Gunsmith cover
Gunsmith screenshot
Genre: Simulator, Strategy, Indie

Gunsmith

Gunsmith Update! Performance and localisation!

Hi all Rich here, we have been hard at work over the last few weeks to improve the games performance, add a few new features and also support Chinese localisation.

Below is a list of what we have done. We are hopeful there will be significant performance increases for all of you.

Enjoy

Rich and Ed.

V31 Changelog

Major:



In this update we focused more on the technical side of the game, we spent a lot of time profiling both the CPU and GPU to identify the performance issues with the game. We still have a lot more to work on and improve, but this update should bring a good amount of optimization and improvement to the performance of the game and you should notice a smoother experience. Like we said, this is just the start, more work will be done to continuously improve the performance of the game, update after update.

Localization: This update brings out first localization of the game. We are proud to announce that our first language to support is Chinese! More languages will be coming soon, like Russian and Dutch.

A new feature that revolves around the decorations of the staff room has been introduced. Each resting object can now be upgraded by a specific set of decorations, this will improve how fast staff recovers energy while resting. Find and setup the most efficient designs for your staff room and increase efficiency!

Introduction of the Flow Cross, it is a machine that allows you to cross a belt line over another, thus increasing the modularity of belt lines, offering you more freedom and more options.

You can now move Line Control stations even if a Manager is using it, they will just roam or rest until you place the station in a valid, reachable location again.

You are now able to move racks even if they have boxes on them.

You are now able to cancel a research. You will be refunded the Research Points on cancelation.

Minor:




Added a Controls menu in the settings to allow rebinding keys.

Improved the Help Panel with a notification number to track unread help subjects and more.

Reduced the first tier of Line Control Capacity from 2 days to 1 day.

Bug fixes:




Fixed a bug where collision wasn’t properly setup for doors.

Fixed a bug with the navigation and pathfinding of staff. They sometimes couldn’t leave their stations because some machines like power generators were placed behind them.

Fixed a bug where the Brass Roll didn’t have the correct rotation in the Roll Dispenser.

Fixed an error in the pricing of the Line Control Capacity T3

New year's progress update! Info on V31 and localization



Hello everyone!



We hope that you are having a great time! We wanted to let you know on the progress of our current work, we have been dedicating a lot of time to build our custom navigation system for items to improve performance, and only with that we're noticing an improvement of 60-80%, still a lot of work to do as there are always improvements, but we're getting there, thanks for the patience! The next update will also bring two new ways for players to cross belt lines, one short distance, and another for long distance. We are also planning on our next type of staff, which will probably be our first step into automation, we do want to tackle automating the Market and Orders by bringing more gameplay features tied to staff.

Also, we are working to get Gunsmith localized into as many languages as possible, so that the game can reach as many cultures in the smoothest and best experience for them, and thanks to this community, we've already got quite a number of volunteers, but we need more ːsteamhappyː We especially need more for Chinese, Russian and Spanish, so if you are interested please do post interest in the localization channels on our Discord server!

On another note, we wanted to let you know that the Winter Sale discount has gone active for Gunsmith starting on the 20th of Decemeber! A 25% Discount! ːsteamhappyː If you've been wanting to get the game, know someone who does or want to gift someone a weapon manufacturing factory game ːsteammockingː Then this is the time! Thank you again for all the support!

Like always, thank you very much for the support and happy holidays to everyone.

Foued

More V30 Fixes!

Incoming!!!!

More fixes coming in. Some great news, Epic Games have actually given us a helping hand on our FPS issue and have advised us how to fix it. We are very hopeful this will end our FPS issues for now and the future. We're currently prototyping and hopefully this will fix things. No guarantees but fingers crossed.

- Fixed a bug where order sorting for Active orders didn't behave as intended.
- Fixed a few bugs related to the staff's AI where they did not rest when they needed to or after they started protesting or even just stand there doing nothing at their station or resting spot.
- Multiple optimizations of the Orders UI to avoid performance hogging when the panel is open.

- Improved FPS that was being caused my several meshes being loaded at once.

- Improved FPS on graphics settings that were hogging memory on stuff like gloves. ( I made this early on in development ) gloves down from 12mbs~ each to 350kbs~ each.

Several other technical performance improvements that would seriously bore you to go into but we got the odd frame here or there from.

Best

Rich.

Incoming fixes for version 30!

