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Genre: Simulator, Strategy, Indie

MegaFactory Titan

Hotfix 0.9.2.2

0.9.2.2 (1/13/2025)
- Caches with starting goods and caches from care package caches can be automation enabled, and can now interface with Maglevs. They can have resources removed from them but never added.
- You can relocate your starter caches and care package caches as well.
- Balance - Players start the game with a little bit more water, food, and medicine.
- Balance - Players start the game with 5 more smelters.
- Balance - Players start the game with 1 Supply Depot.
- Balance - In the early game, allies will never request more than 1 mission at a time unsolicited.
- Most allied factions show up later in the game, so as not to spam you with introductions early on.
- Electrolyzer model now has a holoscreen to let you know its progress.
- It is now possible to buy the Full Land Rights if you already own the Mining Rights (so you don't have to sell and then re-buy).
- Rockets which land resources from space land much slower so it's easier to see what is happening.
- Solid/Liquid Propellant renamed to Solid/Liquid Fuel for clarity.
- Disabled pass through logistics.
- Some error messages shortened.
- At the prefabricator and other producers, you can enqueue structures in 100 or 1000 increments now.
- You can build maglevs, overpasses, and bridges on lands you only own the Mining Right to.
- In infolinks, added text mentioning if a structure can be built on Mining Rights.
- Slag Tutorial now recommends you simply store the slag in your starting Supply Depot at first.
- Added infolinks descriptions to caches.
- Trying to set a Cache as a Dropoff Point will throw an error rather than silently fail.
- In the Idle Miner message, it mentions you can save money by returning the miner to storage.
- Mission success call lingers around longer before disappearing on its own.
- Mining Depot moved from 'Storage' to 'Extraction' in the Action Bar.
- Land Buying UI now shows daily costs.
- Cleaned up the new game screen UI a little.
- AI factions build trading posts before all other structures now (aside from their Base).
- Bug fix - Error notifications in the center of the screen weren't flashing red.
- Bug fix - Allies were not giving enough flooring as a mission reward.
- Bug fix - Can't locate an item in the actions bar if it doesn't exist there.
- Bug fix - Goods were sliding through producers erroneously when using Push Maglevs.
- Bug fix - Fixed bug where some factions would refuse to buy more land.
- Bug fix - Fixed allied factions buying land endlessly sometimes when they have a build request.
- Crash fix - Crash when starting a Power Request Mission.

Hotfix 0.9.2.1

0.9.2.1 (12/24/2024)
- UI - If a population necessity is even slightly below max, the bar will be yellow, rather than off-green.
- UI - Tutorials flash as long as they are not expanded.
- UI - Tweaked some text on some of the tutorials.
- UI - Tutorials have numbers which indicate message index and total message count.
​​​​- Crash fix - Crash when removing items from a Cache.

Update 0.9.2.0 - Gameplay Rebalance

Update 0.9.2.0 is out! It is heavily focused on rebalancing existing gameplay rather than adding new content. In general, the early game is now much easier, and far less overwhelming.

Gameplay Rebalance


The game has been drastically rebalanced in many subtle and not-so-subtle ways. First, the money situation is different. Early game missions now dump money on top of you, so finances are not nearly as problematic in the first few hours. Late game missions, in contrast, are much more stingy. This means, early on, completing a single mission can keep you afloat for many days.
Many changes to consumables have been made. You start with a big pile of every consumable, except for oxygen, that should last you quite a while. However, the bonus packages that show up from time to time always have the option to gain one of the main consumables or fuel. Furthermore, ruins now yield consumables or fuel the majority of the time, so exploring can greatly benefit your early game resource situation. This means you don't have to rely nearly as much on the Conflux Market, or at all.
The glut of money from early game missions means the price of paying off your loan early game is much higher. However, loan interest, and all daily payments are the same price as before.
Additionally, price collapses don't occur nearly as fast when you sell off various resources or trophies to other factions.
Some other balance changes: Some enemy factions activate much later in the game. Pollution doesn't become a serious problem until mid-game. Trash is produced at a much faster rate, for you to burn if you want. All ally factions give you much more time to complete missions. Population becomes unhappy slower.

