Kubifaktorium cover
Kubifaktorium screenshot
Linux PC Steam
Genre: Simulator, Strategy, Indie

Kubifaktorium

Update notes 1.12.2021-6.12.2021

- Content: Added Grim's camp in mission 4.
- Content: Added a model and an icon for the food processor.
- Content: Replaced the placeholder image for grim.
- Expert mode: Moved the logistics import mode to expert mode.
- Fixed/Modding: Removed items still showing up in recipes from workshops.
- Fixed: Bug allowing you to place a grove over a station/depot in some cases.
- Fixed: Buildings staying in a buggy state when a deconstruct job is cancelled.
- Fixed: Buttons that are inactive/invisible no longer have a tooltip.
- Fixed: Caching preventing high-level buildings from getting built in some cases.
- Fixed: Distributor panel only showing after reselecting a belt after toggling it.
- Fixed: Greenhouse having no "out-arrow".
- Fixed: Priorities working strangely with automated workshops.
- Fixed: Removed caching for harvesting jobs. This was a problem if some workers had tools and the others did not.
- Fixed: Some priorities working in reverse after moving the priorities to the icon.
- Fixed: Toggling an exit hopper no longer changes the accepted goods.
- Gameplay: A type getting added automatically in a depot no longer propagates to the depot exits.
- Gameplay: When placing a depot on top of an existing stockpile, the game will now also copy priority as well as incoming and outgoing connections.
- Gameplay: You can now stop a shipping port from importing by setting its priority to paused. It will still export and fulfil its role as a depot.
- Misc: Replaced the energy/power-icon.
- Misc: The tooltip for tools now shows both crafting and construction as tasks for the hammers.
- Misc: You can now rotate the camera by holding the middle mouse button and moving the mouse.
- UI: Changed the look of the enemy camp demands so they look the same in the objective panel and when you select them.
- UI: Turned the power related UI panel into a button as well. Hovering over it tells you the current state of the network. The icon is orange when the network is low on energy
- UI: When selecting an automatic workshop etc., the input/output arrows are now displayed.

Update notes 25.11.2021-30.11.2021

- Content: Added a 5x5 version of the zeppelin station.
- Content: Added models for the monuments in mission 9.
- Fixed: A number of issues in the German translation. Thanks to MoeGraph for the help!
- Fixed: Building substitutes not evaluated correctly. E.g. in mission 7 you can directly build higher quality houses.
- Fixed: Issue possibly causing links to get lost after last patch.
- Fixed: Mission 7 now also removes potatoes from your ship.
- Fixed: Playing for a long time and then starting a new island causing a huge lag spike for a few seconds.
- Fixed: Removed caching for mining jobs. This was a problem if some workers had tools and the others did not.
- Fixed: Replaced many missing or stub descriptions.
- Fixed: Time staying at 999d... at the beginning of a mission.
- Fixed: When alt-upgrading multiple buildings, buildings under construction are now ignored.
- Gameplay: Reduced the number of priority states from 6 to 4.
- Gameplay: Stockpiling now ignores stockpile priority. Usually you want things to be brought to the nearest stockpile and use the priority for something else.
- Misc/Modding: The suggestions can now be customized for all buildings using SuggestedBuildingsInfo→SuggestedTypes.
- Misc: Added a stage to the all-the-needs objective where you are to buy out all enemy camps and claim the map in the end. Also added tier 4 social buildings.
- Misc: Choosing the "Big map"-scenario in the main menu now takes you to the all-the-needs scenario.
- Misc: Destroying a depot, station etc. now also destroys the hoppers inside of it.
- Misc: Food and drinks in the tooltip are now ordered alphabetically.
- Misc: The claim terrain objective now counts any soil from the given biome.
- Misc: The small horse station now also comes with a crane.
- UI: Removed the follow-button. Instead, clicking on the name/title will now do the trick.
- UI: Replaced sort buttons in the inventory screen with icons.
- UI: The logistics status is no longer shown as a panel. Instead, there is now an icon in the top of the panel that turns orange when something is setup incorrectly.
- UI: The logistics task is now hidden when you select a colonist, saving a line of space.
- UI: The new priority button is also used to toggle disableable (?) buildings like inserters or farms.
- UI: The priority is no longer shown as a panel. Instead, there is now an icon in the top of the panel that shows the current priority. Click on the button to cycle through the priorities.
- UI: Tweaked the sizes of some panels etc.
- Visual: Many items are now thicker than before.

