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Genre: Simulator, Strategy, Indie

Rise of Industry

Patch 1.3 is now available!

Industrialists! In a constant effort to make the game sleeker and simpler, without losing complexity, we've been pushing and testing some more changes.

The main one is that the Truck Depots no longer exist. If you load a map from 1.2.x, you will have to rework your Requests and Destinations. Now al manual destinations from the warehouse use the high capacity trucks (can still be upgraded). This simplifies the system and removes clutter. Hope you like this change and more!

As many reports about logistics were about Requests, they have now been removed from the Tutorial, and the whole feature is hidden in the Gameplay Options menu. Please only use them in real necessity. Remember: Requests are not for "A to B", those are Destinations. Requests are for "all of X product here". There should not be multiple requests for the same product, or problems arise if not dealt with properly.

Now, focusing on Gamescom. We have been working on something quite massive, and we can't wait to reveal it. But first: next week we'll take a small well-deserved summer break. See you soon!

Changelog: https://steamcommunity.com/app/671440/discussions/4/1643168364662918600/

Oh and thanks to TrainyMcTrainFace, we have now a bunch of new Settlement names! Check them out here: https://steamcommunity.com/id/trainlover1998/myworkshopfiles/?appid=671440

PS: if you've been away for long and wonder what happened to the logistics, please check this out: https://steamcommunity.com/games/671440/announcements/detail/1615018964396099180

Updated to version 1.2 with new and improved Logistics and more!

Whew! After a few weeks of changing mechanics and adding new stuff, can finally launch version 1.2! As you guys know, it's important for me that you all have the best experience possible, so decided to redo the tutorial (now with a lot more text explaining the whys and hows), and doing version 5 of the Logistics.

https://www.youtube.com/watch?v=G-dND7hrPCU&feature=youtu.be

In short:


  • Cannot place Depots (Train Terminals, Truck Depots, etc) on their own. They are now accessed via the Warehouse, as modules (like Farm fields, you know?)
  • Inventory and upkeep is now shared with the Warehouse, making management much easier, especially in the infamous "stuff is stuck at my Depot" issues
  • Destinations now allow for you to choose the vehicle. This means all your "I want to transport stuff from A to B via trains without this BS Request system" dreams have now come true! Hurray!
  • Requests and AWH work the same as always


Because of these changes, if you import a map from 1.0 or 1.1, you will have to tweak may of your logistic buildings. Because of this, I strongly recommend you start a new map, to avoid any issues.

Next item on the list is the "Simplified Production Chains". Some of you voiced out the fact that you want perfect ratios across buildings, so we added a difficulty modifier that makes every single production time rounded to 15 days, making syncing up recipes much easier, for those who want it.

Another new toy, is the target selector. When you are choosing a destination for a building, the whole map turns black and white, to highlight the valid destinations. Most importantly, you can straight up click them, without using the list! This should streamline the process a fair amount.

Last but not least, added Heightmap imports, so that you can import real-world locations or from other games. Here are some tips:


  • Pure black = water
  • Pure white = very high (avoid)
  • Anything below grayscale 64 is water
  • Try to have dark or very dark images
  • Avoid pixel-perfect details
  • "Posterise" is your friend
  • Lower the amount of greys by using the Posterise tools in Gimp/Photoshop
  • Lower the amount of detail by using the beautify or noise reduction tools
  • Use PNGs without a lot of compression. JPGs produce artifacts
  • Manage the images here: \RiseOfIndustry\Rise of Industry_Data\StreamingAssets\Heightmaps


So this: http://prntscr.com/nzxgwv
Makes this: http://prntscr.com/nzxh4w

We're still working on perfecting this, so feel free to provide feedback. Some maps were included for you to play around with (they have been hastily done, so please don't judge my lack of artistic skills too hard). Oh and the best maps you share, might be chosen to ship with the game (and your name!).

Hope you like this mega patch, and if you do, please leave a review on the store page. They really help!

See you on Discord!

Patchnotes: https://steamcommunity.com/app/671440/discussions/4/1643167006251987160/

1.2 (Logistics v5 and more) on the Experimental Branch!

Ok, been gathering feedback non-stop, and apparently people a general consensus:
"Tutorial and logistics sux" (I think this is the actual quotes, but who knows).

