In this update1
Full notes
Full MoteMancer update
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What changed
- Gameplay
- Performance
- UI and audio
MoteMancer changes
It's so wonderful to have a community invested in modding, sharing blueprints, and theorycrafting. Earlier today, the community took a step further and added MoteMancer to FactorioLab.
It’s a small thing on the surface, but it means a lot to me. MoteMancer now sits alongside some of the games that inspired it, as part of the same ecosystem of tools, planners, and shared knowledge.
One of my favorite parts of this genre is that the game doesn’t stop when you close it. Making a system worth exploring, pondering over, and gradually mastering was always the goal for MoteMancer. Becoming part of that broader ecosystem is incredibly rewarding.
Huge thank you to everyone who helped make this happen, especially @nianeyna. I’m excited to see the builds that emerge from it.
Short Term Targets
The past few weeks have been about letting the dust settle after Foundations and getting the project organized for the final push toward 1.0. That means atlassing, consolidating experimental shaders, and refactoring logic for performance.
Stability is a big priority for me, so the game will continue to update regularly. Rather than pushing frequent standalone patch notes, I’ll be maintaining a rolling patch roundup at meaningful breakpoints, updating it as fixes come in. One of the advantages of being small is that updating the Steam build takes minutes, so it makes sense to lean into that.
Multi-texture particles, structure animations, achievements, an improved tutorial, and adding more delight to the UI are all top of mind as we move forward. I’ll likely dive deeper into a few of these in upcoming Musings.
Thank you all again! Back to the lab 🌿 ~CyanAvatar
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