- Factory Town 2 demo now available in Steam Next Fest - 16 June 2026
Hello! I figured if you liked Factory Town Idle, you'd be interested in the sequel I'm working on for the original game.It's called Factory Town 2: Paradise, and in this game you are building up a tropical island village and feeding a sentient volcano with trains, conveyor belts and catapults.The Steam Next Fest is happening now, so I built a free demo you can try out. If you like it, give it a wishlist and you'll be notified when it launches in about a month!Here's the store page with demo / wishlist links:
- Patch Notes 1.3.6a - 4 October 2025
- Updated Unity version to patch vulnerability CVE-2025-59489
- 1.3.5 Patch Notes + Factory Town 2 Announcement! - 28 March 2025
- Added button to on home page to minimize credits, version notes, feedback, and other misc buttons. This minimization preference is preserved between game sessions. - Included button in this collapsible section that links to store page for Factory Town 2 For those interested, I'm working on a sequel to the original Factory Town (the one that Factory Town Idle was spun off of). Here's the store page for the sequel so you can wishlist it if you want a notification when it's available: https://store.steampowered.com/app/3312130/Factory_Town_2_Paradise/
- Announcing Factory Town 2: Paradise! - 21 March 2025
Hello again! I've been secretly working hard on a true sequel to Factory Town. It takes place on a series of tropical islands, where you're building up a town at the foot of a giant (but friendly) volcano. There's more items, buildings, transportation gadgets, a day/night cycle, rotational power, electricity, flowing water & waterfalls, an optional controllable avatar, and lots more that will be developed & announced over the next several months. Estimated launch date is loosely in late 2025, but definitely could get into 2026 based on how development goes. It now has a 'Coming Soon' page on Steam so you can wishlist it and get a notice whenever it releases! https://store.steampowered.com/app/3312130/Factory_Town_2_Paradise Also answering questions over on the Discord: https://discord.gg/factorytown Cheers! Erik
- Patch Notes 1.3.4 - 26 April 2024
- Fixed bug: Was able to assign production capacity (workers) to market recipes in excess of available capacity to borrow from other recipes, causing available production capacity to go negative
- Patch Notes 1.3.3 - 25 April 2024
Misc Improvements When all production capacity (workers) are assigned at a building, you can now hit the ‘+’ button to assign additional workers to that recipe. - they will be reassigned from other recipes at the same building. Some conditions must be met for worker reassignment: those recipes have more than one worker assigned and must be in ‘Auto-assign’ mode. If multiple recipes are available that meet those conditions, worker will be reassigned from the lowest priority recipe, and among those, it will reassign from the recipe with the highest surplus for its primary output item. When the icon of a locally locked item is clicked on (e.g. in the Research panel) it will open up the guide for the item A filter of “Increasing” or “Decreasing” on the Inventory panel will be preserved when switching towns In the item activity tooltip, the Production “Potential” and “% Potential” values wil…
- Patch Notes 1.3.2 - 23 April 2024
Auto-Trade Improvements In this update, the Auto-Trade feature has been changed to give players better control of how their trades work, and in general to result in more stable behavior (less flip-flopping between import and export modes) 'Auto' trade mode is now split into 2 options: Local Balance: If there's a local deficit of the item, the recipe will Import. If there's a local surplus, it will Export. (This is closest to the current 'Auto' trade mode, so older trades in Auto mode will be migrated to use Local Balance) Local Fill: If the local town has spare storage capacity for the item, the recipe will Import. Otherwise, it will Export. Note that when these modes are using the fallback 'Export' mode, they will never export more than the local surplus of the item. This is because doing so would cause a local deficit, and thus force it to flip-flop back to Import mode. Balance Change…
- Patch Notes 1.3.1 - 2 April 2024
New Features New Game Modifier: Trading Tokens. In this mode, exporting an item earns 'Trading Tokens' based on the value of the item. Imports require spending these tokens. This system encourages towns to have a balanced import/export scheme. In this mode, there is no maximum storage limit within Trading Posts so that towns can always earn Trading Tokens. This modifier unlocks once the player has reached Town Level 25 at some point in any playthrough. New Game Modifier: Default Auto-Assign. In this mode, the Auto-Assign feature is always available and is on by default for all buildings (except trading buildings). This modifier unlocks once the player has reached Town Level 25 at some point in any playthrough. Balance Changes Added ‘Continue’ button to main menu. (It appears after the player has loaded a save file in this version once, as that info must be stored first before the game k…
- Patch Notes 1.3.0 - 27 March 2024
Game Modifiers When creating a new game, you can now select multiple 'Game Modifiers' that can change the game progression in dramatic ways. Many of them require some game progress to unlock. Extra Idle / Extra Active: Changes construction & research speed to support more 'Active' or 'Idle' playstyles. Extra Active mode speeds up construction and research, removes the ability to earn Time Tokens, and increases Click Power. Extra Idle mode increases construction and research times, but increases amount of idle time that can be accrued. Easy Mode / Hard Mode: These change the rate of coin & XP gain, the strength of many perks, available Land, and natural resource regeneration. Mild Biomes / Extreme Biomes: This setting will decrease or amplify differences between Biomes. Mild Biomes removes a lot of the penalties from different biomes, and Extreme Biomes adds a lot of additional differenc…
- Patch Notes 1.2.1 - 26 February 2024
Fixed bug: Production detail tooltip for currencies would incorrectly sort 'Production' rows at the bottom of the list, below Consumption totals Fixed bug: Research panel would not consistently update its display of available production capacity Fixed bug: Item Consumption detail tooltip would sometimes show “-100%” in the Contribution column when “100%” should be used Research panel production capacity now appears like the other production capacity displays in the game, and allows right-click 'Remove All' behavior
- Patch Notes 1.2.0 - 23 February 2024
