Industries of Titan 1.0 Release, New Features, and Updated Roadmap
Greetings Founders.
On April 14, 2020, we released our first Early Access version of Industries of Titan out into the world. Our very first update added the Transport Hub and roads into the game, which, looking back, was very appropriate because we had a long road ahead of us.
Part of the beauty of Early Access is that we get to build towards something together with you. There is also a level of chaos in that we are building the road while we’re driving on it. We are drawing the blueprints, preparing the foundation, pouring the cement, and paving all at the same time.
But after over two years of experiencing all the fun twists and turns of Early Access development and monthly updates, we’re finally ready to announce a 1.0 timeline.
Industries of Titan 1.0 is coming this Winter 2022.
What does this announcement mean? This means that it’s time for us to start making some final decisions about what will be in the game.
We’ve had some pretty steady goals in our roadmap over the last few years, but thanks to your feedback, we’ve realized a couple of things in particular:
There are more fun, simpler ways to implement the goals than what we initially planned
There are some awesome features we want to add that we never planned for
Now, as we get close to our 1.0 launch, we want to make sure our remaining roadmap better reflects our updated vision. Our goal with this devblog is to talk a little about what we have left to do before 1.0 and tell you about some of our bigger pivots, including a new Campaign Mode, Starting Bonuses, and more.
Our very first roadmap image. What a throwback!
First of all, let’s talk about the main goals we still want to accomplish in a very broad sense. These are the general umbrella things we want to achieve after listening to your suggestions.
Give players more late-game purpose
Give players more long-term replayability
Give players more building variety
Optimize, fix bugs, and polish
Providing Players with Late-Game Purpose
From the beginning of Industries of Titan, we’ve known that we wanted players to compete against other rival corporations. We started with ‘Eliminate All Rebel Encampments’ as a placeholder condition for victory in Early Access, and it was that way for a long time until we introduced Corporate Goals just earlier this year.
This was expanded upon even further in our last update, which introduced Rival Corporations to compete against. We will continue to iterate on both corporate goals and rivals by
Adding new Corporate Goals
Iterating on how Corporate Goals are achieved and unlocked
Adding new Rivals with different playstyles
The final piece of the puzzle is CAMPAIGN MODE.
First look at the new campaign map selection screen.
Campaign mode is one of those weird suggestions that, when it was first requested by people early on in development, we weren’t sure it was something we wanted to do. But the more suggestions we received, the more we realized that a Campaign Mode would be able to accomplish many of our objectives around player purpose.
Campaigns will help give players a more concrete goal than just ‘expand forever.’ It will also introduce unique challenges per playthrough, which will require players to try out different tactics. That brings us to our next goal.
Long-term Replayability
We learned by chatting with you throughout Early Access that replayability is very important to you, which is great because replayability has been a goal at the forefront of Titan’s development since its inception. We keep replayability in mind at each step, encouraging people to try new strategies.
At this point, because replayability is such an important factor for us, a lot of the key features in replayability (map types, corporate goals, the tech web, etc.) are already in the game. We plan to add to and iterate on these features.
There is one aspect of Corporate Goals that we haven't discussed yet though, and that’s STARTING BONUSES.
First look at the Starting Bonus selection screen. This is still a work in progress.
Starting Bonuses are powerful traits that you can choose at the start of each campaign mission or scenario that will give you a unique advantage for your playthrough.
Previously, when you started a game, you were asked to select a Faction to play as. Our original intention was to provide players with a number of different Factions to choose from that would each have their strengths - be it military, economic, political, or otherwise. When we introduced Corporate Goals, we realized those goals provided enough incentive to play differently.
Starting Bonuses are almost exactly what we wanted to do with Factions, except that we can provide many more unique variations of Starting Bonuses than we can implement different Factions.
Building Variety
An important factor in Titan’s design is that we wanted all buildings (and devices) in the game to have a specific, functional purpose. Nothing is purely aesthetic. That said, we know people want more buildings for their cities. With that in mind, there are several more buildings you can look forward to that will make your city more robust:
Hospitals
Parks
Work in progress artwork of Hospital and Park buildings.