Mining Rights


You can now buy the Mining Rights to land, rather than the Full Rights. Mining Rights allow you to only mine, but not build on the land. Why would you do this? Because Mining Rights are dirt-cheap. This lets you buy the Mining Rights to tons of land plots without fear of financial trouble, and set up mining outputs everything, all of which can feed into your central base.

Mining Depots


You can now build Mining Depots, a storage structure that can only hold mined resources. It is the default mining automation destination, but the main advantage of it, is that it is the only structure that can be built on a plot where you only hold the Mining Rights. Useful for setting up your far-flung mining outposts.

And a ton of small quality-of-life changes, mainly to the tutorial, but also to error-reporting in general.



Full Changelist


0.9.2.0
Gameplay
- When buying land, you can now purchase Mining Rights rather than Full Land Rights. Mining Rights are much cheaper than full rights, and allow you to mine resources, but you can't build structures there. This allows you to set up significant numbers of mining outposts cheaply.
- Full Land Rights are now more expensive than before. Mining Rights are much cheaper than prior.
- Property Tax on Mining Rights is significantly lower than Property Tax on Full Rights.
- New storage structure, the Mining Depot. It can only carry mining spoils. It is the default dropoff destination for mining automations. In addition to having a significant amount of space, it has the advantage of being buildable on land that you only have the Mining Rights to.
- Non-Mining Depot storages no longer support being the destination of mining automation. Existing save files will not change this, but new storages will not have this support.
- Ruins now are much more likely to yield resource caches rather than money. Resources are usually food, oxygen, water, or fuel for your starting powerplant.
- Starting necessities are placed in a pile outside of your headquarters now, which allows you to do with them as you see fit much more easily.
- Recurring bonus packages now always provide 1 option to gain resources (either fuel, or necessities like food) rather than vehicles or structures.
- When you choose a resource bonus from a bonus package, a spacecraft now lands and drops it off in your territory.
- Necessity and fuel rewards scales based on how needed they are.
- Starting loan payments required are much higher (but daily interest payments are the same).
- Drastically increased payouts for early game missions. Early game money is extremely easy to come by if you do missions.
- Some late game mission payouts are reduced, so it is less lucrative to, for example, farm Gunships throughout the late game.
- Low Orbit Mercantile Guild payouts don't fall nearly as quickly if you give them the same resource over and over (though their payouts will still fall eventually, just much later).
- All factions have a higher price floor when buying resources off of you, rather than the price collapsing to 1 if you oversell.
- Habitats can accept larger overflows of waste goods before they become unhappy.
- Tweaked some unhappiness values for habitats.
- Oxygen is consumed much faster, but Electrolyzers produce Oxygen just as fast to compensate.
- AI factions give longer times to deliver resources.
- Pollution is less of a problem early game.
- Increased trash production rate.
- Scavengers and pirates activate later.
UI
- Improved many error messages.
- Added a tutorial for pausing and a tutorial camera controls.
- Tutorial is now smaller and less obtrusive. You have to specifically open up the tutorials if you want to follow them. Otherwise, they just hang out in the corner where you can dismiss or ignore them.
- Other general Tutorial improvements.
- Loading screen tips are now slightly more topical based on estimated user experience level.
Other
- Ambient audio pauses when the App is paused.
- Bug fix - Fixed music sometimes getting cut off.
- Bug fix - Mouse hover highlight properly highlights transparent parts of models, like glass.
- Bug fix - Visible resources in vehicle or structure inventories are properly highlighted on mouse over.
- Bug fix - Fixed the tech tree nodes not highlighting when trying to find a tech from infolinks.
- Bug fix - Fixed colors of inventory bar.
- Bug fix - Fixed bugs related to AI behavior regarding unsolicited trade requests.
- Bug fix - Scavengers weren't breaking down buildings.
- Crash fix - Crash relocating pop to nowhere.
- Crash fix - Crash during the tutorial.
- Crash fix - Crash on using the quick locator.
- Crash fix - Crash when sending items from a cache to your stash.
- Crash fix - Occasional crash when deleting items.

