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Then they started flooding in. And let me tell you... They're all a real treat!








The design of this certainly was cool! And putting the shipping pads on the top gives it such a clean & thoughtout look.



The triangle architecture gets me.
Similar vibe as the V2, but more square. Not as interesting but deserving of a mention.
Although not the official name, it gives me data center vibes. Very cool!

Each robot has a different effect and different building types it affects. So unless you start making every robot, you won’t have access to every improvement. The robots either improve machine speed or production efficiency (producing more output items from less input items) while increasing the power draw of your machines. Each machine can only be affected by one Workstation at a time. 
However I do want to talk a bit about what to expect and how we approached this. We’re calling this light exploration because ultimately you’re not expected to spend massive amounts of time gathering those objects. For years FOUNDRY has been a game where everything was focused around the core of factory building and it is going to stay that way. You will have the venture in lava caves and dig into some caves to get the upgrades you need, but once you reach the midgame you’ll be able to automate it. At this point it will actually connect very well to the established factory gameplay loop (for example there are some alternative recipes unlocked with the new resources).
Our goal was to make the world feel less empty, and provide a bit of alternative gameplay, without it being annoying for anyone who wants to fully focus on the factory stuff only. We’re looking forward to your thoughts around the balancing, and I’m sure it’ll change a bit based on your feedback during the experimental branch.
On your character (inventory) frame - which has been fully overhauled - there will be “resupply slots” which allow you to configure item types and a target amount up to which they will get resupplied. You’ll start out with a limited amount and through the exploration system you’ll be able to unlock more slots.
Let’s be honest about this one, it’s all about player convenience. Building large factories can take time and going back to restock your items in between isn’t part of the fun. We still wanted to game-ify this feature by requiring you to build Logistics Towers and to progress to unlock more resupply slots and I think it worked out very well.
This batch of achievements covers the simpler achievement types (amount of robots sold, researches completed, station upgrades, lifetime earnings, …) and more complex conditions might follow once the game is a bit closer to its final 1.0 version.
As for difficulty we went for balancing values that seem (mostly) achievable for the average player instead of creating dozens of hardcore achievements which are close to impossible to reach. I know this is very subjective and everyone enjoys different types of achievements but personally I always liked games where the achievements can be completed by the average player in reasonable time. But worry not, there is a mega-endgame-achievement for getting market dominance on 100 planets.

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