Aaaaanywho, it's important for me that you all have the best experience possible, so decided to redo the tutorial (now with a lot more text explaining the whys and hows), and doing version 5 of the Logistics.

In short:


  • Cannot place Depots (Train Terminals, Truck Depots, etc) on their own. They are now accessed via the Warehouse, as modules (like Farm fields, you know?)
  • Inventory and upkeep is now shared with the Warehouse, making management much easier, especially in the infamous "stuff is stuck at my Depot" issues
  • Destinations now allow for you to choose the vehicle. This means all your "I want to transport stuff from A to B via trains without this BS Request system" dreams have now come true! Hurray!
  • Requests and AWH work the same as always


Note that this is an Experimental branch, so you need to start a new map. Will work on ways to import old maps this week.

As a bonus, added Heightmap imports, so that you can import real-world locations or from other games. Here are some tips:


  • Pure black = water
  • Pure white = very high (avoid)
  • Anything below grayscale 64 is water
  • Try to have dark or very dark images
  • Avoid pixel-perfect details
  • "Posterise" is your friend
  • Lower the amount of greys by using the Posterise tools in Gimp/Photoshop
  • Lower the amount of detail by using the beautify or noise reduction tools
  • Use PNGs without a lot of compression. JPGs produce artifacts
  • Manage the images here: \RiseOfIndustry\Rise of Industry_Data\StreamingAssets\Heightmaps


So this: http://prntscr.com/nzxgwv
Makes this: http://prntscr.com/nzxh4w

We're still working on perfecting this, so feel free to provide feedback. Some maps were included for you to play around with (they have been hastily done, so please don't judge my lack of artistic skills too hard). Oh and the best maps you share, might be chosen to ship with the game (and your name!).

Of course, more will come (new targeting system, new events, etc). This is an initial version of 1.2 just so we can get some feedback on the new Tutorial and Logistics.

Hope you like it, and see you on Discord!

Patchnotes: https://steamcommunity.com/app/671440/discussions/4/1642039363009134475/

Megapatch 1.1 is now public!

Industrialists! Hello again!

Right on, so... release got us thousands of new players (each with their own feedback, reports, thoughts, and so on). Gatherers a lot of this and got to work non stop. After a few weeks of coding, testing and some community members' feedback for testing the beta branches, we can now present to you the official first post-release megapatch!

Really hope you guys see this as a step in the right direction for an even more enjoyable experience!

Main Features

Warehouses can directly supply shops (this can be disabled if you want)

Can buyout other entities' permits (and the AI will offer you cash for yours)

Warehouses now clearly state if and with what Depots they are connected to

Major changes to Logistcs:

Patch 1.1 on the Experimental Branch!

Industrialists! Hello!

Paid lots of attention to the feedback, and I know you guys are a bit disappointed with how the AI doesn't seem to add much, or how the Logistics keep doing whatever they want, so we've been working non-stop on patch 1.1, and here it is in all its glory. Note that we are not done yet, with more to come. Here are the changes:

Main Features

Warehouses can directly supply shops (this can be disabled if you want)

Can buyout other entities' permits (and the AI will offer you cash for yours)

Warehouses now clearly state if and with what Depots they are connected to

Major changes to Logistcs:

1.0.1:0705b Minor Patch is out!

All the details here, for your maximum enjoyment!

https://steamcommunity.com/app/671440/discussions/4/1651043320667542624/

Full release at last!

We've made it! Thanks to your unbelievable patience, support & feedback we are proud to say that Rise of Industry is now at full release!

It's been a long road (almost 4 years!) and from the whole team behind Rise of Industry, we wanted to say a HUGE thank you for eveything you've done. Without your support, the game wouldn't have made it this far. So truly, thank you.

However, that isn't the end of the journey for the Rise of Industry. We promised that we would support the game long after full release and we are staying true to our word. We have lots of plans and additions to come and you'll be able to see them in the not too distant future in version 1.1 and beyond!

https://www.youtube.com/watch?v=4wgc7vqcw78

We've been amazed by the feedback and suggestions of the community during the Early Access phase, but it doesn't need to stop there.

As already mentioned, we've still got lots planned for post-release content to support the game but you can still tell us what you want adding to the game. Maybe it's a new factory, mechanic, recipe - let us know and if it proves popular, it could end up in the game in the coming months.

If you haven't already, why not join our friendly community on Discord and tell us your ideas for post-release content or just how you're getting on in the game. We'd love to hear from you!