Build version 3297511 ( Check this in your game properties. )

This is a summary of what we fixed on this update:
- Fixed a bug where in certain occasions boxes refused to be hoovered.
- Fixed a bug where unlocked extensions didn't persist through saving and loading.
- Fixed a bug where Order sorting didn't trigger properly.
- Fixed a bug with the MMG where it didn't properly spawn at the merging stage
- Fixed a typo in the Rack L description, it was called Rack M.
- Fixed a couple bugs with Line Control Stations where they didn't turn off properly after un-assigning their Line Control Worker.
- Fixed a bug where certain objects were getting duplicated.
- Widened the entrance of the capper and former to more easily allow larger racks of ammo to go through.
- Improved performance slightly with by decreasing over computed ambient occlusion.
- Improved performance slightly by reducing reflective compute time.

Staff fix is live!

Hi all thank you for your patience. I can confirm the working version is now live for all players. Please restart / update your game and your issue should be fixed! The game version you want is Build ID 3294408.

You can find this in Game Properties / Local Files.

Happy playing.

Best

Rich and Ed

Staff Hotfix incoming shortly

Hello all, for some of you playing you are reporting staff being extremely rude and deciding not to do any work or simply just quitting. Although we did want a challenge that was not supposed to be the case. We just found a crazy deep level bug that kicks in when the game is put onto Steam. That is fixed and if you are having this issue you will have a patch in the next 60 minutes. We are on it!

Thanks guys!

Be back soon!

Staff Update now live!

Come to our discord here;

DISCORD


Hello everyone, thank you so much for your continued support. We are happy to announce the v0.30 Staff Update is now live and ready to play. You will get an automatic update any minute if you own the game! We feel this was a great addition that changes the game in many ways. As usual please give us your feedback!

We hope you enjoy the game. More to come very soon!

Best

Rich and Ed



The patch notes are here! One day left for V30!



Hello everyone,

There is only 1 day left for V30 to hit, are you excited? Because we definitely are! We really are excited for you guys to try out the new changes and help us make it even better with your feedback!

Today though, we present to you the full patch notes for tomorrow's update to explore. Gunsmith V30 is our first major update since launch, we worked really hard to improve the gameplay and bring new features that will flourish even more with the upcoming updates. There are lots of bug fixes as well.

As always, thank you very much for your support, and enjoy!

Gunsmith V30 Changelogs



Major changes:




  • Staff:



    In this update we introduce our first ever type of staff to the game. We want staff to be a very big part of Gunsmith and its gameplay, that is why the game flow has changed with this introduction:

    • Our first staff is a Line Control Worker, these workers as well as Line Control are now one of the vital elements for your factory to run. You will need to manage your Line Control Groups and Workers as well as the dedicated Staff break rooms to have a successful running factory.
    • A big part of managing your staff will be preparing their Staff area, workers will need to take breaks occasionally and they will leave their stations and head towards the Staff area where they will expect chairs, couches and sofas to rest, as well as a comfortable and professional looking area. If they can’t rest, your workers will get angry, protest and might even outright quit!
    • Line Control is now mandatory for machines to be able to be powered On and Off, it is a vital process of building production lines and finalizing them. Machine must be part of at least one valid Line Control Group which has a Station manned by a Line Control Worker. Line Control Groups have limited machine capacity, which can be increased by research. Manage your lines well.
    • We have added color coding to the machine outlines so you can have a clear visual cue of which machines are in valid groups and which aren’t. You can hover over machines or hold down Spacebar to highlight all machines in view, giving you an idea which machines still need to be setup with Groups and Workers.
    • Line Control Workers are the tip of the iceberg of staff, it will be a big part of our future updates and be a catalyst to introduce more complicated and interesting gameplay features, like automation, client relations, security and more!


  • Game balance: Another round of game balance, changes to recipes, prices, output and craft speeds. All in the goal to improve the gameplay and progress experience.

  • Addition of two new endgame items.

    The first one is a semi-automatic pistol ST9 and the second is the MMG submachine gun.

  • Globe:

    As you will notice in the main menu, Gunsmith has now a globe that allows the selection of a starting country for your factory, for now, the only unlocked country is the USA. But this is a preparation for multiple features that will be coming in the future which will determine bonuses or penalties for which country you start at, give an impact on product trading and more. The globe is the foundation for more features to come.

  • Bullets: The bullets are now in rack form for all stages, this will provide a much better experience with performance and also has allowed us to better control the production rates, thus allowing for better pricing and game balance. As much as individual bullets look cool, they were too much on the technical side for the engine.

