- 1.0 Release Date Announcement - 4 September 2026
AutoForge will be leaving Early Access with a 1.0 release on October 28th!Puk-puk! Over 7 years ago, I started development on AutoForge as a "shorter" game project. This has been a long time coming but we wanted to build the best game we could. With the 1.0 release we are bringing many huge changes - so much so that I almost considered skipping straight to a 2.0 version (I am joking)!We have touched on some of these changes in our last post about item transportation rework and the post before on resource veins and balance rework. Today, let's talk about NPCs and quests!Meet the LocalsJames has been hard at work dreaming up a lovely cast of characters, locations to travel and things to do. Stop by to visit Yuki and Yota, the keepers of Sanctuary, say hi to Blaik, an adventurous "Treasure Hunter", help Mohki with his latest brew and assist The Great Kalibarn with an utmost important task!…
- Development Update - August 2026 - 28 August 2026
Greetings GolemsWe have been working hard on 1.0 and we're making some great progress. Today I want to share with you what I (Jasson) worked on last month. Overall, I think that AutoForge (currently as of 0.7), performs quite well even with larger factories, but I fully admit that it begins to struggle in the late game with some frame rate loss. This performance drop is largely due to all of the items moving around in transport tubes and how the game handles that. This has been known for some time now, but addressing it was going to be a significant undertaking. With other priorities taken care of and us now pushing towards the 1.0 release (and the factory demands therein), it was finally time to tackle reworking the item transportation.This update will be much more in-depth and technical than previous posts, so I hope you like it!Sneaky peaky at all of the new transport tube graphics -…
- AutoForge 1.0 Release Window Announced!!! - 25 June 2026
After working on our last Major Update, Shared Workload for so long, we were excited to get started working on the what's next... And with that we are thrilled to announced that this next Major Update will be the 1.0 release for AutoForge, coming this Fall - this means we have some HUGE plans for it! These massive changes do come with some rebalancing & costs, but they'll be worth it. Let's dig into it!Resource VeinsOne such change that we've had planned for a while now is a complete revamp of the method of resource mining. Resource Deposits as they are now - background tiles with stacked density that are harvested over and over, harvested with multiple drills - are being replaced with small clusters of Resource Veins. Acting like Wellsprings, Resource Veins have an infinite amount of resources to be extracted, with output limited to the single drill that is placed upon it.This change a…
- Patch Notes for v0.7.42 - 24 June 2026
Yet another very small patch! These issues were brought to my attention yesterday and I wanted to get a patch out with it before moving back to the next major update for the time being.ChangesResolved issue with some UI interactions not always working correctly on the client such as setting item filtersResolved issue with splitter output disabling/enabling not working fully on clients
- Patch Notes for v0.7.41 - 24 June 2026
Small patch to fix the regression in v0.7.40 that caused power networks to fail. They should be fixed now when you load up the game and not require any work on your end such as tearing down power relays. I apologize for this issue and thank you for your patience as I worked on getting it fixed.
- Patch Notes for v0.7.40 - 22 June 2026
We've been focused on the next major update for awhile now but I'm still trying to get some patches in since it will be awhile before the next major update is released. Speaking of which, details on this update will be coming out in just a few days so keep an eye out for it!ChangesResolved crash on clients that could occur when attempting to sync an entity stateResolved crash that could occur when picking up a Recovery Cube on a clientAdding some debug logging to try to pinpoint a crash when client is connecting to a serverResolved issue with power networks getting into a broken stateResolved some visual issues when at the bounds of the worldImproved logic around acquiring ancient tech and void matterInputs are now reset to not pressed when game losses focusIncreased precision of deconstruct selection to not include entities on the edge of the selection boarderRemoved incorrect second l…
- Patch Notes For v0.7.39 - 7 June 2026
Smaller patch but with some tasty bug fixes in it. Thank you to everyone that helped get these issues fixed up. I am going to try to continue to do more patches over the next few weeks but at the same time we are also working on the next major update. We'll have some juicy news on that in a few weeks!ChangesResolved an instance of an issue where the player could no longer interact with itemsResolved a crash on client when connectingResolved a seemingly random crash inside combat logicResolved issue on clients where structures could incorrectly display as out of powerResolved issue with copying Forges with pipette leading to not being able to change the recipeResolved issue with some upgrades not always working on the client such as OrganizeFixed some minor graphical issues with Quartz and the background of the starting biomeImproved visuals of some environmental hazards
- Patch Notes for v0.7.38 - 29 May 2026
