A new front door
Update 0.21.0 · Update 0.20.0 · Update 0.19.0 · Update 0.18.0
- A new front door
- The game moves to play.factoryraiders.com
- A brighter, hazier factory
- Smoother in busy halls
- Machines stay on screen in a fight
- A miniature lens
- The freight tunnels come alive
- New machinery on B1
- More rivet mites below
- Longer raids
- Line Units walk like raiders
- Vision cones that respect walls
- A cutting torch
- Aim and cover zoom
- Smoke trails
- Cleaner floors
- No more hanging room signs
- Better-looking props
- Chain fittings
- Factory broadcasts
- Smoother raids
Update 0.21.0
- A new front door. factoryraiders.com is now the game's home page: what the game is, the latest patch notes, media and sign-in, quick to load on any device.
- The game moves to play.factoryraiders.com. Press Play on the home page, or go there directly. Old links and bookmarks (factoryraiders.com/stash, /deploy and the rest) take you to the same place on PLAY. Your account, stash, loadouts and progress are unchanged.
- A brighter, hazier factory. Rooms get more ambient and fill light with softer lamps, and the air carries more haze and fog. The tilt-shift's sharp band is wider and its blur gentler, so more of the floor around you stays crisp.
- Smoother in busy halls. Raids now lower their drawing resolution a little when the frame rate drops and raise it again when there's room, and walking into a big hall stalls far less often.
Known issues: the busiest halls can still run below 60 fps on Medium. The new resolution scaling hasn't been checked for sharpness in motion on every screen.
Saves, servers and compatibility
Run-safe notes: the game's address changes. If you have the game open at factoryraiders.com, your raid and saves carry on; when you next reload, you land on the new home page or on PLAY. Settings kept on your device (graphics quality, brightness, sound mix, rumble, skip tips) start from their defaults once on the new address. The live protocol and the database schema change: content delivery gains an optional scenes field (the map's scenes, which can now be updated without a release), departure records the scenes revision with a raid's other content, and the database permits scenes content revisions. While nothing is published, every factory is generated exactly as before. A raid keeps the scenes it started with, and squadmates on this build always generate the same factory. Older clients ignore the new field. Saves and stash contents are unchanged. Squadmates should reload to the same build before raiding.
Update 0.20.0
- Machines stay on screen in a fight. A machine that's alert, charging or firing, or that was shot or hit in the last 5 seconds, no longer drops back to a dark silhouette, so machines stop blinking in and out mid-fight. A machine that fires at you from outside your aim cone now shows too, as long as no wall is in the way.
- A miniature lens. The run camera has a tilt-shift look on Medium and High. A sharp band follows your raider, and the view softens toward the top and bottom of the screen. Walls, machines and bodies stay sharp or soft as a whole, and colours are a little richer. It replaces the old faint blur at the screen edges.
- The freight tunnels come alive. The tunnels on B1 now have a service run along their walls: painted pipes, a cable tray and warm strip lamps, with steel columns at every bay. Lighting is even, daylight falls through street grates every 34 m, and the tunnels keep their own warm look below ground. Tunnels are one bay wider where there's room, and doors and shutters follow the wider tunnel.
- New machinery on B1. Some lower rooms now hold a parts drop chute, and burnt-out distribution boards hang on lower and tunnel walls.
- More rivet mites below. Each district's lower rooms get one more rivet mite, and five forage in the freight tunnels.
Known issues: the busiest halls can still run below 60 fps on Medium, and B1's new detail hasn't been measured on Medium yet.
Saves, servers and compatibility
Run-safe notes: every seed generates a different factory (wider tunnels, new B1 models, more mites). This is a client-only release: saves, stash contents, the catalog and the live protocol are unchanged. Squadmates should reload to the same build before raiding.
Update 0.19.0
- Longer raids. Every normal shift (Quiet, Standard, Night and Hot Floor) now has a 15-minute countdown instead of 8–12 minutes. The guided first shift keeps its own 20-minute timer.
