Good Company cover
Good Company screenshot
Genre: Simulator, Strategy, Indie

Good Company

Hotfix 2021-07-02

Hello Tycoons!

No update without hiccups. Only then you know something got down.
So we are out correcting the first few things before the weekend:


  • Missing images for policies, decoration categories and Business Development got fixed
  • In Levels and Challenges that do not use Skill Points, employees no longer need skills for tables
  • When loading a 0.10 save game it should no longer happen that you see special level 6 Business Development and Market nodes
  • The missing icon on the reaction bubbles when you place decorations have been fixed
  • Missing texts for assembly table skills have been added


Also a little extra:


  • In the employee overview you can now sort by Skill Points and Happiness



You can leave us feedback and bug reports via Steam Forums, Discord or Reddit.
Thanks for your support and enjoy your weekend!

Good Company - Update v0.10 "Skills & Happiness"

Welcome, Tinkerers and Tycoons,

to the next big step for Good Company! The final version for our new major update v0.10 "Skills & Happiness" is available. Thanks to your engagement during the beta test, we were able to address a bunch of important issues and polish the update to its current form. Kudos for your support!

With the long-awaited Employee System at its core, Good Company v0.10 has a lot of new things to offer, gameplay and content-wise. Sounds good? Ok then, let's give you a tour!

[previewyoutube="RQmFbGVWc4g;full"]

The new core features will change your experience playing Good Company quite a bit, and we're super excited to see what you make of the new possibilities. So? We won't hold you back if you want to dive in right away! :) But we're happy to share more details with you in our update notes below.

If anything is unclear, you have feedback or encounter issues you want us to look into - please don't hesitate to get in touch with us!

Thank you so much for your support and enjoy Good Company v0.10!

All the best,
Chasing Carrots

-

Good Company - update notes v0.10



Please note: When starting 0.10, you need to convert your profile and recreate your character!

Employees



General



This update comes with major improvements that help you better organize your staff. The bigger your company grows, the more important efficient management will get.

Employees wear distinctly colored and designed outfits, depending on their tasks
  • Production: dark orange
  • Research: white
  • Logistics: green
  • Couriers: yellow


The new fullscreen Employee Panel keeps track of important details about your staff and helps you manage them (Hotkey: F4)

  • On the left, the panel lists all employees, as well as their respective work zone, job, skills, and salary
    • You can use multi-selection to assign several employees to work zones or courier routes – or even fire them all at once! (which would be sad)
    • The employee list can be filtered for work zone, job, skills, and salary

  • On the right, the Employee Panel lists all workplaces in your company:
    • You can quick-hire directly from the workplace overview
    • Filtering for zone, job, or assigned employees is available

  • In the center, you can focus on a detail view for a selected employee:
    • This view shows you the buff effects for that employee
    • Also, you can have them learn skills and list them in the detail view
    • A tooltip for the employee's happiness gives you an overview of positive and negative effects
    • Last but not least, the inventory of a selected employee can be monitored in this view




Skills



An essential aspect comes to Good Company. With v0.10, employees will become more experienced while they work, and you can decide for each how you want to develop them.


  • Each employee can earn up to 1000 Skill Points while they are actively working
  • From a wide variety of skills, you can select up to 5 skills per employee, affecting abilities like efficiency, speed, or luck:
    • Skill effects will usually accumulate with other skill effects and policy effects
    • To have an employee learn a skill, you need to spend Skill Points and Success Points

  • Tables now require certain skills to be operated
    • Any employee has the required skill if quick-hired directly to a table, but this costs an additional hiring fee
    • A new Freeplay session starts with a basic set of skills and more can be unlocked through Business Development
    • At a later point of development, Campaign levels will also incorporate the use of skills


Happiness



Another introduction for your employees. The best skills are of no use if your staff isn't happy and you can influence this in many ways.


  • Each employee 'feels' a certain level of happiness, which can vary from 0% - 100%. By default, this is set to 50%.
  • A whole range of circumstances can increase or decrease happiness:
    • Decoration versus machines within an employee's work zone
    • The setup of a work zone in terms of space and exits
    • Temporary effects from firing people, completing research, etc.

  • Employees will occasionally show bubbles above their heads, indicating the response to certain changes/events
    • The bubble frequency increases, the stronger happiness is changing

  • Happiness does not instantly change – it slowly increases or decreases towards a new level
  • Based on their happiness, your employees gain modifiers on their work speed
    • Production and research employees get additional grand buffs at 80% or more happiness

  • Based on their individual happiness, each of your employees contributes with -1 to +1 points to the company-wide Happiness Score
    • For every +5 Happiness Score points, the company gains 1 Success Point per week
    • There is no limit for the Happiness Score
    • Currently, there are no punishing effects for negative Happiness Score in the game


Other Features



New Content



With Good Company v0.10, we will introduce a large variety of new content, much of which is connected with the new Employee system.