This is a smaller patch with a few more fixes for both crashes and multiplayer. I will continue to work on fixes but also as things are slowing down I'll start looking at our next major update. More news on that in a few weeks!ChangesResolved crash that could occur when interacting with the phase networkResolved crash due to client potentially being removed twiceResolved issue with client not being fully removed from the game session when disconnectingResolved issue with client map not always being loaded properlyResolved issue with extra phase payloads being visible on clientsResolved issue with structures dispensing up to one tile away
- Patch Notes for v0.7.37 - 27 May 2026
Another day of of bug fixes is here! This one brings in some really needed fixes. Thank you everyone for your patience as we get these fixed - especially to those that have continued to report issues. I will be continuing to fix issues so please keep reporting them!ChangesPrevent the game from accidentally deleting the entire save directoryResolved issue with list of known items not showing correctly on clients when setting item filter in splitterResolved issue with splitter not displaying filtered items correctly for clientsResolved issue with UI elements sometimes not trigger mouse entering correctlyResolved issue with splitters incorrectly outputting into a tube that is pointing into the splitterResolved issue with being able to feed items into a splitter from an output directionResolved issue with region on the other side of the world incorrectly becoming emittableResolved crash tha…
- Patch Notes for 0.7.36 - 25 May 2026
Another patch is here with several more bug fixes! As always, thank you everyone that has been helping by reporting bugs. If you are running into any issues then please share them along with logs (both host and client if it is multiplayer). Discord is the best place since then we can chat real time and more easily share files but Steam forums work as well.I am going to be continuing to work on resolving issues throughout the week so keep the reports coming and I'll keep the patches coming!ChangesResolved issue with some parts to the Main quest sometimes not completingResolved issue with player being able to change Biomass Generator collection rangeResolved issue with collectors not being placeableResolved issue with player name not showing correctly when hosting and the player is not your Steam friendResolved issue with bad text in Session settingsResolved issue with client technology q…
- Patch Notes for v0.7.35 (Experimental) - 23 May 2026
Hello! Here is a juicy patch that is now on the experimental branch for now. I have been working on fixing issues as they are reported. Thank you to everyone that has taking the time to report issues - it is very helpful! I am continuing to work on resolving issues but I wanted to get this out as it has some nice fixes.NOTE: I have noticed several crashes reported that are caused by Steam failing to fully update the game due to fail corruption or something else. If you have ran into crashes regularly or any other odd behavior such as world generation not working then please try deleting the "data/" directory in the install folder and then verify the integrity of the files to force Steam to redownload everything properly. I am looking into a better fix for this but in the meantime this should resolve your issue.ChangesResolved crash within monster behavior logicResolved rare crash when a…
- Patch Notes for v0.7.34 - 20 May 2026
Our first quick hot fix patch is here with a critical issue being fixed. Thank you to those that helped me figure this one out. If you have been having issues with connecting to a multiplayer game then please try again now with this patch.If anyone runs into any issues then please report it and I will do my best to fix it promptly. I'm dedicating the next while to bug fixing so I am available and willing!ChangesResolved issue with failing to fully connect to hostResolved issue with early researching stopping incorrectlyIncreased animation speed of HUD hearts
- Shared Workload (0.7) is now Live! - 19 May 2026
After NINE months of development, we are beyond happy to announce that our next major update, Shared Workload, is now fully released! With Shared Workload you will now be able to play Online Multiplayer with your friends (and even your enemies - I won't stop you).That's not all though, we have a tremendous number of other impactful changes all coming with it. We have already covered these in previous announcements, but we will recap them here, so that everything is all together in one place.You can find the patch notes over here!Important: Please make sure you have disabled all mods before playing Shared Workload. This update makes a lot of changes on the back end that will very likely make existing mods incompatible.MultiplayerOnline Multiplayer has been a long time coming. In fact, some of the networking code dates back to early 2019 - yes, it is that old! We've done our best to make…
- Shared Workload (0.7) Patch Notes - 19 May 2026
Here are all of the tasty changes for AutoForge's major update, Shared Workload. Read more about the update over at the main Shared Workload announcement. Enjoy!Major FeaturesMultiplayer - Play with your friends online!Cosmetics - Customize your character with 12 different skins (and additional palettes)Trinkets - New unique items that can be equipped for various bonusesDecorations - Decorate your base and factory to your hearts contentQuest System - Track the progress of quests (right now there is only the Tutorial and Main quests)Guide System - Learn the finer details of how things work in AutoForgeEnergy System - Energy is now used when performing most actionsContent60+ Decorations spread across 3 Themes, including new Wood and Brick Tile stylesThree new UpgradesBoost - Gain additional Trinket points.Elevate - Gain an additional mid-air jumpEnergize - Gain an increase to Energy reser…
