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Steam News11 February 20264mo ago

Iron Log #26 - Multiplayer and Ferrocrystals

Hi everyone! I've been busy working on a new patch, v0.2.1, which smooths out some multiplayer issues, adds some new combat mechanics, and brings a few quality-of-life improvements.

Full notes

Full Belts of Iron update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes3 additions3 changes0 removals
  • Gameplay
  • Server
  • Balance
  • UI and audio
  • Fixes
addedI've been busy working on a new patch, v0.2.1 , which smooths out some multiplayer issues, adds some new combat mechanics, and brings a few quality-of-life improvements. Keep reading for a closer look at the changes:
changedMultiplayer & Internal Logic I spent a lot of time on a big internal refactor to the construction logic and building connections. Previously the code that said which buildings were connected to each other, like wires or belts, was not actually being replicated in multiplayer!
changedDiving a little deeper, every building has a list of "sockets" which indicate what can connect and where (for example a wire can connect to the power pole but not a belt). This data so far is the same on every client for that type of building no matter what happens in the game and does not need to be synchronized in multiplayer because it never changes. The next part is what changes, like when you connect a belt to a storage container it needs to keep track of that. Previously I had shoved that information into each socket, it was easy. But because of how networking works in Unreal I can't (at least to my knowledge) replicate just pieces of information on those sockets. So now I moved the connections to fully replicated lists on both buildings that says Belt Output Socket is connected to the Storage Input Socket. This way either building can know what connections it has and it synchronizes in multiplayer nicely.
addedCombat & Research I added a new item: Ferrocrystal. This drops from enemies and is a key component used to research combat technology. To make things a bit more challenging, I've also increased the aggro range for enemy Hives. You can get creative with turrets to try and automate the collection.
changedI also made a small change to how firearms handle ammo. Pistols and Rifles will now automatically use either Ballistic or Piercing rounds, depending on whichever one they find in your inventory first. I thought about making a radial select wheel to let players choose but that was more complicated and since the ammo is just better damage I don't think many people will want to use ballistic rounds once they start making piercing rounds.
addedVisuals & Sound I'm always trying to add polish and make the game feel more alive. This time I've added a new animation for the Constructor building and updated several sound effects, specifically for the Growler, firearms, and item pickups. Additionally, I managed to reduce the game size even more by optimizing and removing unused textures.

Belts of Iron changes

addedI've been busy working on a new patch, v0.2.1 , which smooths out some multiplayer issues, adds some new combat mechanics, and brings a few quality-of-life improvements. Keep reading for a closer look at the changes:
changedMultiplayer & Internal Logic I spent a lot of time on a big internal refactor to the construction logic and building connections. Previously the code that said which buildings were connected to each other, like wires or belts, was not actually being replicated in multiplayer!
changedDiving a little deeper, every building has a list of "sockets" which indicate what can connect and where (for example a wire can connect to the power pole but not a belt). This data so far is the same on every client for that type of building no matter what happens in the game and does not need to be synchronized in multiplayer because it never changes. The next part is what changes, like when you connect a belt to a storage container it needs to keep track of that. Previously I had shoved that information into each socket, it was easy. But because of how networking works in Unreal I can't (at least to my knowledge) replicate just pieces of information on those sockets. So now I moved the connections to fully replicated lists on both buildings that says Belt Output Socket is connected to the Storage Input Socket. This way either building can know what connections it has and it synchronizes in multiplayer nicely.
addedCombat & Research I added a new item: Ferrocrystal. This drops from enemies and is a key component used to research combat technology. To make things a bit more challenging, I've also increased the aggro range for enemy Hives. You can get creative with turrets to try and automate the collection.
changedI also made a small change to how firearms handle ammo. Pistols and Rifles will now automatically use either Ballistic or Piercing rounds, depending on whichever one they find in your inventory first. I thought about making a radial select wheel to let players choose but that was more complicated and since the ammo is just better damage I don't think many people will want to use ballistic rounds once they start making piercing rounds.

Hi everyone!

I've been busy working on a new patch, v0.2.1, which smooths out some multiplayer issues, adds some new combat mechanics, and brings a few quality-of-life improvements. Keep reading for a closer look at the changes:

Multiplayer & Internal Logic I spent a lot of time on a big internal refactor to the construction logic and building connections. Previously the code that said which buildings were connected to each other, like wires or belts, was not actually being replicated in multiplayer!

Diving a little deeper, every building has a list of "sockets" which indicate what can connect and where (for example a wire can connect to the power pole but not a belt). This data so far is the same on every client for that type of building no matter what happens in the game and does not need to be synchronized in multiplayer because it never changes. The next part is what changes, like when you connect a belt to a storage container it needs to keep track of that. Previously I had shoved that information into each socket, it was easy. But because of how networking works in Unreal I can't (at least to my knowledge) replicate just pieces of information on those sockets. So now I moved the connections to fully replicated lists on both buildings that says Belt Output Socket is connected to the Storage Input Socket. This way either building can know what connections it has and it synchronizes in multiplayer nicely.

Combat & Research I added a new item: Ferrocrystal. This drops from enemies and is a key component used to research combat technology. To make things a bit more challenging, I've also increased the aggro range for enemy Hives. You can get creative with turrets to try and automate the collection.

I also made a small change to how firearms handle ammo. Pistols and Rifles will now automatically use either Ballistic or Piercing rounds, depending on whichever one they find in your inventory first. I thought about making a radial select wheel to let players choose but that was more complicated and since the ammo is just better damage I don't think many people will want to use ballistic rounds once they start making piercing rounds.

Visuals & Sound I'm always trying to add polish and make the game feel more alive. This time I've added a new animation for the Constructor building and updated several sound effects, specifically for the Growler, firearms, and item pickups. Additionally, I managed to reduce the game size even more by optimizing and removing unused textures.

Bug Fixes

  • Fixed a bug where projectiles could occasionally hit the player firing them.

  • Fixed a bug where key bindings would not save to disk correctly.

  • Fixed an issue with AI pathfinding.

--- As always, thanks for reading and head over to the discord to learn more https://discord.gg/xmmPeZHj4T

Source

Steam News / 11 February 2026

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