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Final Factory Revolution

Final Factory Being Reborn

Mobile Station Overview, Steam Deck Support, Reworked Tutorials and Much More

Hey guys, for those following, Final Factory is undergoing a revolution right now. We have made massive updates to the game to make it a more complete experience. Multiplayer was just released but that's only the beginning. Another major update is landing right now, with a lot more to come. Expect another big patch this weekend. See below for details and what's coming next!

Highlights

  • Mobile Stations overview: press J (or Factory Information) to see every station's status, stops, cargo and automation, with jump-to buttons, search and a Landing Zones tab

  • Reworked tutorials: new step order, narrator subtitles, steps that wait for the thing they ask for, and a card you can page back through

  • Steam Deck: controller button prompts everywhere, Steam Input layouts, a tabbed full-screen hub for Inventory/Technology/Blueprints/Fleet/Map/Info, readable text at 1280x800 and a 0.80 UI scale

  • New planet: the Gas Giant (ringed blue or plain brown) sometimes replaces a Terra World in newly explored space. Research drones earn 1.25x there

  • Junction priorities, AND/OR stop conditions, Hull Lights and fair belt merging

  • The host can load a save for everyone in multiplayer without anyone leaving

Logistics and Mobile Stations

  • Requester Cargo Holds keep getting supplies until the request is filled, instead of stopping after one trip

  • A stop's wait conditions can be joined with AND as well as OR, and item counts compare with <, ≤, =, ≠, ≥ or >. Rows show the current count and turn green when met

  • Stations waiting at a busy landing zone line up in their own spots behind it. Hover a queued station to see its place in line

  • Landing zones with the same name each face their own way. Turn one with R; ships still treat every zone of a name as one stop

  • Landing zones are marked by a holo pad with an arrow showing where the station will face, and the pad never disappears

  • A Move stop shows a waypoint in the world

  • Click any building of a station at any range, even on the map, to use its station controls

  • New Stay Separate switch on the Command Core: the station lands flush without joining what it touches

  • Unbuilt ghosts on a mobile station fly and land with it, and bots build them where it lands

  • Hold right-click on a landing zone to remove it from any distance

  • Express Cargo Barges load and unload twice as fast as Fast ones

  • Deconstruct Station asks before it starts

Factory

  • Junctions can prioritize each side: click a side's arrow to set 1, 2 or 3

  • Two full belts feeding one take turns instead of one side hogging it

  • New Hull Light: a lamp that attaches like an armor block

  • Colored lamps show their color in the middle, with a softer glow

  • Batteries hold 24 kWh (96 kW charge, 120 kW discharge). Capacitors hold 25 Wh at up to 320 kW

  • Deleting a connector or deconstructing storage no longer loses items: they go into an Inventory Box and your bots bring it home

  • The upgrade tool can downgrade too, and upgraded buildings take their new tier's craft speed

  • Placing, hovering or selecting a Comet Catcher shows its danger zone in red

  • Ctrl+click on a crafter also takes its finished product from its connector slots

  • Clicking a building you can't craft yet in the craft panel puts it in your hand as a blueprint ghost

  • Blueprints: Duplicate makes the next version with the same title and description

Combat

  • Enemies with straight shots aim ahead of your ship when you move

  • Enemy weapons hit your ship 15% harder outside Haven and 30% harder far from the map centre. Your fleet and buildings take the same damage as before

  • Your fleet keeps up through afterburner dashes and fights again as soon as it sees enemies

  • A fleet ability short of ships shows a red have/need count

Interface

  • Tech tree: cleaner connector lines, an amber frame on the selected tech, grey locked techs, smooth dragging, and Shift + mouse wheel pans it sideways

  • Windows fade in, remember where you moved them, and Settings > Interface > Reset UI Layout puts them back

  • The in-game Esc menu has Exit Game

  • A more compact Station panel, and the Command Core panel docks at the left edge at full height so more stops show

  • Hosting a game shows the connecting box the moment you press Play

  • Display settings are regrouped, with a Max lamp lights slider

  • The main menu shows the build number

  • Help videos are gone from objectives, so the game is about 240 MB smaller

Steam Deck and Controllers

  • Button prompts show the controller button you press: hotbar, abilities, hints, tutorial, tooltips and keybindings

  • Official Steam Input layouts for the Deck and gamepads, and every command is a Steam Input action you can rebind

  • Inventory, Technology, Blueprints, Factory info, Fleet, Map and Info open as tabs of one full-screen hub. L1/R1 switch tabs, B closes

  • Readable text and panels that stay on screen at 1280x800, with a 0.80 UI scale

  • Hold L4 to hide the panels and steer

  • Steam's on-screen keyboard opens for every text field

  • The game checks its saved screen size at launch, fixing the cropped, narrow picture some Decks had

  • The Station Info box and hover card stay up beside a docked panel

Multiplayer

  • Fixed desyncs on low frame rate hosts (like a Steam Deck) after deconstructing

  • Fixed desyncs for players joining right after a building finished, or while the host held a blueprint

  • A reconnecting player no longer sits at Synchronizing forever

  • A host on a network that blocks the relay's UDP falls back to WebSocket instead of dropping to the menu

  • A host whose connection dropped is told why

  • Only the host can turn cheats on

Performance

  • Windows and Mac prepare shaders on the title screen, so roaming and your first respawn stutter much less

  • Far fewer log lines while exploring

Other Fixes

  • Waiting in the menus for a couple of minutes no longer leaves the whole game without music

  • Typing in a text field no longer moves your ship, and the mouse wheel over a list scrolls it

  • Quick clicks in the quick craft panel no longer cancel your craft queue

  • Command cores from some older saves no longer load turned around

  • On Linux under Proton, the game no longer freezes on a dead relay connection

  • Over 80 lines of translated text fixed across Japanese, Russian, Chinese, Korean, Ukrainian, German, French and Italian

Coming Next

Already done and waiting for the next build:

  • Free Build mode crafts anything without resources, plus a new Instant Craft option in custom games

  • Selecting a tech in the tech tree now lights up everything you still need to research all the way back, not just one step

  • Copy and deconstruct show exactly what you've grabbed while you drag

  • Mobile stations run smoother when you have a lot of them flying

  • Pasted landing zones no longer shift a tile on the first landing

  • Rejoining a multiplayer game no longer turns you into a new player

  • Other players' build sounds play where they're building, not everywhere

  • Narrator lines through the tutorial, more of them, and tighter writing

  • A tidier Station Info box, and craft buttons that point you along with a moving orange outline instead of flashing yellow

In the works:

  • A radial hotbar for Steam Deck and controllers: hold a button, flick to the slot, done

  • Rail Gun: a long range gun with its own ammo and damage upgrades

  • Construction bots that build from the closest tower, and your own bots building your stuff first

  • Better map markers that scale with zoom

  • Faster scrolling for long lists on Steam Deck

  • A "Structures placed" stat in Factory Information

  • Native Linux builds

  • Better modding support

  • Full logistics request

  • More combat options

  • More research

  • Better UI

  • More QOL

Thanks for all the reports and feedback. I am committing to making Final Factory a truly great indie Automation experience.

/Slims

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