🔮 Talking to Smith doesn't get you stuck in an infinite loop of nodding to each other anymore
🔮 Magic unit labels shouldn't remain on screen after duels now
Fixed "Fullscreen" label in settings
Speech bubbles display properly on tall screens now (btw if you are not playing Fay's Factory in 1000x1000 window you are missing out)
Thank you Discord members for reporting bugs (marked with 🔮)! See you next time.
Build 83
A small fix for the game sometimes breaking when sound file is missing. Nothing more, nothing less. Thank you for the bug report, dear Discord user!
Head in the Clouds Update
Hello comrades,
Happy International Workers’ Day! Here’s Build 82 of the game, featuring some vibes adjustments and gameplay changes, as follows:
New Time Dilation slider, allowing you to speed up or slow down opponents’ turns and the fighting itself.
Also added post-process and audio effects when changing time scale.
Note: This is in reaction to duels feeling dragged out, and the player having nothing to do during the opponent’s turn. I noticed I myself often speed up the time with internal tools, so I’ve added the same thing for you, dear player. It’s also fun to slow down the spell casting for that cinematic feel.
New camera transitions between the islet and the factory. Factory now hangs in the sky, above the clouds.
Kingdoms Map also uses this transition.
Note: This adds a lot of feel to the place, makes background more interesting, and makes camera transitions less nausea-inducing. I might also add birds or high winds — you are in the skies!
Added a new UI for switching between the factory and the islet: a railroad switch! Click or drag it to get around.
Of course, you can still scroll up and down, or use keyboard shortcuts.
Note: It’s been a lot of fun adding a 3D UI element, and I feel it adds to the vibe of the game. For too long Overseers have been oppressed by oversimplified colorless interface elements! Long rein the immersive UI!
UI visual refreshments, including new logo, a few replaced fonts, black background for the pause menu, new animations, and more.
Note: UI designs are certainly not a priority at the moment (releasing the game is!), but it’s something I enjoy doing. It's the little things in life.
Removed black bars at the top and bottom of tall screens (including 16:10 laptop screens, Steam Deck, windowed mode, and whatever else you might think of)
Note: This required remaking my old and stupidly made UI somewhat, and also adjusting the camera size (since I don’t want to cut off the factory or islands on the sides! instead, you get more real estate at the top and bottom of the screen.)
New traversal mechanism for Edge Harbor: you now have to click through gates and stairs to get around town. Or use a new signpost UI for a shortcut!
Remodeled some parts of Edge Harbor a bit, especially the area where your home is located (which is now known as The Wall.)
Rewrote some older dialogues, especially the first meeting with the Board. You now have some lines to say there!
Note: I think Edge Harbor still feels empty, and I’m working on making it not so!
Added save files renaming (double click on the header of your manual save to do so.)
Adjusted color correction somewhat.
Fixed scroll bars not working sometimes.
Fixed settings toggles acting up on not-1080p screens.
While I continue working on new main adventures and side errands, I feel these changes bring the game ever closer to its release state. I'll keep in touch, and thank you for your support!
- egor
Treasure Hunt Update
Hi comrades,
I've released an update to the game. It adds a side-adventure Treasure Hunt, cross-adventure Investments, new quirk and mechanics, and many gameplay changes and quality-of life talked about in previous diaries.
This is a gameplay focused update, but future updates will contain new adventures, and I will do my best to release them smaller-sized, but more often. The game is planned for a full release in 2025.
Here are the full patch notes.
New Side Adventure: Treasure Seas. Buy a boat from a familiar character, and engage in boat-to-boat combat to get to the treasures first. This errand will be given by the Board in HQ, after completing Displace Bay and No Job Slope adventures.
Added New Errand marker ("!") for acquiring certain side-quests. They appear above the building in Edge Harbor, and above the quest-giver
Investments: new mechanic for cross-adventure progression in Edge Harbor. Allows you to buy upgrades for your factory using Investment Rounds. There are currently 5 rows of Investments, affecting your Units per Turn, Health, Heal per Isle, Factory Power, and Max Power per Department. You get Investment Rounds for completing adventures. You will get them retroactively in old saves. You can access Investments through the board in the HQ.
