Factory Town

Factory Town

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Mimrax Jul 14, 2024 @ 10:40am
Game was abandoned
I wanted to know if the game was abandoned, I don't see quality of life updates, new features, etc..

Can anyone tell?
Originally posted by Erik Asmussen:
I'm very close to releasing a big update right now in fact! Hopefully will be ready this week. Not really new content, but a number of bug fixes, QoL improvements, and a huge performance boost.

Things got to the point where if I wanted to make gameplay changes or additions, it would kind of interfere with players' existing games too much. But I have been saving up a lot of ideas for a potential sequel, so I'm always interested in hearing what is on players' "wish lists" so I can potentially include them in a sequel.
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Precious Jul 14, 2024 @ 12:17pm 
I just played and completed campaign 8. I believe the game is done, I honestly can't think of anything they need to add to it other than maybe some small bug fixes that I didn't see. I'm not sure what quality of life updates your looking for. Rails work, pipes work, everything seems to be balanced and I didn't find it difficult to complete campaign 8. The only thing tedious is the ingredients for research but I found that acceptable. You can't make a game too easy. If you plan out how you want to do things in your head and make sure you don't bog down 1 production line with to many items, you should be good. Use your carrots and potatoes to feed your pastures, max out the potential, if you run out just plant them. They acquire affinity over time.

They really designed this game to play how you like. If your a train person, they made that happen, if your a belt person, so be it. Pipes are cool, especially the omni ones. I found myself using a mix of both depending on the situation. For example, I used the purple omni pipe for my coal run around the map because I didn't want to see a hug belt around it.
Last edited by Precious; Jul 14, 2024 @ 12:19pm
TazmanianD Jul 14, 2024 @ 7:13pm 
Yeah, I think the game is pretty much done. There are a few functional design choices I would like some options to change but other than that, it's relatively well polished and complete. I certainly doesn't feel like there's much that's "unfinished". I'd love a sequel actually.
KCPR Jul 14, 2024 @ 8:15pm 
The game is indeed finished. That said, our godly Dev has set out some more goals. Personally I'm hoping for better modding. I've got a whole overhaul in mind to add layers of complexity since I've finished the game a dozen times or so. Literally, the only reason I haven't done campaign 8 is by the time it came out I burned out. :P

And yes, technically I could do the overhaul I have in mind now... However it doesn't work with pipes or chutes so it limits usage horribly. I'd also like to actually mod chutes and conveyors so you only need a pillar every few blocks, add some visual blocks (more scaffoldings! reverse ramps). Heck, maybe add cableways...
You get the idea.

But we got some touch of it and considering it's a single dev and this game likely doesn't really generate revenue much anymore.... I expect we're going to get an update drop every now and again when he's got time to work on a passion project. :)
The creator is active on the discord channel. Not abandoned.
The author of this thread has indicated that this post answers the original topic.
Erik Asmussen  [developer] Jul 15, 2024 @ 10:50am 
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I'm very close to releasing a big update right now in fact! Hopefully will be ready this week. Not really new content, but a number of bug fixes, QoL improvements, and a huge performance boost.

Things got to the point where if I wanted to make gameplay changes or additions, it would kind of interfere with players' existing games too much. But I have been saving up a lot of ideas for a potential sequel, so I'm always interested in hearing what is on players' "wish lists" so I can potentially include them in a sequel.
TCJaime Jul 15, 2024 @ 1:19pm 
Originally posted by Erik Asmussen:
potential sequel

Yes, Please!!
TazmanianD Jul 15, 2024 @ 9:22pm 
Originally posted by Erik Asmussen:
I'm always interested in hearing what is on players' "wish lists" so I can potentially include them in a sequel.
I mostly want more of the same :-). An upgrade to the visuals is always nice. I really liked that you gave us the capability to increase research costs. I like cranking them up 50x so I can really put the effort into major production centers.

I think the biggest thing I'd want the option to change is to do away with the localized town bonuses. I don't like feeling forced to build in a small area to get the very large bonuses there. I'd like to be able to spread out and really build some heavy duty production capacity. And maybe trains with more capacity. I'd like to build a really distributed map but it kinda felt like just building long conveyor belts was better.
Ryika Jul 15, 2024 @ 10:21pm 
Originally posted by Erik Asmussen:
But I have been saving up a lot of ideas for a potential sequel, so I'm always interested in hearing what is on players' "wish lists" so I can potentially include them in a sequel.
Proper workshop/modding support would be nice. Being able to create a mod that adds a new production line, and being able to install that mod with 3 other mods that do similar things without interfering with each other. More consistent ways to alter game rules, and again being able to just upload a mod that makes a few changes to them without interfering with other mods that alter other rules, etc. I think it could add a lot of life to the game.

And personally I think the "multiple towns" system should be reimagined. Town specializations certainly do the job, but I feel like it would be more interesting if natural resources were more important and acted as the main reason to create outpost cities that you then turn into specialized towns over time.
Judge Dread Jul 17, 2024 @ 2:50pm 
Agreed. Proper modding support can go a long way to expand the game. Let the community come up with the stuff that we want added for our own games and whatnot.
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Date Posted: Jul 14, 2024 @ 10:40am
Posts: 9