uFactory cover
uFactory screenshot
Genre: Simulator, Strategy, Indie

uFactory

uFactory's First DLC Announced!

uFactory is bringing PC gaming on Steam into a whole new genre: the Logistics-Royale!

Up to 100 players will join a game and start with a 10x10 factory on a shared planet with $5,000 to their name. Players will have to build their production lines and logistics empires quickly, because once another player is able to amass twice their net worth in liquid cash, they can buy them out of the game! Last player standing wins a pithy epithet!



But don't worry, because you'll have nefarious options at your disposal to prevent other players from buying you out, including: devious sabotage, investigative espionage, and term-life insurance policies.

Because of the intense development and server costs involved with bringing this game mode into the uFactory brand, uFactory: Logistics-Royale will be sold as a $25 DLC add-on to the base game.



Also, the release of the long-awaited campaign update is being pushed back six months to support the Logistics Royale mode.

uFactory DevLog: 6 December 2020

Hi everyone! Working fast and furious to try to get everything in for the next version. We assure you it will be appropriately huge, at least in the context of indie game updates. Anyway, here's a few examples of what we've been working on:

Simulation Core Rebuild


We've been a bit quiet about this part, but it's an important part of the future of uFactory. In versions of uFactory up to this point, each machine operated whenever it wanted, and often, the machines' operations were dependent on their animations. For very complicated game-developery reasons, this made it very difficult to simulate the game at high speeds.

So, we've made the change to a rhythm-based approach. Each machine will have its own rhythm; a length of cycle that's a power of two. This allows them to work in glorious synchronization with each other. Not only does this add some order (especially to the audio) of chaotic larger factories, but it reduces the simulation steps down from 30 to just 8 with no visible loss of quality (animations still run as fast and smooth as your system can render them). This gives us a 73% reduction in computation overhead for the simulation and allows us to speed up time much faster than before, especially when not rendering the factory. This also means uFactory should run much better on older rigs after the update, and big factories won't have nearly the performance penalty they used to.

There's another really big benefit to this more rhythmic approach to factory simulation, but that's a story for another day.

Manual Rework


The hand-drawn manual added a lot of charm to the game, but as our production trees grew and processes were tweaked to improve their parallels to real manufacturing processes and fix game balance, keeping the manual up-to-date was proving to be very challenging. Moreover, many of the detail pages for the machines and resources didn't even have all that much useful information on them.

So, the old notebook-style manual has been scrapped and replaced. uFactory is joining the 21st century with a tablet manual!

This manual draws a great deal of its information dynamically from the definitions of the materials and machines themselves, so it can provide you with considerably more in-depth details about exactly how efficient they are, what processes they're used in, what materials they need, etc.

Each material will have its own page showing every machine it can be an ingredient for, every manufacturing process it is a part of, and everything that can produce it, both in the factory and on the campaign map.

For items that need assembly, the manual page will also now clearly show the steps necessary for assembly, and which machine is needed to accomplish that step:


Flow Resource Piping



Flowing resources (gas & liquid) in vents and pipes have been a bit buggy ever since they were introduced to the game. Fluid simulations have proven difficult for computers for some time, and balancing flows of hundreds or thousands of tiles 30 times per second without overloading the processor proved difficult. Some of the solutions to this problem, namely trying to divide the pipes into segments and junctions and balance those, simply didn't ever work properly, leading to bugs where some small 1 or 2 length pipes would never accept anything because they were essentially orphan junctions even though they should have been connected.

So, we scrapped the old system. With the new simulation time management detailed above, we had a bit more wiggle room to use a straight-tile-based approach. This has some knock-on effects: (1) distance matters a lot more than number of junctions now, (2) we can show density as a gradient in the pipe fill indicators, and (3) there's no more empty-looking junctions where flowing resources get locked up or just don't appear even when they are flowing.



Anyway, we have lots more planned, and we're still hoping to have this ready for you by the end of the month, but we can't make any promises just yet.

We'll have more info for you soon enough!

Thanks for playing uFactory and sticking with us through this development process!

uFactory DevLog: 7 November 2020

Hi everyone! Progress continues, slowly but surely, during the pandemic. Today, we wanted to talk some more about how the upcoming Campaign Mode will work!

This is a major addition to the game (almost like a second game on top of the first!), so it's definitely taking a bit longer than anticipated, but we're making progress!

Campaign Mode Details



When you start a new campaign, a planet will be randomly generated for you:


These planets are separated into tiles. Each tile has its own biome that determines what kinds of resources are available there.

In addition, there are four types of structures that can be built on a tile: Resource Gatherers, Cities, Industrial Parks, and Logistics Stations.

Resource Gatherers



Resource Gatherers are structures like lumberjack camps, mines, quarries, farms, and pastures that grow or extract raw resources from the land. These can only be built by AI companies, who then offer competitive market prices for export contracts that you as the player can choose to take. But beware! There are AI manufacturers who may scoop up the best contracts if you're too slow, causing prices to go up with demand.



Industrial Parks



Industrial Parks are tiles that contain factories and warehouses. Many of these will be vacant upon starting a new game, just awaiting a lease. These factory spaces have varied sizes and shapes, and their rent will be based on many factors, including square footage, amenities, and local supply/demand.



Logistics Stations



By default, all purchase and sales contracts are carried out by cargo trucks on roads.



