- Patch Notes 139 - 21 September 2026
Misc ImprovementsBuild and Inventory hotbars can now be displayed simultaneously across the bottom of the screen. If you want to disable them, or revert to the older 'toggle' behavior, those options are in Options / Interface / 'Build Hotbar' and 'Inventory Hotbar' (On, Off, or Toggle settings)Can more easily edit Build and Inventory hotbars when the Build Menu or the full Inventory Panel are open. A copy of the hotbar is shown beneath the panel, you can still drag & drop items to the hotbars, but also right-click to clear the slot or left-click to pick what you want to assign there.Added 1st person mode when zoomed inAdded slight background behind all the utility buttons at the bottom of the UI.Mini Notifications slide in from the left instead of up from the bottom, so they don’t obscure the new inventory hotbarCan expand / collapse sections in the selected object's menu panelPerforman…
- Patch Notes 138 - 15 September 2026
Visual ImprovementsAt nighttime, the lit windows from buildings have more glow and the light will affect the world around themBuilding lights don’t all turn on at the same time - there is some randomization attached so it looks more realisticHouse lights only turn on when a villager is currently inside. Farm/Forester/Harvester Hut lights only turn on when a villager is assigned (but doesn’t need to be currently inside)Note: Impact of these lighting changes should be minimal, but do have a slight performance cost. If you want, you can go into Options / Video / Object Lights to turn the lights off. Buildings will still use an emissive texture to make it look like they are lit up, but that has basically no effect on performance.Performance ImprovementsAdded cap to simulation step size, to prevent framerate hitches from causing larger than ideal simulation step sizes. Potentially this means…
- Steam Deck & Controller support added! - 10 September 2026
Steam Deck & Controller SupportYou can now play Factory Town 2 comfortably from your couch! Whether you have a Steam Deck or a regular gamepad, the game's input has been overhauled to allow full functionality and easy navigation using these devices. I tried my best to add helpful glyphs around the UI, but if you're curious here are the useful mappings:ControlActionLeft joystickMove Avatar or CameraRight joystickCameraDpadNavigates around world in grid mode (If in menus, navigates the menu cursor)AConfirm / SelectBBack / CancelYOpen Build MenuXAvatar Interact (harvest, transfer items)Start/MenuJumps cursor to background menuSelect/ViewToggles Avatar / Camera view modesLeft/Right shoulder buttonsRotates cursor (when in menu, changes menu tabs)Left/Right triggersChange cursor height / sizeAdditionally, if you're on a Steam Deck and you want to use the specially designed mapping, make sure…
- Patch Notes 136 - 28 August 2026
Mana RechargersThe Shrine buildings have been pretty underpowered, mainly because they fully consume Mana Crystals and those are fairly expensive to make (especially with very high water requirements to get the Mana Shards). So I've added back a highly-requested system from Factory Town 1: Mana Rechargers! Mana Rechargers take Depleted Mana Crystals, and a little Magic Powder, to produce a regular Mana Crystal again. This saves quite a bit of resources! (You will still need to convert it into Mana Power at a Mana Power Generator)The Depleted Mana Crystals come from new Shrine recipes: The water and steam recipes are slightly less efficient than the non-rechargable versions of the recipe (which will remain intact & available), but they more than make up for it with the savings if you recharge the crystal.Magic Powder is a new recipe available at the Stone Mason. Basically you are grindin…
- Patch Notes 135 - 21 August 2026
Shopping Balance ChangesPlayers aiming for the Utopia achievement were having difficulty getting 100% happiness for all their villagers. There was always a small handful of workers just slightly unhappy, but by the time they shopped to full happiness, another worker would become unhappy.This was mostly due to some previous changes meant to prevent workers from abandoning their jobs for long stretches to get items they didn't really need. It seems those changes were just slightly too aggressive, so I balanced things back the other way.The key change is that workers make smarter decisions about what they shop for - they'll be more proactive about shopping for items if it's an urgent need, or if they are on their last copy of an item that is decaying and would cause a needs deficit. They are also even less likely to pursue items they don't need. There had been a logical bug that a worker w…
- Patch Notes 134 - 10 August 2026
Fixed bug: Perk Points were not counted correctly in the end game. (Players who had completed mini-volcano quests, then beat the game, were not seeing correct counts of available perk points)Improved terrain shadingSmoothed motion of sun on sunrise and sunsetMore adjustments to dynamic lightingFixed some non-localized terms
- Patch Notes 133 - 7 August 2026
Animal GrazingPreviously, it was possible to cram unlimited animals in a very tiny space. I think this made animal products much less interesting, because you didn't really have to think about the space they took up. This is addressed with a new feature: animal grazing.It works like this: Pasture Tiles now spawn Grazing Grass. It grows back relatively slowly. All Animal types have a new need to consume this grass, in addition to regular food and water. They will wander around their pasture, looking for grass to eat. What this means is that if you have too many animals in a pasture, they will deplete the grass faster than it can replenish, they will become less happy, and thus produce fewer resources.So, you will need to monitor your pastures to make sure there is enough grazing grass for your animals. Note that large animals like Dairy Cows and Beef Cows consume grass faster than smalle…