Hotfix 0.9.1.6

0.9.1.6 (12/1/2024)
- Bug fix - Buying land far out was buying the wrong land plot.
- Bug fix - Options menu popups were not appearing.
- Crash fix - Crash when deconstructing structures.

Hotfix 0.9.1.5

0.9.1.5 (11/26/2024)
- Balance - Very early game mission payouts are increased.
- Balance - Increased trash generation from food consumption.
- Factions won't send you trade requests if you have too many warnings.
- String fixes.
- Bug fix - Fixed mission payouts fluctuating rather than being fixed based on what the faction requested.
- Bug fix - Fixed errors in "takeaway" mission prices.
- Bug fix - AI will immediately buy land if they have a build request but no place to build at.
- Bug fix - Trading posts and Substations don't become nonfunctional when damaged now, since the player can't repair them.
- Bug fix - Fixed electrolyzer being constantly requested by some factions.
- Crash fix - Crash during tutorial fixed.
- Crash fix (Linux only) - Fixed the wrong shared lib being used, causing a crash on startup for certain linux systems.

Hotfix 0.9.1.4

​​​​0.9.1.4 (10/13/2024)
- Bug fix - Fixed building breaker refusing to break down certain buildings.
- Crash fix - Crash on certain warehouses getting destroyed.
- Crash fix - Crash on destroying maglev wreckage.

Hotfix 0.9.1.2

0.9.1.2 (10/11/2024)
- Producers will refuse to start work on a recipe if the output for that recipe is blocked. This prevents mega smelters from getting stuck if one recipe is blocked but others are not.
- Wreckage of other factions decays over time, so you don't end up with giant fields full of wrecked Feds/Rebel buildings.
- Cleaned up some ambiguities in the error log.
- Bug fix - Mining Heaps are indestructible, are never considered nonfunctional, so they can't be repaired or damaged.
- Bug fix - Fixed tutorial focus circle sticking around on interface widgets that no longer exist.
- Crash fix - Fixed crash when clicking on global alerts with a mixture of units and structures.
- Perf - Minor UI performance improvements.
- Perf - Fixed a memory leak.

Major Update 0.9.1.0 - Gameplay Overhaul

Update 0.9.1.0 is out! It heavily alters existing gameplay patterns and overall rebalances the game for a much better experience. Significant changes have been made to the early game. If you have a save that is an hour or two old, it is highly recommended you start over.

Reworked Early Game


You start with a batch of fuel and a combustion powerplant instead of renewable energy sources. Renewable energy you must work up the tech tree to get.
You can also purchase fuel subscriptions from the Conflux Market.
Your starting structures are different, with far fewer choices early game. Instead, you receive care packages from time to time with starting item choices over the first hour.
You receive care packages of random bonus goodies every so often throughout the entire game.

Population Dynamics Changes


Oxygen is now critical to your habitats. Unlike food and potable water, if oxygen runs out, workers immediately leave.
However, you now start with Electrolyzers, which can turn Water into Oxygen, and all nearby world tiles have water ice, so you immediately set up a Water Ice to Oxygen supply chain.
Your headquarters is now just a large, high quality habitat, so you don't need other habitats early on. There is no more concept of "unassigned" workers, you just hire directly into each habitat or headquarters.
Your workers now consume necessities slowly over time rather than every dawn, and you can track it in the habitat UI now.
Leaving trash and waste byproducts at your habitats will increase unhappiness. Keep your living spaces clean!

