Manufactur’ inc. news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Steam app typegame
- Steam App ID2146380
- PriceNo longer available on Steam Store
- Release dateComing soon
- DeveloperDysnomia
- PublisherDysnomia
- Parent gameNot available
Genres: Casual, Indie, Massively Multiplayer, Simulation, Strategy
Company pages: Developer: DysnomiaPublisher: Dysnomia
No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.
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Manufactur’ inc. Steam news
Manufactur’ inc. news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Demo Patch #10 - 0.3.7 - 23 August 2025
Hi!Here's a big update to fix many technical issues in the game demo. This is not adding anything gameplay-wise, but ensuring I can work and you can play in the best conditions.Change in the frameworkChange the framework to make the game a Steam app from Tauri to NW.JS, that means:Improve Linux compatibility: the game has been validated on Ubuntu 22, Fedora 42 (KDE Plasma), Linux Mint, Artix, Arch, and SteamOS without any major issues found. Ubuntu and SteamOS are still the only officially supported OSes for QA reasons, but I'm open to bug reports if you have some.Add MacOS compatibility: the game has been tested without issues on MacOS 15. It theoretically supports anything from macOS 12 upwardsRemove the need to have Edge Webview 2 installed on Windows, which means Windows 7 should be supported as well now (but not officially supported since I can't test on this OS)The Steam Overlay n…
- Demo Patch #9 - 0.3.6 - 20 July 2025
Good evening!Small bugfix for an important bug that was preventing us from using the right click menu while being on the factory interface. More updates are coming soon!Known issues:The MacOS version won't work because of an external issue, it has been disabled temporarily (it's still in the Webkit team's hands :/)The "maximum amount" displayed on the global market may include in-transit resources, which may make it wrong by up to 5 units.Steam overlay doesn't work.Tutorial needs to be reworked.We need to prevent the factory from infinitely growing asap, and it's planned in the current set of updates (electricity consumption, employee gauge, and dynamic market prices will be needed)Multiple places in the game need a user interface or experience improvements.The auto-linking between machines and/or storage is still pretty dumb and needs improvements (and a way for you, the player to over…
- Demo Patch #8 - 0.3.5 - 13 June 2025
Good evening!I am back on the game demo with some updates. I still have no date for the game release, but I come with very welcome fixes!Today I've been working on some of the serverside performances and came up with a pretty cool fix.Changelogs:Improve serverside performances on multiple spots: factory simulations will be up to 11 times faster. That means:The login (loading) phase shouldn't go past a dozen seconds anymore!You shouldn't feel lags anymore when building.These factory simulation improvements will also make the game lighter on your CPU (say a relative 5-10% less, so only noticeable if you play on a potato computer)#1691 - While working on a proof of concept for another game I wrote a minimap. So Manufactur'inc has it as well!#1878 - Global Market: Tooltip to show the resource's name/price/quantity in the choiceKnown issues:The MacOS version won't work because of an external…
- Demo Patch #7 - 0.3.4 - 4 February 2025
Hello! I am BACK! It's been a few months since I haven't published an update on the demo, or actually even worked a lot on it, but it was for the best. As I explained in the DevBlog about the Steam Next Fest and the game future, the demo release and Steam Next Fext were exhausting and I needed to rest. I eventually took more time than expected, I have been able to think about other things and work on them as well and now I'm back to writing some updates on the demo and seeing where it leads :) Changelogs: Quality of life: #1842 - Global Market: Improve buying/selling amount selection (e.g. 100% of the slider should make buy max space or sell all #1818 - Market: search bar for resources Bugs: Fix game crash when right-clicking sometimes in the main UI Add missing .so file causing crashes on Steam Deck (and probably some other Linux systems too) Prevent the game from instant crashing when…
- DevBlog #8 - November summary and Manufactur'inc future - 10 December 2024