We’ve also listened to feedback on buildings in the Tech Web. Currently, non-essential buildings are locked behind research. However, because of your feedback, and because we’ve also added a lot of new technologies since the Tech Web was launched, we’ll be taking buildings out of the Tech Web so that you can unlock the Council Obelisk, Energy Storage, Fuel Storage, Air Purifier, and Industrial Fan buildings with credits any time during your playthrough.
Optimization, Bug Fixes, and Quality of Life Improvements
To say Titan has a lot of moving parts is a bit of an understatement. The game has to keep track of all your citizens, your employees, their jobs and priorities, Xethane levels, pollution, credits, resources, incoming migrant ships, rebel attacks… you get the idea. With the most recent update, the game not only has to keep track of all this for you but for your rival opponents as well.
It can be pretty intensive on some computers, so we want to make sure we take the appropriate amount of time to address this before adding more. You can look forward to many optimizations in the upcoming June Titan Tuesday.
Exploding city image from one of our moderators, Satoru.
There are also always quality of life features that can be added. For example, things like tutorial prompts, or clicking through the rebel attack banner to take you to the building being attacked have been long requested features that we would like to get to soon.
Trimming the Roadmap
Lastly, while the vast majority of our roadmap will be in the 1.0 version of Industries of Titan, there are a couple of things that we’ve had to trim, and we want to address that. With 1.0 coming in November, we’ve rank-stacked our new and remaining features against the time we have left, and we’ve decided to cut these two features:
Hunger/Farms
Liquids/Clubs
We believe, among our remaining features, these two items bring the least amount of depth, and by trimming these, we can spend more time and effort on the features you care about the most.
We are also still revisiting combat to try to address feedback on the combat system.
In Summary
Industries of Titan 1.0 is coming this winter, so we wanted to share an updated roadmap with you. We’ll continue to iterate on:
Corporate Goals
Rivals
Tech Web
Buildings (Parks, Hospitals)
We added a few big new features to the roadmap:
Campaign Mode
Starting Bonuses
We’ve trimmed two things from our roadmap:
Hunger/Farms
Liquids/Clubs
When you work for years on any single project, you learn a lot along the way. Games development is no different. Whether it's processes, design, or even communication, you learn that just as many things don’t go according to plan as they do. It’s important to be adaptable.
So once again, we thank you for being a part of this long, wild road trip of a game with us, and helping us shape the 1.0 version of Industries of Titan, which we’re excited to bring you this winter!
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.25.2
🪐 indicates changes due to community feedback!
Science/Tech Web
Updated science tab tooltip to display the current research task and its progress bar
Moved the legend in the tech web to the bottom of the screen
🪐 New tech in the tech web: Faster building repairs
Added new VFX to researching nodes when research efficiency techs are unlocked
Trucks
Truck construction queue information will become hidden when the transport hub is full
Added a tooltip to the button for removing trucks from the construction queue
Employee Menu
🪐 Added text to the full-time jobs list when it is empty to make it easier to tell when the list is open or collapsed
Processors
🪐 Existing processor modules will not display plug icons when placing a new module
All existing module plug icons will still be displayed when placing a processor
Fixes as of: 0.25.2
Fixed the checkmark icon on the science tab not being scaled correctly
Fixed ship's information panel not displaying the correct amount of fuel generated
Fixed a pathfinding issue in ships that could occur when a device was canceled before it finished building
Fixed pathfinding issues on ships that could occur after loading into a game
Fixed priority flags for buildings under construction/upgrading disappearing after saving and loading
Fixed an issue where FPS could drop when keeping a resource patch selected while an employee extracts it
Fixed an issue where the power overlay legend would get toggled when turning a pylon on/off
🪐Fixed a typo on the Mega Miner corporate goal
Fixed the "close" button on the roadmap panel not being aligned over the top right corner
Fixed the "No connected output module" flag being cleared if a waste module was attached to a processor without an output module
Fixed Xethane ruins that have not been activated showing different emission levels during Xethane emission weather events
Fixed a rare crash that could occur when a ship tries to attack a building that is already destroyed
Experimental players:
Fixed trucks sometimes not displaying upgrade VFX
Fixed pathfinding on ships breaking when a crew member dies while floor tiles are damaged
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.25.1
🪐 indicates changes due to community feedback!