The Final Progress Report!

[previewyoutube="3pxY3Qg9F1Y;full"]

User interface


* Enemy camp panel
* Time display tooltip
* Money display tooltip
* Warning display tooltip
* Suggested buildings panel
* Tile fertility panel
* Removed panels
* Ingredient list in panel when building something
* Settings-cloning

Needs and happiness


* Clearer need progression
* Clarification: Tool and happiness effects

Polishing & Accessibility


* Removed obsolete mechanics:
* Colonist limit and settling
* Conveyor logistics mode
* Buildings: High capacity depot, automated horse station, recycling workshop, connected decorations and overhead conveyors
* Deprecated: strength stat, carrying exhaustion, mining difficulty, item weights etc.
* Expert mode: train pre-signals and assigning colonists to workshops, combat system, fighting robots

Gameplay


* Automated stockpiling after mining & random mining order
* Production and depot signs
* Limit depot entry
* Building depot over stockpile or items.
* Stop-conveyor belts
* Automatic setup of depots
* Displacing items
* Balancing: Ingredients, times, item effects, colonist counts, campaign missions
* Late game performance & Tons of bug fixes

Campaign


* Campaign is done!

Outlook


* Future development
* Thanks to the community & call for reviews


Discord server: https://discord.gg/kubifaktorium
Website: kubifaktorium.com
Company: neomateria.de

Update notes 17.11.2021-24.11.2021

- Balance: Increased fuel value of oil.
- Balance: Reduced the charge amount in mission 8 to 25 per monument.
- Balance: The custom scenarios now start with both extra colonists and the default materials.
- Campaign: Added dialogue for the bonus missions.
- Campaign: Added dialogue for the epilogue.
- Campaign: Added some wild tomatoes and berries to story mission 1.
- Fixed: Alt-clicking while over the UI no longer triggers the building cloning.
- Fixed: Building preview icon and text size depending on resolution.
- Fixed: Dialogues not showing when you have a modifier key pressed.
- Fixed: Enemy camps not disappearing from tracker after last patch.
- Fixed: Issues regarding the charge objectives in mission 8.
- Fixed: Links between islands on the world map not showing in the correct color.
- Fixed: Miners ignoring nearby stockpiles.
- Fixed: Removed small black rectangle showing when no messages are active.
- Fixed: Stockpiling after mining not working if there is a depot etc. under construction.
- Fixed: The minable panel for a plant now shows a shovel as the recommended type.
- Fixed: Toggling a building during upgrade cancelling the upgrade and leaving the resources reserved.
- Fixed: Wrong description in train tutorial.
- Fixed: You can no longer build belts over roads.
- Gameplay: Construction mining jobs will no longer mine mountains that are not accessible.
- Gameplay: Removed settled colonists sending you money, as they no longer settle down.
- Gameplay: When adding a type to a depot, exit hopper preferences will only be updated when they accept nothing.
- Localization: Added German localization for the story missions.
- Misc: A dialogue that was shown will no longer show again when you reload a game.
- Misc: Preparing for release, I'm removing community localizations which are outdated. If you like to update the translations, please feel free to publish them as a mod. That way you'll also be able to interact with your players more easily. Thank you!
- Misc: To skip a dialogue, now alt-right-click on "continue...".
- Misc: You can now change the zoom speed in the settings.
- UI: Clicking on the "construction in progress"-text on an upgradable building now takes you to the worker doing it.

