See who's on
Update 0.4.0 · Update 0.3.0 · Update 0.2.1 · Update 0.2.0
- See who's on
- See what they're doing
- Squadmates
- The neon sign
- Watch YouTube together
- The remote
- A room of your own
- Loadout is back on the top bar
- The Stash tab is just your stash
- Temp Issue, any time
- No more sorting before you ready
- A slim loadout bar
- A real workshop
- Break down
- Track materials
- Your mic is on when your squad is
- The voice card is gone
- Prefer push to talk?
- Crew is now your crew's home, on one screen
- The Crew Leader is listed first
- Invite to crew
- Crew level
- Crew Projects
- The room host can remove a raider
- Voice chat works on the site now
- A voice card above Deploy
- Hold V to talk
- Home replaces the Locker
- Clear display (H)
- Empty squad seats are + buttons
- A new inventory screen
- Squad Ready stays set
- Deploy fits on one screen
- Deploy reaches the lift again
- Squad is on the bottom bar
- Invite directly to your room by @handle
- Room squads deploy together
- Room and Crew are top-level tabs
- A closer, lower default camera shows the room with brighter fill lighting
- Richer room atmosphere
- Room clears the panels
- The game is the menu
- Each tab flies the camera to its station
- Esc
- The game needs a computer
- Operators, not crew members
- Three new operators: SPLICE, SUMP and BREAKER
- New raiders pick two operators at signup
- Squadmates can play the same operator
- Operator ranks
- Crews
- Your own Base
- Leaving a crew
- Flat crews
- Raider level
- The story opens harder shifts
- Job board rerolls
- A new raider's first Quiet Shift is guided
- The plant dispatcher
- Every job has a picture and a briefing
- Deploy offers two shifts, Standard Shift and Hot Floor
- The Base shows its six projects as illustrated cards
- Edit room
- See the whole room
- Your crew shares one room
- No overwriting each other
- Offline edits wait
- Phones and tablets get a companion
- Manage your stash by tap
- Hits land harder
- Low health reads at a glance
- Your magazine tells you when it's low
- Rare finds feel rare
- Rivet Mites
- More of the factory is dressed
- Doorways and windows have industrial frames
Update 0.4.0
Your crew, in the room
- See who's on. Everyone in your crew who's online, and anyone in your squad, stands in the room as the operator they've picked, with their name over their head. You're there too.
- See what they're doing. On Home they wander the floor. When someone opens a page, their operator beams over to that station: the job board for the Job Board, the bench for the Workbench, the blast door for Deploy, and so on.
- Squadmates have an amber ring at their feet and a SQUAD tag.
- The neon sign on the wall now shows your crew's name.
The crew TV is back
- Watch YouTube together. Click the big TV for the remote. Paste a YouTube link (or paste one anywhere in the room) and it plays on the set for everyone in the room, at the same moment.
- The remote: power, channel up and down through the shelf of saved videos, play and pause, a seek bar, and your own volume and mute. Anyone in the room can change what's on. The menu music steps aside while the TV is playing.
- Some videos don't allow playing outside YouTube; the remote says so.
My Room
- A room of your own, in the Esc menu. Look round, light it and arrange it however you like; it's kept separate from your crew's room.
The Loadout tab, and Temp Issue any time
- Loadout is back on the top bar as the place you build your kit: weapons, ammo, backpack with weight and the safe pocket on the left, your stash beside it. Click an empty slot and the stash shows only what fits; double-click to pack it.
- The Stash tab is just your stash now; pack your kit on the Loadout tab.
- Temp Issue, any time. The free kit from the cage (a Clicker, light ammo and a repair kit) is on the Loadout tab whenever you're between runs, not only when you've run out of guns. Taking it puts your current kit and safe pocket back in your stash first, so your stash needs room for them. Temp Issue has no safe pocket, and its gear comes home stamped: usable, but worth no scrap and it can't be broken down or donated. Hand it back on the Loadout tab to build your own kit again. Your start kit is still your own, with its safe pocket.
- No more sorting before you ready. You can redeploy with your last haul still packed, as long as your backpack fits. The "Sort your haul" reminder stays on the Loadout tab.
- The Comeback locker Base project is now the Temp Issue cage: extra ammo and a repair kit in Temp Issue, and a second safe pocket for your own kit.
Home
- A slim loadout bar replaces the big name in the corner: your operator with their rank, your two weapons, and how full your backpack and safe pocket are. Click the operator to choose who you play as; click the rest to open the Loadout tab.
The Workbench
- A real workshop. Benches down the left (Workbench, Weapon bench, Tier press). A bench that isn't built yet shows its project with Give buttons. Each bench lists its recipes, craftable ones first, with what you have against what you need, what the shared shelf would top up, and a count with Max, so you can craft several at once.
- Break down shows what each item gives back. Library shows the blueprints you know and the ones slotted in the crew's library.
- Track materials. Pin up to 10 recipes. Their materials get a yellow pin in your Stash, the inspector says what they're for, and picking one up in a run shows what it goes into. Pins follow you to any device.
- Clocking in fits on one screen on most desktops.
