- Update 2.3 - 21 September 2026
Hello again! I just published a big update for this game. I've been updating Factory Town 2 (which is 20% off this week, hint hint, see below), and realized a lot of these optimizations and improvements could be back-ported to the original game:Boats now can navigate straight across the ocean, no more weird zig-zag paths. They will more reliably reach distant targets, and performance for boat pathfinding is improved. They will also smoothly change direction as they navigate through the water.Airship pathfinding has also improved, and they will also more more smoothly and can find paths around large, tall obstacles instead of flying awkwardly over them.All kinds of various performance improvements: removed unnecessary physics calculations, unnecessary transform updates for out-of-view units, and redundant building auto-output calculations. Added distance-based culling of structure icons,…
- Steepest Discount ever on Factory Town - and Factory Town 2 launch! - 13 July 2026
Because of a very exciting event this week, I have given Factory Town its biggest discount ever - it is currently 75% off. Factory Town Idle is also 75% off. You can get both of them together with an ADDITIONAL 15% discount in the Factory Town Bundle (link below).The reason for this big sale that Factory Town 2 is launching this Tuesday, July 14! It's a bigger, better version of Factory Town that I've spent the past several years working on. It's got everything you like about Factory Town but you also get catapults, zip lines, volumetric water flow, day/night cycle, weather, solar power, windmills, water wheels, better boats, better trains, underground 3D pipes, and much more realistic villagers that eat, sleep, have stats, and can make their own decisions, and use tools to improve their productivity. You even have a little character you can move around to harvest & deliver goods on you…
- Factory Town 2 demo available in Steam Next Fest! - 15 June 2026
Hello! Factory Town 2 is launching in just under a month (July 14) and I have made a free demo available for Steam Next Fest which is happening RIGHT NOW! So give it a try - and don't forget to wishlist if you'd like a notification when it's released!
- Factory Town 2 Launch Date Announcement - 14 May 2026
Hello! I've been hard at work on Factory Town 2: Paradise. It is finally time to move it into Early Access and will be launching this July 14! It will also have a demo in the upcoming Steam Next Fest. So make sure you wishlist it if you want to be notified when it's available!If this is the first you're hearing about it, here are some key highlights about what is new & improved in the sequel:An avatar you can control, which means you can manually harvest items, deposit ingredients into production buildings, or move outputs around. You can even hop in a little boat and go for a ride in the ocean!Villagers are more autonomous. They perform jobs, have homes they use for sleeping, and visit markets to buy items they need. They do not become obsolete like in FT1 - your end game town will be full of townspeople going about their day.Villagers can equip items they purchase, which provides stat…
- Patch Notes 2.2.10 - 4 October 2025
Updated Unity version to address issue CVE-2025-59489
- 2.2.8 Patch Notes + Factory Town 2 Announcement! - 25 March 2025
- Updated home page to include button that opens Steam Overlay for Factory Town 2 and Factory Town Idle - Added button to minimize these additional game buttons on the home page I wanted a way in-game to let players know that I'm working on a sequel. (You can permanently minimize this section if you don't want to see it.) Speaking of which, here's the store page for the sequel so you can wishlist it! https://store.steampowered.com/app/3312130/Factory_Town_2_Paradise/ This discussion post has some more details about what is changing between FT1 and FT2: https://steamcommunity.com/app/3312130/discussions/0/603025381169088817/
- 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
- 2.2.7 Patch Notes - 21 November 2024
- Fixed bug: Selecting an item from the build menu with the Enter key would sometimes also construct the building wherever the cursor was - Fixed bug: game becomes unresponsive if you built an overground pipe connector on the same tile as a road, had no pipes coming out of the connector, and fed water into the connector from underground
- 2.2.6 Patch Notes - 20 November 2024
- Fixed bug: Menus would sometimes not appear for players - Fixed bug: Timer logic blocks would not properly save and restore the ‘repeat’ parameter - Added extra protection against unwanted screen scrolling that might be occurring from other plugged-in input devices
- 2.2.5 Patch Notes - 16 September 2024
Fixed bug: Clicking to create blocks would sometimes create two with a single cursor click Can use the Rotate key (Default: R) to change the orientation when drawing an L-shaped path Fixed bug: Some text input fields (e.g. custom rule set parameters) would not update the stored value immediately upon exiting the text field, causing changes to be lost/ignored in some cases
- 2.2.4 Patch Notes - 26 July 2024
Fixed bug where primary action button would stop responding when using a hybrid-input setup like Steam Deck Allowed smoother transition between gamepad and mouse input devices Added fix that should stop Airships from disappearing on certain systems with non-English locale settings
- 2.2.3 Patch Notes - 23 July 2024
Misc Improvements Selection panel for all rail cars now combines Rail Control, Signal Tags, and Inventory on a single menu tab when selected, to avoid excess clicking Steam Locomotives now have the ‘Add Boxcar’ (and similar buttons) moved from Rail Control onto a dedicated menu tab Reorganized selection panel: ‘Name’ property moved from 'Status' tab to ‘Misc’ tab. This allows the Status tab to be hidden in most cases. For Sign Posts and Message Boards, this text property is called ‘Label’ and appears on the main configuration tab. Bug Fixes Top-left menus were overlapping for some players Underground resources that were underneath a water tile would have a yield of zero and never regenerate ‘Grow Grass’ and ‘Cut Grass’ commands did not display the 'Increase' and 'Decrease' cursor tool size buttons Placement direction arrow would not appear when moving or copy/pasting worker units or rai…
- 2.2.2 Patch Notes - 18 July 2024
Fixed bug: files saved in version 2.2 with certain non-English system locale settings would become unable to be loaded. This fixes both the save issue, and can also load any files broken by the bug. (thanks to NemoStein for reporting and also helping fix the bug!)