Update notes 4.11.2021-16.11.2021

- Balance: Increased the mining time in all quarries.
- Balance: Made solar cell power generation a bit more even.
- Balance: The "decoration in range" happiness modifier is active from the beginning.
- Balance: The all-the-biomes map now has twice the amount of recruitable colonists per enemy camp.
- Fixed: Bug causing missions to not start when a dialogue is used on the world map.
- Fixed: Bug causing the world map generation to freeze when a dialogue is used.
- Fixed: Colonists often taking a long time to start/execute a stockpiling task.
- Fixed: Colonists stealing goods that are being exported.
- Fixed: Locomotives no longer show a "no path"-warning after leaving a station.
- Fixed: Outputs are now only propagated to stockpiles/depots when a stockpile/depot is added.
- Fixed: Outputs from multi-output mineables like plum trees getting brought to depots that don't accept them.
- Fixed: Signs for quarries staying at "pause" after being resumed.
- Fixed: Signs not showing correctly after last patch.
- Fixed: Zeppelins steeling items from workshops.
- Gameplay: Actors no longer have a "strength"-stat.
- Gameplay: Miners will now automatically bring a mined good to the nearest station or depot that will accept it. This sounds like a small change, but increases colony efficiency by a lot because other colonists do not need to come pick it up. At the same time, zeppelins will no longer stockpile as it is hardly required any more.
- Gameplay: Removed "mining difficulty" stat. All minable objects now require a base amount of 10s/item to mine.
- Gameplay: Removed carrying objects having an effect on needs.
- Gameplay: Removed different item weights. Carrying any item now reduces the colonists' movement speed by the same amount.
- Misc/Fixed: Holding alt while creating a logistics link now
- Misc/Modding: Deprecated some fields that are no longer used/required.
- Misc: Ambient sounds and regular sound effects should no longer play when the game is out of focus.
- Misc: Chargable buildings no longer show a warning after being charged.
- Misc: Deprecated the recycling workshop, connected decorations and overhead conveyors.
- Misc: Opening the menu with escape now pauses the game.
- Misc: You can now control-click on "continue" in a dialogue to skip the entire thing.
- Performance: Improved performance of train pathing.
- Performance: Made conveyor belts a bit faster.
- Performance: Made logistics system checking faster.
- Performance: Removed lag spikes caused by zeppelin stockpiling.