Voice: on by default, out of the way
- Your mic is on when your squad is. As soon as someone joins your room, the browser asks for the mic once and you're talking. No key to hold.
- The voice card is gone. A mic button sits next to the music button in the top bar. Click it, or press M, to mute or unmute. Its arrow shows who's on and who's talking, with a volume and mute for each squadmate.
- Prefer push to talk? Turn on Push to talk in the mic's menu or in Settings → Audio, then hold V (D-pad ↓) to talk. The game remembers your choice.
- If the browser blocks your mic, the button turns amber and its menu says how to allow it.
The Crew page
- Crew is now your crew's home, on one screen. You get the crew's name and numbers (runs, extractions, extract rate, projects built, shared shelf), the members, and the crew's progress.
- The Crew Leader is listed first with a hard-hat tag. Each member shows whether they're online, in your room or in a raid. You can invite them to your room, or start a vote to remove them, from their row.
- Invite to crew by @handle or with an invite link, and see or revoke open invites in the same place.
- Crew level: every Crew Project you build raises the crew a level, and the meter fills as materials go in.
- Crew Projects (Stash Racks, Weapon Bench, Shared Crates and the rest) moved here from The Base. The Base tab is gone, and its old links open Crew.
Squads
- The room host can remove a raider. Click a squadmate's seat in the bottom bar and choose Remove from room. Anyone else gets Leave room there. A removed raider needs a new invite to come back.
Known issues
- Crewmates' moves can take a few seconds to show in your room.
- People standing in front of the crew TV don't block the picture.
Saves, servers and compatibility
What changes under the hood (run-safe): stash behaviour changes for the free kit (Temp Issue rules, no safe pocket on Temp Issue, no sort gate). The database gains two tables (tracked recipes and the room TV's shelf; My Room reuses the existing room-layout table) and one column (whether you're carrying Temp Issue); nothing is removed, and existing saves and stashes are untouched. The live protocol gains optional fields: presence now carries which page each player has open and their operator, and rooms gain a remove action; older clients keep working. New actions: track, temp-issue (comeback still works for one release), room-tv/room-tv-set, and craft takes an optional count. Everyone in the squad should reload in the menu after the update, and allow the microphone when the browser asks.
Update 0.3.0
Voice chat that's easy to find
- Voice chat works on the site now. Since 0.2.0 voice only worked in the old 3D lobby. Now it comes on by itself as soon as someone joins your room, and it stays on through the run and back.
- A voice card above Deploy shows who's on voice and lights up whoever is talking. Turn on my mic asks the browser once. If the browser blocked the mic, the card says how to allow it and lets you try again. A mic check lights up when your mic hears you.
- Hold V to talk (D-pad ↓ on a controller), or hold the Hold to talk button. M mutes you. Settings has open mic, mute everyone and a volume for each squadmate.
- When you're alone, a Voice chat pill on Home and Deploy leads you to your room invites.
Home and the menu
- Home replaces the Locker as the front page. Every page's X, Esc and scroll-out bring you back to Home.
- Clear display (H) hides the HUD so you can see the room's camera, lighting and edit controls. Esc or Show HUD brings it back. This replaces the Room tab.
- Each readout on Home (Events, Stash, The Base, Last run) can be hidden, and the game remembers that. Show panels brings them back.
- Empty squad seats are + buttons. Each one opens an invite popup with your crew, an @handle search and a crew invite link.
Stash
- A new inventory screen: your loadout (weapon slots, reserve ammo, backpack with weight and the safe pocket) next to a grid of every stash slot and an item inspector. Drag, double-click or right-click to equip, pocket, break down or discard. Discarding asks first.
Squads and Deploy
- Squad Ready stays set. The room behind the menu no longer mistakes your current squad for an abandoned run, removes your seat or cancels the lift. Everyone can ready up at their own pace.
- Your own squad card shows Ready as soon as you ready up, while you wait for your squadmates.
- Deploy fits on one screen: a compact operator strip, the shift and kit panels side by side, and a squad bar that's always visible, so Ready stays in reach. Bigger kit lists and recruiting open separately.
Saves, servers and compatibility
Saves, stash records and the live relay protocol are unchanged. Voice uses the room channel that's already there. Everyone in the squad should reload in the menu after the update, and allow the microphone when the browser asks.
Update 0.2.1
- Deploy reaches the lift again. The switch from the Locker Room menu to the run keeps your departure in place. A slow departure no longer gets cancelled as if it were an abandoned run.
- Squad is on the bottom bar. Open it to see your crew members and their online status, plus the members of your current four-raider room.
- Invite directly to your room by @handle, or use Invite to room beside a crewmate. The recipient sees Join room / Decline on the Locker Room menu. Joining a room leaves crew membership and Base ownership alone.
- Room squads deploy together. Everyone opens Deploy and readies on one shared board. The room host chooses the shift; each player joins the same lift and factory through the existing co-op relay. Changing an operator keeps everyone on that board.
- A room invite to someone still on the waitlist explains that approval is needed. An approved account refreshes automatically, without signing in again.
- Room and Crew are top-level tabs. Crew shows members' levels, XP, recorded runs/extractions and online or in-raid status.
