com/watch?v=4wgc7vqcw78

We've been amazed by the feedback and suggestions of the community during the Early Access phase, but it doesn't need to stop there.

As already mentioned, we've still got lots planned for post-release content to support the game but you can still tell us what you want adding to the game. Maybe it's a new factory, mechanic, recipe - let us know and if it proves popular, it could end up in the game in the coming months.

If you haven't already, why not join our friendly community on Discord and tell us your ideas for post-release content or just how you're getting on in the game. We'd love to hear from you!

But now, go have fun! I'll be here in the forums and on Discord!

Previous Changelogs:
https://steamcommunity.com/app/671440/discussions/4/1651043320649214021/
https://steamcommunity.com/app/671440/discussions/4/1679190184076977764/
https://steamcommunity.com/app/671440/discussions/4/1679190184073552802/


[ 2019-05-02 18:30:30 CET ] [ Original post ]

Final Build on the Experimental branch!

The last patch before release is on the Experimental branch. We are having some issues with the game crashing when you load from the game scene, or go back to the main menu, so we disabled those options until a solution is found.

This means that to load a save, you need to exit the game, reload it, and load from the main menu. Sorry about this, we're working as fast as we can for the release.

Aside from that, we have a lot of balance changes and polish done for the release. Keep in mind that our work isn't done; there's still a lot of post-release content planned, but right now all we care about is hearing from you. Post your thoughts, complaints, suggestions... everything.

I'll be here, listening, waiting.

And as usual, the changelog: https://steamcommunity.com/app/671440/discussions/4/1679190184073552802/




[ 2019-04-29 18:27:18 CET ] [ Original post ]

A11 and some stuff about the upcoming release!

Right on, it's been a very long road, full of emotions (3.5 years since the first prototype, a failed kickstarter, a difficult Early Access launch, an extremely positive reception these last few months, and countless obligatory comparisons to OTTD (I still don't get it, but still...). Finally it's coming to an end, at least the big part. Of course, we have a lot of post-release content. Don't think that we're just going to disappear after releasing the 1.0!

When we started this trip, I was alone, doing some weird code and design. Working a boring day job, fixing laptops and phone screens. Then started to join with others over the weekends, for a few months, and ended up with a prototype (you can play it here: https://drive.google.com/open?id=0B8CZVIFErUt0ZzNUdDVIM1V6MVE).

Won't bore you with the details of my life, I'll make a blog someday in case you want to read about the development. Maybe, hopefully, who knows.

Now, you're reading this because you want to know what's the deal with the new patch (A11, introducing competitor AIs, Auctions and PR Events). Well, the short answer is: it's ready! Hop on the Experimental branch and play!

Long answer: still need to polish it a bit, and need as much feedback as possible. It's not easy to teach an AI 3 years of mechanics, in just a month. It does weird stuff, and need to see how you react to it. So please, open threads, send me emails, come to Discord, and let me hear you out.

Aside from that, going to take a small break this month. Going on a pre-launch trip to have some admittedly well-earned holidays. The original idea was to release the game in February, but I always wanted to add more and more things (curse you, feature creep syndrome!), but the holidays were already booked, so delaying the launch made it difficult to reorganise everything. Going to relax before the full release, to have the batteries charged for all the post-release content, announcements, polish and feedback gathering that will happen!

Now, the plan is to release the 2nd of May, but the public branch will remain on A10, and then do the big jump to 1.0 directly (skipping A11). This is because I really want the release to go as smooth as possible, and having the biggest impact we can (coverage, youtube, etc). So please, if you want to help, hop on the A11 patch and let me know what you think, and how we can improve.

Well, this was a bit longer than expected. Just wanted to do this announcement by saying a very important thing: thank you. Without you, dear fan and supporter, we wouldn't've come this far. You allowed us to work these years in something we love, leaving behind soulless jobs, and focusing on making this small game a reality; something that we really think you can enjoy (or at least, be entertained by it). We got way more than we ever could've hoped for. So much love and attention, that it's literally bringing tears to my eyes as I'm writing this.

Really, from everyone at Dapper Penguin Studios, thank you.

Now go play the new patch. I'll be here, listening to your feedback.

Stay awesome.

PS: patchnotes, cos I know you like them: https://steamcommunity.com/app/671440/discussions/4/1815422173033520728/


[ 2019-04-05 17:12:35 CET ] [ Original post ]

Alpha 10.1 is now Live!

Another juicy patch, expanding and perfecting the way traffic is handled. Expect extreme efficiency with the Warehouse Automation!

Now we have to focus on A11 (AI competitors). Those backstabbing industrialists won't sharpen their skills on their own!

Improvements and Changes


  • Updated the Tooltip for the Undo button.



Bugfixes


  • Fixed the Plus and Minus signs in the Logistics window so the increment properly.

  • Fixed a bug where Farms or Factories were not able to get Products from a Warehouse.



Work in Progress for A10.x


  • Working on solving some saving issues.

  • Working on adding a Query Tool.

  • Working on adding a Crosswalk Texture to intersections.

  • Working on disabling the Cursor during intro video and splash screens.

  • Working on the incorrect figures appearing on the Production Overview Screen.



Work in Progress for A11


  • Working on adding special bonuses to Headquarters when you invest in a model change.

  • Working on creating One-Way Bridges and Tunnels.

  • Working on getting AI Entities to use all harvesters available.

  • Working on making different map layers to condense the information players see.



Previous changelogs:
https://steamcommunity.com/app/671440/discussions/4/1843566500511189206/
https://steamcommunity.com/app/671440/discussions/4/1843566500519537845/
https://steamcommunity.com/app/671440/discussions/4/1843566500529985120/


[ 2019-03-05 17:30:13 CET ] [ Original post ]

Alpha 10 (Traffic) is Live!

Ok, the experimental patch was shorter than expected.
We are now live!

Please check the video with all the updates and upgrades.
There's a special announcement at the end!

https://www.youtube.com/watch?v=c1Uc4s9HOPk&feature=youtu.be

Have fun!

Changelogs:
https://steamcommunity.com/app/671440/discussions/4/3658515990061994265/
https://steamcommunity.com/app/671440/discussions/4/1798529872637621014/


[ 2019-02-21 15:05:52 CET ] [ Original post ]

Alpha 10 (Traffic) on the Experimental Branch! Surprises inside!