Turbo Mode performance improvement Turbo (fast-forward) mode has been optimized to run smoothly at all speed multiples. It does this by running one full simulation step per frame, and then repeating the last recorded net gain/loss for each item multiple times, until it catches up with the targeted simulation time. If a building or research is completed during these 'repeat' simulation steps, another full simulation step is triggered to calculate updated delta values (so you don't spend more than you need to on a building or research). This process can occur multiple times in a single frame, which may be necessary if lots of buildings are completing in rapid succession. However if the game is unable to run enough full simulations within the limit for a single frame (1/60 of a second), it will save those simulation steps for the next frame, and so on. This can result in a difference betwe…
- Patch Notes 1.1.4 - 30 January 2024
Balance Changes Reverted the ‘Dynamic Storage’ effect of Rail Depots. They were causing too much town instability due to sudden increase in storage. Rail Depots now provide a static boost of 10K to global storage capacity per building. The global perk “Global Trading Capacity” now has the dynamic storage effect that Rail Depots did in the previous version. Each level of this perk will now provide a bonus to all traded items’ global storage based on that items’ peak per-second demand. This also gives it consistent behavior with a similar Town Perk, and can be adjusted up or down as needed. Since the Global Trading Capacity perk is now much stronger, the level of it was reduced to 1 for any players that had levels in it. Quest Coins are refunded for these levels. This allows players to more carefully increase their trading post storage without causing major production shortages. Bug Fixes…
- Patch Notes 1.1.3 - 28 January 2024
Bug Fixes: Tooltip for trading post inventory details would not display correctly or at all Game would not relaunch in Steam if launched from .exe while Steam was closed, causing cloud saves to be inaccessible Locked button on World Panel buttons for locked biomes was not visible World Panel buttons for locked biomes would show land, workers, research, construction, and upgrade buttons Label on the Time Tokens button would often show the label “Time Management” instead of the actual number of time tokens
- Patch Notes 1.1.2 - 27 January 2024
Bug Fixes - Fixed localization issues in last patch
- Patch Notes 1.1.1 - 26 January 2024
Balance Changes Town Perk "Storage Boost" now adds storage to each item based on its max per-second demand (50% per level). This should improve how well storage scales for all items as the economy grows, and is intended especially to help replace the effects of the removed Omni Storage upgrades. If you are still having storage capacity issues after this update please let me know! Happy to make further adjustments.
- Patch Notes 1.1.0 - 26 January 2024
Improvements Inventory panel will display a header displaying which filter is active, if any. This is for both recipe filters and the increasing/decreasing state filters When Inventory is filtered to show increasing or decreasing items, it will automatically refresh every second to keep up to date with production changes World Panel buttons now include Land, Workers, Research, Upgrades, and Construction buttons. Right-clicking on Research or Upgrades buttons will automatically claim all research or upgrades that are available to claim Can right-click on a building header’s production capacity display to show an option to “Remove All”, which clears all production capacity assigned to that building. It will also disable production Auto-Assign if it’s enabled for that building. Can hover over the XP icon on the Town Status Panel (top-left, where the town name is shown) to get a tooltip sho…
- Spinoff of cute little Factory Town turns it into a sprawling spreadsheet exercise - 14 January 2024
The industrially-inspired town building game Factory Town has a spinoff as of this week, packing the entire experience of building up and expanding an oddly factory-like society into a series of oddly spreadsheet-like screens. All of which depict the details of an oddly factory-like society. I think you get my drift... Read more.
- Patch Notes 1.0.1 - 14 January 2024
Improvements: Added Italian language localization Changed ‘Scroll Up’ and ‘Scroll Down’ hotkeys from Q and E to A and Z, to prevent overlaps with existing menu hotkeys. In addition, the keys can be held down to scroll repeatedly. (Page Up and Page Down are also mapped to this function.) Balance Changes: Resources are no longer added when their capacity expands, as it was possible to exploit by adding/removing associated perks Removed slightly confusing quest requirements for higher levels of “Research Speed” upgrade. They were intended to prevent displaying these levels before the type of coin used to purchases these levels was available. But they were not formatted well and didn’t serve much purpose. Now all levels of this upgrade cost Yellow Coins and have no additional requirements besides completing certain amounts of research globally. Bug Fixes: Was possible to minimize the main M…
- Factory Town Idle 1.0 Launch! - 8 January 2024
Hi again, I'm happy to announce that Factory Town Idle has graduated from Early Access and is now available as as full 1.0 release! A huge thanks to all the players who participated in the early Playtest and Early Access versions, and in particular those that offered all the extremely valuable feedback & bug reports. I literally could not have gotten the game to this state without you! If you don't already have the game, it now has a 30% launch discount and is part of Steam's Economy and Capitalism Fest that just started. I have more updates planned post-launch, so keep those suggestions coming. Cheers! Erik
- Patch Notes 1.0.0 - 8 January 2024
Misc Improvements More details provided in Market Fulfillment tooltip, specifically including descriptive rows for things that modify oversupply rates Low market supply does not use sad face icons, to avoid implying a penalty Balance Changes Markets can be oversupplied even from the start of the game (by 100%) Lowerered Stone Mason research time Lowered baseline demand for Wood, Stone, Stone Brick, and Plank Further decreased effect of Land on resource regeneration rates (was too high and making Cultivation and Prospecting useless in early game) Bug Fixes Goods Consumption Boost upgrades were being applied to the baseline demand for an item, instead of just affecting oversupply Player could specify a production limit for Market recipes that exceeded the max demand for that item Cultivation production auto-assign could enter a cycle where it would be added and removed repeatedly Water Sp…