- Shared Workload is (Almost) Ready! - 19 March 2026
Greetings fellow Golems!James and I have been working hard to wrap up Shared Workload and are nearly there - so close in fact that we considered releasing it this week. We decided that a little more time in the oven would be best given how anticipated this multiplayer update is before we push it to the main branch. In the meantime, we wanted to go over the finer details about what's being added, what's changing and encourage everybody to try out the update in Experimental.MultiplayerAfter months upon months of development time, Multiplayer is finally in a good place. While it took a considerable effort to relocate most of the game's systems architecture, the real struggle was catching and fixing all the wonderful new bugs that appeared. Thanks to everybody's help testing, we are confident it is in a stable enough place to deliver to the main branch very soon.For Multiplayer itself - it…
- Shared Workload (0.7) is now in Experimental - 4 March 2026
The long wait is just about over - AutoForge’s next update, Shared Workload, is now live on the public experimental branch! This means it has already undergone testing with our beta players and is now open for everyone to try. Shared Workload brings the highly anticipated multiplayer support along with many new features, content and enhancements.Feedback and IssuesDuring this experimental phase, we’re focused on resolving issues and getting feedback on any of the new changes. If you do have any feedback to give or issues to report then please do so either in the Steam Forums or better yet over on our Discord.We truly want to make sure that multiplayer is very solid before fully releasing this update so if you encounter any issues then please share it with us. We are aware of several smaller issues that we are continuing to address.Important ReminderShared Workload is backwards compatibl…
- AutoForge December 2025 Dev Update - 19 December 2025
Season's Greetings, Golems!We hope you're all heading into a restful and cozy holiday season. We thought we'd drop off a few tidings along with some more info for 0.7 - Shared Workload, so bundle up next to a cozy Forge and grab a preferred beverage...Multiplayer ProgressWe've been hard at work on Multiplayer and are pleased to inform you we've entered the internal testing phase! After an arduous journey of moving over every system, subsystem and sub-subsystem, Multiplayer is now 'works' at a stable enough point that we can start poking at it! Rudely! That's right, Golems are hanging out with Golems, ready to do Golem Things... Or at least try to. Now it is time for us to break it on purpose, as much as we can, to get it ready for Testers to break it in even more exciting and confusing new ways! It's all part of the process, as they say..."... SOON....."Deck The FactoriesWe've also been…
- Development Update for November 2025 - 21 November 2025
Greetings Golems!It's been a while since we last touched base! While we've had our heads down working on the next Major Update, we thought it was important to check in and let you all know how things are progressing.That's right, 0.7 - Shared Workload is on the way! Somebody asked if it had fell out of the transport tube on its way to the server, but rest assured, through computational bugs and biological bugs (just a bit of sickness between the both of us), we are persevering, and the next update is taking shape! Let's dive in!Multiplaying With FireThere was a good reason Multiplayer had yet to be implemented - it is a tremendous amount of work; nearly every part of the code has required some change and lots of new code has been added to support it. Fortunately, we have the multiplayer experience and code from Crea, allowing us to speed up development and (hopefully) get it right the f…
- Prospector x AutoForge Release Bundle available now! - 31 July 2025
Want some automation on the side of your automation? We've got you covered. To celebrate the launch of Loonworks/Hypetrain Digital's new space romp Prospector, we have decided to bundle our titles for the coming two weeks. Get 15% off with this offer, and if you already own one of the games, get 15% off the other. What is Prospector?Land on a distant planet in this chill resource management game. Harvest alien resources, build and automate machinery, uncover secrets across the stars and strike shipping deals with distant colonies for exclusive rewards!
- Patch Notes for 0.6.12 - 28 July 2025
Here is a fairly substantial patch! I unfortunately had a big family camping trip planned this last week so these fixes were delayed a little but I've made some great progress on resolving issues the last few days. This patch as well as 0.6.11 are now on the default branch. Please let me know if you encounter any issues and I will continue to fix them. There are still a few a few more that I'm aiming to resolve before fully moving onto 0.7 but I wanted to get this patch out now. As always, thank you everyone for reporting issues and helping make AutoForge better. Changes Resolved crash when attempting to save with a name that has invalid file path characters such as '?' Resolved issue with some world data not being cleaned up between loading saves Resolved issue with Zabis illumation Resolved issue with Ice and Earth Wisp Ovoids icon not displaying Resolved issue with phase links placem…