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Happy 5th anniversary of Industrial Petting: Early Access! Were so grateful to all of our factory builders and to the friends that weve made; your support and suggestions keep us going.
We're happy to announce that we'll be finishing the game and leaving early access this year, so expect some exciting improvements!
For this update, we've added a large decoration for those who earn ten thousand credits as a preview of the celebration to come! Pet Producers who are awarded this great honor will unlock additional cosmetics.
Stay tuned for our short term roadmap towards a full 1.0 release, including new farming mechanics, VR improvements, updates to the UI, more pets, more hats, more toys and customization options.
Were so excited to build the goofy fun of pet production and hope you and your friends will join us. Happy petting!
If you have feedback/ideas for what to add in the future, join the discord!
Squorrel Hotfix If you have feedback/ideas for what to add in the future, or see any other bugs, join the discord!
Its been a while, but weve been busy making huge changesand theyre finally here in the 0.3.1 Release!
The world is now an island. Thats right, weve completely revamped terrain generation to make everything feel more natural and fun to explore.
New biomes! Youll find a beach (because who doesnt love some seaside automation?) and more pets like:
Squorrel Tiny, sleepy, and definitely camoflauged.
Rockoon Small, fast, and absolutely up to something.
The games balance got a full rework. Weve adjusted progression, contracts, currency, and research to make everything feel smoother and more rewarding.
The UI actually makes sense now. Menus, stats pages, and the tutorial got a much-needed refresh.
New music More tunes to vibe to.
Bugs? We squashed a ton. Glitches, Multiplayer, VR, Steam Deck, controller supportyou name it, weve improved it.
Were back in full swing, and this is just the start of whats next. Jump in, check it out, and let us know what you think!
Hey everyone! As we continue to work on the next big content update, we're taking features and bug fixes and trying to apply them to the current live branch of the game. We now have an FoV slider available in the graphics section of the options menu! This should help anyone having a hard time with the narrow field of view, and those on ultra wide screens. This was trickier to do than simply adding a new option: our in-world camera is placed in the middle of our robot model, and simply changing the FoV meant that the robot arms were visible on the sides of the screen. Thanks to one of our new developers for this feature. 0.2.5 - Field of view option added, range of up to 130 degrees - Nibbler hats now properly attached to body - Muuse slightly less noisy
Some fixes before the next update! Critically, controllers are working for fence placement again. If you have feedback/ideas for what to add in the future, join the discord!
Hello everyone! It's been a crazy few months for me, but a preview of the next update is now available on the test beta branch!
Happy year of the rabbit! Industrial Petting is now Steam Deck Verified, so go ahead and do some petting while on the couch, plane, train, or just lounging in the forest. We're still working behind the scenes on the next update, and can hopefully show a lot more in the next few months.
Summer is here, and progress is being made. Moose and squirrels have been relocated to a new deeper forest area, and broken abandoned factory parts are scattered throughout these woods. You and some broken robots will rebuild this world to try and figure out what has happened.
In the next week or two, I'm going to be updating the test branch with this new progression, and will be looking for feedback! Old saves can't be loaded, there is some important art missing, and there will be some bugs, but I would like feedback from players willing to try something a little broken.
If you want more updates when that happens, as always, join the discord!
Hey everyone! Spring is here near the office, and development is squirreling along for the big update. Most of the game's current progression system has been removed to make way for a new scanning tool and pet markets.
Justifying those changes is some new story work and worldbuilding being added. While I'm happy with the basic gameplay, there's some plot which needs to be developed before we launch from early access.
Also, I finally have a Steam Deck here! I discovered last night that it will automatically download an old broken linux version of Industrial Petting from three years ago, but I'll try to have that fixed soon. Controller support is already in the game, so all that's needed are performance and support fixes.
Artist's Depiction
The moose is the largest herbivore in the forests of most pet-producing planets, living on a steady diet of tree bark and underwater plants. Moose are bipedal, but they have vestigial forelegs which are sometimes used to convey happiness or threaten others in the forest. Moose grow additional heads as they age to confuse predators. Remember the old phrase -- "With more heads, the faster it treads!"
Happy October, everyone! I've been hiding in the mountains and watching the real world moose eat some very colorful aspen trunks. The Orbital Drop update is still being developed, and is getting to the point where new pets need to be added for some new areas being introduced. The current plan is to also make those pets available in the live version of the game, wandering around current areas. The first of these will be the Moose, which will require somewhat more complicated factory layouts to produce.