Will keep it short as I know you guys want to just play. Traffic, one-way roads, overpasses, dual-entrance Warehouse, gridlocks, smarter AI... all is ready!

But!

Now I think we finally are nailing the OSX issues (curse you, Apple, and your weird drivers...). It's playable on the same branch!

Changelog: https://steamcommunity.com/app/671440/discussions/4/3658515990061994265/


[ 2019-02-19 17:44:25 CET ] [ Original post ]

Alpha 9 with Pollution and Town Death is now live!

Ah yes, the feature everyone asked for. I don't think you know full well what you're getting yourselves into.

Keep the Chemical Plants away from urban areas or something bad might happen. You've been warned :)

Of course, not only Pollution is what we've been doing. Get ready for a new tutorial and helper system, major performance upgrades, and much more!

https://youtu.be/H_Ry-RhSBGU

All the changelogs (many, many things are different):

https://steamcommunity.com/app/671440/discussions/4/2789318172109558544/
https://steamcommunity.com/app/671440/discussions/4/2789318172120908560/
https://steamcommunity.com/app/671440/discussions/4/1744483505469570624/
https://steamcommunity.com/app/671440/discussions/4/1743358239830596458/

As usual, new saves are required, so if you want to continue on the A8.2 patch, use the "PreviousBuild" branch


[ 2019-01-24 16:26:59 CET ] [ Original post ]

A9 ready on the Experimental branch!

Whoaaaaaa this is such a long changelog. Added pollution, new buildings, new mechanics, new panels... so much to say. Meanwhile, as the build is on the experimental branch, would like to ask if you experience any weird glitches with pollution (totally new way of doing things, very high tech), and artifacts/crashes on Linux. Of course, the point of an Experimental build, is to test a lot of things, so please start a new map and let those bug reports and requests flowing!

An important change is the way the Production Panel and Budget Overview work. You can now super easily know the profitability (markup) or all the production lines, to see which are the most profitable!

Ah, before I forget: totally new videoguides by Gonumen, explaining several mechanics. Can be accessed via the main menu. Have a look!

Now, go try to avoid destroying all the map with pollution, and have fun!

Full changelog: https://steamcommunity.com/app/671440/discussions/4/2789318172109558544/

PS: as usual, to access the build:

RightClick the game in your Library
Properties
Betas tab
Choose "experimental" in the dropdown
Close button
Let it patch


[ 2019-01-11 16:43:01 CET ] [ Original post ]

Merry Everything and a Happy New Whatever!

.2 is out of the Experimental Branch and into the main one, with some great-looking (if you don't mind me saying so) new assets to get into the festive mood! Of course, you can edit and toggle all these settings in the Graphics Options in the Main Menu.

So go get some cold hard cash after you retrieve it from the white wonderland outside!


  • Added new Christmas themed textures and models for Map Tiles and Trees.
  • Adjusted the sun to better reflect the season lighting.
  • New camera snow effect.


From one of our fans and testers:
https://steamcommunity.com/sharedfiles/filedetails/?id=1594433134

Now, got to do the opposite: now the map is too pretty. Need to destroy it with pollution. Wish us luck!


[ 2018-12-18 17:24:10 CET ] [ Original post ]

A8.1 Is live, but there's more!

Now A8.1 is live! We want to feel we're busy, so 8.2 is on the Experimental branch now. As that isn't enough, we're also working on A9 (Pollution). Expect greatness!

As usual, with every big patch, comes great responsability a great video. Enjoy: https://www.youtube.com/watch?v=_EM6r3Ix9SE

A8.1 Changelogs:

https://steamcommunity.com/app/671440/discussions/4/1745605598720037449/
https://steamcommunity.com/app/671440/discussions/4/1745605598723484016/
https://steamcommunity.com/app/671440/discussions/4/1744480332711284308/

A8.2 Changelog:
https://steamcommunity.com/app/671440/discussions/4/1744480332711288837/

A9 Pollution WIP:

pollution expanded from ground to water: https://www.dropbox.com/s/6oq0tvgx67l735d/WaterPollution.png?dl=0


[ 2018-12-12 17:59:28 CET ] [ Original post ]

Alpha 8.1 (Town Growth) in the Experimental Branch!

Here it is! Now towns don't grow as they used to, there's 3x more buildings, new songs, new recipes, more everything! Please do the third tutorial again to get an idea of how to expand towns (it's very easy, but different). Please let me know if you like it!

Now, going to work on Pollution (Alpha 9). Here are some teaser shots of what it might look like if left unchecked:

http://prntscr.com/lrm006
http://prntscr.com/lrm030

Patch A8.1:0612

Additions


  • Added new Growth Contracts to the game


    • Whenever a Settlement reaches its population capacity it will:


      • Stop settlement growth.

      • Spawn a Growth Contract.


    • Completing the Growth Contract will allow the Settlement to break that Population Capacity and add a new Shop

    • Settlements will only add a new Shop through the Growth Contract now.

    • Players have the option to either send Products to the Settlement or invest 200% Market price of the requested Products.



Improvements and Changes

  • Added a Tooltip to the Event Menu in Scenario Creation to let you know what each Event does.

  • Adjusted the Difficulty Settings for Upkeep and Dispatch Costs.

  • Added a Control Menu to the Setting Menu to allow you to change the Keybindings.

  • Added the Growth Contract request values

  • Adjusted the Innovation Event so that it decreasing Production Time rather than increasing it.

  • Adjusted Product Lists so that they are alphabetized.

  • Adjusted the Advancement to say that you can either pay the investment or send products.

  • Adjusted the Tutorial with several updates.

  • Added new Recipes:


    • Brick

    • Concrete

    • Reinforced Walls

    • Wall Panels


  • Adjusted the Dispatch Costs from the State and Wholesalers.

  • Adjusted the Events System to prevent opposing Events from spawning at the same time.

  • Increased Request Slot limit to 99 Slots.

  • Added a Shift + Click to Loan Screen so players can change the loan amount quicker.

  • Added the ability to click a Product in the Storage Tab and have it populate a Destination Slot.

  • Renamed the Parchment Recipe to Paper Roll.

  • The game now mutes when it is not the active window.

  • Updated Economy Balance Values.

  • Increased starting Settlement Populations and added a shop relevant other than the Farmers Market or Hardware Store.

  • Updated the Petrochemical Plant ambiance sound.

  • Added the ability to target specific buildings for permanent Events.


