Captain of Industry cover
Captain of Industry screenshot
Genre: Simulator, Strategy, Indie

Captain of Industry

Patch notes for v0.4.1b

* Fixed missing text in some UI elements.
* Fixed tooltips preventing mouse clicks.
* Added command line option to force-clear all game settings (use with care): --reset-all-settings

Patch notes for v0.4.1a

* Fixed incorrectly saved V-Sync and FPS limit settings. Please check these options again in Video settings.
* Fixed mods loading (when enabled, mods will now be properly loaded from Mods folder).
* Fixed buffers in vehicle depot so that they don't consume unlimited amounts of products.
* Fixed that vehicle would go scrap itself into a paused depot.
* Trading dock construction cost is no longer dependent on concrete.
* Fixed incorrect upgrade cost calculation in some cases.
* Add more tooltips for main screen elements.
* Lowered volume of ship air horns slightly.
* Instead of showing seconds in the vehicle queue, show text like "busy", "idle" etc.
* Increased starting resources, mainly concrete.

Patch notes for v0.4.1

* Improved how quantity counters (right toolbar) work. Instead of global quantity, now they show just quantity in storages. This means that they no longer include items in machine buffers, transports, trucks, etc. This should make the displayed numbers more useful since they represent the amount available for use. Please note that you may observe a jump in statistics because of this change.
* Trucks will no longer transport items between directly joined storages. This prevents an "infinite" loop of transporting products for no reason.
* Lowered reputation threshold for early trades to make them easier to use.
* Improved visuals of lightning by lowering intensity and adding secondary flashes. Keep in mind that lightning flashes can be disabled in settings.
* Fixed camera that was unable to go lower than height 0 (sea level).
* Reduced landfill collapse threshold on terrain. Note that your landfill mountains might slightly collapse due to this change.
* Show entity-related notification in the entity inspector. For example, if a tree harvester has no trees to harvest, the notification will not only appear in the top right corner, but also in the inspector when the tree harvester is selected. This should make it easier to discover what is wrong with an entity that does not work.
* Added settings for V-Sync and FPS limiter. You can select these settings in Video options.
* Unified pillar spacing for all transport tiers to make it easier to make gaps for vehicles with many transports next to each other.
* Updated translations, thanks everyone who is contributing!
* Fixed tree harvester that was not consuming fuel when harvesting and loading trucks.
* Fixed tree harvester animation glitch when unloading wood to truck.
* Fixed tree harvester driving to refuel with the cabin not pointing straight.

Patch notes for v0.4.0l

* Fixed quantity in recipe previews that was sometimes not displayed properly.
* Fixed balancer that was sometimes not able to split I/O evenly if had previously prioritized I/O.
* Fixed animations on loose storages that were in rare cases not initialized properly.
* Slightly improved shadow quality.

Captain of Industry released in Early Access!

Ahoy Captains! We are incredibly excited to announce that Captain of Industry is now released in Early Access!

We would like to take this opportunity to thank all of our generous backers who pledged and helped us to make this game better over the last year and we would like to also give a warm welcome to all the new Captains who have just embarked on their journey to build industrial empires on their islands!

We would also like to thank content creators who spent their time covering our game. Here are some of the just-released YouTube series:

Charlie Pryor: This Early Access map is cool! - Captain of Industry - 01 - Early Access Gameplay
Nilaus: Lets Try Captain of Industry: New Factory/Colony Sim Early Access | 01 | Lets Play/Guide/Tutorial
Raptor: Most realistic Factorio BUT with City Colony Building Survival & Naval Fleets | Captain of Industry



It’s been a long journey to get here, we (Marek and Filip) have started working on this project more than 6 years ago. We've been pouring our time and resources into the game as we were evolving its mechanics and content. Eventually, we managed to settle on a firm direction and around a year ago we decided to resign from our corporate jobs and work on COI full-time and all this has led to today's release. It has been both scary and exciting journey for us.

We are also here to thank our wonderful community that kept supporting us for the last year and who managed to shape the game through their awesome feedback.

While this release is a huge milestone, it is just an “early access” – we have so much more planned for you! Check the roadmap below that has a list of items we’d like to work on or explore. If something is missing, you might like to see, let us know on our Discord or we have this great suggestions site where you can place your suggestion or upvote the ones you like.

