Fay's Factory news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
- Latest observed playersNot available
- SteamPulse tracked peak4
- Units sold (VGI)No data available
- Revenue (VGI)No data available
- Review score94% positive
- Total reviews18
- Release dateMay 8, 2024
- Developeregor dorogov
- Publisheregor dorogov
Genres: Adventure, Indie, RPG, Strategy, Early Access
Company pages: Developer: egor dorogovPublisher: egor dorogov
Fay's Factory Steam news
Fay's Factory news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.
Latest Steam announcements
- Build 87 - 13 October 2025
A security update for Unity engine. Stay safe out there, in the dangerous world of video gaming software.
- Build 86 - 1 June 2025
A tiny bug fixing update: 🔮 Talking to Smith doesn't get you stuck in an infinite loop of nodding to each other anymore 🔮 Magic unit labels shouldn't remain on screen after duels now Fixed "Fullscreen" label in settings Speech bubbles display properly on tall screens now (btw if you are not playing Fay's Factory in 1000x1000 window you are missing out) Thank you Discord members for reporting bugs (marked with 🔮)! See you next time.
- Build 83 - 2 May 2025
A small fix for the game sometimes breaking when sound file is missing. Nothing more, nothing less. Thank you for the bug report, dear Discord user!
- Head in the Clouds Update - 1 May 2025
Hello comrades, Happy International Workers’ Day! Here’s Build 82 of the game, featuring some vibes adjustments and gameplay changes, as follows: New Time Dilation slider, allowing you to speed up or slow down opponents’ turns and the fighting itself. Also added post-process and audio effects when changing time scale. Note: This is in reaction to duels feeling dragged out, and the player having nothing to do during the opponent’s turn. I noticed I myself often speed up the time with internal tools, so I’ve added the same thing for you, dear player. It’s also fun to slow down the spell casting for that cinematic feel. New camera transitions between the islet and the factory. Factory now hangs in the sky, above the clouds. Kingdoms Map also uses this transition. Note: This adds a lot of feel to the place, makes background more interesting, and makes camera transitions less nausea-inducing…
- Treasure Hunt Update - 24 December 2024
Hi comrades, I've released an update to the game. It adds a side-adventure Treasure Hunt, cross-adventure Investments, new quirk and mechanics, and many gameplay changes and quality-of life talked about in previous diaries. This is a gameplay focused update, but future updates will contain new adventures, and I will do my best to release them smaller-sized, but more often. The game is planned for a full release in 2025. Here are the full patch notes. New Side Adventure: Treasure Seas. Buy a boat from a familiar character, and engage in boat-to-boat combat to get to the treasures first. This errand will be given by the Board in HQ, after completing Displace Bay and No Job Slope adventures. Added New Errand marker ("!") for acquiring certain side-quests. They appear above the building in Edge Harbor, and above the quest-giver Investments: new mechanic for cross-adventure progression in Ed…
- Engines & Tutorials - 18 December 2024
Hi comrades, this is another part of pre-update news. Let's get straight to the point. Engines Reworks Engines! As a reminder, you can either use them as a passive bonus, or Overdrive and break them for the rest of the adventure. I like that there's a choice between slight bonuses to how you play and having an active way out in a tough spot. In this update, I reworked the animations logic, with a goal of reducing wasted time Overdriving the engine. I also enjoy how engines now start to grind, spin and sparkle when you inspect them in the middle of a duel. Requirements mentioned in previous diary are also present for engines, both for passive bonuses and Overdrives. You probably don't want to break your engine healing yourself if your health is already full. And certain passive bonuses don't need to run and distract you if they are going to do nothing. There are 3 new engines and 2 rewor…
- Departments & Requirements - 17 December 2024
Hello comrades, here's a dev diary in preparation for the big patch, to be released on December 20th. To be clear, it will be more of a gameplay update than a story-based one, with just one side-adventure (but it will be a Treasure Hunt!) Here's a rundown of some changes. Departments Updates When thinking about departments, I try to have at least several uses for each of them. Departments should provide you with meaningful choices (damage or effect? now or later? low-risk/low-reward or high-risk/instant-win?) It feels terrible if your best option is just to take the same turn over and over again. You should be able to plan your factories in advance, and scramble to find the best way forward during each turn, and a lot of good choices help with that. Improbability Department now a policy which authorizes a new reaction, a damage-dealer based on how many unique elements you have in your h…
- Calibration & Overseeing Power - 27 November 2024