Devblog history 09/2023 - #1 - Who? What? Where? When? 10/2023 - #2 - Automation isn't just about gameplay 12/2023 - #3 - Logistics 12/2023 - #4 - Events, events everywhere 02/2024 - #5 - Your mission for this week, should you choose to accept it... 04/2024 - #6 - How to balance and create content behind the scenes? 10/2024 - #7 - Lessons learned from the Steam Next Fest 12/2024 - #8 - November summary and Manufactur'inc future (Here !) Hey there! I usually post my monthly summaries as threads on Bluesky or Mastodon, but today I had lots to write and to share with the Steam community, so here I am! November As stated late October with Manufactur'inc 7th DevBlog, I felt really overwhelmed by the Steam Next fest and didn't know what to do. Eventually, I had to rest and not touch the game for a month and a half. It's not great marketing-wise to not update the game or write this DevBlog ear…
- Demo Patch #6 - 0.3.3 - 25 October 2024
Hello everyone! If you didn't see I released a DevBlog about the Steam Next Fest and the game future a few days ago. Here's the first lot of updates as promised! Manufactur'inc v0.3.3 Due to the breaking changes in this release, you may need to build or move one of your machines to force the factory to link correctly most buildings together Changes: BREAKING CHANGE From now on, the factory will re-link unlinked storage and machines together only: When building a new equipment When moving an equipment When removing an equipment Soon, you'll be able to manually change these links too. This change will make login and multiple requests to the server a lot faster BREAKING CHANGE Do not simulate more than one hour of offline time when login in to prevent lags Serverside Do not simulate the factory twice in a second Developer-side More automated tests and benchmarks for factory simulation #180…
- Devblog #7 - Lessons learned from the Steam Next Fest - 22 October 2024
Devblog history 09/2023 - #1 - Who? What? Where? When? 10/2023 - #2 - Automation isn't just about gameplay 12/2023 - #3 - Logistics 12/2023 - #4 - Events, events everywhere 02/2024 - #5 - Your mission for this week, should you choose to accept it... 04/2024 - #6 - How to balance and create content behind the scenes? 10/2024 - #7 - Lessons learned from the Steam Next Fest (Here !) Hi everyone! As many of you know, Manufactur'inc participated in the Steam Next Fest last week, and the demo has been out for two weeks. I think it's time to make a summary of what happened and what will happen in the future. This DevBlog will be cut into 3 parts: First we will share figures about the Steam Next Fest, because as you may know, I love stats, graphs, and figures Then we will talk about how overwhelmed and exhausted I felt during the next fest, and why. Finally, we will talk about the future of the…
- Demo Patch #5 - 0.3.2 - 16 October 2024
Hello everyone! I'm here with another batch of bugfixes and improvements. Thanks to everyone currently trying out the game and/or giving feedback/bug fixes! Manufactur'inc v0.3.2 Fixes: #1840 - Massive game server performance improvements, which should make loading time a lot shorter for big factories, and some in-game actions as well :) To make this fix possible, I had to rollback one of the 0.3.0 fixes (which was horrible performance-wise), and reworked parts of the game code as well #1837 - Fix rendering issues when a contract is finished but its requirements are not filled anymore #1836 - Emptying the map was causing a game soft-lock Fix icons in the history tab Improve equipment deletion animation (it shouldn't "lag" anymore) Show in red when an equipment slot is full Make the factory context menu (right click) slightly larger to prevent text from acting weirdly Various serverside…
- Demo Patch #4 - 0.3.1 - 14 October 2024
Hello everyone! Small update along next fest launch about some bugs reported in the last hour :) Manufactur'inc v0.3.1 Fixes: #1833 - After selling/buying, the game may crash when re-rendering market Fix player highlighting in Leaderboard Fix a bug that would prevent you buying/selling the exact amount you have in the storage Fix multiple server-side errors in rare actions Update money amount on client side when selling an equipment Update user map when your build has been refused by the server Known bugs: The MacOS version won't work because of an external issue, it has been disabled temporarily The "maximum amount" displayed on global market may include in-transit resources, which may makes it wrong by up to 5 units Serverside performance issues may delay first loading of the day by minutes (I'm working on a fix) Deleting all equipments from the map will soft-lock you Public dev roadm…
- Steam next fest livestream - 14 October 2024
During the steam next fest, the top players will be shown on the store page!