  • Item Cues tool:

    The addition of a new tool that displays the crafting states of items when you hover over them. It is similar in style with the hoover, but as you hover over items with it, a display is shows above the item displaying its crafting states, for example you can use this to make sure that your items are heating at the required H:2 or are hardened which displays Hr in green.

  • Addition of Steam Inventory. This will be used to grant players objects in the game using the Steam Inventory system, so they will always own the unlocked objects. More details soon!

  • A total overhaul of the tutorial. The tutorial now is more interactive and will better guide the player through the various features, tools and mechanics of the game.

  • In an effort to improve the cookbook, you can know use the machine icons on each node of the cookbook tree as a build icon, thus initiating the placing of those machines, just as if it was from the build menu. This should make building lines and following the cookbook a much smoother process.


Minor changes:



  • Addition of parts in the UI that display the number of items you get per craft, so the player knows how many items will be produced for each craft pass.
  • Increased the storage capacity of small Racks to 3.
  • Addition of two new tiers of Racks, Medium with a storage capacity of 10 and Large with a capacity of 21.
  • Addition of a Help panel that will contain multiple help subjects for the player to access any time.
  • A big change to how saves maintain their metadata which fixes the issue of a very long hang when opening the saving and loading menu.
  • Improved some machines to move items more smoothly.
  • Line Control Groups did not take into account machines that were already powered On when deciding whether or not you can turn the group On. Now they do.
  • Increased the duration in which the refund of a newly placed object is a full refund.
  • Improved the code for powering Line Control Group On and Off, it used to hang for a long time when it contained lots of machines. Not anymore.
  • Added color coding for the utilities in the Line Control Group and Machine Control display, so the user knows which utility they are lacking.
  • The cookbook now lists items into segmented sections, so it is better organized and easier to navigate.
  • Added a cool animation to hoovering items.
  • The camera rotation is now by default fully unlocked, yaw and pitch, so the player can rotate the camera as they want using Q and E or the middle mouse button. The previous Free cam UI button and hotkey just resets the pitch to its original state.
  • Changed the default hotkey to move objects from Shift+Click to Ctrl+Click, because Shift was already used for speeding camera navigation.
  • An overhaul of a lot of icons and parts of the UI to improve their visual looks and interactiveness.
  • Addition of a few sound effects to machines, UI and notifications.
  • Added the display of currently unlocked raw resources to the cookbook.
  • Added a more prominent notification for when a research is finished.
  • Added an option in the settings to disable screen edge movement.
  • Added options in the settings relevant to notifications.
  • Added the ability to place items on walls, in preparation for some mysterious objects and future objects.


Bug fixes:



  • Fixed a few physics related bugs that made objects go through machines.
  • Fixed a bug where in some cases after loading, Line Control Groups didn’t load their machines properly, just displaying 0.
  • Fixed the cookbook tree for SA Mk2 which had an extra merging step instead of the Gun Boxer.
  • Fixed a bug where dispensers were outputting Mk1 instead of Mk2 from inventory.
  • Fixed a bug where the career statistics counted fulfilled orders for both Fulfilled and Expired.
  • Fixed some overlap issues with the top bar and optimized some of the data collection for it.
  • Fixed a bug that was causing the process of storing boxes on Racks to malfunction in certain cases.
  • Fixed a bug where the Finance menu didn’t properly display the produced amounts.
  • Fixed a case where Vests didn’t move properly on belts and through machines.
  • Fixed an issue where deleting a Line Control Group didn’t demolish its Station.
  • Fixed a crash that occurred after pasting certain texts in the save name field.
  • Fixed some issues with the Market which was displaying wrong colors and icons for the price comparisons.
  • Fixed a bug where machine highlights after closing the Line Control Group didn’t reset.
  • Fixed an issue where certain parts of machines were blocking the hover outline.
  • Fixed some typos in item and object descriptions.
  • Fixed a few issues with audio volumes.
  • Fixed some UI text clipping cases.
  • Fixed a bug where Orders were getting generated past the maximum number.
  • Fixed a bug where Orders were creating some performance issues and hangs.
  • Fixed a bug where the Details button of Orders wasn’t working properly.
  • Fixed a bug where boxes weren’t getting hoovered properly.



