Name | Rise of Industry | ||
Developer | Dapper Penguin Studios | ||
Publisher | Kasedo Games | ||
Tags | |||
Release | 2019-05-02 | ||
GameBillet | 24.87 / € | ||
Steam | € £ $ / % | ||
News | |||
Controls | Keyboard Mouse | ||
Players online |  53  | ||
Steam Rating | n/a | ||
Steam store | |||
SteamSpy | |||
Peak CCU Yesterday |
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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 |
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? |
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! |
Can you believe it? |
If there's one thing we know about, it's gaining good fortune! |
Happy New Year, Tycoons! |
What a successful year it's been! |
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[h3]Greetings, Tycoons! [/h3] |
As Steam's summer sale begins: |
The time has come, tycoons: |
Evening, business empire builders! |
Pause production! |
I've heard it said that there are 3 types of people in the world. |
[h3]Welcome, tycoons! [/h3] |
Hey guys, long time no see! How have you all been? |
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! |
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!
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. |
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!
Seasons
Assistant
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/ |
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!
Improvements and Changes
Bugfixes
Work in Progress
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https://www.youtube.com/watch?v=HCv7quVBQSk |
Industrialists! In a constant effort to make the game sleeker and simpler, without losing complexity, we've been pushing and testing some more changes. |
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.
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:
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/ |
Ok, been gathering feedback non-stop, and apparently people have two issues:
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:
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! |
Industrialists! Hello again!
Stock Market
AWH Dropdown. A new dropdown was added to the Outgoing tab of the Warehouse, to control more what buildings receive what.
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/ |
Industrialists! Hello!
The big changelog: https://steamcommunity.com/app/671440/discussions/4/1652169858549235581/ |
All the details here, for your maximum enjoyment! |
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! |
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. |
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! |
Another juicy patch, expanding and perfecting the way traffic is handled. Expect extreme efficiency with the Warehouse Automation!
Bugfixes
Work in Progress for A10.x
Work in Progress for A11
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/ |
Ok, the experimental patch was shorter than expected. |
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! |
Ah yes, the feature everyone asked for. I don't think you know full well what you're getting yourselves into. |
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! |
.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.
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! |
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! |
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!
Improvements and Changes
Bugfixes
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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. |
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.
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/ |
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! |
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!
Bugfixes
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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/ |
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:
Check out all the changes here: https://steamcommunity.com/app/671440/discussions/4/1736593325992349430/ |
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! |
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. |
It is finally here! |
Alpha 7 is now in the publicBeta branch! Have fun! |
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!) |
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. |
At last! Took 4 months, but now Alpha 6 is now complete! New Tech Tree, Contracts, endgame, Prototypes, new economy, etc etc etc |
It's here! It's finally here! Just hop on the beta branch and play! |
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! |
Industrialists! A nice, fat, end-of-week patch for you! |
Hello fellow industrialists and welcome to another Rise of Industry newsletter!
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/ |
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! |
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! |
We're back and we bear gifts! |
We're back and we bear gifts! |
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 |
Hey awesome people! |
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.
Improvements and Changes
Bugfixes
Known Issues
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people and 56 energy drinks later, we present to you patch 0.5.1!
Improvements and Changes
Bugfixes
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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. |
(I bet nobody made that joke, ever!) |
Just a few weeks away, we're getting ready for the Steam launch! So excited! |
Hi fellow industrialists and welcome back! |
Hi fellow industrialists and welcome to the latest Rise of Industry update! |