Update notes 20.10.2021-3.11.2021

- Balance: Crushed ore sorting now produces more rubble.
- Balance: Islands you have settled will send you fixed amount of money.
- Balance: Made some balance changes for the end of the campaign.
- Balance: Mountain tiles with clay or ore in them now contain no rocks. This should prevent the rock-flood you get in the mid-game.
- Balance: Reduced production rate of oil pump.
- Balance: Reduced the number of colonists per enemy camp to 1.
- Balance: Reduced the number of colonists per settlement to 4.
- Balance: You now get 5 zeppelins per depot. Also made zeppelins a bit faster.
- Campaign: Added story dialogue for mission 7.
- Campaign: Added story dialogue for mission 8.
- Campaign: Miscellaneous fixes & tweaks to the story missions.
- Campaign: There are now mission-specific tips on the loading screens.
- Content: Added the limit depot entry. It corresponds to the overflow exit and only accepts items, when the depot is at most 50% full. Useful if you want to leave some empty space for stockpiling etc..
- Fixed: "Needs barn" tooltip. :)
- Fixed: Added a routine that frees stale tiles reserved by the cargo port.
- Fixed: Bug that could lead multiple colonists to pick up the same tool from the ship, leading to a lot of weirdness.
- Fixed: Hoppers not correctly placed in depots when building an inserter.
- Fixed: Ingredients are no longer shown in red when a construction job is in progress.
- Fixed: Inputs-missing-warning not showing up correctly when a stockpile is removed in some cases.
- Fixed: Items being unloaded from the port while the game is saving should no longer end up on a water tile.
- Fixed: Items sometimes getting stuck mid-air when you destroy an elevated conveyor belt.
- Fixed: Mass-toggling building upgrades being a bit strange.
- Fixed: The earn money from export-objective no longer counts money from previous islands.
- Fixed: The reveal-map modifier should now also work with save games.
- Fixed: The robot workshop not being buildable in free play. To build combat robots, you still need to activate expert mode in the settings.
- Fixed: Trains not repathing correctly at pre-signals.
- Fixed: When stockpiling items, zeppelins should no longer mix multiple item types on the same tile.
- Fixed: When toggling a conveyor to be a distributor, the UI will now adapt correspondingly.
- Fixed: You can no longer copy settings from items.
- Gameplay: Depots now generate relay jobs, i.e. bringing items from entries directly to exits, more often.
- Gameplay: For zeppelins, stockpiling now has a higher priority than transporting.
- Gameplay: In assist mode, when you add a type to a depot, it automatically gets added to all exit hoppers.
- Gameplay: Stations are now "use as stockpile" by default.
- Gameplay: The game no longer blocks leaving an island when the colonist count is outside of the required range. Instead, the game will automatically select a reasonable combination.
- Gameplay: The game now automatically pauses when a dialogue triggers. After the dialogue is completed, the game resumes at the previous speed.
- Gameplay: When an automatic workshop produces something and an inserter is placed to pick it up, colonists will no longer be able to "steal" it.
- Gameplay: When an exit hopper in a cargo port is set to pause, it will no longer cause goods to be imported.
- Gameplay: You can no longer "settle down" colonists. All the colonists you get will stay in your party until the end of the campaign. It was not very plausible, added a lot of UI and complexity and didn't really create very interesting decisions.
- Gameplay: You can now place insta-build-buildings like inserters on top of minable objects. If you do, it will be treated like a regular building, i.e. the colonists will mine the object which is in the way and then build the thing.
- Misc: Made a number of smaller improvements to the earlier campaign missions.
- Misc: The recipes for the houses and their upgrades are now consistent.
- UI: Added a warning to auto-workshops that are low on power.
- UI: Limited the number of happiness complaints displayed in the tooltip to the top 6.
- UI: The ingredients in the upgrade panel are now also grey or red when in progress or missing.
- UI: The preview text showing how many ingredients you have/need to build something is now shown for regular buildings as well.
- UI: The signs in front of depots and workshops now indicate when it is set to pause or forbid consumption.
- UI: When an upgrade job is in progress, clicking on the text in the panel now takes you to the colonist building it.
- UI: When logistics mode is active in a shipping port, the game now shows warnings when a) exit hoppers are used or b) no logistics clients are connected.
- UI: While placing insta-build buildings like power poles and inserters, you now get a preview of the ingredients required & available.
- Visual: The cursed water behind island 7 now looks a bit different.

Update notes 9.10.2021-19.10.2021

- Campaign: Added story dialogue for mission 5.
- Campaign: Added story dialogue for mission 6.
- Campaign: Changed how the mining objective works in mission 1.
- Fixed: Being able to place stockpiles over buildings if there are items on the same tile.
- Fixed: Dialogues after missions showing up incorrectly.
- Fixed: Items hovering over zeppelin stations after reloading in some cases.
- Fixed: Maybe fixed zones disappearing after saving in some cases.
- Fixed: Placing inserters no longer creates extra depot-exits/entries when one already exists.
- Fixed: Screenshot hotkey not working.
- Fixed: The order in which you add modifiers on the custom map screen no longer has an effect.
- Fixed: Volume level of things like automated workshops not effected by volume setting.
- Gameplay: Items brought to exit hoppers are now reserved for inserters and will no longer be 'stolen' by colonists.
- Misc: Copying settings between workshops now copies production limits as well.
- Misc: Deprecated the conveyor logistics mode. Its uses are really specific, hard to explain to the player and there are probably many buggy situations that I cannot really support.
- Misc: Updated screenshots and Steam capsules.
- Misc: You can now save the camera positions (F1-F4) to file in the debug menu. Useful for trailers etc..
- Performance: Task generators that failed are now paused for a 2 seconds. Should increase performance by a lot. Could also add some new bugs in the short run.
- UI: The need tooltip now shows you which type of house your colonists need.
- UI: You can now "copy settings" from a minable object like a geode and paste them onto a type filter like a stockpile.
- Visual: Long inserters now have a slightly different color than short inserters.
- Visual: Reduced the bird count a bit.