Optimization
🪐Significant performance improvements have been made to many of the game's systems. This should create a much smoother gameplay experience for players with less powerful computers or very large cities
Disabled error logging by default
As the game has become more stable we no longer need to constantly log any background errors. This should result in a slight performance increase for players
If there are consistent issues in a save file error logging can be enabled from the settings menu before submitting bug reports
Quality of Life Changes
🪐Added Truck Queue
Truck production can now be queued, as long as you have the credits you can start queueing trucks in your transport hub once it's online
Holding down the increase or decrease dedicated workers button on the employee management panel will now continuously add or remove dedicated workers
Added tooltip to the button for increasing storage space in the spaceport and council hall when the player cannot afford the upgrade
Updated the rival selection button
More Fire Quality of Life Updates
Added a progress bar to buildings that are on fire
This bar will display the current fire intensity on the building and should make it easier to see which buildings need to be extinguished first
Added a warning notification when any building catches fire
This notification appears similar to the building under attack notification
Clicking the notification will center the camera on the first building to catch fire, or return to city view when inside a building
The notification will tell you how many buildings are on fire, and the current fire intensity of the first building to catch fire
VFX
Added VFX to trucks when they get upgraded in the science lab
Added VFX to operational air purifiers
Balance Changes
Rebel ships have -20/-30/-40 HP for Tier 1/2/3 respectively
Rebel ships with Gatling guns are weighted as more difficult and should not show up in earlier waves as often
Player ships have -20/-40/-60 HP for Tier 1/2/3 respectively
Building construction time is 30% faster for all buildings
Increased the time it takes for an extinguished building to reignite
Fixes as of 0.25.1
Fixed an issue with codex entries that didn't have a set image displaying the image of the last codex entry selected
Fixed an issue that caused the brightness to decrease in city view after leaving combat view
Fixed damaged buildings losing damage texture if an upgrade is canceled
Fixed livability stat on residential buildings not displaying "Unlivable" when completely full of waste
Fixed an issue with the "Discovered Technologies" section of the Tech Web panel not being populated till at least 1 scientist was assigned
Fixed new game panel not disappearing after selecting the load option in the main menu
Fixed Quill Baas' name not being localized in the new game menu
Fixed advisor call button not always being available in certain situations
Fixed incorrect mining rates being shown on isotope nodes targeted by mines after loading the game
Fixed saving and loading in shipyards not saving the camera orientation
Fixed a rare issue that could cause citizens to become "stuck" on the corner of the spaceport while call to arms was active
Fixed Rival AI being able to complete some tutorial steps for the player
Fixed an issue that caused the Rival AI's power grid to be visible in the fog of war when the power overlay was on
Fixed an issue that could allow ships to instantly dock in shipyards from anywhere on the map
Fixed an issue that would cause Sciaro's third tutorial step to not complete if the ruin selected was an un-activated inert ruin
Fixed an issue where the Rival AI could unlock achievements for the player
Fixed the newsletter signup not accepting capital letters in email addresses
Fixed inability to unlock Quill Baas' codex entry
Fixed an issue that could cause some employees to get stuck after using "Dismantle All" on a ship
Fixed an issue where buildings that were being upgraded were still visible and selectable through the fog of war when command range was lost
RIVAL AI: Compete against a new rival corporation! BIGGER MAPS: Maps are 1000+ tiles bigger. FASTER TECH: NResearch tech faster. FIRE REWORK: Fire spreads differently now! and more!
Industries of Titan is in Early Access, which means we are actively updating and adding new content based on our roadmap and your wonderful feedback. You can expect the next Titan Tuesday on June 7th.
See the full patch notes below!
