Kubifaktorium
Mirko Seithe Developer
Mirko Seithe Publisher
2019-07-03 Release
🎹🖱️Keyboard + Mouse
Mostly Positive
(684 reviews)
Public Linux Depots:- Kubifaktorium Linux [274.39 M]
Update notes 13.9.-15.9.2021- Balance: Added 4 starting colonists to the all-the-biomes scenario.
- Balance: Colonists now gain experience in construction and pasture work 4x faster. Mining exp is increased by 2x.
- Balance: CopperBlank now only needs 1 CopperBlock.
- Balance: Depot 3x3 now only needs 1 RefinedBuildingPart.
- Balance: Electronics factory now needs RefinedBuildingPart.
- Balance: Increased Joshua Tree growth time
- Balance: Increased time for need level-ups to 15 days.
- Balance: Made fabric production much faster.
- Balance: Made horse stations a bit cheaper.
- Balance: Plenty of resources has 50% more rocks.
- Balance: Reduced the unhappy movement effect to -25%.
- Balance: The all-the-biomes-map now has the plentiful-resources modifier, giving it around 2x the ores to mine.
- Balance: The shipping port no longer requires bricks (otherwise you could get locked if you had no clay available).
- Balance: The tiers of the goods required by enemy camps are now evenly distributed. In effect, more camps can be acquired more early.
- Balance: Trains no longer cost money.
- Balance: You now get 2 machine parts per cycle.
- Campaign: Story colonists now have unique models.
- Engine: Upgraded to Unity 2019.4.30.
- Expert mode: Added a new expert mode which is disabled by default. Some mechanics and tutorials are now hidden unless activated. For now, this includes train pre-signals and the conveyor-logistics mode.
- Expert mode: Assigning colonists is now restricted to the expert mode.
- Fixed: "101%" growth.
- Fixed: Charge target for portal in mission 8.
- Fixed: Colonist minimum for campaign mission 5.
- Fixed: Colonists no longer change their look in-between missions.
- Fixed: Decoration under construction no longer counts towards the decoration-in-range check.
- Fixed: Deleting a single foundation not working.
- Fixed: Happiness having no effect on movement speed.
- Fixed: House need not shown at beginning.
- Fixed: Huge map not having random seed when started from main menu.
- Fixed: Items that are exportable and brought to the cargo port via an inserter are now reserved by the cargo port and can no longer be stolen.
- Fixed: Layout bug in encyclopaedia on some pages.
- Fixed: Road layer blocking one tile when building multiple roads.
- Fixed: When you select a train by clicking on a wagon, the UI now behaves as if you select the locomotive.
- Fixed: You can now start high tracks from water or blocked tiles.
- Gameplay: New needs now creep in slower. Instead of coming all at once, colonists will request new food, decoration etc. one at a time.
- Gameplay: The all-the-biomes scenario now has the objective to build and charge a portal, as well as some objectives leading you there.
- Gameplay: The forbid consumption function now also prevents colonists from equipping tools in a storage.
- Misc: Colonists should now move into better houses when available.
- Misc: Items should no longer get displaced to tiles with incoming items.
- Misc: Removed the "too many goods accepted"-warning.
- Misc: The little signs are now always in the same absolute corner of a building, regardless of its rotation.
- Misc: The treadmill is now 2x2 big.
- UI: Added a hint regarding the move speed effect to the status tooltip.
- UI: Added little signs to zones, depots, workshops etc. to show what they accept, produce etc.. Can be turned off in the settings. Let me know what you think.
- UI: Clarified the effect of work skills.
- UI: Clicking on a task type now cycles between inactive, active and high-priority.
- UI: Made the colors of the info text in the top uniform.
- UI: Made the mini-buttons states easier to distinguish.
- UI: Removed the "automation export" toggle from the shipping port. It had no actual function besides changing the warnings you get. Transporting to the port via inserters works regardless.
- UI: The dialogue-layer is now below the layer of the load/save/inventory/colonist etc. windows.
- UI: The required-tool-to-mine text is now orange if none of your colonists has the required tool.
- UI: You can now manually track an enemy camp's buyout requirements.
- Visual: Changed the look of train ramps and elevated tracks.
- Visual: Fixed animation frames for domestic animals.
- Visual: Made the ore smelter effect prettier.
[ 2021-09-16 09:49:19 CET ] [ Original post ] What is Kubifaktorium?
Build, manage and grow a thriving colony, discover new lands, craft legendary weapons and defeat your enemies. Kubifaktorium will feature different biomes to explore, plenty of resources to exploit, complex machinery to build and interesting production chains to master.Colony Building and Management
The heart of your colony consists of loyal colonists who will mine resources, farm crops and craft tools and weapons. Each colonist has a different set of skills which will change based of the jobs he or she performs. Managing your colonists needs and abilities is vital to ensuring your colony's efficiency.Different Biomes
In the course of the campaign you will explore and colonize multiple islands and encounter different biomes. Each biome features new enemies and challenges but also new resources to discover and process.Automation
While your colonists are awesome, their work power is limited. Fortunately, your colonists know how to craft advanced machinery like automated farms and smelters, which you can use to automate more and more of your production.Logistics and Transportation
As your colony grows and your production hums along, transporting the resources you need becomes a bottleneck. Kubifaktorium features a number of transportation systems like trains, conveyor belts, zeppelins and more. Automated depots and inserters are there to help you store, sort and keep track of all your goods.Weapon Crafting, Enemies and Combat
The new lands are inhabited and guarded by mighty enemies and you will need mighty weaponry to defeat them. The game will feature multiple weapon types and multiple quality tiers of each weapon.Mod Support
The game is designed to be mod friendly and will allow players to create anything from new goods and industries to total conversions with new terrains and scenery. Created mods can be published and managed via the Steam Workshop.MINIMAL SETUP- OS: Tested on Ubuntu and Arch. should run on the most common distros.
- Processor: Intel Core i5-7600K. AMD Ryzen 5 1400 or higherMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GTX 580. Radeon HD 8970M or higher
- Storage: 300 MB available spaceAdditional Notes: Try the free demo to check how the game performs on your system.
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