- 2.2.1 Patch Notes - 17 July 2024
- Fixed bug: Certain 'utility' recipes would not progress (OmniTemple construction, OmniTemple offerings, Farm supply water / fertilizer, and Mine supply pickaxe) - OmniTemple default selection tab is now ‘Construction’, until construction has been completed - then it is the ‘Offerings’ tab
- 2.2 Patch Notes - 17 July 2024
Hello again! I've been working on a big set of improvements for Factory Town in preparation for some cool future project. It's taken several months but the patch has now been released! Performance Improvements The rendering system has gotten a major rewrite, allowing for massive framerate speed-ups. This especially affects end-game towns where players had hundreds or thousands of buildings, vehicles, rails, and conveyor belts. This also greatly improves performance for the green 'preview' blocks that appear when players are copying and pasting large groups of objects, or dragging the cursor to plan out long pathways. Improvements to Airships Instead of navigating the sky as if it were a grid, airships can float directly to their target. They won’t collide with objects in between. They will do their best to visually fly above terrain, structures, and buildings, but ultimately are not blo…
- Spinoff game Factory Town Idle is now out of Early Access! (30% launch discount) - 12 January 2024
Hello again! Wanted to let fans of Factory Town know that my newest game Factory Town Idle has completed its time in Early Access and is now ready as a full 1.0 release. It's kind of like if you took the management and logistics of Factory Town and packed it into a clicker/idle/incremental type game. Reviews are over 90% positive and is currently in Steam's 'New and Noteworthy' featuring section, so if you liked Factory Town and have an interest in incremental games you might like this one too! It has a launch discount of 30%, plus if you already own Factory Town you can use the 'Complete the Set' bundle option on the store page and get an additional 15% off. https://store.steampowered.com/app/2207490/Factory_Town_Idle/ Enjoy! Erik p.s. Sorry if this is a repeat notice to some of you, it seems the previous announcement wasn't formatted correctly and maybe didn't reach the right set of p…
- Factory Town Idle released, with Bundle discount for Factory Town owners - 20 April 2023
Just released my latest game, Factory Town Idle! It's a clicker/incremental style spinoff of Factory Town, so you get the same fun supply chain management in a more concentrated form. It's released as Early Access, meaning there's lots more changes & improvements planned. There's also a bundle set up (see the store page) so you get an extra 20% off if you already own the original Factory Town. Here's the store page for it. Thanks for checking it out! https://store.steampowered.com/app/2207490/Factory_Town_Idle/ Erik
- Free demo released for Factory Town: Idle (spinoff of Factory Town) - 6 April 2023
Hello! I'm the developer of Factory Town, and for the past year I've been working on a spinoff incremental game called Factory Town: Idle. It has a lot of the same items & recipes of Factory Town, but everything is controlled through top-level menus where you can create new buildings with a button click, reassign workers to different production tasks, control your crop cultivation, and manage research & upgrades. So it scratches that same supply chain management itch that Factory Town does, but without worrying about paths or transport or things like that. Also your towns keep working while the game is closed so you can collect a lot of progress when you come back. I just released a free demo on Steam and I thought people here would want to know about it (see the big green 'demo' button): https://store.steampowered.com/app/2207490/Factory_Town_Idle/ Full version (probably Early Access)…
- 2.1.7 Patch Notes - 7 March 2023
- Fixed bug: Omnitemples would enter a stuck, inoperable mode if they were created, constructed, and had 100 offerings provided in a single gameplay session
- 2.1.6 Patch Notes - 13 January 2023
When selecting a building, the default display tabs will more closely align with its function (Production buildings use the Production Tab, Schools use the Research tab, etc) Fixed Research Cost Multiplier values other than 100% causing all infinite research cost to be zero