  • New Freeplay map
    • The map Timber Town is now available in a Summer version

  • New tables in Good Company
    • Assembly Table II
    • Improves the crafting time of higher tier products
      • Can be unlocked through Business Development

  • Assembly Station
    • Greatly improves the crafting time of higher tier products
    • Can be unlocked through Business Development

  • Analysis Desk II
    • Can sample modules with a higher tier than Analysis Desk I
    • Can be unlocked through Business Development
    • The previous Analysis Desk II is now Analysis Station

<*> New policies that directly affect employee happiness
  • Bonus Payment raises wages and increases your employees' happiness
  • Strict Goals boosts your employees' working speed and decreases their happiness
    • This policy is unlocked by the Employee Guidance Project (Business Development)

<*> New skills being introduced along with the new employee system
  • 12 table-related skills
  • 28 crafting skills
  • 11 assembly skills
  • 12 analysis skills
  • 11 research skills
  • 8 logistics skills

<*> New buff effects affecting the work output of your employees!
  • Luck buff is available for crafting, assembly, analysis, and research
    • It has a chance of n% for the work output to be doubled

  • Spare Parts buff is available for crafting, assembly, analysis
    • This has a chance of n% for an input material to be saved during the crafting process

<*> New decorations for your Good Companies
  • Corporate Flag with your company logo on it
  • Corporate Poster with your company logo on it
  • 4 Slim Room Dividers
  • 2 Bamboo Room Dividers
  • A lovely Big Plant


General Updates

  • The Business Development now has color codes for specific types of projects
  • The item order displayed on shelves or other inventories now corresponds with the respective UI slot order
  • All buildable equipment in the Construction Menu now has an improved order


Freeplay Settings




  • The difficulty presets for Good Company have been restructured in two directions
    • The Management Presets contain the standard Good Company balancing with easy/medium/hard settings
    • The Production Presets lean towards more leisurely play with Running Costs removed but are compensated elsewhere
    • Please note: [Experimental] or [Cheat] options won’t be affected by any preset
      • [Experimental] options will be further tested and might be changed or removed if they don't feel useful
      • [Cheat] options make the Good Company significantly easier and avoid the general balancing of the game

      • Of course, you can also still use custom settings to adjust the game to your playstyle

  • The general options have been changed and expanded on
    • Starting Funds: how much money you start a Freeplay session with
    • Initial Cost Factor: hiring fees and equipment costs
    • Running Cost Factor: wages and upkeep for machines
    • [New] Material Costs: buying price for materials
    • [Changed] Demands: demands for products and now also for modules
    • [Updated] Market Difficulty
      • This includes how many product features are expected, feature minima and maxima, that is
      • The option also includes selling price adjustments for markets
      • Since these factors are dependent on each other, we decided to set them in one option

    • [Experimental] Market Phase Amount: adjusts the number of total market phases
    • [Experimental] Market Pacing: adjusts the required sales until a market phase can be progressed or progresses automatically
    • [Experimental] Automatic Market Progression: markets can progress automatically again
    • [Experimental] Additional Market Growth: adds additional market phases for products beyond their default range
    • [Cheat] Disable Game Over: removes fail conditions in your Freeplay game
    • [Cheat] All Buildings Unlocked: gives you free access to all available facilities



Balancing




  • With Good Company v0.10, we are introducing new types of research data
    • There are 4 different types of Research Data to be analyzed and used for research
    • To yield more advanced data (type II to IV), you need to analyze higher-tiered modules
    • Advanced Analysis Desks are required to process higher tier modules

  • There has been a general overhaul of the research costs for technologies and Business Development
    • Module technologies and Business Development can require different data types to be unlocked
    • Research progress has been slowed down a bit, but it's now easier to scale up your research capacities

  • With the update, there is a restructured Business Development tree
    • All nodes in the tree have been arranged into a new layout, where sections are color-coded for an improved overview
    • Employee skills are now available for unlocking in the tree
    • There have been slight adjustments to the current Business Development progression
    • There are now additional nodes for more specialized unlocks and new tables

  • Module crafting times and recipes have been rebalanced
    • The basic crafting times have been decreased
    • The fastest crafting times have been increased
    • Material variety has been reduced in recipes, especially for the early game
    • Recipe balancing considers required table skills and additional employee wages
    • Machine upkeep is now also considered in the balancing