And if you encounter any issues, please report them on our bug tracker and we’ll do our best to fix them. Finally, if you already played the game, consider writing us a review. It means a lot to us.

Roadmap



Early phase - high priority


Advanced modding support

  • Expand modding support - mod management, APIs, documentation
  • Steam workshop integration

Map editor

  • Enable the community to create their own maps in the in-game editor

UX improvements

  • Keybindings
  • Allow copying & cutting transports
  • Work on intuitiveness and tutorials

Features

  • Trees replanting

Investigate possible integrations

  • Linux
  • Mac
  • GeForce Now

Ongoing efforts


Tasks that we will be working on continuously as iterative efforts.

Performance improvement

  • Keep improving the game to handle more and more complex factories.

Quality of life improvements

  • keep adding more tools, analytics, shortcuts, and improvements
  • keep working on better intuitiveness

Graphical improvements

  • particles, textures, models, polish

Sounds effects

Future work


Priorities and exact tasks are not set in stone and everything is subject to change based on feedback.

Features

  • Achievements

New content (examples, depends on community feedback)

  • more features for mining
  • more industrial chains
  • more options for settlement - services, housing
  • decorations, customizations
  • power management (power lines, substations)

Improvements

  • Visualize products in unit storages and on truck beds
  • Enable concrete and other custom surfaces on the ground
  • Allow players to choose starting location and position of their first settlement

Areas we would like to explore (subject to community feedback and preference)

  • Scenarios / challenges - things that could alter the gameplay in different ways
  • End game mechanics
  • Roads
  • Investigate multiplayer in case of large interest
  • More mechanics around world map


And that's it for today's announcement, thanks for being part of our community and see you around!
~Marek and Filip

Patch notes for v0.4.0k

* Fixed terrain rendering issue making terrain mostly white for some players (this was a bug, unfortunately we don't have snow in the game).

Captain of Industry release date announced, and lots of updates!

Welcome everyone, Captain Marek here and together with Captain Filip we have some exciting announcements and updates so let’s jump right into it!

Release date


After a thorough assessment of our progress, and after considering external factors such as Steam events and releases of other games, I am excited to announce that the release date of Captain of Industry is set for May 31st, 2022! That’s 26 days from today! It will be released here on Steam under the Early Access program. And we have already placed a countdown on our website https://www.captain-of-industry.com/

We were initially planning for a mid-May release date, but given the amount of work we still need to finish, we could use an extra week. We apologize for the delay, but I promise it’s gonna be worth it! I hope that just the size of today’s update provides at least some insight into how large is the scope of the work being done for launch.

We would like to thank everyone for being part of our journey so far! A very special thanks also goes to our backers who generously supported us and gave us valuable feedback – the game would not have come this far without you!


A newly made rocket is being raised onto a transporter, waiting to be released on May 31st!

Pricing


We have also decided on the final pricing. Captain of Industry will sell for 29.99 USD. We will participate in a regional pricing program. For example, in Europe, the game will sell for 27.99 EUR and in the UK for 23.99 GBP. We have carefully set prices in each of the 41 regions based on the local economy, purchasing power, and our best judgment.

Translations


The new build will have a lot of new strings to translate, and we will be releasing them 2-3 weeks before the release date, so hopefully in a few days. We hope that’s enough time for our volunteers to translate most of them. We are very grateful for your help with this!

Help us spread the word


According to Steam Spy, Captain of Industry is currently #152 most wished game on Steam! That is very exciting already, but can we do better? Can we reach top #100 by May 31st? I am not sure but maybe you could help us a little with this. It’s as simple as wishlisting the game there on Steam (if you haven’t already!), telling your friends, or posting about it in your favorite forum/Discord/socials. Feel free to share your favorite screenshots from our press kit / blog or a video from YouTube or Twitch. We appreciate your help!

Game updates



There are lots of game updates to talk about, but they won't all fit in here. Below is just a short summary and if you'd like to learn more details, read our Captain’s diary #22: https://www.captain-of-industry.com/post/captain-diary-22


  • Rocket assembly building
  • Unified loose material pile models and textures
  • Tier 3 transports (conveyors and pipes)
  • Retaining walls
  • Food chains
  • Health care
  • Settlement waste
  • Microchips
  • Solar panels
  • Balancing
  • UX changes: Copy / Cut / Paste, Copy settings, Unity tool, Quantity bars in products panel, Top bar improvements
  • Sound effects



Thanks for reading and see you later!