With a whole bunch of new players this last week, I thought I would take some time to back port some fixes which are coming to the future update. Today's patch adds some of the work that's been done for VR players, as well as a whole bunch of fixes for later game content. Thanks especially to those on the discord helping test this release! If you have feedback/ideas for what to add in the future, join the discord!
With a whole bunch of new players this last week, I thought I would take some time to back port some fixes which are coming to the future update. Today's patch adds some of the work that's been done for VR players, as well as a whole bunch of fixes for later game content. Thanks especially to those on the discord helping test this release! If you have feedback/ideas for what to add in the future, join the discord!
It's been a little bit of time without news, and I'd like to let everyone know what's being cooked up in the background.
Hey Everyone!
It's been a year since the release of Industrial Petting, and we're on sale until the 24th!
If you looked at the last post, you'll see I've been working on a big update for everyone, which will take a month or two (or longer!) before it's ready for the general public. I spent yesterday drawing progression trees and figuring out item prices and new balance numbers. The pet assemblers now need to be working at 4x the speed they are in the current game.
In the meantime, I'm going to be making a quick update this week which fixes a whole bunch of the VR issues in the game, and make it a more pleasant experience for everyone with a screen strapped to their face.
It turns out I'm the only one who likes doom-style movement and weird teleportation! I'm going to be fixing those and a whole bunch of other issues. I know I've been neglecting my VR players, and I'm hoping to fix the most egregious problems! Here's a picture of the cards for what's planned:
You may notice that the first two have a discord symbol next to them. Suggestions put in the discord are added directly to my project tracking. If you have ideas for what should be in the game, hop into the discord and share them with everyone!
Also, if you or a loved one has experienced an uncomfortable VR experience in Industrial Petting, leave a comment below.
I'm hoping to fix as many of these as I can right now!
Fixes pets sleeping/awake during the wrong hours. (Cuddlers during the day and bugs at night)
Hello [Insert Robot ID Here]! We're close to the one year anniversary for you know what. The Early Access release of Industrial Petting! The next big update isn't here yet, but I would like to give a preview of what's coming, and make it clear why it's been taking a little bit longer. First, a background on the current problems with the game.
Hello Petters! A Happy 2021 to everyone. Here in the development quarantine hole, I'm hard at work on the next big update for Industrial Petting.
Off in the distance, the gentle glow of crystalline formations hint why this world is so packed full of creatures. The Crystal Update is here! Find a new area and pack it full of new creatures.
Also, for the first time since release, Industrial Petting is on sale! If you're looking to join the game, now is the perfect time to jump in or get another copy for a friend.
Some news on the development side: this update has been a test of how quickly I can implement new content on a deadline without adding new features in code. This crystal area was built in two weeks of work, including all the art. Im (mostly) happy with the custom tools I currently have to build new pets and biomes. On top of that, I've added a whole bunch of unit tests to identify design issues and help reduce my playtesting burden.
Ill be taking some time off for the holiday, but the next few updates are going to start fleshing out the story for the game, and add some clearer long-term goals for players. I was hoping to add a power system for this update; that's being pushed to next year while I try and figure out the specifics of the design. Im very excited for whats coming soon, so keep an eye out!
If you have feedback/ideas for what to add in the future, join the discord!
Hotfix release! Fix clients being unable to join multiplayer games.
The performance update is here! Less power usage, faster framerates, and speedier load times. For those of you playing on lower-end systems, in VR, or on battery-powered devices, this will be a huge win. All the game logic has been locked to 20hz and put on a seperate thread, along with the networking code and client updates. On the development machine here, I'm seeing 2x framerate in VR, and much less CPU usage in non-VR. No more reprojection! There's always the potential for issues, though. I'll be watching carefully this next week, and you can help by reporting any bugs you see! Keep an eye out for a major content update coming soon, too. If you have feedback/ideas for what to add in the future, join the discord!
Give your pets a place to sleep in this week's update! Pet beds are now constructable, along with some fixes for the Industrial Petters. In the background, I'm still working on the big performance update, and talking to the composer about changing the music system to be a lot less repetitive. If you have feedback/ideas for what to add in the future, join the discord!