Main Mission Changes


The Raiders faction no longer triggers based on your progression through the main missions. Instead, they trigger based on net worth, tech level, and other factors.
Later main missions also do not trigger immediately based on prior progression, and instead trigger based on a variety of different factors as well.

Breakdowns


When most structures become damaged beyond a certain point, they become inoperable. To make them work again, you will need to send Repair Drones with Building Frame to repair them. Some structures like gun turrets, and all vehicles remain operable no matter the damage.
Some production structures, and most powerplants, suffer random breakdowns from time to time, and need to be repaired with a Repair Drone.
Early game crises are now more likely to just damage your structures until they need repairs, rather than outright destroy them. This means you can recover faster, as long as you have a robust Building Frame supply chain set up.

Storage Priority / Infinite Loop Control


Do you like to set up Maglev loops? Well, now you can avoid infinite looping of resources between two storages with Storage Priority. Dedicated storages like Warehouses now have an optional storage priority. If you set the storage priority on two storages with a loop between them, they will only send resources from lower to higher priority. This allows you to loop your storages without ever having to worry about infinite looping.

Production Queues


Structure and Vehicle Producers (like the Prefabricator) now allow you to queue up production. This replaces the old "Production Limit" option that they used to have.

Multi-output Producers


The Mega-sized producers now have the ability to have multiple different outputs selected at once. This doesn't increase their speed, but it increases their flexibility. For example, a Mega Smelter could now smelt either iron, copper, aluminum, and concrete, just not all at once.

Mining Heaps


By default now, mining vehicles simply dump resources they've gathered onto the ground in a mining heap, and cargo vehicles set to automatically gather from miners instead gather from mining heaps.
You can still use the original behaviors (deliver directly to storage; have a truck gather directly from an excavator), but this has to be manually set up.

Alert System


Certain notifications now stick around on the right side of your screen until you fix them. For instance, habitats running low on oxygen, or bankruptcy looming. Alerts on individual structures and vehicles now have a similar setup which is much easier to skim through.

Graphics Improvements


Atmospheric scattering is now more accurate. The blue-ish gleam of the top of the atmosphere shows in the main menu, and in game, the hues of Titan's atmosphere are different, redder and yellower at sunset, going darker much faster. The hydrocarbon lakes sometimes reflect yellowish and other times reflect slightly bluish, all depending on the angle, time of day, and latitude.
Sections of flat terrain now have decals to break up the monotony.