Hi comrades! I've been working on a few gameplay things and a couple of side-adventures, and they are slowly materializing into a big update scheduled to release in December. I'm going to run a few dev diaries to present the changes leading up to the release, just like the good old days. This week: Calibration Improvements & Overseeing Power Next week: New Keywords, Dueling Improvements & Departments Reworks Week after: Strategic Investments & Edge Harbor Update release date: December 19th Sorry, a few changes! Dev diaries were delayed a bit, and update will release on December 20th Calibration Improvements authorizing new reaction — quick and easy Secretly, I consider Calibration one of the coolest parts of the game. You can change how departments work in small or big ways, and you can mix policies to your liking. It also adds a depth layer to the factory building, which I enjoy. So, a…
- Build 77, Ultraresume - 2 July 2024
Hi comrades, This is a small patch that solves issues with resume screen on ultrawide monitors. Here's the full changelog: Character creation screen now works correctly at any screen ratio, including in windowed mode Fixed visible flickering in the transition between character creation screen and gameplay — egor
- Build 76, Fixing while it's Hot - 28 June 2024
Hello comrades, A little hotfix to go along with yesterday's big patch! Please enjoy the following changelog: Department popup now warns that magic unit will keep its quirk (Doubled, Cursed, etc) after going through Improbability Department or Tax Avoider Rewrote Improbability Department reaction to better signalize that you will get the same magic unit back, but with a different element (so it will keep its quirks) You can now continue dragging and using other magic units while the Doubled unit animation plays out Added an animation for Tax Avoider Fixed Failsafe Creativity policy for Tax Avoider, and removed No-limits Creativity policy since it doesn't make sense anymore with changes in the previous patch Added smoking gun VFX for Tsar Cannon Facility The game is also 20 percent off for this Steam Sale! I suppose if you are reading this, you already own the game. Hm. Forget it then, a…
- Build 75, Ironing Out the Basics - 27 June 2024
Hi comrades, I'm releasing a big gameplay patch! I focused on the things that seemed to be confusing or not thought through in the initial version, and on improving the feels overall. This patch is about polishing the basics, so there's no new content here, but please do stay tuned for more adventures! Now, without delaying any further, here's the changelog, adorned with my commentary: Duel Flow Significantly reduced how much time was wasted on animations and camera moves during a duel Increased opponent's manipulation speed Opponent now starts moving their magic units before the "Opponent's Turn" announcement disappears You can now start moving your magic units before the "Fay's Turn" announcement disappears Added a slight camera shake on spell impact I've heard feedback that duels feel "dragged out", and I agree. In this case, I've fallen into a trap of having a developer cheat at my…
- Build 74, Engines, Outfits and the Story Flow - 18 May 2024
Another day, another build. This time, a bit of content! In spellcasting tutorial, you can no longer cast spells if you haven't figured out how to drop them to departments yet (so no empty moves on your first duel) In factory building tutorial, you can now apply the steps first, without the game telling you to do so, and it won't break the flow Rewrote the Railway Station islet from the Ceremonial Junction, and added a few lines about it to that adventure's conclusion New engine! Get the Train Engine as a bribe from a certain Station Manager, and turn your spells into fire or gold to your heart's content New outfit! Get the Jacket for helping the workers of a certain Station, and rock the Union look. You can change your outfits from a suitcase at home A new conversation for leaving to the Ceremony without checking out the other islets first — don't miss out on your baggage! Improved mou…
- Build 73, Cooking Minigame Fixes & Futureproofing - 14 May 2024
Another build coming in, here are the patch notes: Multiple fixes for the cooking minigame, including: ingredients don't get stuck between rounds anymore unreadable colors are now readable better popups for incompatible ingredients (you can't cut seaweed!) Made some changes to restoring islet state, it's supposed to be more error-proof now (also, the ambassador won't stand in the middle of the Ceremonial duel anymore when reloading that islet) Playthroughs are now assigned a unique GUIDs instead of a unique index; this should help with separating playthroughs for different profiles on the same machine, or when you add a savefile someone sent you (for example, if you are a game dev debugging this game) Added a system that checks your old saves and tries to fix them when opening a newer version for the first time. Hopefully, this will help with keeping the saves compatible going forward.…
- Early Access Roadmap - 12 May 2024