- Patch Notes 132 - 31 July 2026
Patch 132 is now live! Here are the changes:Worker Overview PanelA new "Worker Overview" panel was added (default hotkey: K, but also accessible from the Misc menu in bottom left) that allows you to view a big list of all your workers and their status. It shows their level, house, job, current task, % of their time that is spent idle (if building can't produce a recipe, for instance). It also shows overall happiness, and happiness for each individual need. You can click on any of these header icons to sort by that stat. Click again to reverse the sort order.This should make it much easier to find individual workers who could be better reassigned to a new job, or to find that one last worker who isn't 100% happy.You may also notice there is a new icon when a worker is 100% happy (overall, or per-stat). This is useful for those of you aiming for the "Utopia" achievement of 100% happiness!…
- Patch Notes 131 - 24 July 2026
Auto-Transfer ImprovementsAdded item filter to Auto-Transfer so you can specify which items are transferredAuto-Transfer links can now be established even if the receiving building is elevated relative to the source buildingImproved grouping of AutoTransfer-related items on selected building UIAuto-Transfer now is added to the normal round-robin processing of other building outputs like belts and chutesNew BuildingsAdded Battery: stores electrical powerAdded Mana Battery: storage for mana powerBalance ChangesAdded storage upgrades to reservoirChanged stat value of Magic Potion and Elixir: instead of providing Intelligence stat, it satisfies thirstAdded new Super Power Perk: Water Springs. At the cost of one Super Power Token, you can now place Water Springs around your map. It costs 2500 coins per water spring.Misc ImprovementsAlerts for ‘No Ocean’ and ‘No Trench’ that appear on Water P…
- Patch Notes 130 - 21 July 2026
New Building: DesalinatorA lot of players were having trouble getting enough water to meet their needs. So there is now a new building: Desalinator! It converts Salt Water to regular Water that can be used in all recipes.The Desalinator has two recipes:Salt Water -> WaterSalt Water + Electricity -> WaterThe second recipe is much faster, but does require electricity. And it must be unlocked with a Crafting Token.The Desalinator can be unlocked on the Research / Utility tab, after unlocking Water Trenches.New Item: Salt WaterThe Desalinator requires Salt Water. The way you get Salt Water is by pumping it out of the ocean using a Water Pump. You can use the same Water Pump you've always been using, but instead of being on a Water Trench, it can instead be placed at sea level overlapping an ocean tile. The Water Pump should automatically select the correct recipe (pump Water, or pump Salt W…
- Patch Notes 129 - 18 July 2026
Improvements / Bug FixesAdded link to “Getting Started Guide” on home page (English only)When opening the ‘Save As’ dialogue, the text cursor immediately jumps to the file name input field. And when you hit Enter, it saves the game without requiring you to hit the ‘save’ buttonSometimes hitting Enter in a text field would prevent the cursor from automatically entering the text box on the Build menuFixed bug: circle and square biomes were not spawning with resourcesSome biomes that are mostly low-lying are now able to spawn resources at lower elevationsFixed bug: rivers would not spawn on extremely flat terrain
- Patch Notes 128 - 17 July 2026
Patch 128 is now on the main branch:ImprovementsChanging the top-level item filter at Markets, Stockpiles, Barns, Crates, Animal Troughs, Harbors, and Catapults will now instruct workers at those buildings to supply those items. In this screenshot, "Wheat" has been selected as the item filter for a Trough.In this screenshot, the worker Requests for the Trough now indicate that they will pick up Wheat from nearby sources. Before, this only worked if you configured the item filter on the storage slot itself, but that isn't as obvious or convenient for players.Added new console command: “reset screen scale” which reverts screen scaling to default value, in case you made it too big or small to useSelecting a Trough that is in a pasture will let you select the Trough so you can manage it, instead of the Pasture tileBalance ChangesThe Quest that unlocks Processing Productivity Level 2 now req…
- Beta Patch Notes 128 - 17 July 2026
Hope everyone is enjoying the game! Here is the first post-launch patch notes. These changes are right now only on the beta branch. Note: It is EXTREMELY helpful for me to have as many people as possible on the beta branch, to help catch errors before they make it to the main branch! If you would like to help find bugs, and also get bleeding-edge access to fixes & features, here are the instructions on installing the beta branch version. You can switch back any time!Right-click on Factory Town 2 in your Steam libraryClick 'Properties'Click 'Game Versions & Betas'Click 'beta - public testing branch'(If the game doesn't immediately update, go to 'Installed Files' from the same menu and choose 'Verify Integrity of Game Files)If you notice any new unexpected behavior in this patch (i.e. that I broke something) let me know here, or in the Discord. Just mention it's from the beta branch so I…