Bugfixes

  • Fixed a bug with the Production Screen to allow players to view a products shop view properly.

  • Fixed a bug with setting Destinations from a Warehouse that would not move product for a Contract.

  • Fixed the Logistics Network so it would not mysteriously move product when no vehicle type was selected.

  • Fixed a bug that caused the spam in the console log which caused the game to stutter.

  • Fixed the Brandy Recipe so it requires players to research Bottles.

  • Fixed a bug where Manual Destination Slots 7 thru 9 would disappear after loading a saved game.

  • Fixed a bug that would cause the Growth Contract to break after a game loads.

  • Fixed the Invest button in Growth Contracts to function properly.

  • Fixed a bug where new product names would not appear in their buildings.

  • Fixed the Concrete recipe so it would not have the Water Icon instead of the Sand Icon.

  • Fixed a bug where buying from the Wholesaler and State would be free.

  • Fixed a bug where the State would run out of resources.

  • Fixed several Achievements so that they function properly.

  • Fixed the Warehouse so that it will detect clients properly.

  • Fixed a bug where the Logistics Network would only work at 3x game speed.

  • Fixed the Trade Route Overview panel so it would not log spam.

  • Fixed Scenario Creation so that its ID number changes properly.

  • Fixed some Recipes Durations to the correct value.



[ 2018-12-06 18:19:38 CET ] [ Original post ]

Alpha 8 is now live!

Whew, lots of sleepless nights now bear fruit! Please enjoy the new Alpha 8 with the new Logistics, Scenarios, events, and much more! I recommend doing the third tutorial again so you can see how the new Request system works.

Also, to celebrate, here's a whopping 71 minutes tutorial for all of you who need a hand! https://www.youtube.com/watch?v=XsBMPjFLamM&feature=youtu.be

As usual, I strongly recommend you start over (save should load fine, but I still think you should start a new map due to the gatherer and economy changes). If you don't want to risk it, hop on the PreviousBuild branch :)

Patch notes:
https://steamcommunity.com/app/671440/discussions/4/1744478429678141015/
https://steamcommunity.com/app/671440/discussions/4/1744478429696261925/

Oh and wanted to share this with you guys. It's the WIP pollution system we have been working on (hopefully ready for xmas!): https://giphy.com/gifs/7T5r0sEBn93VqiqqDX/fullscreen

Have fun!


[ 2018-11-29 14:44:43 CET ] [ Original post ]

Alpha 8 now ready to be experimented upon!

Hey all! Time for a mega patch! Alpha 8 is almost ready, so here is a Release Candidate. It's a bit unstable and not all the translations are finished, but really want to get as much feedback as possible from you guys. You can find it in the Experimental branch, as usual.

Remember: large version always needs a new save! Do not import saves from A7.4!

Important stuff:


  • Trade Routes are now Trade Requests (aka TheNetwork). Do the third tutorial to know what they're about!
  • Scenarios are in! Some bugs here and there, but they mostly work
  • Help Panel removed, replaced by a Wiki (work in progress, link in the main menu)
  • Town growth opportunities ready in a week or two


A lot of details here: https://www.youtube.com/watch?v=KdZ3G3VqA7w
Tomorrow I'll do a long video explaining all the new stuff in much more detail.

Oh and to celebrate this, the game is now for sale at a very decent -33% discount! If you don't have it yet, now is the time! If you do enjoy it, please nominate the game for an award in the store page:

https://store.steampowered.com/app/671440/Rise_of_Industry/

Now, off to the usual changelog (pretty long!):
https://steamcommunity.com/app/671440/discussions/4/1744478429678141015/


[ 2018-11-22 21:43:48 CET ] [ Original post ]

DevDiary - A7.x, A8 and beyond!

It's been a long while since the last one, so here's a new Dev Diary entry! I missed telling you all the crazy stuff we've been up to!

https://youtu.be/KdZ3G3VqA7w


[ 2018-11-15 23:44:14 CET ] [ Original post ]

Alpha 7.4: More Events!

Ok guys, getting ready for Alpha 8! Scenarios, new Town growth mechanics and above all: The Network (Trade Routes revamp) is around the corner (I'd say 2-3 weeks). Meanwhile we're presenting you with patch 7.4: new event system! You will be able to choose the frequency and type of events spawned, and we tripled the amount of events that can happen! This will make planning a lot more important, as we'll throw many more curveballs your way!

Now, I got a small favour to ask of you: I really want to hear your thoughts, so please, hop on the store page and leave a review. It doesn't have to be good or bad, I just need to hear from you guys. Of course, I'm always available to chat, either here, Discord or email!

As usual, I strongly recommend you start over (save should load fine, but I still think you should start a new map due to the gatherer and economy changes). If you don't want to risk it, hop on the PreviousBuild branch :)

Improvements and Changes


  • Many more events and different diffculties for them (careful with "Cruel"!)

  • When you hover over a label with the mouse, it will move in front of other labels.

  • Halloween is officially over. No more spooky maps.

  • Increased map size of Large Maps by a lot

  • New Water Shader!

  • Moved Language setting to interface from gameplay.

  • Updated the Korean Atlas for better translations

  • Adjusted a few Translations in the Tutorial for better clarity.

  • Adjusted the Tutorial to mention all three End-Game Products.


Bugfixes

  • Fixed a bug where Settlements would not spawn a Hardware Store

  • Fixed a slide on the Tutorial that was missing some text.

  • Fixed a bug that would cause Trains to explode when entering a Tunnel.



[ 2018-11-07 11:40:28 CET ] [ Original post ]

Spooooooooky! Halloween is here!



Spooky times ahead! Changed the models and the lighting, plus some delicious updates. If you want to go back to a more normal lighting, just change the Color Mood from Spooky to whatever you want (I personally love "warm").

Have fun!

Changelog: https://steamcommunity.com/app/671440/discussions/4/1736594593613741428/


[ 2018-10-29 17:36:41 CET ] [ Original post ]

7.3 is out with new/old gatherers!

So, many of you expressed your dislike about the new gatherers (from 7.2) so now we're trying something new. Hope these suit you better! All thew info here: https://steamcommunity.com/app/671440/discussions/4/1735468061777863202/


[ 2018-10-23 19:13:19 CET ] [ Original post ]

7.2 is ready! Finite Resources, new visualiser, and more!