Hi comrades, Thank you for all the love, time and passion you've put into my little game so far! I have big ideas for the Early Access, and here's an outline: huge plans! This roadmap focuses on the things I want to improve or add in the near future. Once I'm done with most of these, I'll focus on new big adventures, including Act 2 and Act 3. That doesn't mean that there will be a content drought for now: apart from the new parts, outfits and decorations, there're at least 3 more side-quests coming in the next few weeks — your Overseers’ continuous employment at the Fourth Cartel is safe with us. So, without further ado, let's take a deep dive on different sides of the game. Factory & Duels The strategic part of the game requires a bit of polishing, and a lot more content as I see it. There are more departments, engines and policies that I will add in the coming weeks and months. One o…
- Build 72, Difficulty Settings - 11 May 2024
Another hotfix hot off the presses, introducing a few new game settings and fixes. Introduced game difficulty settings, including Incoming Damage, Outbound Damage, and Healing Multiplier. Make foes a little tougher, or turn off incoming damage completely — it's your playthrough! Added speedrunning mode from my stream into game settings, go for it! Currently, I myself am the reigning champion, my time in Ceremonial Junction is 6:06 Moved "You've completed the entirety of Early Access" message a bit farther, since people were missing that there's more side content after it, and added a quest that will help players find the side content Made console rebindable since (~) button isn't working on certain keyboards Fixed calibration tutorial: you won't get stuck anymore, and the game will move a department into the factory if you have none. Ideally, I want any department to work with this tuto…
- STREAM: Let's build a Tavern together - 10 May 2024
Hi comrades, I have a second stream lined up! I'm planning to make the Tavern interior on stream, and publish it in a later build for your Overseers to visit. I will show off the tools and the engine I'm using to make this game (yes, it's Unity). Drop by to get a sneak peek of the future content, and maybe even suggest a thing or two? I'll do my best to add your idea to the game, and you will be immortalized in the credits. The stream is this Saturday, May 11, 5pm UTC. Please, do set a reminder to get notified when the stream will start! I also figured out how to restream to the Discord, so you can hang around there as well. Hope to see you soon!
- Build 71 - 10 May 2024
Another hotfix incoming! - Engine repair now happens overnight, and is more reliable - Player.log won't be riddled with inconsequential errors anymore, which does nothing for you, but makes debug way easier for me - There's a new islet in the Ceremonial Junction, which works better for pacing. Detain the train! - The Board will now handle the deliveries for you if you won't do them yourself. No more getting stuck with a warehouse for the entire game. - The robbers quest won't get stuck anymore if you don't decide the knights' fate - A few more story consequences at the Ceremonial Junction - Added speedrunning mode, unlockable by typing "speedrun" into console (~) There's more content, parts and fixes coming in the very near future, so stay tuned, or come by my Discord to chat!
- Build 70 - 9 May 2024
Build 70 is a quick patch of some of the bugs reported in my Discord: - Character creation screen now works correctly at 21:9 screen ratio - Adjusted colliders of certain levitating sorcerers - Sometimes, the bubble that was supposed to be above the overseer wouldn't show up, that was fixed - Fixed infinite mugs exploit — the economy of the country wouldn't handle such an influx of cheap beverage containers - Fixed rewards clipping into buildings on certain islands - And numerous spelling fixes, of course There are more patches and updates incoming in the coming days, stay tuned!
- Fay's Factory is Out Now! - 8 May 2024
Hi comrades. It is here. I'm about to hit the release button on "Fay's Factory"! It's been a long road, and there's still much ahead, and now we are in it *together.* Thank you. Stop by my Discord to chat about the game, report bugs, show off your factory or your corporate house, and to follow future announcements. See you in the Hundred Kingdoms! — egor
- STREAM: Developer Speedrun - 7 May 2024
Hi comrades, In celebration of the upcoming release and the LudoNarraCon, I will attempt a speedrun of a beloved videogame Fay's Factory. This Thursday, 7pm UTC. The rules are: I have to read every line of dialogue in a dramatic voice Time only counts outside the conversations I will do zero preparations except for making an in-game timer (will be available in a public build) Come ask me anything or watch me trying to cheese my own game. You can set a reminder inside the Steam itself for your convenience. See you then!
Patch notes and updates
| S.no | Release date | Patch name | GID number |
|---|---|---|---|
| 1 | 13 October 2025 | Build 87 | 1813041031334485 |
| 2 | 1 June 2025 | Build 86 | 1800991756400736 |
| 3 | 2 May 2025 | Build 83 | 1798454487638685 |
| 4 | 2 July 2024 | Build 77, Ultraresume | 5842939267328265254 |
| 5 | 28 June 2024 | Build 76, Fixing while it's Hot | 5842939267314249343 |
| 6 | 18 May 2024 | Build 74, Engines, Outfits and the Story Flow | 5747233970425653839 |
| 7 | 14 May 2024 | Build 73, Cooking Minigame Fixes & Futureproofing | 5768625435414309858 |
| 8 | 11 May 2024 | Build 72, Difficulty Settings | 5768625435403214755 |
| 9 | 10 May 2024 | Build 71 | 5768625435398549394 |
| 10 | 9 May 2024 | Build 70 | 5768625435394758632 |
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