New content and features that are coming your way in Early Access release!

Ahoy sailors, Captain Marek speaking. In case you haven't seen our Captain's diary blog posts, here is a short summary of what is being worked on for the Early Access release that is currently planned for May.

Captain’s diary #16 (Feb 10)



  • New tier 3 trucks: 3-4x more cargo than a tier 2 truck
  • Building collapse mechanic: Buildings will collapse when the terrain underneath them is dug out.
  • Upgradable world mines & oil rigs: Infinite upgrades at increasing cost.



Captain’s diary #17 (Feb 24)



  • Early Access release timeline update: Release date planning and new roadmap.
  • Mega excavator: 3x larger shovel capacity compared to its predecessor.



Captain’s diary #18 (Mar 10)



  • Partial transport removal: Conveyors and pipelines can be removed partially.
  • New storages with 4 tiers: New storages that show fullness level visually
  • New starting tree harvester: Smaller tree harvester to start with, removed trucks tree harvesting.
  • Burner: Allows burning various side products from food chains or sulfur.



Captain’s diary #19 (Mar 24)



  • Recycling: New mechanic that allows recovery of some raw materials used in maintenance or research.
  • New recipes: Mechanical parts, electronics, vehicle parts, and lab equipment
  • New farming mechanics: Improved fertility simulation allowing making some real decisions and trade-offs in farming.
  • Improved weather schedule: Weather is now chaining more often and is more predictable.



Captain’s diary #20 (Apr 7)



  • New and improved balancers: 8 ports, priorities, and even input/output enforcement.
  • Improved ship docking: No more land sharks!
  • Chickens: Source of protein for your people.



Captain’s diary #21 (Apr 21)



  • Earth day celebration: Even in the game, you have to protect the environment or face the consequences.
  • Terrain grid: Displays a standard square grid on flat areas and contour lines on slopes.
  • Vehicle barriers: Allows restricting vehicle access.
  • Trade contracts: Automated trading and limo-ship.
  • New food chains: Mill and fermentation tank.



Whoa, that is a lot of stuff! And more is on the way! If you like the progress, don't forget to wishlist the game! And if you'd like to receive updates straight to your inbox, join our Captain's club (and get a screen wallpaper as bonus)! You can also chat with us and our community on our Discord server!

See you around! Captain Marek out.

https://store.steampowered.com/app/1594320/

Watch Aavak play beta!

Watch YouTuber Aavak playing beta, see the entire series at bit.ly/aavak-coi-beta

Patch notes for v0.3.8 - v0.3.11

Here are patch notes from the latest 4 builds of the beta.

v0.3.8 (4th of Jan)


- Added support for asset loading in mods. Mods can now add any new assets to the game, such as new 3D models, icons, etc. For more info see documentation at github.com/MaFi-Games/Captain-of-industry-modding.
- Rotation of entities during construction and terrain designations is now clock-wise (was ccw).
- Lots of small internal fixes and improvements to error messages for easier debugging of reported issues.

v0.3.9 (12th of Jan)


- Added per-60 recipe switches to steam turbines and diesel generator.
- Fixed grass that was not growing when dirt was dumped on some surfaces. This also fixes it for all old saves!
- Fixed issue where path-finding was unable to get to entities in tight spaces (GH issue #74).
- Fixed issue where path-finding was giving up too early when goal was blocked but close approach was still possible (GH issue #86).
Modding:
- Added `also_log_to_console` console command that prints all logs to the console for easier debugging.
- Added `generate_layout_entity_mesh_template` console command for exporting 3D model template for any entity. This can be used as a template for making new game models to make sure the scale, orientations, and port locations match.

v0.3.10 (14th of Jan)


- Added experimental support for capturing timelapses. See `timelapse_start_at_current_camera_pose` console command for details.
- Improved quality and speed of captured screenshots in photo-mode (F11). They are now nicer than what you can gen with just a screen grab.
- Fixed visual glitches in navigation overlay on steep terrain.

v0.3.11 (22nd of Jan)


- Huge performance optimizations across the board, FPS increased by 2-3x, simulation is 30-50% faster.
- Added two new and larger vehicle ramps. A medium ramp has 2x more space for transports, a large ramp has 4.6x more space!
- Added a new recipe for sand which can be now made by crushing gravel.