Wrapped up a big patch, and now getting ready for Alpha 8 with the revamp of Trade Routes, Scenarios, Town Quests, and more!Here is the list of new stuff with the 7.2 patch:


  • Finite Resources:

    • You can no longer place land gatherers

    • All resources spawn with an abandoned mine/gatherer that you need to buy to gather. This means just one gatherer per group of resources

    • This means that the AI can gain control of the only copper node in the map, forcing you to buy the building (very expensive) or import from outside the map (also very expensive)

    • Once under your control, you can place the harvesters, that are now 1x1 and go on top of the actual tile with the resource

    • Resources run out, and more harvesters mean faster harvesting

    • Resources will end on all the map, and will not spawn back

    • Offshore and coastal gatherers unaffected



  • State Sellers

    • Players now can buy from the State as well as sell to them.



  • Send to Warehouse

    • A new button in the Storage Panel of every building allows you to send to the nearest warehouse, stuff that is not going to be used

    • Added ability to send all units of a Product to a linked Warehouse in Production buildings Storage Tab.



  • Made the early- and mid-game economy harder.

  • Two new megafactories with new ways to win the game (First Computer Prototype, and Pre-packaged Dinner) with many new recipes

  • Added an AOE highlight to show a Settlements area of influence when you click on the Town Center.



Check out all the changes here: https://steamcommunity.com/app/671440/discussions/4/1736593325992349430/


[ 2018-10-12 13:49:36 CET ] [ Original post ]

Alpha 7.1 is now public!

Been very busy with lots of QoL improvements and refining the whole modding scene. It is now time to enjoy all the new, glorious upgrades!

Take a look here all that was being experimented in the beta branch, in case you missed it:

https://steamcommunity.com/app/671440/discussions/4/1743346190273845749/
https://steamcommunity.com/app/671440/discussions/4/1743346190277684552/
https://steamcommunity.com/app/671440/discussions/4/1743346190270157306/ (big one)
https://steamcommunity.com/app/671440/discussions/4/1743346190289029967/
https://steamcommunity.com/app/671440/discussions/4/1743346190292772559/

Some notable big changes:

Can now micro the individual production speed of each building: http://prntscr.com/kvvzcy
Can now buy raw resources from the State! Check the icon in the top right of the UI (careful, expensive): http://prntscr.com/kvvzj6
And of course... modding! Hop on the Workshop and download some stuff!


[ 2018-09-18 18:57:06 CET ] [ Original post ]

Steam Workshop Modding is now ready to be tested!

Here it is! The first experimental patch for modding and Steam Workshop support! Of course, it's not just that, there's a few juicy additions for you all to enjoy.

As for the modding, there's a new forum opened, so please use that one for all issues you have creating, sharing or using mods: https://steamcommunity.com/app/671440/discussions/7/

The Workshop is already live and with a couple of mods to test out the systems: https://steamcommunity.com/workshop/browse/?appid=671440

I think the whole modding scene is stable enough for you guys to do anything you want (new products, reskin buildings, new mechanics... everything). If something is missing, broken or whatever, please let us know immediately so we can fix it.

All the info here: https://steamcommunity.com/app/671440/discussions/4/1743346190270157306/


[ 2018-09-12 17:32:09 CET ] [ Original post ]

Alpha 7 with Localisation and many improvements is now Public!

It is finally here!

https://youtu.be/gpsscPCYouk

Megapatch with oh so many changes. It will break saves, so if you want to continue your playthrough on Alpha 6, I made a fresh new branch called (previousbuild), now locked on 6.3).

Important additions for Alpha 7:
Localisation (EIGHT languages!!)
Vehicle Path Visualiser (new button at the top of building panels, the one with two arrows)
New megabudget panel (access at the top right of the interface)
QoL improvements like extreme performance upgrades, storage reservation and better truck pathfinding
Preparation of mods (ETA 1-2 weeks)

More info here: https://steamcommunity.com/app/671440/discussions/4/1738841319809953578/


[ 2018-08-31 17:57:28 CET ] [ Original post ]

Alpha 7 ready for testing!

Alpha 7 is now in the publicBeta branch! Have fun!

https://steamcommunity.com/app/671440/discussions/4/1738841319802490434/

Also opened various international channels on Discord and subforums!


[ 2018-08-29 18:27:47 CET ] [ Original post ]

A6.3 in the Public Beta branch!

We've been super busy with preparing GamesCom (really hope to see you there in a few weeks!), and setting up the new modding tools (they're coming along very nicely, can't wait to show them to you all!) and the translations (we went from 2/3 planned languages to EIGHT!)

But for now, enjoy patch 6.3!

As usual, to access:

RightClick the game in your Library
Properties
Betas tab
Choose "publicbeta" in the dropdown
Close button
Let it patch

You can find the changelog here: https://steamcommunity.com/app/671440/discussions/4/1743342647564589252/


[ 2018-08-07 21:32:47 CET ] [ Original post ]

New 6.2 Patch in the Experimental Branch!

Time for a big patch with lots of changes and improvements! Note that even if you can continue your 6.1 save, I strongly suggest you start fresh. Many changes in the Tech Tree and heavy changes in the economy. A big addition, is the Undo button: if the game is paused and you place a building, simply hit Ctrl+Z and it's removed! Works with many buildings as well.

Please let me know how you feel with the huge amount of changes to the economy!

As usual, to access:

RightClick the game in your Library
Properties
Betas tab
Choose "publicbeta" in the dropdown
Close button
Let it patch

You can find the changelog here: https://steamcommunity.com/app/671440/discussions/4/2572002906845633729/


[ 2018-07-13 17:53:46 CET ] [ Original post ]

Alpha 6 is now complete and live!

At last! Took 4 months, but now Alpha 6 is now complete! New Tech Tree, Contracts, endgame, Prototypes, new economy, etc etc etc

If you haven't been playing on the experimental branch, here is a recap of everything that has changed:

https://steamcommunity.com/app/671440/discussions/4/1698300679774682030/
https://steamcommunity.com/app/671440/discussions/4/1698300679778208903/
https://steamcommunity.com/app/671440/discussions/4/3307213006829975566/
https://steamcommunity.com/app/671440/discussions/4/3307213006845240157/
https://steamcommunity.com/app/671440/discussions/4/3307213006848884416/

TLDR: a lot of things
Just go and enjoy it!


[ 2018-06-19 19:33:19 CET ] [ Original post ]

A6RC5 (Automated Warehouse) is on the Beta Branch!