  • Assembly balancing
    • Assembly times now strongly depend on the type of Assembly Tables and are never shorter than an in-game day
    • Higher-level products require advanced Assembly Tables in order to reduce the base crafting times
    • The additional assembly time per module has been reduced from 1s per slot to 0.5s + 0.5s per slot

  • We made buffs stronger in general
    • Buffs from Company Goals have been doubled
    • Buffs from Policies increased by ~100%-200%

  • Company Goals have been rebalanced
    • The Success Point output of general Company Goals has been reduced
    • Success Point rewards from product-related Company Goals have been strongly increased
    • Passive Success Point rewards from product-related Company Goals have been rebalanced
    • Company Goals that required Research Data I to be generated now evaluate the net worth of the generated points
    • Company Goals incorporating specific market phases now have other additional requirements
    • This change was necessary to enable a flexible number of market phases

  • Markets in Freeplay mode
    • The balancing of markets has been changed to enable a more dynamic development
    • Many market aspects can now be modified through the Freeplay settings
    • The demands have been cut back for some products
    • Discovery Points are now earned more easily by advancing through market phases
    • The total amount of discovery points required for unlocking markets has been increased
      • The total amount of earned Discovery Points has also been increased, with a shift in the relative Discovery Points yield of the sources

    • The Freeplay mode now starts with 2 unlocked markets, with all required modules available


Challenge balancing


    • Challenges general:
      • The most recent adjustments are affected by the new crafting time balancing in Good Company v0.10
      • Challenge-specific changes have been made on recipes/modules to adjust

    • Challenge 'Smart as a Cup':
      • Picking speed is increased by 200%
      • Walking speed is decreased by 40%

    • Challenge 'Welfare Survival':
      • New features unlocked for the challenge
      • Business Development costs reduced by 66%
      • Research & Analysis speed increased by 200%
      • Double yield from all analysis processes
      • Additional Success Points granted as a start bonus
      • Challenge-specific employees spawn with additional skill points (100+days*2)
      • Market phases give 150% more Discovery Points and require a lot fewer sales

    • Challenge 'Pocket Conquest':
      • Challenge Requirements for trophies changed (more days)
      • Starting funds increased from 10.000 to 25.000 G
      • Happiness has been enabled for this challenge
      • Research is increased by 200%
      • Analysis speed is decreased by 50%
      • Double yield from all analysis processes

    • Challenge 'Money Rush':
      • Required money has been increased
      • Starting funds have been increased
      • Loan amounts have been increased
      • Each employee start with 1000 Skill Points
      • Your company starts with 2000 Success Points
      • All modules are researched









Good Company - Update v0.10 *Beta Test*

Greetings, Tinkerers and Tycoons!

Once again, it is time to reach out to our community, especially to the dedicated feature testers and bug hunters among you. The beta test for Good Company v0.10 is now open for everyone!

Be the first to get your hands on the long-awaited Employee Organization/Skills & Happiness feature + lots of new content + balancing!

As usual, this is an exciting phase. Beta tests with our community so far have helped us immensely in shaping the final form of a major update. Does an interaction feel off? Are there any odd quirks popping up? And, most of all, how does the v0.10 update improve your experience of playing Good Company?

Below, you can find a long list of what is hot and new. Take your time, enjoy the beta test, and be sure to share your findings with us. We are super excited to hear from you!

All the best & happy testing,
Your Carrots

--

Update v0.10 - Beta Notes



Important: When starting 0.10 you need to convert your profile and recreating your character. During the early phase of the beta, you won’t be able to convert your profile back into a 0.9 profile. We will add this functionality to v0.9 in an update next week.

Employees



General

This update comes with major improvements that help you better organize your staff. The bigger your company grows, the more important efficient management will get.

Employees wear distinctly colored and designed outfits, depending on their tasks
  • Production: dark orange
  • Research: white
  • Logistics: green
  • Couriers: yellow


The new fullscreen Employee Panel keeps track of important details about your staff and helps you manage them (Hotkey: F4)
  • On the left, the panel lists all employees, as well as their respective work zone, job, skills, and salary
    • You can use multi-selection to assign several employees to work zones or courier routes – or even fire them all at once! (which would be sad)
    • The employee list can be filtered for work zone, job, skills, and salary

  • On the right, the Employee Panel lists all workplaces in your company:
    • You can quick-hire directly from the workplace overview
    • Filtering for zone, job, or assigned employees is available

  • In the center, you can focus on a detail view for a selected employee:
    • This view shows you the buff effects for that employee
    • Also, you can have them learn skills and list them in the detail view
    • A tooltip for the employee's happiness gives you an overview of positive and negative effects
    • Last but not least, the inventory of a selected employee can be monitored in this view


Skills

An essential aspect comes to Good Company. With v0.10, employees will become more experienced while they work, and you can decide for each how you want to develop them.


