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Devlog #4

Greetings, Magnates! Since devlog #3 I've been spending most of my time thinking, brainstorming, defining and refining various game design aspects for Factory Magnate. While that is a good thing it also means there's not a whole lot to show off this time. Instead I'll talk a bit about the ideas I've been working on. I should emphasize that none of these are being actively implemented yet, they are just ideas. Some will make it, some will not. But this is your chance to have a say if you want to see some of these ideas developed; comment on this post or hit me up any time on twitter.

Currently exploring these ideas


  • Distribute energy through under ground conduits. As of now there is no distribution at all. All units will work as long as there is enough energy on site.
  • Have companies pick up their cargo themselves.
  • Related to above, some sort of transit station and storage with cargo ready for pickup.
  • New units for pulverizing, painting, alloying, packaging.
  • Factions. This could be a big one. Allow the player to pick a faction. Factions will have some perks and disadvantages. Much like civs in Civ.
  • Company classes that define various properties like what products the company will trade and definitely not trade, trade terms like wanting to pay more for certain products, how fast they grow etc.
  • Planet upgrades, adding an entire strategic layer to the game. Allow the player to upgrade planet stats like infrastructure, industry, consumerism and others. They would be paid for by influence points and money and in return offer some perks but also a path to victory. Having one or more fully upgraded planets could be a win condition.
  • Related to above: change the current "relation" system to influence. Influence would be earned by gaining a foothold in the local planet economy. The more business you conduct, the more influence.
  • Revised contract system. As of now, contracts are for a fixed quantity of products to be delivered within a certain time frame. I'm seriously considering changing it to long term commitments where you enter a contract promising to keep delivering products to the company for some time. You'll be paid according to market price of that product, which will go up and down depending on the quantities of that product in circulation. (A basic demand and supply simulation)
Hopefully it's obvious that I'm looking to add more depth to the game. I know it's difficult to provide any feedback on that, considering you haven't had the chance to play yet.. but if you do have something to say, I will greatly appreciate it. I did manage to get a little actual work done though
Many new decorational tiles
Additions to the modding system, allowing modders to make light emitters

Full change list


  • Added a LOT of decorational tiles
  • Added ability to rotate deco tiles
  • Added mouse scroll support to unit UI windows
  • Added property to units: light_emitter - will enable modders to specify radius, color/tint and blink behaviour
  • Added property to units: shadow - will enable modders to specify whether the unit casts a shadow or not
  • Drag-building tiles will now only show a ghost image on top of valid map tiles (used to be all tiles)
  • Cleaned up some of the JSON used for items and units
  • Did some QA to be quite certain some parts of the game won't capture input events when they don't need to, fixing some bugs in the process
  • Generally speaking, the code base is pretty clean now and ready to be messed up again
Until next time! Fey at Rising Tail


[ 2021-02-20 14:23:06 CET ] [ Original post ]



Factory Magnate
Rising Tail
  • Developer

  • Rising Tail
  • Publisher

  • 2022
  • Release

  • Strategy Singleplayer
  • Tags

  • Game News Posts 13  
    🎹🖱️Keyboard + Mouse
  • Controls

  • No user reviews

    (0 reviews)


  • Review Score

  • https://store.steampowered.com/app/1475310 
  • Steam Store

  • Core Gameplay

    Set in an unfamiliar solar system, Factory Magnate puts you in the shoes of an industrious factory engineer with a small loan of a million credits.




    Your goal is to build an empire of factories spanning multiple planets and moons. You'll be extracting materials and setting up production lines to manufacture a wide range of products. You'll sell the products to the locals or transport them off-world to sell to the highest bidder.

    As you pursuit your dream of becoming a Factory Magnate you will:

    • Make landfall on planets and moons and set up factory sites.
    • Build factories to best utilize the resources available.
    • Enter into short and long term contracts, committing to deliver a steady supply of products.
    • Build relations with the inhabitants of the solar system, affecting trade prices and opportunities.
    • Navigate the Interplanetary Central Market, looking for the best trades.
    • Compete against AI companies.
    • Hire scientists and product specialists for your Research & Development department, allowing you to unlock factory unit upgrades and new product lines.

    Your ultimate goal is to beat the competition and be named Preferred Supplier in all market sectors by the Interplanetary Consumer Board, thus earning the distinguished title of Factory Magnate!

    Development Status

    The game has been in development since July 2020 and is progressing every week. However, there is still a good way to go. If you want to show your support, please consider wishlisting and following. Note: SCREENSHOTS are not final! This page will be updated regularly with new info and screenshots.

    Mod Support

    Much of the core content of the game will be moddable. Modders will be able to change graphical assets (images, animations), add entirely new items and units, tweak existing core content and more.




    Features that are DONE
    • A procedurally generated solar system. Each playthrough will create a unique solar system, offering good longevity and replayability.
    • Procedurally generated factory sites, in which you'll be building your factories.
    • 3 starting resources (ores).
    • A starting range of factory units - a lot more to come..

    Features under development
    • Fully simulated trade and economy system.
    • Multiple market sectors each with their own range of products.
    • Company AI.
    • Relationship system that enables all entities in the game to have a rating or standing with eachother.
    • Tech tree with unlockable branches of factory unit upgrades as well as entire production lines.
    • Various difficulty modes and starting conditions.
    • More natural resources, aiming for around 10-12 of them with different uses and characteristics.
    • A lot more factory units! Counting a lot on community feedback and ideas here.
    • Tileset variations. Intuitive UI components. Factory animations. And much more.
    MINIMAL SETUP
    • OS: Ubuntu 12 or newer
    • Processor: 2.0 ghz Dual CoreMemory: 2 GB RAM
    • Memory: 2 GB RAM
    • Graphics: Intel HD3000 or higher with OpenGL 2.1 support
    • Storage: 200 MB available space
    GAMEBILLET

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    15.99$ (20%)
    20.82$ (40%)
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    13.59$ (32%)
    3.0$ (95%)
    1.88$ (81%)
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    5.06$ (66%)

    FANATICAL BUNDLES

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