It's here! It's finally here! Just hop on the beta branch and play!

What are you waiting for? Just go! Or check out KatherineOfSky playing with them:

https://www.youtube.com/watch?v=wBtNhuI4j24

Or check out the new awesome E3 Gameplay Trailer that we made!

https://www.youtube.com/watch?v=Nnwv_Xl4_0Q

As usual, saves are broken, and to access:

RightClick the game in your Library
Properties
Betas tab
Choose "publicbeta" in the dropdown
Close button

Have fun!

Changelog and more here: https://steamcommunity.com/app/671440/discussions/4/3307213006829975566/


[ 2018-06-14 18:01:08 CET ] [ Original post ]

LiveStream of RC4+RC5 and more!

Oh boy, been super busy preparing for E3, and got so much to show you there! Although, I know that most of you can't wait for Youtubers and various ContentCreators to upload the changes, so what I'll do is do a Twitch LiveStream on Tuesday 12th at 6pm CET. Please join, as I have many surprises waiting for you, and I want to hear many questions about the game, studio or anything at all!

https://www.twitch.tv/riseofindustry/

Meanwhile, if you haven't noticed already, RC4 is on the Beta Branch, where you can play around with Contracts, a new Production Panel and, above all, Endgame! Yes, you can now win the game!

More details here: https://steamcommunity.com/app/671440/discussions/4/1698300679774682030/

See you on Tuesday!

EDIT: If you missed it: https://www.youtube.com/watch?v=Z5t2_gq5ef8


[ 2018-06-07 17:48:18 CET ] [ Original post ]

A6RC3:2505 - RD and Loans Changes!

Industrialists! A nice, fat, end-of-week patch for you!

Some economy changes, terraforming more expensive, lots of bugfixes, but most importantly: R&D doesn't have an Initial cost anymore; instead, monthly prices are now higher, but makes planning much easier. Oh and the starter loan is a bit different now: don't have to pay it until Jan 1, Y3, and it lasts until Dec 30, Y14. This should make early game a bit easier

Savegames don't seem to break, but adding the alert regardless. If you really have to continue, the load, save, and load again. If you don't load on the new build, the date and budget freezes (amongst other things)

Read all the changes and additions here: https://steamcommunity.com/app/671440/discussions/4/1696048426805096200/

Now go have fun, and enjoy the weekend!


[ 2018-05-25 17:38:53 CET ] [ Original post ]

The new Tech Tree is now LIVE!

Hello fellow industrialists and welcome to another Rise of Industry newsletter!

We keep striving to make positive changes off the back of all your amazing early feedback so another update is now available for you to try!

https://www.youtube.com/watch?v=y-Eiz0g729Q

More changes and more improvements - this is what makes Early Access so great! Here's what is available in the latest update:


  • Tech Tree: Complete overhaul following your feedback
  • Loans: Need financial help? Get a loan. Just make sure you can keep up the repayments!
  • HQ: Cosmetic Headquarters for your business empire. Control loans and research from here
  • New Houses: Brand new houses with new look
  • New Distribution Method: Changed the way that trucks are dispatched
  • New Economy Changes: New recipes, timings and ingredients
  • Coming Soon: What you can expect in the near future!


Lots of big new changes but ones which we hope you will love! Do let us know what you think!

Let's discuss everything here: https://steamcommunity.com/app/671440/discussions/0/2828702373012052523/


[ 2018-05-18 17:37:59 CET ] [ Original post ]

The new Tech Tree is finally ready for testing!

Ah yes, the long awaited new Tech Tree. The old one was a nice experiment, but unfortunately it was too alien for too many (and I admit it made the experience too linear). So, from today, you can all play with the new one!

With it, come a lot of new goodies, like the HeadQuarters (an aesthetical building that when placed gives a free Full Permit, and can be reskinned to suit your playstyle (gimme screenshots!)), loans (even the starter cash needs to be paid back!), new distribution methods (now you set the amount of products to be transported, not trucks. Play with it, you'll see it's far more precise), and a lot more!

Oh, because a lot has changed, I strongly suggest you play the 2nd tutorial again, even if you know how to play. Lots of goodies there!

As usual, the build will be on the public beta branch "TechTree" (instructions: http://prntscr.com/ji8muo and http://prntscr.com/ji7po6), so you guys can help us confirm it's stable. If it's fine, will go on the main branch this Friday, with a video devBlog update. Also remember that you can continue your A6RC2 patch saves in the appropriately named A6RC2 beta branch :)

Have fun, and let me know what you think of these game-changing additions!

Let's discuss everything here: https://steamcommunity.com/app/671440/discussions/0/2828702373012052523/


[ 2018-05-15 17:36:02 CET ] [ Original post ]

Terraforming and more!

It's been a while since last time we updated the main branch, so if you weren't on the experimental build, prepare for extreme eye-candy and goodies!

All the info here: https://mailchi.mp/39ee6068caa9/rise-of-industry-terraforming-and-more

And especially here: https://youtu.be/aOBh2ouvND8

Have fun, and as usual, let me know what you think!


[ 2018-04-20 16:00:10 CET ] [ Original post ]

DevDiary: Feedback Improvements

We're back and we bear gifts!

Uff, a lot has happened in the last month or two. GDC and loooots of feedback. Always reading your comments helped us come up for a better plan for the game. Still continuing what we said on this thread but with even more improvements.

Let me discuss everything in this video https://youtu.be/ZegEh3NXF-U

In short:

- Instead of a big update every couple of months, you get many small ones, followed by a big one bringing everything together
- New naming for the builds: A6RC-X (where X is the number of patch (the ones every couple of weeks)
- As the newest patch changed a lot of systems (and broke others, namely lag and performance) it's on a separate branch.
- So many new things to list them all (new AI, new UI, many more animations, terraforming, over 100 products to play with, etc)
- When reporting issues with this branch, please make sure you add "[A6RC]" in front of the thread name so I know it's a new issue and not something relative to A5.
- Lagfix and more coming in the 2nd or 3rd week of April.
- New Tech Tree coming next month.
- New logistics coming the month after that.
- In between you'll have small things (QoL improvements, bugfixes, etc)
- Free demo coming out next week

How to access A6RC1 (again, note that there are some performance issues, which are being addressed):

- Steam: You can access it the usual way: right click the game in your library, betas tab, and choose the "A6RC" branch from the dropdown.
- GoG: game, more (next to play/install), settings, enable beta channels, and you should see "A6RC" in the Channel dropdown.