  • Each employee can earn up to 1000 Skill Points while they are actively working
  • From a wide variety of skills, you can select up to 5 skills per employee, affecting abilities like efficiency, speed, or luck:
    • Skill effects usually accumulate with other skills effects and policy effects
    • To have an employee learn a skill, you need to spend Skill Points and Success Points

  • Tables now require certain skills to be operated
    • Any employee has the required skill if quick-hired directly to a table, but this costs an additional hiring fee
    • A new Freeplay session starts with a basic set of skills, more can be unlocked through Business Development
    • At a later point of development, Campaign levels will also incorporate the use of skills


Happiness

Another introduction for your employees. The best skills are of no use if your staff isn't happy. And you can influence this in many ways.

  • Each employee 'feels' a certain level of happiness, which can vary from 0% - 100%, and is by default set to 50%.
  • A whole range of circumstances can increase or decrease happiness:
    • Decoration versus machines within an employee's work zone
    • The setup of a work zone in terms of space and exits
    • Temporary effects from firing people, completing research, etc.

  • Employees occasionally show bubbles above their heads, indicating the response to certain changes/events
    • The bubble frequency increases, the stronger happiness is changing

  • Happiness does not instantly change, it slowly increases or decreases towards a new level
  • Based on their happiness, your employees gain modifiers on their work speed
    • Production and research employees get additional grand buffs at 80% or more happiness

  • Based on their individual happiness, each of your employees contributes with -1 to +1 points to the company-wide Happiness Score
    • For every +5 Happiness Score points, the company gains 1 Success Point per week
    • There is no limit for the Happiness Score
    • Currently, there are no punishing effects for negative Happiness Score in the game


Other Features



New Content

With Good Company v0.10, we will introduce a great variety of new content which is in many parts connected with the new Employee system.


  • New Freeplay map
    • Now the map Timber Town is available in a Summer version

  • New tables in Good Company
  • Assembly Table II
    • Improves the crafting time of higher tier products
    • Can be unlocked through Business Development

  • Assembly Station
    • Greatly improves the crafting time of higher tier products
    • Can be unlocked through Business Development

  • Analysis Desk II
    • Can sample modules with a higher tier than Analysis Desk I
    • Can be unlocked through Business Development
    • The previous Analysis Desk II is now Analysis Station

  • New policies that directly affect employee happiness
    • Bonus Payment raises wages and increases your employees' happiness
    • Strict Goals boosts your employees' working speed and decreases their happiness
      • This policy is unlocked by the Employee Guidance Project (Business Development)

    • New skills being introduced along with the new employee system
      • 12 table-related skills
      • 28 crafting skills
      • 11 assembly skills
      • 12 analysis skills
      • 11 research skills
      • 8 logistics skills

    • New buff effects affecting the work output of your employees!
      • Luck buff is available for crafting, assembly, analysis, and research
        • It has a chance of n% for the work output to be doubled

      • Spare Parts buff is available for crafting, assembly, analysis
        • This has a chance of n% for an input material to be saved during the crafting process

    • New decorations for your Good Companies
      • Corporate Flag with your company logo on it
      • Corporate Poster with your company logo on it
      • 4 Slim Room Dividers
      • 2 Bamboo Room Dividers
      • A lovely Big Plant


General Updates

  • The Business Development now has color codes for specific types of projects
  • The item order displayed on shelves or other inventories now corresponds with the respective UI slot order
  • All buildable equipment in the Construction Menu now has an improved order



Freeplay Settings

The difficulty presets for Good Company have been restructured in two directions
  • The Management Presets contain the standard Good Company balancing with easy/medium/hard settings
  • The Production Presets lean towards more leisurely play with Running Costs removed, but are compensated elsewhere
    • Please note: [Experimental] or [Cheat] options won’t be affected by any preset
      • [Experimental] options will be further tested and might be changed or removed if they don't feel useful
      • [Cheat] options make the Good Company significantly easier and avoids the general balancing of the game

    • Of course, you can also still use custom settings to adjust the game to your playstyle

  • The general options have been changed and expanded on
    • Starting Funds: how much money you start a Freeplay session with
    • Initial Cost Factor: hiring fees and equipment costs
    • Running Cost Factor: wages and upkeep for machines
    • [New] Material Costs: buying price for materials
    • [Changed] Demands: demands for products and now also for modules
    • [Updated] Market Difficulty
      • This includes how many product features are expected, feature minima and maxima, that is
      • The option also includes selling price adjustments for markets
      • Since these factors are dependent on each other, we decided to set them in one option