Certain camera moves (opening Journal, opening Pause, etc.) now use percentage value instead of an absolute one, making the zoom-out more consistent in small rooms compared to big islets
Inspect Screen and Calibration Screen now fade out if you have Journal opened
Updated the design of building prompts, now a bit simpler.
Requirements: new mechanic for certain reactions and Engine outputs. You must pass a requirement to use a reaction. Requirements don't show up unless you are failing them. Some examples of requirements are:
"requires at least 1 other magic unit" for "Double 1 random magic unit" reaction
"requires at least 1 other available department" for "Random department of yours goes on Strike. Get 2 Gold" reaction
"requires valid targets" for "Random opponent's department goes on Strike" reaction
New Quirk: Hidden. Hidden magic units refuse to reveal their element to you. You must deduce it based on what departments are willing to take it. Opponents get confused by Hidden units, using them in a random way.
New Effect: damage multiplier, applied for certain elements. Damage is rounded in favor of bigger number
New Effect: extra unit at new turn
New Effect: shuffle opponent's factory (might be used against you by the opponent)
New keyword: Overtime, makes a department that was busy for that turn available for use again
Inflict keyword now only inflicts quirks on turn began
Reworked Calibration: now departments automatically consume power to support enacted policies, instead of manually adding/removing it. Cutting down on micromanagement.
Reworked Look Close button into Oversee Power button: now it's a lens through which you can quickly manage factory power. Left-click on a department from this lens takes you straight to the Calibration Screen. Right-click on a department quickly reduces power in the department so you can use it elsewhere.
Reset Power button in Calibration replaced with Manage button, which opens Oversee Power mode. Reset Power moved into Oversee Power mode, now located near the power meter.
Calibration policies now display the change in the tooltip, instead of you having to try it to see. This can display changes to damage, element, effects, new crit and crit chance, and authorizing new reactions
New mod type: authorizing new reactions
Added animation for changing the reaction's element through mods
In Reactor Overload (whenever you have departments consuming more power when available), there's now an arrow following your cursor
Calibration Tutorial updated for the reworked mechanics
Building the Spell Tutorial updated, now won't go away until you use a department. Also added an explainer about units per turn mechanic
Factory Building Tutorial updated, now won't go away until you move a department into the Factory
Slightly rebalanced order of after duel rewards, but this will be reworked in the future again
Capitalization breakdown after duels is now available by default, instead of after completing Displace Bay. Hopefully, that will make the system more approachable. Frankie will get another job in future updates
Effect rectangles now appear from the department/engine they are originating from.
New units now appear above the department/engine/effect rectangle they are originating from.
Some effects now have a thread connecting them to their targets (such as Doubling units, Inflicting Curses, Overtiming departments)
In-world UI now can show tooltips. Added tooltip to in-world Factory Power for Building mode
Added a camera cut for Inspect mode, instead of smoothing to it, because that was making me nauseous
Added a camera cut for Engine Inspect mode, and changed how Overdrive animations work (now engine start spinning out of control when you Inspect it during a duel, and cuts away once you click Overdrive so you can continue using the factory instead of watching the full animation)
Fixed return buttons in Engine Inspect, which used to overlap in certain situations
If there are at least 2 reactions, and one of them take Any element, it will now read Any Other, and only work if no other reactions are relevant (this was already the case, but new label makes it official and clear)
Doubled unit now waits until crit roll animation plays out
Rewrote some reactions to be more consistent and clear
Workers now play striking animation when department is On Strike
Broken Engine hint in tooltip now shakes if you try to Inspect a broken engine
Reactions can now have multiple keywords explainers per reaction
Keywords in reactions are underlined
Updated engine tooltip to use more consistent colors with the rest of the factory
Updated department tooltip so that department's name wouldn't overlap with power in department indicator
Updated effect rectangles appearing animation, now doesn't take as long
Updated some effect rectangles icons
Shift-Click on department now opens Calibration
Shift-Drag on parts in Building mode now quickly moves parts between Factory and Inventory
Tooltip now might change input prompts when holding Shift
Tooltip can now show several inputs
Opponents now can use "Select" effects
Opponents now can use Calibration, either on policies assigned by me, or auto-distributing power if they have any available. This is not used widely yet, but I'm planning to use this for new difficulty curves
Added special AI values to be used by opponents for some reactions
Adjusted opponent's timing slightly
Departments now display their status in tooltips, such as Busy (for this turn), on Maintenance (until the end of a duel), on Strike (until the effect is over.)