- Factory Town 2: Paradise has been released into Early Access!! - 14 July 2026
Hello everyone! I'm extremely excited to announce that Factory Town 2 is now available for purchase! It's been a long process but I'm really proud of how it turned out. Of course, being Early Access, the game will change and improve and I will definitely be looking for all your feedback to help shape it going forward.Some important notes:There is a 10% launch discountThere is a Steam Bundle that includes Factory Town 1, Factory Town Idle, and Factory Town 2. You can complete the bundle at any time, for instance, if you already own the other games. Using the bundle gets you an additional 15% off. (and the other games are also on very steep discount right now as well, if you don't have them)I wrote a Guide for people who played Factory Town 1, explaining the important differences. You can absolutely go in without reading it, but this is just to remove as much friction as possible based on…
- Patch Notes 127 - 14 July 2026
Added pop-up to explain view mode toggle, which appears right after the quest to build a MarketCan select Italian language option, even though it is in progressFixed bug: Wood Stove, Coal Furnace, and fuel recipes within production buildings were not producing anything when Manual Labor modifier was turned onAuto-Transfer upgrade is enabled on Pasture BarnFixed bug: Farm and Forester would not connect via AutoTransfer to adjacent buildingsModified texture tint for Pasture Barn since it currently uses the same model as StockpileChanged version label from "Alpha" to "Early Access" ːdd_botː
- Patch Notes 126 - 13 July 2026
GameplayAdded “Neverending Quest” which appears after you shoot down the meteor - it allows you to continually power up mini volcanoes in exchange for more Meteor BlastsShooting down a Meteor now earns you Stardust. Each time you shoot down a meteor you get more stardust. However, requirements for powering up mini volcanoes also increase.Added Stardust Boost upgrade for buildings: adds 1000% production speed and turns building a glowing yellow colorExpanded final victory cutsceneAdded bonus track that plays after final victory cutsceneItems sent to mini volcanoes no longer contribute to overall favor levelBug FixesFixed bug: workers in a building could get stuck in an “Idle” state instead of helping with Crafting tasksUIProgress bar on workers who are Crafting now updates over time, and moves faster based on workers’ crafting speed
- Patch Notes 125 - 10 July 2026
Fixed bug: workers trying to drop off an item at a full building will instead consider working inside a building. This also solves a softlock state with Manual Labor modifier, where a building was full, not producing anything, and all workers were stuck trying to drop off itemsAdded icons for Grow Grass, Cut Grass, and Paint TerrainTrains now account Blockers and Filter blocks on rail tracks. The path validity is calculated when they start moving, it doesn’t yet take into account changes that happen while the train is moving.Fixed bug: Water Pumps were not operating unless they had rotational power supplied (this is supposed to be true if "Manual Labor" modifier is on, but it was being applied to games without this modifier as well)
- Patch Notes 124 - 10 July 2026
GameplayCreate Custom Game now has ability to add Game Modifiers when creating gameAdded game modifier: Difficult Recipes. Increases complexity and cost of many recipesAdded game modifier: Manual Labor. All production buildings require workers. Worker production bonus increased. Water Pump (which can now only run via rotational power) produces water twice as fastAdded game modifier: Marathon. Increases coin cost and XP thresholds in many placesAdded game modifier: High Standards. Raises happiness thresholds required for increasing populationAdded game modifier: Head Start. Maps start with some basic research completedAdded game modifier: Floating Cities. Removes requirement for foundation blocks on buildingsAdded Game Status overlay when in main game menu, showing game type and active modifiersRemoved worker distribution flags from Steam Turbine, Steam Boiler, Mana Transmitter, Fountain…
- Patch Notes 123 - 8 July 2026
GameplayAdded more tomes to mini volcano random questsAgent Trigger and Inventory Sensor can now be rotatedAdded icon that appears over the avatar’s head when you’re in free look mode. Clicking this icon will return to avatar mode.New Interface option: “Find Avatar Icon”, which lets you turn off the icon that appears over the avatar when in Free Look modeSteel Rails have a different texture than Iron RailsImproved display for message board and sign postVillagers primary selection tab is now ‘Status’ instead of ‘Tasks’ (and the previous empty 'status' tab has been removed)Added new biomes: square, circle, and mesas. (Square and Circle do not appear in the default list of biomes)Bug FixesFixed bug: player could get softlocked if they used the ‘X’ button on the audio controls panel while in the launch menusFixed bug: Fish were never visible by default in the global inventoryRemoved the ‘Ad…
- Patch Notes 122 - 8 July 2026
Added Flight ability. Toggle with the F key. Unlocked by the “Flight” research, which requires one super power token. If the player has never used flight, and is in a campaign map, and it’s unlocked, a prompt to try the flight key will be shown.