    • [Experimental] Market Phase Amount: adjusts the number of total market phases
    • [Experimental] Market Pacing: adjusts the required sales until a market phase can be progressed or progresses automatically
    • [Experimental] Automatic Market Progression: markets can progress automatically again
    • [Experimental] Additional Market Growth: adds additional market phases for products beyond their default range
    • [Cheat] Disable Game Over: removes fail conditions in your Freeplay game
    • [Cheat] All Buildings Unlocked: gives you free access to all available facilities


Balancing


  • With Good Company v0.10, we are introducing new types of research data
    • There are 4 different types of Research Data to be analyzed and used for research
    • To yield more advanced data (type II to IV), you need to analyze higher-tiered modules
    • Advanced Analysis Desks are required to process higher tier modules

  • There has been a general overhaul of the research costs for technologies and Business Development
    • Module technologies and Business Development can require different data types to be unlocked
    • Research progress has been slowed down a bit, but it's now easier to scale up your research capacities

  • With the update, there is a restructured Business Development tree
    • All nodes in the tree have been arranged into a new layout, where sections are color-coded for an improved overview
    • Employee skills are now available for unlocking in the tree
    • There have been slight adjustments to the current Business Development progression
    • There are now additional nodes for more specialized unlocks and new tables

  • Module crafting times and recipes have been rebalanced
    • The basic crafting times have been decreased
    • The fastest crafting times have been increased
    • Material variety has been reduced in recipes, especially for the early game
    • Recipe balancing considers required table skills and additional employee wages
    • Machine upkeep is now also considered in the balancing

  • Assembly balancing
    • Assembly times now strongly depend on the type of Assembly Tables and are never shorter than an in-game day
    • Higher-level products require advanced Assembly Tables in order to reduce the base crafting times
    • The additional assembly time per module got reduced from 1s per slot to 0.5s + 0.5s per slot

  • We made buffs stronger in general
    • Buffs from Company Goals have been doubled
    • Buffs from Policies increased by ~100%-200%

  • Company Goals have been rebalanced
    • The Success Point output of general Company Goals has been reduced
    • Success Points rewards from product-related Company Goals have been strongly increased
    • Passive Success Point rewards from product-related Company Goals have been rebalanced
    • Company Goals that required basic Research Data to be generated now evaluate the net worth of the generated points
    • Company Goals incorporating specific market phases now have other additional requirements
      • This change was necessary to enable a flexible number of market phases

  • Markets in Freeplay mode
    • The balancing of markets have been changed to enable a more dynamic development
    • Many market aspects can be modified through the Freeplay settings
    • The demands have been cut back for a few products
    • Discovery Points are now earned easier by advancing through market phases
    • The total amount of discovery points required for unlocking markets has been increased
    • The total amount of earned Discovery Points has been increased, too, with a shift in the relative Discovery Points yield of the sources

  • The Freeplay mode now starts with 2 unlocked markets with all required modules available


Bug Fix

  • Research data won't overflow at 65536 points, it will now overflow at 4294967296




Good Company - Roadmap Update & Codecks Insights

Greetings, Tinkerers & Tycoons,

Early Access is an exciting experience! And for us and Good Company, the past 12+ months have doubtlessly been an inspiring, intense, and also intricate journey.

The further Good Company developed, the more it also changed its path on some levels. You can have a firm vision for your project as a team, but if you truly take your community into account, plans will need to shift in order to shape your game for the better.

Updated Roadmap



Following this productive exchange with you, we have realigned some development priorities for Good Company and want to present to you an adjusted roadmap for the coming months.



As you can see, we have divided our roadmap into three big chunks, each with a main point of focus. In addition to each major release, you can expect lots of extra updates and improvements to roll out periodically along the way to our full launch! As always, we will analyze community feedback and incorporate useful findings from extensive beta testing.

We feel that the new roadmap plans contain key features that are imperative for Good Company's final release and hope that you'll continue to understand and support the need for this prioritization. After Good Company is fully released into the wild, we're happy to dive back in and re-evaluate with the community what kind of additional content we'll be working on and when it can be released (such as modding, production contracts, and bigger products).

Public Codecks Decks



Since today's post is about keeping you all tightly in the loop regarding the future development of Good Company, there's more news we'd like to share with you!