Polished layout for Journal, now errand steps won't overlap if they're taking several lines of text
Polished Errand Tracker in the top-right, won't overlap with Track button
Improbability Department: fixed improved luck mechanic, now actually checks if you can use the element you get (this is locked behind 1-power policy)
Improbability Department: added new damage reaction, "2 damage for each unique element in unused units." (this is locked behind 1-power policy)
Tsar Cannon: now does damage first, then runs a crit check (with relevant policies)
Wires Department: fixed accumulating damage not resetting between turns
Wires Department: now get +1 damage for each unit that damage, which can be improved into "each unit use" through Calibration
Wires Department: added a new Gold Reaction, "Random department of yours goes on Strike. Get 2 Gold." Must be first authorized through Calibration
Wired Department: updated visuals slightly
Knights' House: added policies for existing reactions
Break Department: updated visuals, removed from the starting factory to reduce confusion in new players
Fay Care: new reactions (Gold: "Restore 3 health", Ice: "Curse next 2 opponent's units"), added policies
Vault: added policies, fixed animations
Hot and Cold Air Manipulation Department: swapped reactions' elements, added policies
Feed the Rich: reworked into a double department, with updated visuals, reactions and policies. Now will do damage or heal both you and opponent
Warehouse: now might be moved into Inventory while you are building the factory, but they still must be in factory to exit Building mode
Warehouse: added mini-version taking only one slot
Train Engine: reworked passive bonus, now gives +1 Fire damage for the rest of the turn on using a Fire unit
Revolution Engine: reworked visuals, replace Overdrive with "Open Build mode"
(new) Drama Engine: "Reroll element of your last remaining unit" as a passive bonus, and "Next crit roll is guaranteed to succeed" as an Overdrive
(new) Inspiration Engine: "Apply random Quirk to random magic unit" as a passive bonus, and "Overtime 2 random departments" as an Overdrive
(new) Nostalgy Engine: "Restore 1 health for each unused magic unit" as a passive bonus, and "Restore 8 health" as an Overdrive
Conversation font size is now a slider, instead of limited options
Slightly adjusted the default conversation font
New font for character names
Added new dyslexia-friendly fonts, Atkinson Hyperlegible and Comic Neue
Freshened up quick conversation settings
If there's too much text on screen in conversation, the text will now go off-screen instead of overlapping with choices
Added toggles in settings where appropriate (instead of list of two options)
You can now press Escape to cancel rebinding
Reviewed settings items, rewrote some explainers
Fixed bug: Microskipping Water sometimes didn't provide a unit as described in tooltip
Fixed bug: After playing Burn the Money mini-game in Displace Bay, departments didn't do any damage until reloading the game
Fixed bug: certain resume gizmos were not moving for a femme Overseer
Fixed bug: Tax Avoider used to give units to the player even if it belongs to the opponent
Fixed bug: save files with longer names sometime had an incorrect layout
Engines & Tutorials
Hi comrades, this is another part of pre-update news. Let's get straight to the point.
Engines Reworks
Engines! As a reminder, you can either use them as a passive bonus, or Overdrive and break them for the rest of the adventure.
I like that there's a choice between slight bonuses to how you play and having an active way out in a tough spot. In this update, I reworked the animations logic, with a goal of reducing wasted time Overdriving the engine. I also enjoy how engines now start to grind, spin and sparkle when you inspect them in the middle of a duel.
Requirements mentioned in previous diary are also present for engines, both for passive bonuses and Overdrives. You probably don't want to break your engine healing yourself if your health is already full. And certain passive bonuses don't need to run and distract you if they are going to do nothing.