Titan Tuesday: Patch 0.25.0
Rival AI 1.0
Changes as of 0.24.0
🪐 indicates changes due to community feedback!
Rival AI has been introduced to the game!
Rival AI can be selected at the start of a new game
Currently one AI personality (more to come during Early Access)
Will spawn somewhere on the map and build a city alongside yours!
Rival AI has their own victory card that it will try to complete
Player will spawn in a corner of the map instead of the center when a rival is in the game
Cannot directly attack AI, and AI will not attack the player (will come later in Early Access)
Map sizes are significantly larger
increased to 72x72 from 64x64
Advisor Chat Button
If you miss or dismiss an audio log during gameplay you will be able to listen to it by clicking the new “Chat” button for that advisor
Quitting, or saving and loading will remove all pending chats
Any missed chats can still be replayed from the codex at any time
Added unlockable lore logs for Population and Waste advisors
Tech Web
New tech: non-flammable roads. Researching this tech will stop fire from spreading to roads
Slightly increased the speed of researching tech in the early game
Fire Spread Rework
Fire no longer spreads exponentially. Instead, there is a global timer that will determine when a fire will spread from a building with a high enough fire intensity
Initially fire will only spread to one building at a time, as more buildings catch fire the amount of fires that can spread at once will increase up to 3 at a time
Extinguishing a fire will decrease the fire intensity of nearby burning buildings
Increased the amount of time it takes for an extinguished building to be able to catch fire again
Balance Changes
Building repair speed has been increased
Extinguishing fire is now free
Miscellaneous Changes
Added an interior camera transition when entering and exiting shipyards
The foam upgrade for fire extinguishers has a new sound effect
Market Cap summary screen has been adjusted to use the space better
Added a tooltip to the “Rebuild All” button when it is unavailable
Fixes as of 0.25.0
Fixed research bar briefly disappearing when entering buildings
Fixed focus not being correctly released when pressing Enter after editing employee priorities
Fixed some UI elements not being clickable if the mouse was not moved between clicks
Fixed employee module and auto power shield not getting unlocked in the codex
Fixed background audio continuing to play from the council woman if “Continue Playing” was clicked too quickly after achieving victory
Fixed audio drop notifications getting dismissed by other notifications
Fixed storage upgrade button on council and spaceport building appearing available when the player does not have enough credits
Fixed “Engine Required” warning appearing in the shipyard when building additional engines after one has been built
Fixed sound effects for damaging ships playing when loading into a save with a damaged player ship
Fixed Rebuild All button not using all tiers of resources the player has to determine if the button is available - This will make Rebuild All available in situations where it previously wasn’t
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.24.3
🪐 indicates changes due to community feedback!
Balance Changes
Reduced the speed that fire spreads
Increased repair speed
Added localization for new features
Known issues as of 0.24.3
Laiyo Visk and Vern Skoll chat logs are not yet localized
Localization for these logs will be implemented in the next patch
The Council has been impressed lately by how well you’ve maintained your city and remained productive, even in the face of new—often fiery—obstacles. The struggle for dominance is never over, however, so we’re investing some time in advising you further on how best to allow your endeavors to flourish.
COMING SOON
Rival Corporations
As I’m sure you are aware, you are not the only enterprising Founder that we have here on Titan; you may soon find yourself encountering Rival Corporations during your ventures. Each of them will have their own unique goals and will be growing their cities right alongside yours in order to achieve them. To accommodate all of this growth, the amount of accessible land has increased by 26% to 72x72 plots.
However, this means that they also face the same challenges that building a business on Titan necessitates, such as fire, pollution, and those pesky rebels–though any rebels who are attacking your rival will at least not be hostile towards you, and vice versa. While the Council doesn't currently sanction violence between rival Founders, I'm sure you'll find a way to gain the economic upper hand until the time comes where you are able to resort to such measures.
Advisor Chat
Word is that you should be expecting to hear from some more of your advisors to “shoot the breeze”, as it were. It simply would not do to allow yourself to become distracted from your goals, however, so if ever you find yourself too busy to listen to them, you can always dismiss their call and chat with them later or listen to any missed messages via your Codex.