Features in the horizon:



  • More work on optimization and performance.
  • Localization, a few languages are being translated with the help of the community and localization will be coming to the game gradually until every part of Gunsmith is localized.
  • Frequent additions of recipes. Grenades and more guns!
  • Level 2 machines for the various crafting state machines, Heaters, Coolers, etc
  • Bridge belts, these will add the ability to have belts than can go over each other, adding another way for more creative production lines.
  • More staff types and gameplay features.
  • Various automation features, Line Control automated Power On/Off, Market purchases and sales, client relations and orders and more.
  • Improve and add to the Staff area features, impactful decorations and more.
  • Implement more effects to scenarios.
  • Implement a deeper trading system and client relations and effects with the new globe.
  • Dynamic recipes which will allow the player to customize and create recipes for guns and more. Dynamic parts, materials, names and more.
  • Introduce the Facility, the area where you factory is and building areas to expand factories, staff offices and more!



End of Gunsmith V30 changelog, thank you,
Foued


November Update Ver 0.30



Hello everyone Rich here, tonight we’re happy to announce that we have a date for the next major Gunsmith update. Friday 9th of November. It has taken a little while longer than expected to get to the stage we would like but we are happy with the progress. The main reasons for this will become apparent soon.

We’re a very small team so we appreciate the patience from you all!
We have been working on several features, some major features and some very complex features that will change the game right from the start.

We feel this was missing from our launch and we think the game will feel much more alive after the V.30 update.

I will be dropping more details on the update soon but for now I can tell you the change list and feature list is well… Extremely extensive.

I don’t want to ruin the surprise just yet but I’ll be back with some more news when we are happy with what we can show you.

We will do our best to hit the deadline we have set. We feel this is a good date that doesn’t stress us out too much and won’t be pushed back, if it is hopefully by not much.

Thanks everyone for the continued support!

Best

Rich

The next 8 weeks!

Hello all Rich here, I thought I would get in touch and give you all an update on our current development situation with Gunsmith. As off last week I am happy to announce we have gone past 10,000 copies sold! A small number compared to other games but for us it’s a great milestone so thank you so much for having your faith in our Early Access journey! This has given us at least 6 months of clear financial runway to continue development. Things are going well and today we are having our first sale! So if you want to hop in now is the time! I want to just lay out a road map for anyone that is wondering what’s going on and where we have been.

Over the last 2 months we have basically taken some time out to recuperate from a hard year of solid dev and design the next phase of the game. We are now working on the game again full time and we will hopefully be dropping some massive content updates in future months. Our goal is to have a pretty huge update coming your way in about 8 weeks time so around 20th October we will be trying to hit that date with a massive update. We are going to be pushing fixes and some small additions to the game but I think our October drop will be a big one.

We are adding a tonne of new features, I doubt they will all be ready for October as they are massive, but we will find a good middle ground. Here are some things we are working on;

More weapons to produce such as SMG’s AR’s and MG’s.

Armour such as Kevlar and military helmets.

Scopes of all sorts and variants.

Small explosives such as grenades, c4, flash bangs, smokes etc.

STAFF

We are looking introducing staff to the game, I doubt this will be in the October update so please don’t lock that in but it is for sure on our list to introduce to the game. We want you to be able to hire staff and run the factory in a way where for example when the boxes get to the end of the line a member of staff takes that and packs it in the warehouse. We also want to add a trust element and a security feature.

MACHINES

Machines are going to get a break down mechanism and a heat mechanic so if you place loads of hot machines together there is a risk of fire.

MANAGEMENT

With all these new features we need to design a way of making sure the micromanagement doesn’t get really heavy and make the game a pain to play. So when you expand your operations into new factories/bigger parts of the current factory you can assign a manager to take care of the factory.

DISTRIBUTION

We are working on a global distribution map with more clients and countries to send arms to We want you to eventually be able to plan the route the arms will take and where the client is picking them up from.

MORE STUFF

That’s just a few things but in general we are working on making the user interface much better and more streamlined. Now that we have a tonne of feedback from you all and we have played the game a tonne we can see there are some really dead areas in the UI or areas with really no player value so we are looking into improving that stuff.
We have implemented a feature just like the hoover tool which allows you to see the state of items. This is nearly done and were hoping to roll that all out soon.

Phew, that’s a lot, there is even more planned, but this is just a small taster as to what we have in mind.

We’re not sure how much will make it into the October update but we are hoping that a decent amount of the above will.

Thanks again and see you soon!

Rich