There are 3 new engines and 2 reworked ones in the factory. Here they are:
Nostalgy Engine is a memory of how good your life and health were when you were young. Restore a certain amount as Overdrive, or get +1 health for every wasted magic unit at the end of a turn.
Drama Engine is an invitation to play with the fates. Its Overdrive guarantees the success of your next crit roll, and its passive pulls an Act 3 on your turn, rerolling the element of your last remaining unit (which can both save and annoy you! Plan accordingly.)
Inspiration Engine makes your workers work twice as hard for the same pay. Overtime your departments after they've already taken their turn, or apply a random Quirk to a random magic unit on the start of a turn.
Train Engine has been reworked slightly. Its passive now grants you +1 Fire damage for the rest of a turn when you use a Fire unit. Previous passive always gave you 1 gold unit each turn, which I now think is a bit too predictable. Gaining momentum!
Revolution Engine has new visuals and its Overdrive now opens Build mode in the middle of a duel. I've been cheating my way into the Build mode since forever, and now you can too. Busy departments are not movable — the inventory office refuses to handle dangerous magic materials. Cowards.
Hidden Quirk
There's also a new quirk in town: Hidden. When a unit is Hidden, you can't see what's inside of it, and have to deduce the element based on what departments agree to take it. Opponents get confused by Hidden units, and forget to evaluate how valuable their turn is.
On a side note, I did a fair bit of UI work to obscure the unit's element, but completely forgot about sounds at first, so you could hear what's inside very clearly (swoosh! zzzz! cha-ching!). Fixed now, no robbing you of detective work.
Updated Tutorials
Since the release, I've heard (and saw!) that tutorials are not as intuitive as I smugly believed. After all, spell factories are not a common concept, and what is obvious to me after years of development is a mystery to new players. Another game-making rake stepped on, another lesson learnt.
I reworked several tutorials to make sure the player does understand what they are doing before the tutorial is dismissed. Tutorials still retain their free-form nature, which is something I'm proud of. For example, just in the beginning of the game the tutorial tells you to use Ice. But you don't have to — maybe you see a better turn? It is a pain to account for the possibilities, but I like how the player has space for creativity while being taught something.
As one last small thing: you can now hold shift and drag your mouse to quickly move parts between factory and inventory! Catch you out there, Overseer.
Departments & Requirements
Hello comrades, here's a dev diary in preparation for the big patch, to be released on December 20th. To be clear, it will be more of a gameplay update than a story-based one, with just one side-adventure (but it will be a Treasure Hunt!)
Here's a rundown of some changes.
Departments Updates
When thinking about departments, I try to have at least several uses for each of them. Departments should provide you with meaningful choices (damage or effect? now or later? low-risk/low-reward or high-risk/instant-win?) It feels terrible if your best option is just to take the same turn over and over again. You should be able to plan your factories in advance, and scramble to find the best way forward during each turn, and a lot of good choices help with that.
Improbability Department now a policy which authorizes a new reaction, a damage-dealer based on how many unique elements you have in your hand. Another policy make it so you only get back elements that you can currently use.
Feed the Rich is completely reworked into a double department that benefits or hurts both you and the opponent. Your health can't go below 1 from your own actions (it's a fantasy world!), but it will leave you ill-prepared for the next duel.
Fay Care is now focused on health/curses, and can use the mechanic from Wires on the last policy tier. It can also use a new Overtime keyword, which reenables the department that was busy that turn. Vault can now remove any Quirk from a magic unit (Doubled, Cursed, Arrogant, etc.)
Air Manipulation can apply a new effect, +50% to Ice damage, and works great as a finishing move on higher power levels.
Connecting Things
When you Double a unit, there's now a thread connecting the department and your target. When Inflict Curse effect is triggered, the thread goes from effect rectangle to the affected unit. When you receive units from a department, they appear above it. Same with effects! I've added a few small things that make it more obvious what is going on. You have a busy factory to run.