Though I should hope you are never too busy to accept my calls, Founder.
Fighting Fire
If you’ve fallen victim to rebel attacks as of late, you may have noticed that structures on Titan are highly-flammable. But never fear, The Council has reason to believe that the spread of fires will be much more manageable going forward:
Fire will now spread at a linear rate as opposed to exponentially, so fire will never spread faster than 3 buildings at once
Extinguishing a building’s fire now reduces the strength of any adjacent flames
It will now take twice as long for a building to be able to reignite after being extinguished
In addition, extinguishing fires will no longer cost credits, and Dr. Braxton Daw has discovered new tech for you to make your roads immune to the flames.
Until next time, Founder.
- Demi, Council Representative
Patch 0.24.2
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.24.2
🪐 indicates changes due to community feedback!
Rival AI:
Rival AI can be selected at the start of a new game
Currently one AI personality (more to come during Early Access)
Will spawn somewhere on the map and build a city alongside yours!
Rival AI has their own victory card that it will try to complete
Player will spawn in a corner of the map instead of the center when a rival is in the game
Cannot directly attack AI, and AI will not attack the player (will come later in Early Access)
Advisor Chat:
If you miss or dismiss an audio log during game play you will be able to listen to it by clicking the new “Chat” button for that advisor
Quitting, or saving and loading will remove all pending chats
Any missed chats can still be replayed from the codex at any time
🪐 Balance:
Extinguishing fire is now free
Fire Spread Rework:
Fire no longer spreads exponentially, instead there is a global timer that will determine when a fire will spread from a building with a high enough fire intensity
Initially fire will only spread to one building at a time, as more buildings catch fire the amount of fires that can spread at once will increase up to 3 at a time
Extinguishing a fire will decrease the fire intensity of nearby burning buildings
Increased the amount of time it takes for an extinguished building to be able to catch fire again
Slightly increased the speed of researching tech in the early game
Miscellaneous:
Added unlockable lore logs for Population and Waste advisors
New technology in tech web: Non-flammable roads
Researching this tech will stop fire spreading to roads
Added an interior camera transition when entering and exiting shipyards
The foam upgrade for fire extinguishers has a new sound effect
Market Cap summary screen has been adjusted to use the space better
Added a tooltip to the “Rebuild All” button when it is unavailable
Hi everyone. We've heard your feedback on fire. Thank you for telling us your concerns. One of the pitfalls of Early Access, especially at the cadence we're updating, is that things can change FAST. We try to stay on top of balance as best as we can, but we also want to give people an opportunity to really try out a new feature before making hasty changes. That said, it's apparent that there are two states of fire right now: you can extinguish it immediately, or it is completely out of control with no in between, which is obviously not what any of us want.
We're rolling out this hotfix to balance fire in the meantime, but please know that this is intended as a band-aid solution, and we're examining how we can re-approach how fire works in general. Thanks for all your feedback as always, and please continue to let us know your candid thoughts!
Changes as of 0.24.1
🪐 indicates changes due to community feedback!
Balance:
🪐Reduced repair cost of buildings from 5 credits per HP to 4 for all buildings
🪐Increased the fire intensity required for fire to spread.
This will increase the amount of time it takes for a new fire to start spreading
Reduced building repair cost tech effect from -40% to -25% to balance the effect with the overall reduction to repair costs.
AUDIO DROPS: Learn more character and Titan lore! GETTING HOT IN HERE: New heatwave weather. FIGHTING FIRE: New technologies to deal with fire. NEW REBEL SHIP LAYOUTS: Beware! and more!
Industries of Titan is in Early Access, which means we are actively updating and adding new content based on our roadmap and your wonderful feedback. You can expect the next Titan Tuesday on May 3rd.
See the full patch notes below!
Titan Tuesday: Patch 0.24.0
Character Lore
Changes as of 0.24.0
🪐 indicates changes due to community feedback!
New Audio Drop System for Character Lore!