- Line Units walk like raiders. The Line Unit machines now move with the raiders' motion-captured walk, run and turns, held in a stiffer, mechanical stance.
- Vision cones that respect walls. A turning machine's cone no longer sweeps through walls. It follows the machine smoothly, picks up sight lines through door frames, and looks cleaner, without the grain and shimmer.
Known issues: the busiest halls can still run below 60 fps on Medium.
Saves, servers and compatibility
Run-safe notes: raid timers are set when a raid starts, so raids already under way keep their countdown. The catalog moves to revision 20 (the new shift lengths). Saves, stash contents and the live protocol are unchanged. Squadmates should reload to the same build before raiding.
Update 0.18.0
- A cutting torch. A new tool slot sits beside your two guns. Craft or equip the cutting torch and pack power cells to fuel it: a cell gives 12 seconds of flame, it strips armour three times faster than bullets, and it cuts open locked floor safes in a couple of seconds for one cell, with no keycard needed. Cells also power the freight lift, so every cut is a bet. The torch has a fuel and heat ring, needs venting when it runs hot, and can't go in the safe pocket.
- Aim and cover zoom. Aiming and taking cover now zoom the camera in: aiming heads toward your cursor (further with the Deadblow, less with the shotgun and sidearms) and softly blurs the edges of the view on Medium and High; cover moves in on your raider.
- Smoke trails. Every bullet now leaves a smoke trail, so you can see how many shots you fired, where they went and how wide your shotgun spread was. Incoming hound fire leaves faint trails too.
- Cleaner floors. Hazard tape now marks doorways, machines and the last stretch into each freight lift instead of running along every walkway.
- No more hanging room signs. The biggest halls have their names painted on the floor; the FREIGHT LIFT signs stay.
- Better-looking props. The toy-like old props (drums, pallet stacks, cones, bollards and cylinders) are gone from raids, along with the shiny metal totes, road cases, shipping crates, vending machines and fridges. A new steel parts crate holds loot in place of the old crates; it isn't cover, but stillages, drum racks and cabinets give you places to crouch. Forktrucks parked in loading bays are full size, conveyor lines carry real cardboard cartons, and there's more clutter massed along walls and on benches and crates, with walkways kept clear.
- Chain fittings. Hanging chains and loose drapes now decorate the factory's steel columns and runway girders, with bolted eyes and forged shackles. Walking routes and loot stay the same.
- Factory broadcasts. More TVs decorate rooms, halls and service areas with safety notices, production counters, OEE, scrap totals and department charts. Industrial sets have curved glass and subtle phosphor lines; nearby screens cast a soft coloured glow. Shooting a TV cracks its glass, briefly flashes static and shuts off its picture and glow for the rest of the raid.
- Smoother raids. Far fewer shaders are built while you play, so entering a hall stutters less. The game makes about half as much memory garbage each second, a finished raid no longer stays in memory (memory stays flat over several raids instead of growing each time), and the loading bar keeps moving during "Warming up the factory". Machines' sight checks are cheaper.
Known issues: the busiest halls can still run below 60 fps on Medium, and moving fast through new areas can still hitch now and then. Painted names appear in the four biggest halls only.
Saves, servers and compatibility
Run-safe notes: every seed generates a different factory (props, clutter, floor markings and signs changed). Loadouts gain a tool slot: existing saved loadouts keep their equipment, and loadouts without a tool stay empty. Loading the torch takes cells from your backpack, and loaded fuel stays in the tool for that raid; it doesn't return as spare cells. Squad intents and raid snapshots gain optional torch state (fuel, heat, loading, aim and cutting); completed cuts and paid work survive reconnects and host takeover. Older snapshots without it have empty, cold tools, and containers they already opened stay open. The catalog moves to revision 19 (the cutting torch and its recipe). Stash records stay valid, and no database columns are removed or changed. Squadmates should reload to the same build before raiding.