Full Changelist


0.9.1.0 (10/1/2024)
Gameplay
- Headquarters is now just a large, high quality habitat (high range, high population capacity). It's range covers one entire land plot.
- Population is never unassigned. All workers work at your factory, and if you leave them at your headquarters, they can work near your headquarters.
- You hire directly into each habitat, or layoff workers directly from each habitat. You can also move workers between habitats freely.
- Workers consume food and necessities slowly over time, rather than all at once at sunrise.
- Oxygen is now critical to your habitats. Unlike food and potable water, if oxygen runs out, workers immediately leave.
- Hiring new workers adds a little bit of oxygen to a habitat.
- Leaving trash and waste byproducts at your habitats will increase unhappiness.
- When structures become damaged to a certain point, they become inoperable. To make them work again, you will need to send Repair Drones with Building Frame to repair them.
- Some production and power structures suffer breakdowns from time to time, and need to be repaired with a Repair Drone.
- Reduced the number of starter package choices you have. Instead, you are forced into some, and have to manufacture alternatives if you'd like them.
- Additionally, all remaining starter packages are given within the first hour of play, not all at the start.
- You have a fixed start, with a free plot of land and your headquarters already placed. If you don't like your start, you can sell your land plot and relocate your headquarters.
- Players always get a batch of ice in their starting tile.
- All nearby world tiles start with water ice.
- No starting flues.
- Ally factions are more spread out in time to when they show up.
- You start with combustion plants rather than renewable powerplants. You have to research turbines and solar farms to use them.
- Your landing rocket drops a cache of fuel for your combustion plants at the start.
- Mega Smelters and Mega Factories now allow you to set multiple output types at the same time, instead of having an extra intermediate buffer spot.
- Smelters are easier to make, and show up much earlier on the tech tree.
- Added a number of starting items.
- Luxury and underground habitats are harder to make. Makeshift habitats remain easy to make (and must be researched first).
- You can purchase fuel subscriptions from the Conflux Market.
- Dedicated storages like Warehouses now have an optional storage priority. If you set the storage priority on two storages with a loop between them, they will only send resources from lower to higher priority. This allows you to loop your storages without ever having to worry about infinite looping.
- Overflow destination option has been rolled into the storage priority system (but it still functions as it did before).
- Every few days, you will get a care package with new stuff.
- All early game weather crises are not nearly as destructive. Most will only damage structures rather than destroy them. Weather only becomes deadly in mid game.
- Trade factions can once more request missions of you at random, but the frequency is much, much lower. You can still disable this too by talking to each faction.
- Delivery Subscriptions deliver to your Stash rather than your HQ, since the HQ has limited space now.
- Stash now has all the options that a Warehouse or Storehouse would (Storage Priority, Filters, Storage Caps), and can now receive resources.
- Increased power of Comm Tower's internal heater, since it can't use external heaters. Tweaked heating on Hospitals as well.
- Intersection speeds buffed.
- Conflux Market frequently has a better selection of more relevant goods in their store.
- Workshops and Tune Up Augmentations now also reduce breakdown chances.
- Certain powerplants now accept augmentations.
- Solar farms nerfed a bit.
- Water Filtration Plant can turn Waste Water into normal Water as well as Potable Water.
- Raiders do not immediately activate as soon as you complete the prior mission. They activate based on several factors, including your current tech level, net worth, and the like.
- Wealth tax mission also does not trigger immediately based on prior progression, and instead trigger based on a variety of different factors as well.
Graphics
- Atmospheric scattering is now more correctly simulated for Titan. Sunsets and sunrises are much redder and yellower. Hydrocarbon lakes reflect bluer at peak daylight. Colors in general are fairly different.
- Main menu scene now has proper atmospheric colors on Titan, with a blueish glow near the top of the atmosphere.
- Terrain decals added to flat sections of terrain.
- Some minor fog improvements.
UI
- Persistent alerts. Certain notifications now sit on the right side of your screen until you fix them.
- Alerts on each structure/vehicle when selected are better organized and highlighted by urgency.
- Scouter overhead icon is removed, since idle scouting units is now a persistent notification.
- Structure and Vehicle Producers now allow you to queue up production. This replaces the old "Produce X" dropdown.
- Producers use a list box to choose a production type. This list box is now searchable, so when building something at your prefabricator, for example, you can search for what you want to build.
- You can't hire directly from factions anymore. Instead, at each habitat, you hire directly into the habitat. Same with laying off workers.
- If your producer has a blocked output, it will specifically mention it in the error messages.
- Producers, habitats, powerplants, and powerlines all have a "popped out" UI to handle how many options you have now, so you don't have to scroll as much to do what you want.
- Slag tutorial specifically calls it slag rather than waste products. Fixes some new player confusion.
- Overhauled most of the tutorials. Added several new tutorials.
- Tutorial UI improved.
- Finished tutorials are logged in the messages UI.
- Escape clears current view mode.
- Corrected sizing of various recipe UIs.
- Habitats have bars showing how many necessities they have, and how long until they run out.
- Habitat UI shows more info, such as average happiness, and better visualization of capacity fill.
- Temperature bar UI improved to be clearer.
- Turrets and combat vehicles have a button which lets them drop their ammo on the ground.
- Added stats for population.
- In the Tube UI, you can select the destination of a good and zoom to that destination.
Other
- Some typos fixed.
- Many descriptions and tooltips tweaked.
- Crash fix - Crash when filling in large amounts of land all at once.
- Crash fix - Rare crash when accepting a mission right when a faction's trading post is destroyed.
- Crash fix - Fixed rare mouse-related crashes.
- Crash fix - Crash on launch when using OpenGL.
- Bug fix - Fixed powerplants requesting more resources than they can hold.
- Bug fix - Fixed Titanquakes not occurring on easier difficulties despite the crisis warning showing up.
- Bug fix - Scavengers would sometimes freeze up, thinking they could break down a building that was unreachable.
- Bug fix - Fixed Scavengers sometimes changing their mind halfway through breaking down one building to target a much further away building.
- Bug fix - Automated spacecraft not launching in certain edge cases fixed.
- Bug fix - Fixed tubes sometimes breaking intersections when an overpass is above them.
- Bug fix - Fixed scavengers not delivering goods home sometimes.
- Bug fix - Fixed normal maps on terrain.
- Bug fix - Fixed research time being unaffected by pollution inefficiency.
- Bug fix - Fixed the intro call immediately happening rather than waiting for a few secs when starting a second new game.
- Bug fix - Fixed the flashing of the heater UI bar.
- Bug fix - Destroying structures were not storing their contents to your stash.
- Bug fix - Demolishing a group of structures was storing their contents to your headquarters rather than your stash.
- Bug fix - Fixed various dropdown menu items being wrong.
- Bug fix - Fixed an issue where a blocked good would get stuck and rather than using a blocked good, a storage would request the same kind and it'd get stuck behind the blocked good.
- Bug fix - Fixed some model texture bugs.
- Perf - Terrain sections do not generate while you are in the zoomed out minimap mode.
- Perf - Load time improvements.
- Perf - General UI performance improvements.
- Perf - Many general game performance improvements.
- Perf - Performance improvements specifically for massive save files.
- Perf - Performance improvements specifically when placing tubes and structures in a large save file.
- Perf - Performance improvements specifically for save files with large, complex tube networks.
- Perf - Memory leaks related to mining fixed.