- Demo Patch #3 - 0.3.0 - 13 October 2024
Hello everyone! I was back to work this week so I had less time to work on the game but here we are with a new patch for the demo version! Manufactur'inc v0.3.0 Fixes: Prevent server-side error if we're unlocking an already unlocked equipment Fix user market history order total value sign (it was negative instead of positive and vice-versa) Make some server requests faster to respond Fix market exchange when the resource type of a slot must change #1830 - Loading icon when buying/selling #1808 - When linking equipment, storage capacity calculation *should* count other transfer as well Fix the user money amount on the top bar Fix sounds #1807 - Fix factory animation Improvements/Additions: Add background music Background music and settings volume feedback Open the link to changelogs in the login popup #1788 - Add a popup when deleting equipment #1537 - The server now checks the game vers…
- Demo Patch #2 - 0.2.4 - 7 October 2024
Hello everyone! Back from the convention, I was able to use part of my day off to process feedback from several people who gave me very constructive feedback over the weekend, as well as some feedback from this convention Manufactur'inc v0.2.4 Fixes: - The hover text in the bottom bar is now displayed where it should be (in a bubble instead of inside the bar). - The table in the “history” page is now displayed as expected - Various lags/flickers existed when building and moving buildings Improvements/Additions: - Buttons in the global market now display the total price of the lot - It is now only possible to buy/sell resources unlocked by a contract - Market page now remembers last selected resource between page changes - The default number of resources selected in the market is 1 - Added “Escape” shortcut in factory view for: closing the context menu (right-click on buildings), cancell…
- Demo Patch #1 - 0.2.3 - 5 October 2024
Hello everyone! I'm currently at an IRL convention so my free time is limited, but I took some time before sleeping to write the most urgent fixes for the game: Manufactur'inc v0.2.3 Fixes: - Missing images for two resources (water, anything) - The medium saw was not buildable - There were cases where a resource type could be obtained/unlocked a second time, causing the server-side request to crash - Fixed a bug concerning the unlocking of contracts that depended on other contracts to be assigned to the player - The height/width of a large building is now in the period between left-click and server return Improvements: - Added information on hovering over the bottom bar (a more advanced version will be developed later) Note: I've only dealt with the most urgent of what I could find by testing in convention and in server logs, there will be more fixes on Monday and next week 😄
- Devblog #6 - How to balance and create content behind the scenes? - 21 April 2024
Devblog history 09/2023 - #1 - Who? What? Where? When? 10/2023 - #2 - Automation isn't just about gameplay 12/2023 - #3 - Logistics 12/2023 - #4 - Events, events everywhere 02/2024 - #5 - Your mission for this week, should you choose to accept it... 04/2024 - #6 - How to balance and create content behind the scenes? (Here !) Hello, fellow future entrepreneurs! As I explained on multiple occasions Discord, Bluesky, and Mastodon, I am currently renovating my house and participated to GDC, thus why I skipped March for a DevBlog and slowed down development during these months. But here I am, back with a brand new Devblog! I will still work less than usual during the end of April and early May, but we will see my free time returning to a normal state during late spring and summer! Working on this game in my free time is surely an unstable situation, but fortunately, I enjoy it a lot! :) Let'…
- Devblog #5 - Your mission for this week, should you choose to accept it... - 21 February 2024