Requirements
I've also added a new mechanic, requirements, for some reactions. Requirements prevent you from using a department if you fail them. Requirements are invisible until you have a unit in hand, and you are holding it above the relevant department. Here are a few examples:
Certain departments would be too easy to exploit without requirements. Others are foolproofing: you certainly don't want to turn all your remaining units into Fire if there are no units left. Requirements also come into play for Doubled units: they are evaluated again before using a unit a second time, and might prevent some nonsensical situations.
I believe the requirements are all common-sense (no pain no gain), and there's no need to overcomplicate the UI when they are not relevant. We'll see though!
And as one last small thing: workers now actually go on strike when the effect is applied. See you later!
Dev Diary: Calibration & Overseeing Power
Hi comrades! I've been working on a few gameplay things and a couple of side-adventures, and they are slowly materializing into a big update scheduled to release in December. I'm going to run a few dev diaries to present the changes leading up to the release, just like the good old days.
This week: Calibration Improvements & Overseeing Power Next week: New Keywords, Dueling Improvements & Departments Reworks Week after: Strategic Investments & Edge Harbor Update release date: December 19th
Calibration Improvements
authorizing new reaction — quick and easy
Secretly, I consider Calibration one of the coolest parts of the game. You can change how departments work in small or big ways, and you can mix policies to your liking. It also adds a depth layer to the factory building, which I enjoy.
So, any interruptions to this gameplay makes it a bit more annoying than it has to be. With that in mind, I removed the need to add or remove energy from a department. Instead, departments now draw as much energy as needed for their policies. A click, saved! This required rewriting how factories handle power, and going through related screens to adjust designs. It plays much better in the end.
I also spent a bit of time on a requested feature: policies now show how exactly they will change the reactions in the tooltip! Some of it is automatic, and some I have to carefully set up, but it is a big improvement for the calibration gameplay.
Another change is that policies can now authorize new reactions. For example, Wires Department gets a new Gold reaction if you are willing to invest some of your power this way.
And as a quality-of-life thing, you can now Shift-Click on department to quickly go to the Calibration screen. I'm also considering consolidating Calibration and Inspecting into one screen (minus another click!), but I haven't come to a decision here yet.
Overseeing Power
finding a bit of extra power
I always thought about "Look Close" button as a crutch. Once you learn that you can just click on departments to inspect them, there's exactly zero need for this button, except maybe that it reminds players about inspecting.
Another thing on my to-do list was a separate UI for managing factory power. Sometimes, you just want to quickly find an extra power unit for your new shiny department. At first, I was planning to make a full-screen panel with a spreadsheet, very Excel approach. But once I started prototyping, I realized it would be better to have this ability in the game itself, just as Inventory or Dueling works.
So, converging on these two themes, let me present to you: Overseeing Power.
It's a new lens of looking at factory. You can quickly see who is siphoning your power. Left click on a department will lead you straight to Calibration screen (and you can return just as quickly.) Right click allows you to cut a bit of power to department, so you can use it elsewhere. And you can go straight to building the factory from here, or reset all your power in one click.
I'm quite happy with how this turned out, and I find myself using it regularly when fine-tuning. In this case, keeping things in-world turned out better than spreadsheets.
On a more general note, I don't like that there's been almost six months from the previous update, and I will try to release smaller updates more regularly in the future. However, with some time and rest away from the Early Access release, I'm feeling inspired and happy about the state of the game, and I feel it coming together bit by bit.
I'll see you next week to talk about new keywords, quirks, reactions, departments, and many other little gameplay improvements.
Build 77, Ultraresume
Hi comrades,
This is a small patch that solves issues with resume screen on ultrawide monitors. Here's the full changelog:
Character creation screen now works correctly at any screen ratio, including in windowed mode
Fixed visible flickering in the transition between character creation screen and gameplay
— egor
Build 76, Fixing while it's Hot
Hello comrades,
A little hotfix to go along with yesterday's big patch! Please enjoy the following changelog:
Department popup now warns that magic unit will keep its quirk (Doubled, Cursed, etc) after going through Improbability Department or Tax Avoider
Rewrote Improbability Department reaction to better signalize that you will get the same magic unit back, but with a different element (so it will keep its quirks)
You can now continue dragging and using other magic units while the Doubled unit animation plays out
Added an animation for Tax Avoider
Fixed Failsafe Creativity policy for Tax Avoider, and removed No-limits Creativity policy since it doesn't make sense anymore with changes in the previous patch
Added smoking gun VFX for Tsar Cannon Facility
The game is also 20 percent off for this Steam Sale! I suppose if you are reading this, you already own the game. Hm. Forget it then, and enjoy your hard-earned copy of Fay's Factory. Thank you for your support, and see you soon!