To organize tasks, ideas, and issues, we use a very cool and powerful tool called Codecks. Those of you who are active on our Good Company Discord have been able to send their input - suggestions and bug reports - to be included in the respective categories (or decks, as it's called in Codecks). Community input from other sources is added manually to those lists by our team.

From now on, the tasks + suggestions and bug decks are public, so everyone interested in viewing the collected feedback can check it out for themselves.



Please note: To keep the decks well organized, we will browse through the contributions from time to time and sort out double postings and adjust prioritizations. We hope this new option for insights is useful for you to keep track of development.

If you have any questions regarding the updated roadmap or the Codecks decks (or something else), don't hesitate to get in touch with us!

All the best,
Your Chasing Carrots


Hotfix 19th May 2021 - Campaign Level 3

Hello Tycoons,

We quickly fixed the issue that locked the progression in Level 3.
Sorry for the inconvinience and thanks for the quick reports on the matter.

- Chasing Carrots

Good Company - Update v0.9.3

Greetings, Tinkerers & Tycoons!

Thank you everybody for participating in the Good Company v0.9.3 beta test! As always your feedback helped us tremendously to iron out overseen issues and to polish the edges. This new update is now out of the beta phase and available for everyone to play. Please find below the full notes about what has been improved and what has been fixed. We hope you enjoy the new version of Good Company. If anything comes up, get in touch with us!

All the best,
Your Chasing Carrots

---

Patch Notes v0.9.3



Logistics:

We have implemented a better scoring system for logistics workers to prioritize and serve inventory connections. This affects manual and automatic logistics.
  • Shelves with low/no stock will be handled with increased priority
  • Clearing items from belts has now a higher priority
  • Employees will prefer taking materials to crafters and research stations before putting them on pallets
  • Employees will more frequently ensure that products will be taken to pallets for selling


Bug Fixes:
  • Fixed that the achievement “Avoiding the Reds” in campaign level 3 didn't properly trigger.
  • If you load a save game that fulfills the requirements (completed the first trophy without ever going below 0 G), the achievement gets unlocked
  • Fixed: the first analysis table in level 4 got locked for tutorial purposes but didn't get unlocked again after the research tutorial was over
  • Fixed that the game input could become unresponsive after interacting with text input fields (e.g. in the retriever segment panel)
  • Fixed obsolete but non-deletable pallet reservations (e.g. by a crafting table with override settings)
  • Fixed an issue with the end of the conveyor belt failing to push items into a correctly placed receiver (other conveyor belt, automatic storage, etc.) after the conveyor belt had been initially built in the opposite direction than the one indicated by the construction hologram. If this problem occurs in your save game, please try to rebuild the end of the conveyor belt.
  • Fixed some policies requiring specific module types didn't properly detect those modules (mostly cases) to apply their buff.
  • Fixed an issue where two new, not yet implemented conveyor segments would show up in certain challenges and levels


Balancing:
  • In Level 5 Couriers are now available right after the Conveyor Belt introduction
  • Possible profit for each product in level 5 has been at least doubled and product demands have been increased
  • Starting funds for level 5 have been increased


Good Company - Update v0.9.3 / beta test

Greetings, Tinkerers & Tycoons!

Today we're happy to share the next patch for Good Company with you. Not only happy, but relieved! Because it contains fixes for some bugs that not only have had unpleasant consequences, they also were quite hard to reproduce. Thanks to the detailed reports from the community these issues are now history, and you can look forward to playing more smoothly again. Should you still note any irregularities – or spot new ones – don't hesitate to let us know!

All the best

Your Chasing Carrots


---

(Don't forget to switch to the beta branch in your Steam game options!)

Patch Notes v0.9.3



Logistics (Example):

We have added a better scoring system for logistics workers to decide the order connections will be handled. This affects manual and automatic logistics.
  • It is more important to serve input slots than output slots (*2)
    • This means: the maximum score is 3 for a connection without further modifiers (empty target = 2, full source = 1)

  • If a target inventory is (almost) empty it gets a high priority, starting from item stock below 30% (up to +1)
  • Conveyor end segments will be prioritized more often – empty target inventories are often higher ranked (+1.5)
  • Conveyor start segments will get a lower score than other target inventories (*0.55)
  • Pallets as the target will get a lower score on average than shelves (*0.3)
  • In case a pallet is the only target (eg. selling products) the score is increased (*2.15)


General note on connection scoring:
This system checks the difference between source and target inventories for each possible connection and gives them a score. Logistic employees choose tasks first that have a higher score. Up until now, the system rated all inventories the same, except for Conveyor start segments.
The scoring checks for relative item amounts in inventories, not absolute amounts. So if you reserve more space for certain items in shelves the initial scoring might be strongly influenced. When you have a higher throughput for certain item types, reserving more space for it is advantageous for the scoring system.