Hotfix 0.9.0.5

0.9.0.5 (7/24/2024)
- Balance - Tweaked certain marauder, pirate, and scavenger crises to trigger later in the game. Hoverjet marauders, for example, are not supposed to show up until much later. Reduces late game difficulty.
- Balance - Crisis frequency is halved.
- Added a warning message for structures with habitats in range, but not enough total workers for that structure.
- You get a notification whenever your cloud seeders successfully alter the weather.
- Reduced Cloud Seeder power requirements.
- Bug fix - Fixed Cloud Seeders unable to use attached Cooling Towers, since they absolutely need them to function.
- Bug fix - Fixed a number of incorrect waste heat coefficients across most structures in the game.
- Bug fix - Fixed powerplants erroneously believing they are out of power.
- Bug fix - Fixed errors on some powerplants not showing up.
- Bug fix - Fixed black shadow grid lines that appear on certain terrain formations, especially sand dunes.
- Crash fix - Fixed a rare crash caused by a race condition
- Perf - Reduced terrain generation memory pressure.
- Perf - Improved terrain generation speed slightly.
- Perf - Slowed the rate of terrain generation. Causes the terrain to look low-res for slightly longer than before, but alleviates the frame rate lagging when moving the camera around.
- Fixed a pretty egregious memory leak related to terrain generation.

Hotfix 0.9.0.1

0.9.0.1 (6/27/2024)
- Headers added to inspector UI.
- Various UI tweaks.
- Some recipes tweaked.
- Demolition units moved to the extraction action menu.
- String tweaks.
- Bug fix - Fixed loan payments being too cheap on easier difficulties.
- Bug fix - Fixed being able to clear AI orders of the conflux delivery copter.
- Bug fix - Fixed storms running away from your factory.
- Crash fix - Crash when using a scout zeppelin.