Exofactory Dev Blog

Development updates and insights on Exofactory

2025

Real Time Settings, Save Overhaul, & a Wiki

This month brought auto-saves, crash reporting, and real-time settings. No more restarting the game to change graphics options. ECS made that easier than expected. There's also a wiki now, mostly empty but ready for when it's needed.

Draggable Belts, Electricity, & View Modes

This month brought draggable belts, electricity, and new view modes. Belt placement is way less tedious now, buildings need power to run, and global mode finally has useful overlays. The productivity shader came out looking really cool. Lots of shader learning was involved.

Real Factory Game Quality of Life Changes

A month of fixing things that should’ve been clearer from the start. Building costs actually show up now, machines tell you what they’re doing, and movement got a small upgrade with jumping. The settings page is less of a mess, controller prompts make sense, and the site finally has pictures.

Steam Next Fest Reflections

The timeline has shifted after what I learned from Steam Next Fest. The focus now is on building a more polished and feature-rich demo. The event brought a ton of feedback, bug reports, and lessons about accessibility and hardware diversity. Exciting times ahead.

Demo Release and Polish

The demo’s out on Steam for Linux and Windows. Trailer too! Packaging was rougher than expected, testing slipped, and I learned a lot. Animations and systems finally are there. Next up: better accessability, controllers, terrain rework, and mechanics. If you play the demo let me know what breaks.

Private Alpha, Steam, & Core Functionality

This month the focus was on core systems, including belts, logistics, and performance. A private alpha is planned for September, and we are preparing a short demo for Steam Next Fest in October. The emotional core was also added, which will shape the story around how players build their factories.

UI Foundations Laid

Adding basic UI elements, Exoframe movement, and game sounds - all with very basic art assets while focusing on core mechanics.