Kubifaktorium will release on December 16th, 2021!

We are in the final stretch of production and currently working on finishing the campaign, clearing the remaining bugs, polishing and balancing.

For now, have a look at the new 4:30 gameplay trailer, which shows gameplay footage from the different stages and biomes of the game:
[previewyoutube="RNNv-dyqRcg;full"]

Enjoy :)

Update notes 7.10.2021-8.10.2021

- Balance: Changed the recipe for the air extract to 1*ElectronicComponents,1*ModernBuildingPart,1*RefinedBuildingPart,3*MachineParts.
- Balance: Koa trees can now be planted on normal volcanic soil.
- Balance: More vanadium from bornite.
- Balance: Reduced the charge amount required for monuments 50→30 and portal 25→10.
- Campaign: Balanced objectives for bonus mission 3.
- Fixed: Arrows from shipping ports not correctly updated in some cases.
- Fixed: Being able to place depot hoppers on other hoppers.
- Fixed: Continuing a conveyor belt from a ramp leading to double inserters leading to Schrödinger-items.
- Fixed: Copying settings now also works, when you click on a tile that has another object on it (e.g. an item on a construction site).
- Fixed: Need tier addition leading to incorrect demand tiers.
- Fixed: Position of drone model.
- Fixed: Possible excessive reservation when using logistics import mode.
- Fixed: Too many goods getting imported when using logistics import mode.
- Fixed: Trees can now be grown in the ice biome where mountains used to be.
- Fixed: When a chargable building is fully charged, the recipe will no longer reset but the workshop will stop working.
- Fixed: Wrong animals staying in a pasture if you change the animal type while an animal is being tamed.
- Gameplay: The auto-placement of depot exits/entries now happens even when there is still a minable object on the respective tile.
- Gameplay: When an item is inserted into a depot and the depot accepts no good, it will now automatically set the corresponding type to accepted [assist mode].
- Gameplay: When an overflow hopper is used, the crane should generate relay jobs correctly now and not put an item on the amount threshold in storage first.
- Gameplay: When deconstructing a conveyor belt, inserter etc., the ingredients are now loaded onto your ship and not spawned as an item.
- Gameplay: You can now copy farm/grove zone settings via "shift-right-left" click.
- Misc: Deprecated the high capacity depot. The function still remains, so you can add it back via modding.
- Misc: You can no longer rename story characters.
- Performance: The decoration build overlay is now much faster.
- UI: Added an ingredient list showing the required/available items to the upgrade panel similar to the construction panel.
- UI: Added the option to deactivate a zone color for all colonists by holding control+alt while clicking.
- UI: Replaced the ingredients from the construction job panel from last patch with icons.
- UI: The construction status panel now shows the ingredients used for construction
- UI: The production limit elements are now invisible for products that are not selected.
- UI: You can now copy settings between auto-farms and auto-groves.