While playing Titan, audio logs will randomly drop
Logs are stored in the codex under the “Characters” section
Provides more insight into the game’s characters and their backgrounds
Logs won’t drop if player is idle
Logs will begin dropping after completing the tutorial, or immediately if tutorial is disabled
All audio can be accessed in the Codex after being unlocked
New Weather Event: Heatwave
Heat Waves will make it much easier for buildings to catch fire when they are being damaged
Be extra cautious of rebel attacks during heat waves!
New Technology Options Added to Tech Web:
Reduced Fire Pollution: Reduces pollution from fires
Reduced Fire Growth Rate: Reduces the speed that fire grows
Improved Fire Extinguishing: Employees will extinguish fires faster
Reduced Fire Damage Over Time: Reduces the damage fire does over time
Reduced Building Repair and Extinguishing Cost: Reduces the cost of repairing and extinguishing fires
Balance Changes
🪐Increased time it takes for fire to spread to other buildings
🪐Added a cooldown to recently extinguished buildings for fire spreading. This will stop fire from immediately spreading to a building that has just been put out
Improved VFX
Burning buildings that have an interior view will now also show fire when inside
Buildings that are on fire will display a red glow at their base, this should make it easier to notice when a new building has caught fire
🪐Added lighting underneath ships which will make them easier to spot in crowded cities
Improved VFX on fuel devices and buildings, making it easier to tell at a glance if fuel pumps have low Xethane in their area
Migrant Ships
Added variants to migrant ships that arrive to deliver citizens and resources. Smaller loads will have smaller ships, while larger loads will have bigger ships
Rebel Ship Layouts
Added even MORE new rebel ship layouts
Tutorial Changes
Added a prompt for first time players to make sure the tutorial is enabled. Please note, if you are continuing from a previous build this prompt will appear once
Tutorial will only be automatically enabled for new players or players who have not completed/disabled the tutorial in the past
UI and Tooltips
Long custom names on buildings will now clip instead of scaling while in interior view
Updated Repair tooltip with a better layout
Improved Repair tooltip when player has 0 credits
Changed warning text from red to yellow
Added ingame tooltips for each victory card
Changed “Ready” text in the science tab, to a check mark
Added a duration bar to the communications window that will display how long the VO portion you are hearing is
Fixes as of 0.24.0
Resource patches with mines attached will now display the mining rate
Fixed an issue where you could be kicked out of shipyard view if a different shipyard was destroyed
Fixed ability to salvage inert ruins that were on fire or being repaired
Fixed a crash that would occur if the cancel hotkey was used in the techweb while there was no tech being researched or scrapped
Fixed an issue with ship names getting cut-off in some localizations
Fixed an issue with ships getting stuck in dismantle state if the employee that was assigned to the job dies on the way
Fixed snowstorms not helping extinguish fires
Fixed an issue that would cause a black noninteractive screen when entering the tech lab in certain circumstances
Fixed an issue with ships getting stuck in a dismantle state if they were set to be dismantled immediately after the last device on board was dismantled
Fixed an issue with native resolution not always being correctly recognized the first time launching the game
Fixed ability to enter a destroyed factory in certain circumstances
Fixed an issue where fuel turbines that didn’t have an employee working inside would appear operational when loading into a save
This patch is for an experimental (i.e. beta or unstable) build. If you'd like to learn more about our experimental process or how to access the experimental build, please see this post.
Changes as of 0.23.3
🪐 indicates changes due to community feedback!
Added localization for new features
Fixes as of 0.23.3
Red glow effect will now apply to activated ruins when they catch fire
Fixed some edge cases where Audio drops would not play correctly
Known issues as of 0.23.3
(EXPERIMENTAL ONLY) Unlocking characters in the codex while on experimental branch can lead to issues when loading into the game on the standard release branch. Due to this issue, going back and forth between the branches right now is not recommended. We try to make the experimental experience as smooth as possible but in this situation it was not something we accounted for, and that resulted in bugs. We'll try to fix it so this doesn’t occur in the future, but if you are experiencing this issue please wait until the release next week to play on the main branch.