Let's discuss everything here


[ 2018-04-06 17:34:48 CET ] [ Original post ]

DevDiary: Feedback Improvements

We're back and we bear gifts!

Uff, a lot has happened in the last month or two. GDC and loooots of feedback. Always reading your comments helped us come up for a better plan for the game. Still continuing what we said on this thread but with even more improvements.

Let me discuss everything in this video https://youtu.be/ZegEh3NXF-U

Recap
- Instead of a big update every couple of months, you get many small ones, followed by a big one bringing everything together
- New naming for the builds: A6RC-X (where X is the number of patch (the ones every couple of weeks)
- As the newest patch changed a lot of systems (and broke others, namely lag and performance) it's on a separate branch.
- So many new things to list them all (new AI, new UI, many more animations, terraforming, over 100 products to play with, etc)
- When reporting issues with this branch, please make sure you add "[A6RC]" in front of the thread name so I know it's a new issue and not something relative to A5.
- Lagfix and more coming in the 2nd or 3rd week of April.
- New Tech Tree coming next month.
- New logistics coming the month after that.
- In between you'll have small things (QoL improvements, bugfixes, etc)
- Free demo coming out next week

Eye Candy
- New Tech Tree: https://www.dropbox.com/s/zeu52t6xvh6oe54/tech%20tree.jpg?dl=0
- New UI: https://www.dropbox.com/s/5g2ih1wib0gim23/UI.png?dl=0
- New Houses: https://www.dropbox.com/s/qgf1hg9eb21ahfy/New%20Houses.png?dl=0
- New Products: https://www.dropbox.com/s/kgo2u5q9cozfbnl/New%20Items.png?dl=0
- Demo: https://www.dropbox.com/s/uxr3dzr8ld563nm/Demo.png?dl=0

Accessing the Build
How to access A6RC1 (again, note that there are some performance issues, which are being addressed):

- Steam: You can access it the usual way: right click the game in your library, betas tab, and choose the "A6RC" branch from the dropdown.
- GoG: game, more (next to play/install), settings, enable beta channels, and you should see "A6RC" in the Channel dropdown.

Let's discuss everything here


[ 2018-04-06 17:34:48 CET ] [ Original post ]

Rise of Industry at San Francisco's GDC 2018!

Been a bit silent the past couple of weeks, but that's because we are getting something awesome ready for GDC, where you can find us at the UK Industry Stand - South Hall, Booth #1023



Some things we're going to reveal:

New town AI placement algorithms: http://prntscr.com/irxrci

New buildings: http://prntscr.com/irxror

New interface: http://prntscr.com/irxrz3


And so much more! Come visit us!


[ 2018-03-16 09:58:14 CET ] [ Original post ]

Planned Improvements for A6 (Alpha 0.6.0)

Hey awesome people!

I've been reading every single line you all write. I am full aware that the game isn't as polished as I'd like it to be, and I'm starving for your feedback to keep quality content flowing.

We shifted all of our efforts to what I think are your main concerns:

1. Linearity in the tech tree
2. Unnecessary micromanagement, especially in the trade routes
3. Lack of information
4. AI aggressiveness and purpose

Let me address them one by one:

1. The current model of the tech tree was an experiment. Didn't want to use the same old "unlocked by the calendar" approach of every single game out there, and made something new. It's a fresh take, but unfortunately ended up less than ideal. Following up on familiar grounds, like RPGs, devised the new tech tree, which you can see and talk about here: http://steamcommunity.com/app/671440/discussions/0/2860219962086861043/

2. This is a big one, and a very difficult one. I honestly thought the game was geared more towards genre fans, but we've had an incredible amount of newcomers, and the whole system is alien for most. Going to completely revamp it from scratch. Really: delete all logistic and building interaction code, rewrite everything again, all with a new approach: automation built with customisation. More details here: http://steamcommunity.com/app/671440/discussions/0/1693788384146827842/

3. Another big one, and we honestly never had enough time to do it, so we are going to take A6's development a bit slower to do it properly. Information is beautiful, so going to create several new panels that help with the budget, knowing how every product behaves in the line (surplus/deficit), and having an overall idea of how the towns behave and want. A mock of how we're redoing the UI with colours, panels and above all: functionality: http://prntscr.com/ikmf45

4. Right now towns explode with industries. Need to limit them a bit in what they do, but A6's marketing opens up many new paths, being able to buy town buildings or even demolish them. One thing that may never change is how the AI works in terms of purpose. More on that here: http://steamcommunity.com/app/671440/discussions/0/2860219962081759050/

And that's pretty much it! The short version is: this game is for your enjoyment, and I need your help to make it as fun and engaging as possible, so keep opening threads and spamming our Discord!

Now, back to coding!


[ 2018-02-28 13:11:01 CET ] [ Original post ]

0.5.2 up for grabs!

Hey guys! Another patch coming your way. This one is filled with QoL improvements (like less lag, better coastal building placement, etc), but it's not as big as the previous one (that took forever to make). Going to slow down production a liggle big on the public builds, so we can focus a lot more on the UI revamp, new tech tree and traffic; all things that need a huge amount of dev time.

Meanwhile, please have a look at the new tech tree: http://steamcommunity.com/app/671440/discussions/0/2860219962086861043/

And don't forget our collection of guides: http://steamcommunity.com/app/671440/discussions/0/1700542332324969404/

Now get back to the game and make some money!

Release Date: 2/23/2018
Patch: 0.5.2.2102

Additions


  • Added Trade Route button to the following Logistical Building panels:

    • Truck Depots, Train Terminal, Boat Depot, and Zeppelin Stations.


  • Added Town Industries option to Custom Map Settings to turn on/off the ability of Settlements to place Buildings (Default: On).
  • Added Edge Panning Speed option to Controls Settings:

    • Range: 0-300% (Default 100%).


  • Settlements now place buildings far away from urban areas.
  • Settlements now add a new shop every 100K population instead of 75k population.



Improvements and Changes

  • Adjusted the Budget Flow to reflect the current month instead of the last 30 days.
  • Adjusted the Warehouse Area of Influence color for better visibility.
  • Adjusted Shops to be considered “supplied” when 2 Products are provided instead of just 1 Product.
  • Lowered Bloated Status of Settlements:

    • “500k to 1 mil” to “500k to 750K”.