Bug Fixes:
  • Fixed that the achievement “Avoiding the Reds” in campaign level 3 didn't properly trigger.
  • If you load a save game that fulfills the requirements (completed the first trophy without ever going below 0 G), the achievement gets unlocked
  • Fixed: the first analysis table in level 4 got locked for tutorial purposes but didn't get unlocked again after the research tutorial was over
  • Fixed that the game input could become unresponsive after interacting with text input fields (e.g. in the retriever segment panel)
  • Fixed obsolete but non-deletable pallet reservations (e.g. by a crafting table with override settings)
  • Fixed an issue with the end of the conveyor belt failing to push items into a correctly placed receiver (other conveyor belt, automatic storage, etc.) after the conveyor belt had been initially built in the opposite direction than the one indicated by the construction hologram. If this problem occurs in your save game, please try to rebuild the end of the conveyor belt.
  • Fixed some policies requiring specific module types didn't properly detect those modules (mostly cases) to apply their buff.

We're devs in Good Company

Greetings, Tinkerers & Tycoons!

Looking back on Good Company's first year of Early Access, a cornerstone of the development has always been our community. Honest, involved, friendly... and most importantly: very helpful. We are really happy to have such a supportive player base!

That's why we'd like to dedicate today's post to you all and introduce a few people who were especially invested, in one way or another. Consider them representatives of the awesome Good Company family!

Early encounters of the playful kind


When we were showcasing Good Company at gamescom 2018 for the very first time, we not only won a neat award for our booth. More importantly, we met a bunch of very enthusiastic and nice people who then joined our first regular Twitch streams and were amongst the first to populate our Discord server.



Those supportive folks were the foundation of our community that has not stopped growing since then. Yes, SweetGwendoline, SeppahBaws, GV-97, pumpCurry, iLavVex, don_joe, and LaVolpina, we're talking about you. Thank you for being on board right from the start!

!found [company]


Our official Discord server was a great place to talk about the game before it was available to play. As the community grew, we've had an increasingly productive exchange, sharing news about Good Company and discussing ideas.



But we wanted to offer a special way of engagement for the community, so we created a Discord version of Good Company. Using a bot and specific commands, people would found or join companies in order to set up production and compete with each other. The mechanics within this purely texted setting are very basic but still reflect the core principle of the original game. It was great to see teams competing for a season's top rank and having a lot of fun.

However, the biggest step for us and for the community was the day Good Company entered Early Access. People could finally experience the game hands-on, share their opinions with us, and enter an inspiring dialog to help us develop the game further.

"I can make wooden calculators! Recommended."


Reviews like this one made us smile, as any positive feedback has until the present day. But the negative ones are even more important – or as Bill Gates puts it: "Your most unhappy customers are your greatest source of learning". However, Steam is so much more than a review hub to us!



It's an important place of exchange about Good Company, be it with news, feedback, or bug reports. But what's really essential: We are so happy to have a player base that communicates in such a friendly and supportive way! That's never to be taken for granted, you know? We try to honor this by keeping in touch, listening, responding - and, of course, by incorporating valuable suggestions or ideas, even if that means we need to change our original vision for Good Company.

Banana for scale


We have always hoped for a diverse range of players for Good Company, so we wanted to offer as many distinct lines of communication early on. Reddit is one of them and it's a place that hosts particularly innovative Tycoons.



Even though some of the contributions may not apply to the most recent version of Good Company, they are awesome: u/karmacopper's machine mod, for instance, the Good Calculator made by u/x1fr or u/tashiwwww's Good Company Map Viewer and Good Company Tinker Tools. Players helping out players is a special way of engagement developers can never appreciate enough. We are looking forward to more content like this for the months to come!

Let's play (it out)


Speaking of player-generated content, another great medium of community creation is Let's Plays, obviously. Did you happen to watch Jackmas' or Blarla's fantastic Good Company sessions? We were enjoying the first few episodes a lot, but when we noticed the two were going to record a full-blown series about their business adventures, we were super impressed!



These are just two examples of many, which provided deep insights for our team, while also helping other players get an overview of what's possible in Good Company and how its complex systems work. Albeit from a different angle, this also goes for this hilarious pearl, which demonstrates how to treat your employees, well, quite badly and how much fun it can be to break the game.

What about a wiki?


After all this talk about community efforts, you might ask yourself such a question. Well, maybe you missed it, but we do have an official wiki! There's already some helpful content, thanks to some initial work of some community members. And as the wiki will evolve as Good Company does, we always eager for your support in this department. If that sounds interesting, don't hesitate and check out how to participate!