Devblog history 09/2023 - #1 - Who? What? Where? When? 10/2023 - #2 - Automation isn't just about gameplay 12/2023 - #3 - Logistics 12/2023 - #4 - Events, events everywhere 02/2024 - #5 - Your mission for this week, should you choose to accept it... (Here !) As you can guess, this month DevBlog will talk about another important chunk of the gameplay, namely the contracts (a.k.a the game quests). These contracts will pave the whole road of your long-term gameplay as well as your short-term experiences. There are several contract durations: Global contracts Global contracts are one-shot and lifetime contracts, they will be used for various purposes from tutorial to "technology tree unlocking". The goals of these contracts will be to help you know more about the gameplay, and of course, unlock new exciting resources or equipment for your company! Some of them will be mandatory for you to p…
- Devblog #4 - Events, events everywhere - 31 December 2023
Devblog history 09/2023 - #1 - Who? What? Where? When? 10/2023 - #2 - Automation isn't just about gameplay 12/2023 - #3 - Logistics 12/2023 - #4 - Events, events everywhere (Here !) Hello, and welcome to this last DevBlog of 2023! This one is paired to the calendar: real-life events impacting in-game events. I plan to add all-around-the-year in-game events linked to various cultures' festivities! Events ? That's a feature I like as a player in online games such as Grepolis and World of Warships or solo games such as Cookie Clicker, basing some gameplay on festivities. Yeah, okay, you want to do a Christmas-themed event like other games? Huh? Yes, you are right, fake opposition voice in my head*, but not completely. I really would like to implement various events if not every month, at least every other month. * Yes, I'm having fun doing these silly questions/answers with myself. And tha…
- Devblog #3 - Logistics - 23 December 2023
Devblog history 09/2023 - #1 - Who? What? Where? When? 10/2023 - #2 - Automation isn't just about gameplay 12/2023 - #3 - Logistics (Here !) Greetings, fellow entrepreneurs! Welcome to this third DevBlog of Manufactur'inc! As you probably noticed, it's already been two months since the previous one. But don't worry, there will be two in December (next one in a week!). The subject of this third DevBlog is a cornerstone of the gameplay: resources management. History and proof or concept The old system Until November, there was a proof of concept of the gameplay allowing me to work, try features, and play. Here's how it worked: it has a global resource storage - like you can find in most management/strategy games - meaning if you had a saw, it would take wood logs from global storage and produce planks to this global storage pool, without any transportation delay. The rework This was a goo…
- Devblog #2 - Automation isn't just about gameplay - 21 October 2023
Devblog history 09/2023 - #1 - Who? What? Where? When? 10/2023 - #2 - Automation isn't just about gameplay (Here !) Hello! Welcome to this second DevBlog of Manufactur'inc! If you didn't read the first one and want to know about the game, you can read it here! Today, we're going to talk about automation, but not the one you will be able to set in the game, we will talk about how I automate my own stuff to make my life easier to release update faster and automatically test whole parts of the game. As I presented in the first DevBlog, I'm here to vulgarize things. I hope to share pieces of my developer life with everyone here without going into technical details :) Auto-updates Something that made me lose *a lot* of time on my first game was releasing updates. You can't imagine how it's a pain to manually build a game build for 3 Operating systems (Windows, MacOS, Linux) and two architect…
- DevBlog #1 - Who? What? Where? When? - 16 September 2023
Devblog history 09/2023 - #1 - Who? What? Where? When? (Here !) Hello there! Welcome to this first DevBlog of Manufactur'inc! I plan to write monthly DevBlog like this one throughout the entire development process. We will talk about: gameplay, choices, behind-the-scenes content, and various other subjects! I don't intend to get too technical here (you can find technical blogs on Dysnomia's blog). However, I want to share my journey in creating this game and, of course, get your opinions on various aspects! Today, there won't be any pictures, but I expect to include images of new and updated content in each upcoming DevBlog. But first: Who am I ? I am Axel, aka Elanis, and I am a solo developer. I worked on multiple games, websites, and various other projects in the past. I created Dysnomia to take ownership of my projects and, perhaps one day, turn it into my full-time job! Currently,…
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