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Full notes
Full Fay's Factory update
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What changed
- Store
- Gameplay
- UI and audio
- Balance
- Events
- Maps
Fay's Factory changes
Hi comrades,
Thank you for all the love, time and passion you've put into my little game so far! I have big ideas for the Early Access, and here's an outline:
huge plans!
This roadmap focuses on the things I want to improve or add in the near future. Once I'm done with most of these, I'll focus on new big adventures, including Act 2 and Act 3. That doesn't mean that there will be a content drought for now: apart from the new parts, outfits and decorations, there're at least 3 more side-quests coming in the next few weeks — your Overseers’ continuous employment at the Fourth Cartel is safe with us.
So, without further ado, let's take a deep dive on different sides of the game.
Factory & Duels
The strategic part of the game requires a bit of polishing, and a lot more content as I see it. There are more departments, engines and policies that I will add in the coming weeks and months. One of the very valid criticisms I've heard is that duels feel a bit dragged out, and this is something I'd like to improve as well.
More departments, engines and cosmetics — ideally, every duel should have a unique reward
Power Rework: activated policies automatically consume power without clicking on the core
Better tooltips: explainers for quirks (Locked, Cursed, etc.), previewing policies before enabling them
More reactive lines, more factory conversations
More reactive & conniving opponents, with different personalities
Opponents' cornerstones and flavor
Adventures
I hear encouraging feedback surrounding the adventures themselves! The biggest problem here seems to be that there's not enough of them, so I better get back to work! One thing I want to improve is the factory development between adventures: for now, Fay improves her health at the hardcoded points in the story, and I want to replace it with something like a skill tree, so you can choose what upgrade is the most important for you at the moment.
Fay’s Skill Tree (select a stat to upgrade after each adventure: health, heal per isle, factory power, etc.)
More side quests involving characters from Displace Bay and No Job Slope
Infinite roguelike adventure
More coping mechanisms & contextual actions (ie, drinking when sitting at a counter in tavern)
World reactive to spellcasting (moving trees, a whirlwind of leaves, etc.)
A unique font for names of all characters
Edge Harbor
Your trusty corporate town feels a bit empty at the moment, and this is an area I want to improve a lot. I've also seen some really fun and creative homes (hello pentagram mugs! staring into the wall! plushie typing the next big novel on the typewriter!), and I want to put some work into that too, and also make it easier to share your beautiful house.
Living up the town: more inhabitants, random events, busy streets
Tavern, townhall, and more interiors
World map improvements, including better lighting, showcasing which adventures you've already visited, and highlighting what adventures you have available
Home improvements:
Stackable decorations
Changeable walls & floors
Photomode
More outfits and outfits colors
A way to obtain the departments the player missed
Better sleep animation and flow
Technical Improvements
The game runs quite stable from what I hear, and the launch went quite smoothly (as much as could be expected!) While I've already fixed a few of the most annoying bugs and spelling errors, there's still room for improvement and polish. Another technical limitation is that the game only supports 16x9 or wider screen ratios, leaving several important devices with black bars at the top and the bottom: Steam Deck, laptops (including MacBooks), and tablets (if you have one of those tablets that run Windows). It will take some time, but this is something I'm eager to work on.
Support for Steam Deck and other handhelds
Support for 16x10 and taller screen ratios
macOS version beta — this might take awhile
UI scaling — this might take awhile
Big sound design improvements
Varying level-of-detail models
Bug & spelling fixes
In Conclusion
So, for now — I have my work cut out for me! While I don't want to commit to a date prematurely, I expect the full release to happen in very early 2025 (don’t quote me on this!). I will continue to release updates all the way up to release, so please stay tuned, and thank you for your support — it means a lot to me.
Come chat with me at the Discord if you have any questions, concerns, or bug reports, or just want to follow the development a bit closer.
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