Com-you-nity


We hope what we have shared here gave you a good impression of how awesome and important it is for us to have you all participating in Good Company's way through Early Access. And with 'you' we mean each and everyone out there who has joined the journey.



No matter if you are in constant contact with us or just post a screenshot of a company you have built and that you are proud of. Actually, there is no 'just'. Any constructive and honest engagement is helping us to ultimately shape Good Company into a game that as many fans of the genre as possible can enjoy. So, however you would like to stick by, contribute and continue to support us: Thank you so much, Tycoons! It means a lot!

All the best,
Your Chasing Carrots

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Join the community:
Reddit | Discord | Twitter
Enjoying the game? Help an indie developer by leaving a review:
Steam
Additional Information:
Microsite | Wiki



Good Company - Some figures behind the pixels

Hey Tinkerers & Tycoons,

As we announced on our Early Access anniversary, we'd like to share even more interesting insights about the development of Good Company. One perspective on the game we think is intriguing: stats!

You can imagine that there's a lot going on under the hood of Good Company to orchestrate gameplay systems together with audio-visual content. But what happens if you break down these topics and reveal some figures behind the technology - and the team who is setting it all up?



Today, we bring you a snapshot (let's call it 'development x-ray’), highlighting data ranging from coffee beans consumed to bug counts that we squashed. And we are so transparent about our processes, that we've even chosen to capture who has broken how many PCs during the past 12 or so months (way to go, Johanna)!

We hope the following infographic is as entertaining as it might be useful for you. And if it doesn't answer a question you always wanted to ask us, get in touch with us!

All the best,

Your Chasing Carrots

--

Join the community:
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Steam
Additional Information:
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Good Company - 1 Year of Early Access

"@all, only two hours to go! are the latest fixes in?"
"Is someone currently using the VPN heavily? My Steam up/download is crawling..."
"Wow, that strange crash again..."
"Ipdated the roadmap link in the main menu and pushed this in the early access branch"
"Don't worry, once the game is live those icons will show up on the store page."
"We should start the final builds sooner or later. I'd prefer sooner :D"
"Whooo, we're on the front page!"
"Is it only for me that the speech bubble is off on the microsite...?"

–Excerpts from the Chasing Carrots team Discord on Tuesday, 31st March 2020




Dear Tinkerers and Tycoons!



Exactly one year ago, our team Discord was on fire. We were launching Good Company into Early Access only a short while after we had switched to working from home due to the pandemic. An extraordinary situation, as you can imagine.

That day, the team was going through a wild ride of emotions, ranging from exhaustion over excitement to relief. And, well, the feeling after pressing the launch button and joining our friends at The Irregular Corporation for a Zoom party was nothing short of overwhelming. Speaking of TIC: thank you so much for a great partnership and your support!

It feels like yesterday, but also like it's been ages. So much has happened during the past year.

From day 1 in Early Access development, we have been more than eager to follow through with the plan summed up in our roadmap. However, we appreciated the frequent, friendly, and constructive community feedback a lot. Even if that meant we had to stray from the path and revisit many features along the way.

As we have discussed in an article for Making Games, to kill your darlings isn't always an easy thing to do. But the fresh perspective shared by many players more often than not convinced us it was worth the effort. For the following months, we would evaluate suggestions and implement improvements, while regularly providing updates and patches. In alignment with our roadmap, we have added new systems with each milestone, and every time Good Company's version number incremented noticeably, the game shaped up in terms of fun and depth.

This was only possible thanks to the awesome support we have been receiving from our community! So, besides working on the game, our most important task was and will be to listen to your feedback. Because that's how a good Early Access is supposed to be!

The most recent example might be Good Company v0.9 "Improving Foundations". With this big update, we introduced a totally overhauled tutorial, essential improvements for the Courier System, and many other details that we derived from players' input. The next big step is already in the making: employee skills and happiness, which will further improve the gameplay of Good Company.

During the coming weeks, we will take this anniversary as an opportunity to share with you even more insights about the past and future development. Stay tuned!

Last but not least, for anyone waiting for a good reason to finally start their exciting career as a high-tech entrepreneur, Good Company will be 25% off on Steam on April 2nd and all week in the Spring Sale on GOG! There hasn't been a better time to join the ranks of your fellow tycoons!

All the best, stay safe & healthy!

Your Chasing Carrots

---

Join the community:
Reddit | Discord | Twitter
Enjoying the game? Help an indie developer by leaving a review:
Steam
Additional Information:
Microsite | Wiki