Update notes 28.9.2021-6.10.2021

- Audio: Certain sounds like when placing a building are always played now regardless of how many other sounds are there in the background.
- Audio: Changed the mixing behavior a bit so that the difference in levels from zoomed out vs. zoomed in is not as big.
- Audio: Increased the number of sounds that can play at the same time.
- Audio: Replaced the message sound because it can trigger Outlook PTSD in some unfortunate folks.
- Balance: Chocolate milk has been moved to tier 2. Tea can now only be made from harvested tea leaves and has been moved to tier 3. You can also no longer grow flowers.
- Balance: In later campaign missions, your colonists' needs now advance faster (since you already have more materials).
- Balance: Increased the export price for rose gold ingots to 100.
- Balance: Reduced the energy gained from treadmills by 1/3.
- Balance: There is now a limit to how many zeppelin/drone factories, carriage stations and horse barns you can have.
- Balance: You can now upgrade a zeppelin factory to a drone factory.
- Balance: You now get 2 MargheritaPizzas and 2 Croissants.
- Campaign: Added dialogue and scenery for mission 4.
- Campaign: Added mockup objectives for mission 99 (epilogue).
- Campaign: Fixed objective for bonus mission 3.
- Campaign: Fixed objectives for bonus mission 2.
- Fixed: A number of miscellaneous bug fixes.
- Fixed: Conveyor belts backing up a bit too much after last patch.
- Fixed: Double "built from"-section in encyclopaedia.
- Fixed: Error when supplying the temples in the last mission manually.
- Fixed: Glitch in house UI when hovering over unavailable spaces.
- Fixed: Inserters that are disabled still blocking conveyor belts.
- Fixed: Invisible recipes showing up in encyclopeadia.
- Fixed: Items getting reserved when brought to a place where an automated workshop blueprint is.
- Fixed: Items getting stuck on belts if they are placed in the exact frame the game is saved.
- Fixed: Items imported from the cargo port are now reserved until the are imported. This prevents other colonists from stealing them, which could cause tiles that longer import or store items.
- Fixed: Items in transit from logistics jobs are no longer cleared from stockpiles and depots.
- Fixed: Items will no longer be displaced onto water,
- Fixed: No more warning flags in dioramas.
- Fixed: Possible issue where items get "split" on conveyor distributors.
- Fixed: Possibly fixed buildings not getting constructed in some cases.
- Fixed: Power pole position in greenhouses.
- Fixed: Removed the small area between an icon and a label, e.g. in the production selection, that was not clickable.
- Fixed: Shuffling the demands from enemy camps getting progressively slower each time you do it until the game freezes completely.
- Fixed: Some production recipes appearing multiple times in encyclopaedia.
- Gameplay: Clearing invalid items from stockpiles/depots now has the highest logistics priority.
- Gameplay: Colonists will now clear items that do not match the type filter from depots and stations. Before that was only done with stockpile zones.
- Gameplay: Forbid usage & stockpile usage as well as logistics targets are now also cloned via shift left/right-click.
- Gameplay: When mining something with multiple content types, like a geode, the mining order is now random.
- Misc: Added a custom map modifier that disables the fog of war. (And removed this from the plane-with-mountains-modifier).
- Misc: Added a few new dioramas and removed some old ones.
- Misc: Pyramid ruins in desert biome can now be mined.
- Misc: Removed the "Randomize"-option from the custom map screen. Many combinations it came up with did not really make sense.
- Misc: When hoppers are automatically placed, items on the exit hopper tile are now displaced.
- Misc: You can now add custom background images for dialogs, e.g. to give an "evil" character a more scary atmosphere.
- Performance: Some general performance improvements.
- UI: "Toggle overflow" is now highlighted when you select an overflow hopper.
- UI: Changed the "Victory!" text for optional missions.
- UI: Instead of a "base level", the tooltip for a tool now gives you a few examples of the things you can mine or build using the given tool.
- UI: When holding shift/control or alt while right-clicking on a message, all messages are now closed.
- UI: When you alt-remove-click a single zone tile now, the whole zone will be removed. Debug-remove is now control-alt-remove-click.
- Visual: Made the sunlight period a bit longer.