But sometimes, you need to be able to haul more goods or haul them to/from somewhere not connected by a road. That's what logistics stations are for. Eventually there will be three types:


  • Train Stations - Allowing trucks to load/unload large quantities to transport long distances. Expensive to build the stations/tracks/trains, but very cheap to run afterwards. We hope to have train stations implemented for the initial campaign, but they may be pushed back to the first post-campaign update.
  • Cargo Harbor - Allows huge but slow cargo ships to transport goods across bodies of water. These are big and expensive, but require no tracks (just water) and have the biggest cargo capacity in the game. Cargo Harbors and water transport will not be available in the initial campaign update, but will come in a later update.
  • Airport - Airports are a very expensive, but completely unrestricted, method of cargo transportation. Airports and air transport will not be available in the initial campaign update, but will come in a later update.


Cities



Cities are the true heart of the campaign mode's simulation. Cities will contain hundreds or thousands of residents who each live individually simulated lives. They live in houses with families, they get jobs and take care of kids and their elderly parents, they move out and get married and have children themselves... and each of these households need products that you can provide.



Everything that can be manufactured in your factories will be categorized and graded by quality and quantity. In the cities, to feed the needs of the population, AI retail companies will open stores and place purchase order requests to fill their shelves. You, or your AI rivals, can take these contracts and deliver an agreed upon amount of product to their store once a day for a tidy profit.

But you have to watch the markets carefully... flood a consumer good category with too much product and the prices will bottom out. Alternately, you can limit your production to make sure demand outpaces supply to drive the price up, but this gives your rivals an opening to undercut you on price. Products sell at different rates too; i.e. furniture doesn't need to be replaced often, but if a population is growing, they'll need more of it, whereas things like clothing and cleaning products are purchased more regularly. In addition, the households that are simulated will have different buying habits based on their economic situation. Lower class households will tend to buy cheaper goods, middle class usually looks for a good value that they can afford, and upper class will often buy the most expensive regardless of quality.

Building efficient factories will help you keep lean margins, which will be important when trying to make up your overhead costs for rent and deliveries and raw materials. Or you could just play hardball negotiating contracts to buy low and sell high. Or just find an untapped niche where untold profits await. Maybe a rival sawmill has a surplus of planks, so it's cheaper to buy them from there instead of cutting your own from raw logs? You'll never know if you don't look!

Every campaign will start out randomly generated and have a reactive, organic economy, so no two games will ever be quite alike.



We hope you're as excited about this update as we are! We've certainly been looking forward to releasing it for a long time. Right now, nearly all of the core mechanics are working, so we're primarily just expanding the amount of content and production trees available to make sure the economy has enough goods to remain diverse, and then we'll need to do some balance testing.

We're hoping for a release in time for the holiday season, but no guarantees just yet.

Also: This is another reminder that the price of the game will increase when this update comes out, to reflect the value of the new content.

uFactory DevLog: 5 July 2020

Hi everyone! I know it's been a while since we've had a serious content update, but progress is being made on the second layer of uFactory, the campaign mode! We wanted to give everyone a quick preview shot of the new randomly-generated Planetary Maps that will allow you to tie together multiple factories and build a global logistics empire!

Getting everything to work with two separate modes and switching between them and maintaining a consistent game state is a lot of work, but work is coming along, and we're excited to share this new game mode.

There's no hard release date yet, but we definitely expect to have this out to everyone before the end of the year.







We've got a lot more cool stuff planned, so stay tuned for more info!

Upcoming Price Change

Hi everyone! Just wanted to give anyone who hasn't bought uFactory some final notice that the next update will be quite big and it will come with a price increase. We don't have a release date yet, but if you want to get uFactory for its current, lower, price and have most of your money go to healthcare-related charities at the same time, then buy a copy before the end of May!

For those of you who have already bought a copy, just imagine the game's mechanical arms giving you a firm embrace to say thank you for supporting a fledgling indie game developer! (I'm pretty sure I programmed them not to squeeze too hard.)

Patch v0.4.1.9 Released

The game has been updated to 0.4.1.9.

Fixes:

  • Fix for Printing Money achievement not firing on completion.
  • Added Glue Manufacturing tool group to Back to School II scenario.


Compatibility:
Compatible with all 0.4.1.x saves.

Patch v0.4.1.8 Released

The game has been updated to 0.4.1.8.

Enhancements:

  • Made liquid pumps 8X more powerful to get more liquid into the pipes.


Fixes:

  • Moved dialog for T1-03 to prevent occlusion of tool buttons.
  • Added disassembler to Pencil Box machine group.
  • Removed duplicate spray painter in Pencil machine group.


Compatibility:
Compatible with all 0.4.1.x saves.

Patch v0.4.1.7 Released

The game has been updated to 0.4.1.7.

Fixes:

  • Possible fix for infinite camera movement with certain game controllers plugged in.


Compatibility:
Compatible with all 0.4.1.x saves.

Patch v0.4.1.6 Released

The game has been updated to 0.4.1.6.

Enhancements:

  • Added v-sync option to graphics settings menu.
  • Added framerate limiter option to graphics settings menu.


Compatibility:
Compatible with all 0.4.1.x saves.

Patch v0.4.1.5 Released

The game has been updated to 0.4.1.5.

Fixes:

  • Fixed move tool to prevent moving of fixed-location machines
  • Fixed pigmentation level missing some machine groups


Compatibility:
Compatible with all 0.4.1.x saves.