Look in the dark, and you can see something glowing in the forest. Something big, soft, and comforting to children across the galaxy. Hop in the game and make some Glowers! Feed them so new plants in the forest, and throw some pumpkins on their heads! Along with these nighttime creatures, our daytiime pets need a break. Some pets now fall asleep at night; get ready for pet beds coming soon. Looking ahead, theres a big performance update coming. It should literally double the framerate for a bunch of people, especially VR players. It will also help with loading times, multiplayer lag, etc If you have feedback/ideas for what to add in the future, join the discord!
v0.1.13a - Fix some players not being able to save - Fix being unable to load very old saves with items that no longer exist - Fix not all saves showing when extremely corrupt or non-save files exist in steam cloud
For those of you who just got the game and can't make a new save, this has been fixed in the most recent update.
To all the pet builders, get ready, because the darkness has descended! The update has been split into two parts, because I wanted to get all these bug fixes into the hands of everyone sooner rather than later. I'll be introducing some new bugs in the next update, but those will be more intentional. For now, enjoy the darkness, I think it looks great, especially in VR!
Unlocked a bunch of hats and don't know what to do with them? Put them on your pets! This week's update is just a small feature and a chunk of bugfixes. I took a look at the tech needed for a big future update, and a lot of the systems can be changed one at a time. Some of the more visible ones will be skybox changing, dynamic music, and teleporting. If you have feedback/ideas for what to add in the future, join the discord!
We've discovered evidence of giant prehistoric pets on this planet, with large clusters of bones scattered through the forest. The bones seem to all be pointed in the same direction. We need to study these further to find out why, and potentially use them...
The fossil update is here! This is the first step towards later-game content, and an overarching story/goal. With the tech created in this update, some of the future ones should be easier to make. This is a very industry-focused update, the next one will be more petting-related, for those of you who aren't as interested in the construction side of things.
Fixed!
[strike]Notice: if you have an older save, you may not be able to load the game. This is currently being fixed, will probably be live in less than an hour.[/strike]
Hey everyone! I'd like to let people know that the next update is still coming, and it should be a good one. I received a lot of feedback after launch that the game has a lot of potential, but is missing what we would consider midgame and endgame content. There are technologies to unlock, but nothing to actually use those technologies with.
The new update adds the foundations of longer-term goals and later-game goals. I'm excited to see how people respond to new pets and buildings.
Some of you may remember the timeline I posted shortly after launch, and are wondering where their new factory layouts and giant view distances are. If you can't guess, I've delayed/cancelled a few of those features. After sitting down and doing some more in-depth time estimations, I realized that those features are much more expensive to build than I thought, and don't make a huge difference to the end game. My time is better spent adding more pets and more areas, and filling out later game content.
It's easy as a developer to mix up "fun to play" and "fun to make". Those features on the timeline would be fun to make, but don't make the game much more enjoyable to play.
As always, follow the game on Steam to make sure you don't miss the update!
Hey everyone, new update! With the new sorting boxes, mixed-item pipelines are now viable. Simply add a sorter box in the middle and tell it what you want to filter out through the top. Also added some signs to make marking up the factory easier.
Mind Readers are here! Using these, it should be much easier to see what's going on. Simply point one at a pet and it will tell you what they need to be happy, and what they're missing. In VR, it's already integrated into the inspection tool. On flatscreen, the interact button will now pull up the tool if you're not pointing it at anything. This is the start of a new tool system, and an integration of the VR and non-VR. Moving forwards, I should only need to make one version of each tool, and it will work in both modes!
A few fixes/changes, and a new suggested feature that seemed fun. I'm hoping to have the capacity to do small features like this between larger updates as development moves along.
v0.1.6 | 3/21/2020 This update changes some of the AI behavior backend. It may have some unintended consequences, so be sure to report odd behavior using the bug reporter or in the forums!
If youre wondering what the current plans are for Industrial Petting, wonder no longer!
The first new piece of content will be a device players can use to better understand what pets are thinking. Along with some more tutorials and changes to AI behavior, it should make the game more playable and more understandable for more people!
After that, there are already designs for a new pet area with new resources, new pets, and some new behavior. Looking further out, the factory update should make the non-petting side of the game more interesting. The Factory Pocket Dimensions are currently planned to work similar to the factorrisimo mod for factorio. These are going to be little subfactories you can enter that have more space inside than they do outside. No pets allowed.
