Devlog #9
Cargo drones were intended to be the method of selling and transporting goods off the map. Having playtested this feature, I've come to realize it isn't very efficient (in terms of gameplay). So, the new method is to simply transport goods off the map by conveyors; you're paid when an item leaves the map. Nice and simple, easy to understand and utilize. That sort of instant gratification speaks more to me than having to wait for a drone to arrive. I hope the drones can be refitted to have another meaningful purpose, but for now I'm leaving them be.
Contracts are coming back, but in a very different form than before. Contracts used to be the only means of making money, but now they are comparable to quests/tasks/missions that you undertake.
Or so it seems.. who's counting anyway? As development progresses and I come up with new things I need to convey to the player, the UI inevitably also must change. This version is super clean and doesn't get much in your way. I quite like it, but of course nothing is final at this point.. Here's a fresh screenshot of the new UI. Click to enlarge:
Until next time! Fey at Rising Tail
[ 2021-07-07 18:08:27 CET ] [ Original post ]
Greetings, Magnates! It's been a little longer than usual since the last update, but to make up for it I got some cool new stuff to talk about. Without further ado..
Parking the drones, for now
Cargo drones were intended to be the method of selling and transporting goods off the map. Having playtested this feature, I've come to realize it isn't very efficient (in terms of gameplay). So, the new method is to simply transport goods off the map by conveyors; you're paid when an item leaves the map. Nice and simple, easy to understand and utilize. That sort of instant gratification speaks more to me than having to wait for a drone to arrive. I hope the drones can be refitted to have another meaningful purpose, but for now I'm leaving them be.
Contracts are making a comeback
Contracts are coming back, but in a very different form than before. Contracts used to be the only means of making money, but now they are comparable to quests/tasks/missions that you undertake.
- The region will offer a few new contracts every so often.
- Contracts can be either in the form of "deliver X quantity of Y item at Z price per item" or "deliver as many as you can of Y item at Z price per item for some duration" (duration being a number of ingame days).
- The upside: you're paid a fixed price per item for the entire duration of the contract. The price doesn't fluctuate like it does on the market.
- The downside: you're only paid once the contract is completed, and you can only have one active contract at a time. You also can't cancel an accepted contract.
- Completing a contract will also reward you with influence points. Building influence with the region is the only way to "win" a region, which ultimately will "win" the planet, or at least that is the idea - for now.
- At certain influence levels you'll be able to pick a perk that affects the region/market/factory site in some way.
UI round #153297
Or so it seems.. who's counting anyway? As development progresses and I come up with new things I need to convey to the player, the UI inevitably also must change. This version is super clean and doesn't get much in your way. I quite like it, but of course nothing is final at this point.. Here's a fresh screenshot of the new UI. Click to enlarge:
Changelog
- Added pause and game speed buttons.
- Changed the UI again, now featuring a "hotbar"-like building toolbar, discrete buttons, sliding panels and a more blueish color scheme.
- Changed all icons from Material to Font Awesome 6.
- Tweaked a bunch of factory stuff, most importantly the ability to transport items off the map and the ability for some buildings to feed items directly into each other.
- Added the new contract system.
- Added loans to the economy system.
Until next time! Fey at Rising Tail
Factory Magnate
Rising Tail
Rising Tail
2022
Strategy Singleplayer
Game News Posts 13
🎹🖱️Keyboard + Mouse
No user reviews
(0 reviews)
https://store.steampowered.com/app/1475310 
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
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