  • Adjusted how Demolishing to allow the connector road tile on buildings to remain after Demolishing to prevent breaking any AI Paths.
  • Adjusted Alpha Value of Building Road Connector for better visibility.
  • Adjusted Coastal Building Placement to allow for 2 rows of tiles past the coastline versus just 1 row of tiles to place a building
  • Adjusted Train Track Hologram Model for better visibility.
  • Adjusted Camera to center on the biggest settlement on a map after loading into the map.
  • Adjusted All Alerts to be displayed in Uppercase.
  • Changed all Logical Building (Warehouse, Depots, and Wholesaler) max Truck limit:

    • 9 Trucks to 15 Trucks.


  • Changed Warehouse Overview value:

    • Total Stored to Total Capacity.


  • Changed naming convention:

    • Cycles to Days.


  • Doubled all Logistical Buildings Storage Space:

    • Warehouse: 375 to 750.
    • Truck Depot: 120 to 240.
    • Train Terminal: 120 to 240.
    • Boats Depot: 90 to 180.
    • Zeppelin Station: 120 to 240.


  • Removed Permits from Freeplay game mode.
  • Renamed Mouse Wheel setting tooltip:

    • "This option allows the use of the mousewheel to rotate as well." to "This setting also allows rotating the buildings using the mousewheel"




Bugfixes

  • Fixed Game Pause when looking at the Tech Tree.
  • Fixed World Generator crash with Custom Maps.
  • Fixed map name resetting when reloading Custom Maps setting.
  • Fixed Expenses not being displayed correctly.
  • Fixed bug that disallowed players from buying a building with enough money.
  • Fixed Trade Trucks to deposit their inventory into their destination depot after loading a save game.
  • Fixed issue that caused Autosaving, Saving, and Loading to take longer than normal.



Known Issues

  • Trucks sometimes like to go in a straight line, avoiding roads
  • Boats love to think they’re hovercrafts and travel on land
  • Loading sometimes empties the cargo of vehicles (pesky contraband)






[ 2018-02-23 18:01:30 CET ] [ Original post ]

5.1 is out and OMG so many changes!

people and 56 energy drinks later, we present to you patch 0.5.1!

Want to start by saying that we've personally have been checking every single review, thread, tweet and let's play to gather as much feedback as possible to make this first patch a clear message about how we intend to develop this game. We are always watching and reading, as we believe Early Access is about developer and player interaction, so there can be a strong exchange of thoughts and feedback to improve. If not, what's the point? Sell a few copies and run? Nah...

We're here to resurrect our childhood love: Industry Giant, and bring it to this decade. For that, we need your help, so keep those threads and videos coming! Of course, we would like to make all of the changes now, but bear with us, some take longer than others. Throughout Early Access (and after full release where necessary) we will keep tweaking and improving the overall gameplay experience.

But for now, please sit back and check out these changes (especially in the new wholesalers and tech tree changes), as a lot might change the way you have to play.

Now need to sleep for 3 or 4 days straight. Enjoy the weekend!

Note: this patch will break your saves. If you want to continue on patch 5.0, I created a beta branch just for you! (might have to restart Steam to see it) http://prntscr.com/ifouaz

Release Date 2/16/2018
Patch 0.5.1:1602

Additions


  • Added Logistical Permits to Settlements, 3 Permit options are now available:

    • Purchase Full Build Permit - (formerly known as PURCHASE PERMIT)
    • Purchase Logistical Permit - (Allows Logistical Buildings and Network structures to be placed at 25% the price of a Full Build Permit)
    • Upgrade to Full Build Permit - (Allows you to upgrade your Logistical Permit)


  • Added Truck Drive Settings in the Gameplay Options:

    • "RIGHT HANDED" to "RIGHT SIDE"
    • "LEFT HANDED" to "LEFT SIDE"


  • Added togglable mouse wheel functionality to rotate buildings when placing.
  • Added functionality, allowing Product Icons to open their Recipe.
  • Added building clone functionality to copies settings like the recipes and destinations of the chosen building:

    • Left-CTRL + Left-Click in eyedropper mode. First, click on your source, then click on your target(s).


  • Added a New mouse cursor to better match our art style.
  • Added a Building Demolition Confirmation popup that appears when Demolishing.
  • Added a Confirm Demolish setting in the Gameplay options to turn the Demolish Confirmation popup on and off
  • Added a Region Size setting to Custom Game Settings.

    • Range: 25% to 200% (Default: 100%)


  • Added an option to disable Alerts/Notifications on Buildings via an icon in the top right corner of their panels.
  • Added a 1-Day delay to Alerts on buildings to prevent Full Capacity Alert spam.
  • Added more functionality to the TAB Key, it now has 4 modes:

    • Show no labels.
    • Show only Settlement and Region labels.
    • Show Settlement, Regions, and Resource labels.
    • Show all labels (Settlements, Regions, Resources, and Buildings).


  • Added a scroll view to the Wholesaler panel to allow visibility of all products available.
  • Added New Event and Alert Icons to help with clarity.
  • Added functionality that pauses the game when the player when working in the tech tree or the Choose Specialization screen.
  • Added a Full Storage Alerts setting in the Gameplay options to turn Full Storage Alerts on and off.
  • Added functionality to check if a Product is a Component and raises its Shop Price by +10%
  • Added functionality to check if a Product is a Raw Resource and raises its Shop Price by +25%



Improvements and Changes

  • Adjusted Tech Tree Unlocks to improve access:

    • Plantation T3 to T1.
    • Compost Pit T1 to T3.
    • Glassworks & Smelter T2 to T1.
    • Food Factory T1 to T2.
    • Orchard T1 to T2.
    • Fish Farm T2 to T1.
    • Livestock T2 to T3.
    • Berries are now the default minor unlock of the Plantation.


  • Adjusted Dynamic Economy Formula to lower Demand:

    • Monthly Quantity demanded = Roundup((Population of Settlement / 10,000) * (how many of that product are made in a month * 0.1) to Monthly Quantity demanded = Roundup((Population of Settlement / 25,000) * (how many of that product are made in a month * 0.1).