But now, go have fun! I'll be here in the forums and on Discord!

Previous Changelogs:
https://steamcommunity.com/app/671440/discussions/4/1651043320649214021/
https://steamcommunity.com/app/671440/discussions/4/1679190184076977764/
https://steamcommunity.com/app/671440/discussions/4/1679190184073552802/

Final Build on the Experimental branch!

The last patch before release is on the Experimental branch. We are having some issues with the game crashing when you load from the game scene, or go back to the main menu, so we disabled those options until a solution is found.

This means that to load a save, you need to exit the game, reload it, and load from the main menu. Sorry about this, we're working as fast as we can for the release.

Aside from that, we have a lot of balance changes and polish done for the release. Keep in mind that our work isn't done; there's still a lot of post-release content planned, but right now all we care about is hearing from you. Post your thoughts, complaints, suggestions... everything.

I'll be here, listening, waiting.

And as usual, the changelog: https://steamcommunity.com/app/671440/discussions/4/1679190184073552802/



A11 and some stuff about the upcoming release!

Right on, it's been a very long road, full of emotions (3.5 years since the first prototype, a failed kickstarter, a difficult Early Access launch, an extremely positive reception these last few months, and countless obligatory comparisons to OTTD (I still don't get it, but still...). Finally it's coming to an end, at least the big part. Of course, we have a lot of post-release content. Don't think that we're just going to disappear after releasing the 1.0!

When we started this trip, I was alone, doing some weird code and design. Working a boring day job, fixing laptops and phone screens. Then started to join with others over the weekends, for a few months, and ended up with a prototype (you can play it here: https://drive.google.com/open?id=0B8CZVIFErUt0ZzNUdDVIM1V6MVE ).

Won't bore you with the details of my life, I'll make a blog someday in case you want to read about the development. Maybe, hopefully, who knows.

Now, you're reading this because you want to know what's the deal with the new patch (A11, introducing competitor AIs, Auctions and PR Events). Well, the short answer is: it's ready! Hop on the Experimental branch and play!

Long answer: still need to polish it a bit, and need as much feedback as possible. It's not easy to teach an AI 3 years of mechanics, in just a month. It does weird stuff, and need to see how you react to it. So please, open threads, send me emails, come to Discord, and let me hear you out.

Aside from that, going to take a small break this month. Going on a pre-launch trip to have some admittedly well-earned holidays. The original idea was to release the game in February, but I always wanted to add more and more things (curse you, feature creep syndrome!), but the holidays were already booked, so delaying the launch made it difficult to reorganise everything. Going to relax before the full release, to have the batteries charged for all the post-release content, announcements, polish and feedback gathering that will happen!

Now, the plan is to release the 2nd of May, but the public branch will remain on A10, and then do the big jump to 1.0 directly (skipping A11). This is because I really want the release to go as smooth as possible, and having the biggest impact we can (coverage, youtube, etc). So please, if you want to help, hop on the A11 patch and let me know what you think, and how we can improve.

Well, this was a bit longer than expected. Just wanted to do this announcement by saying a very important thing: thank you. Without you, dear fan and supporter, we wouldn't've come this far. You allowed us to work these years in something we love, leaving behind soulless jobs, and focusing on making this small game a reality; something that we really think you can enjoy (or at least, be entertained by it). We got way more than we ever could've hoped for. So much love and attention, that it's literally bringing tears to my eyes as I'm writing this.

Really, from everyone at Dapper Penguin Studios, thank you.

Now go play the new patch. I'll be here, listening to your feedback.

Stay awesome.

PS: patchnotes, cos I know you like them: https://steamcommunity.com/app/671440/discussions/4/1815422173033520728/

Alpha 10.1 is now Live!

Another juicy patch, expanding and perfecting the way traffic is handled. Expect extreme efficiency with the Warehouse Automation!

Now we have to focus on A11 (AI competitors). Those backstabbing industrialists won't sharpen their skills on their own!

Improvements and Changes





Bugfixes






Work in Progress for A10.x









Work in Progress for A11








Previous changelogs:
https://steamcommunity.com/app/671440/discussions/4/1843566500511189206/
https://steamcommunity.com/app/671440/discussions/4/1843566500519537845/
https://steamcommunity.com/app/671440/discussions/4/1843566500529985120/