— egor
Build 75, Ironing Out the Basics
Hi comrades,
I'm releasing a big gameplay patch! I focused on the things that seemed to be confusing or not thought through in the initial version, and on improving the feels overall. This patch is about polishing the basics, so there's no new content here, but please do stay tuned for more adventures!
Now, without delaying any further, here's the changelog, adorned with my commentary:
Duel Flow
Significantly reduced how much time was wasted on animations and camera moves during a duel
Increased opponent's manipulation speed
Opponent now starts moving their magic units before the "Opponent's Turn" announcement disappears
You can now start moving your magic units before the "Fay's Turn" announcement disappears
Added a slight camera shake on spell impact
I've heard feedback that duels feel "dragged out", and I agree. In this case, I've fallen into a trap of having a developer cheat at my disposal. I'm always speeding up time when playtesting, and so I didn't realize how much downtime there is between your turns. I tuned the duel flow to have way less of it, and the gameplay feels smoother and better as a result.
Semantics
"Spells" (the boxes with magic elements in them, like Fire or Ice) are now "Magic Units"
"Spells" (the actual damage your sorceress deals) are now "The Spell", which you construct during your turn
"Cast Spells" button is now "End Turn". Sometimes it's time to be immersive, and sometimes it's time to be straightforward
The rectangle boxes in the bottom-left that used to show damage (for example, "6 shock") are now replaced by magical orbs, 1 for each point of damage. This is mostly a visual change, but it feels better to see just how much damage you managed to get from that Wires Department in one turn. They also appear above the department that produced them.
Sorcerers now shoot as many fireballs as there are damage points in the spell. It looks extra-powerful to send your sorceress a lot of damage!
There's been some confusion on my end about what exactly a spell is, and it confused the players as well. With these changes, it's clearer to what exactly the phrase "Doubles your magic unit" relates. And if you are not sure what Doubles means, wait until you hear about...
Explainers
Department popup now features explainers for mentioned mechanics, such as Doubled or Cursed
Explainers are also featured in calibration screen, in engine popup, and in effect popup
Effect popup has been reworked to present information more clearly. There're also a few new icons for effects
It's unbelievable I've launched a card game without a mechanics explainer in the interface. I've actually found a few old mockups which did feature explainers, but those were never implemented. Well, better late than never!
Interface
Popups are now locked in place, and won't follow your cursor after appearing. They also have a subtle "slide in" animation
Department popup now informs you that department is resting until your next turn (after you've already dropped a magic unit to it)
Department popup is now more clear about the fact that you have to drop either one or the other type of magic unit into department, not both
Polished how department popup reacts to dropping a magic unit into department
Polished engine popup looks
Gameplay
Doubled magic units have been reworked with new animation and logic. Now, the game splits your Doubled magic unit into two basic ones, and applies them one after another.
Some departments won't use up quirks anymore, including Improbability Department, Tax Avoider and The Vault. This means that if you drop a Doubled Shock into the Improbability Department, you'll get a Doubled Ice back, not two basic Ices.
Rewritten Tsar Cannon reaction to clear up confusion about its mechanics
Changed Revolution Engine passive effect: now Moves your Tsar Cannon to the most right at the start of the duel
Fixed: if you restore a Tsar Cannon, and use it again, the first reaction might drop to 1 damage
Fixed: spell queue might overlap with Return button when you are about to overdrive an engine
Hopefully, all these changes make the game more enjoyable to play for the old players, and more welcoming to the new ones. I’m terribly glad to have the release date pressure off me, because now I can go into my favorite mode: obsessing over details. Thank you all for supporting this game, and I’ll see you soon! (perhaps in my Discord to discuss the changes?)