The exploration update is not going to have much in pets or factories, but its going to have much better reasons to make them. The goal is to add interesting objectives other than make a bigger factory, and have a world generation rewrite that allows for people to see much further than currently, and have more interesting large-scale geography. This may be split into two updates, but for right now well pretend it will be one.
These dates are current estimates, they may get moved around depending on how development moves along. Its been an exciting launch week here, and these next few months will see a lot added to Industrial Petting!
v0.1.4 Fixes: - Fix auto save wiping pipe contents. This should fix long pipelines losing items - Add placement hologram for Industrial Petter - Add UI hologram for Industrial Petter - Fix crash when Industrial Petter is destroyed
v0.1.3 Fixes: - Set VR snap turning as default - Fix backend culling bug - Fix broken UI for cannon - Fix being unable to place objects on flatscreen
v0.1.1 Fixes: - Prevent crash on machines without compute shader support
After years of prototyping and building, Industrial Petting has finally reached Early Access! These first few weeks will be spent fixing all the new bugs that get found. After that, we will be moving forward onto new gameplay, new areas, and new pets! I'm excited to be finally be sharing this game with everyone, and to bring everyone along to see where we will be taking it in the future!
Added some inventory manipulation! You can now directly take/add items from factories and the space elevator.
v0.0.187 | 2/29/2020
v0.0.186 | 2/25/2020
Big update which adds a mushroom biome and changes how the research system works! Additionally, VR is now working for those with headsets! At the moment, you'll need one with full 360 tracking. Adding controls for turning is currently on the to-do list.
Quick bug fix patch now live! Focused on player interactions and getting better data about corrupt saves. Also should improve backend and multiplayer stability. v0.0.180 | 2/1/2020 Changes:
Hey everyone! Industrial Petting will now launch with full SteamVR support. The whole game will be playable either on a flat screen or in a headset! VR Players will be able to play multiplayer with other VR players, or with flat screen players as well! This has been exciting to work on, and the game has been designed with virtual reality in mind since the very beginning.
For those with access to the beta, here's a list of this last update's bug fixes:
-Fixed bug where players could not start multiplayer game -Fixed bug where menus, player, and screen elements wouldn't properly animate. Still working on the next update, but getting this out there so testers can play multiplayer again!
Hey everyone! A small update this week: some refined world generation and fixing broken pet behavior. The world is no longer an uninterrupted forest, there are now some open patches, and different pets in those open areas. This tech is to help the next update, which will have a completely different area to explore. The last update broke pets, they just sat around and looked at you. That's been fixed, and there's currently some work being done to make it clearer what they're thinking and why they do things. Features - New world generation! Bugfixes - Pets no longer get less hungry as time goes on - Pets wander correctly again - Pets no longer have exclamation points over their head in the distance - Edges of terrain better connected further away - Controllers working again - Audio settings now loading up correctly on start Optimizations - Reduced animator overhead
Gardeners are now in-game! These little bushes will take care of and water your plants for you, giving huge farming boosts!
On the development side, weve added a new concept artist to help with the art, so future posts should have some shiny concepts to look at!
A large chunk of the last month has also been updating the game to the new version of Unity. Ive added a bunch of optimizations with the new ecs system and burst compiler, along with a switch to their new lightweight renderer. This should help performance for most people, and things will only get faster in the future. This does mean that there may be some visual bugs that cropped up in the port, be sure to send emails to support if you see anything.
As always, join the discussion in Discord, and be sure to wishlist and/or follow the game on Steam!
Features:
- Can now manually control builders
- Added Industrial Petters!
- Added some more pets in the forest
- Added third person mode
Changes:
- Added tip and reference to explain how to rotate objects
- Added tip and reference explaining what miners do
- Removed FPS counter
- Upgraded to Unity 2019
- Switched to new unity LWRP renderer
- Moved off of obsolete network serializer
- Greebles now much more efficient
- Removed greebles checkbox
- Added some postprocessing
Bugfixes:
- Fixed bug when flipping pipe directions
- Research window titles no longer overlap text
- Opening up options menu no longer switches resolution to 480p at random
- Players can go underneath pet builders again
- Countless tiny fixes
Features
Changes
Changes
Hats hats hats Added
Features
Changes
New stuff
Bugfixes
Version 0.0.131 Bugfixes
Release is coming soon, and we need testers to try and find bugs before release! I'll be sending out keys on this mailing list, and responding to people in the discord. Multiplayer is hard to get right, so I need people to try and break everything.
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