  • Adjusted Region Coastal Building placement rules for coastlines that are shared by two Regions.
  • Adjusted Wholesaler Product list to include Products the Settlement generates.
  • Adjusted Building Area of Influence color for better visibility.
  • Adjusted the Budget Flow to reflect the last 30 days instead of the current month.
  • Adjusted Balance Tooltip to say “Last 30 Days”
  • Adjusted the Dirt Road Speed to favor the Urban Road.

    • Dirt Road Speed 75% to 50% Speed


  • Adjusted Wholesaler prices to adjust long-term playstyles:

    • Sells Products at 100% Market Price to Sells Products at 200% Market Price


  • Adjusted the In-Game Tutorial on how to place Roads to be more clear and concise.
  • Adjusted the Panel Spawn Location to be closer to the left edge of the screen.
  • Adjusted the top Event notification to always appear in front of everything, including panels and Tech Tree.
  • Adjusted Regional Events to spawn only when a Player has a building in that Region.
  • Changed Sounds for Mouse-hover, Rotation, and Demolition Sounds.
  • Changed Building Hub Road to use Dirt Roads instead of Urban Road on Farms, Gatherers, and Harvesters.
  • Changed Autosave Interval Options:

    • Never 1, 2,3,5,10 minutes to Never, 5, 15, 30, 60 minutes


  • Cleaned up number format to appear more clear and concise.
  • Enabled the Tutorial UI to scale when the UI Scale setting is changed.
  • Implemented TextMeshPro to improve the appearance of text
  • Reduced the size of Alert Icons by 50% at specific zoom levels.
  • Refined a few UI Elements to be more clear and concise:

    • Dump button in storage panel
    • Yes/No buttons when changing production in the production panel
    • Vehicles tooltip italic text

  • Removed Rotation Cooldown to improve building flow.
  • Removed the Pin Icon on Building Panels.
  • Removed Truck Upkeep for Idle Trucks so only Dispatched Trucks will cost money.
  • Removed the 1 Steel from Wooden Barrel Recipe
  • Removed need to select Minor Unlocks in the Tutorial
  • Updated the Recipe Book PDF link in the Main Menu.




Bugfixes

  • Fixed the Building Manager not saving configurations.
  • Fixed the Money Tex Colors to properly represent their values.
  • Fixed the Lumberyard Harvesters not disabling when Trees are removed.
  • Fixed the Warehouse gathering error “Tried getting path from warehouse for null?!“.
  • Fixed the Train Station Hub Track Deletion exploit.
  • Fixed the Settings Screen not being accessible when in the Tutorial.
  • Fixed the Event Notifications not scaling with the UI Scale setting.
  • Fixed the Cargo Models orientation on Trucks.
  • Fixed the inability to place Bridges when unlocked in Tech Tree.
  • Fixed the Game Speed key sounds not playing.
  • Fixed the Missing Train Terminal placement hologram model.
  • Fixed the bug that crashed the game after the Intro is done playing.
  • Fixed the Construction Panel Tunnel and Bridge sounds not playing on when built directly from the Construction Panel.
  • Fixed the issue where Trade Route names would not appear properly.
  • Fixed the Copper resource to appear when the TAB key is clicked.
  • Fixed the compatibility issue after the intro video played on Linux builds.
  • Fixed the Tunnel Image.
  • Fixed the Shops Product List to include all Raw Resources.
  • Fixed the Input Field for the Building Name in the Building Panel.
  • Fixed the Input Field for the Recipe Book search field.
  • Fixed the Input Field for the Savegame name.
  • Fixed missing text in the Choose your Specialization
  • Fixed misaligned text in the Help Panel
  • Fixed bug that prevented trucks from being Dispatch from a cloned building.
  • Fixed the missing Truck Depot tooltip.
  • Fixed the “Building in Range” panel so it can be closed.
  • Fixed Event Typo:
  • Invocation to Innovation






[ 2018-02-16 17:56:29 CET ] [ Original post ]

Update 0.5.0:1002

Some of you had issues with the tutorial, so we rewrote most points. Of course, included some bugfixes, but this update is mostly about the tutorial.

Have fun!


[ 2018-02-10 17:38:43 CET ] [ Original post ]

Full Steam Ahead! (and Alpha 5)

(I bet nobody made that joke, ever!)

Just that, it's now for sale! Read the newsletter here: https://mailchi.mp/c24d3d1461e1/rise-of-industry-on-steam-and-gog

Have fun!


[ 2018-02-09 16:31:02 CET ] [ Original post ]

Getting ready!

Just a few weeks away, we're getting ready for the Steam launch! So excited!

Read all about it here!


[ 2018-01-18 13:23:37 CET ] [ Original post ]

Alpha 4.0 Ready!

Hi fellow industrialists and welcome back!

Another huge update, crammed full of new features, is upon us as Alpha 4 is now available to download.

A big game-changer is added with the first iteration of career mode ready to play which involves the all-new player specialisation and tech tree which focuses on player progression and is sure to give you a new challenge.

An important topic this month is the IndieDB competition! After a long battle against other 45 thousand games, we made it to the top 100! Now the crown is for the taking, but we need your help! Vote for us and show that the industry can be a better place by making quality products filled with love and passion!

Read all about the update and download it here!


[ 2017-12-14 18:01:50 CET ] [ Original post ]

Alpha 3.0 is out now!

Hi fellow industrialists and welcome to the latest Rise of Industry update!

Alpha 3 is upon us and we are thrilled to report that the great game-changing additions keep on coming in this latest update. As always, your feedback constantly enables us to produce the game that you want. If you think the game is missing something, let us know. We take all feedback onboard so why not get stuck into Alpha 3 and get involved!

Some big features have been added again to keep Rise of Industry moving forward:

World

- Rivers and Dirt Roads: a couple of little things to make your maps stand out a bit more!
- Revamped Town AI: now with Types & Personalities, depending on what resources are nearby, and they've been trained to do Town-to-Town-to-State trade. Expect lots of AI trucks scuttling around!
- Train Signalling: a first iteration of a very complex system, you can now begin to customise your train empire with one-way tracks to try and prevent crashes.

Production

- Truck Depot: cheap alternative to Train Terminals.
- Warehouse: a new type of building, designed to be placed in the middle of industrial hubs.
- Plantation Farm: where else can you grow Cocoa and Sugar?
- Lots of new recipes: completely revamped the food industry. Time to make some Chocolate Liquor and Candied Apples!

As usual, grab it here!

Enjoy!


[ 2017-10-28 12:54:23 CET ] [ Original post ]