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Steam News30 May 20261mo ago

Devlog #12 — Work, Work! 🏭👨‍🔧

Hello, Manufacturers! It’s been another intense month of development, with most of our focus going into NPC workers and their AI systems, as well as new equipment designs for the factory.

Full notes

Full Factory Life update

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What changed

0 fixes6 additions1 change0 removals
  • Gameplay
  • UI and audio
  • Maps
addedHello, Manufacturers!It’s been another intense month of development, with most of our focus going into NPC workers and their AI systems, as well as new equipment designs for the factory. There’s been a lot of behind-the-scenes work to make everything feel more alive and cohesive. Let’s take a closer look at what’s new 👀
added🖥️ New Workstation Management UIWe’ve introduced a new interface for managing workstations and assigning workers, along with a refreshed UI across the board. The biggest change, however, is the introduction of a task system.
added🖥️ New Workstation Management UINo more endlessly placing blueprints and leaving things running without structure — players can now set up and queue specific tasks, making production much more organized and intentional.
added🔍 Inspection StationWorkers can now also take on the role of inspectors, checking whether products contain any defects or not. This adds another layer to the production flow and makes NPC roles more versatile. We’ve also made changes to crates, reducing their importance for now. They’re not as necessary in the current system, but don’t worry — they’ll be making a comeback next month. 👀
added🔧 Disassembly StationDefective or unnecessary items can now also be disassembled by NPC workers. After all, why do all the heavy lifting yourself? 😄
added🧩 Sneak Peek: New Item ConceptsHere’s a small sneak peek at some new item concepts that will be available in the Early Access version. We’re also preparing a bit of a revamp, introducing more items with fewer components, so players don’t end up drowning in piles of electronic junk. 😄

Hello, Manufacturers!

It’s been another intense month of development, with most of our focus going into NPC workers and their AI systems, as well as new equipment designs for the factory. There’s been a lot of behind-the-scenes work to make everything feel more alive and cohesive. Let’s take a closer look at what’s new 👀

🖥️ New Workstation Management UI

We’ve introduced a new interface for managing workstations and assigning workers, along with a refreshed UI across the board. The biggest change, however, is the introduction of a task system.

No more endlessly placing blueprints and leaving things running without structure — players can now set up and queue specific tasks, making production much more organized and intentional.

🔍 Inspection Station

Workers can now also take on the role of inspectors, checking whether products contain any defects or not. This adds another layer to the production flow and makes NPC roles more versatile. We’ve also made changes to crates, reducing their importance for now. They’re not as necessary in the current system, but don’t worry — they’ll be making a comeback next month. 👀

🔧 Disassembly Station

Defective or unnecessary items can now also be disassembled by NPC workers. After all, why do all the heavy lifting yourself? 😄

📦 Packing Station

At the end of the production chain comes packing, a repetitive and time-consuming process that’s best handled by workers. Letting NPCs take care of it makes things much smoother and frees up the player for more important tasks.

The only question is… where do they keep getting all these boxes from? 🤔

🧩 Sneak Peek: New Item Concepts

Here’s a small sneak peek at some new item concepts that will be available in the Early Access version. We’re also preparing a bit of a revamp, introducing more items with fewer components, so players don’t end up drowning in piles of electronic junk. 😄

That’s it for this month’s update! A lot of groundwork has been laid for the next stage of development, and we’re really curious what you think about the direction things are heading. Let us know your thoughts in the comments or share any ideas you might have — we’re always listening 👀

Next week, we’ll continue working on the workers, making them feel a lot more human and less static in how they behave.

See You in the factory, manufacturer.

Freemind Temus

Source

Steam News / 30 May 2026

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