- A closer, lower default camera shows the room with brighter fill lighting. Header tabs open their panels while leaving the room view in place. Clicking a workbench focuses that station; scrolling out over the room returns to the default view and closes its panel. Editing keeps the higher overhead view.
- Richer room atmosphere: stronger cool window shafts, soft haze and ambient bounce, with warmer equipment light and practicals matching the iso concept art.
- Room clears the panels and shows its bottom controls: whole room, floor, free look, lighting and Edit room. Leaving Room closes its editing controls.
Saves, servers and compatibility
Saves and stash records are unchanged. The new account lookup and board controls are compatible additions; the live relay protocol is unchanged. Reload in the menu to get the new controls.
Update 0.2.0
Factory Raiders' first big update since the alpha: a new game menu, nine operators, crews that share a Base, a guided first shift, lobby voice chat, a phone companion and a new look from the landing page to the shift report.
The Locker Room menu
- The game is the menu. The sidebar and dashboard cards are gone. The Locker Room fills the screen behind a top tab bar (Locker, Stash, Loadout, Workbench, Job Board, The Base; Q/E step through them) and a bottom bar with your tracked contract, your squad's seats and DEPLOY.
- Each tab flies the camera to its station (the gear bench, loadout wall, crafting bench, orders board, supplies shelf, or the door for Deploy), and its page opens beside it. Click a station to open its tab, or hover one to see its name.
- Esc backs out to the Locker. On the Locker, it opens the menu: Squad, Events, Run Log, Stats, Walk the Base, Companion, Raider Link, Settings and Sign out.
- Signed in, the site goes straight to the Locker Room, and the menu music shuffles five fuller cues.
- The game needs a computer with a hardware WebGPU graphics adapter and a mouse or trackpad. Phones and tablets get the companion instead (below).
A new look
- The whole site and the game's screens move to the new Factory UI: new type, new panels and new colours, from the landing page to the shift report.
- In a raid, your portrait, bars and weapon sit together in the bottom-left, with your squad's cards stacked above. The top of the screen stays clear.
- The Locker Room and The Base share the raid's moodier light: sodium-amber pools over the stations, cool blue-steel shadows and visible light shafts. A lighting look you saved yourself still takes priority.
- New privacy and terms pages, linked from the footer.
Operators
- Operators, not crew members. The playable characters are now called operators, and there are nine of them.
- Three new operators: SPLICE, SUMP and BREAKER, each with an articulated body, portrait, role and starting kit. SPLICE searches quickly, SUMP gives the crew a longer rescue window, and BREAKER's shield starts recovering sooner. For now their voice lines reuse existing recordings, and their portraits use neutral art for every expression.
- New raiders pick two operators at signup and recruit the other seven as they play. The story contracts after A Valve Worth Saving (Bad Instructions, The Quiet Archive and Sleeping Supervisor) each recruit one, and so do raider levels 3, 6, 9 and 12. Every recruit lets you choose who joins from the operators you don't have yet, on the Deploy page. You have all nine after Sleeping Supervisor and level 12.
- Squadmates can play the same operator. An operator another player has picked is no longer greyed out in the lobby. Your companions still come from your own operators.
- Operator ranks. Each operator earns XP while you deploy as them, from extracting, time survived, machines downed, revives, contract steps and first discoveries, with a bonus for squadmates. There are 10 ranks. They're cosmetic, and their rewards come in a later update. Deploy shows each operator's rank.
Crews, raider levels and story-gated shifts
- Crews. Up to 8 raiders can form a crew that shares one Base: its projects, shared shelf, blueprint library and room. Open Squad (now the Crew page) to found one, or join with an invite code, an invite link or an invite to your @handle. There's no public crew browser.
- Your own Base. Without a crew you have a Base of your own. Founding a crew turns your Base into the crew's. Joining one stores your Base, and you get it back exactly as it was if you leave. Nothing merges.
- Leaving a crew keeps everything personal: stash, blueprints, level, operator ranks and story. The Base stays with the crew, which ends when its last member leaves. When the founder leaves, nothing special happens.
- Flat crews. Every member can invite. Removing a member takes a vote: it passes when more than half of the other members agree within 24 hours, and the removed raider can't rejoin that crew for 7 days. Invite links last 7 days and close once the crew has 8.
- Raider level. Every run's XP (the same XP your operator's rank earns) also raises your raider level. Levels unlock loadout presets, a 4th daily offer, board rerolls, operator recruits, titles and cosmetics, never stats. The Crew page shows your level and what the next one unlocks.
- The story opens harder shifts. You start on the Quiet Shift. A Valve Worth Saving opens the full Standard Shift, and The Quiet Archive opens the Hot Floor. A story job you hold always runs on its own setup (Bad Instructions on the Night Shift, for example). Deploy shows which shifts are locked and what opens them.
- Job board rerolls. From level 4 you can reroll today's offers once a day, twice from level 10. Orders you've already taken stay held.
Your first shift
- A new raider's first Quiet Shift is guided. Solo, holding A Valve Worth Saving, you get a fixed map: the valve near the gate, one power cell, one weak robot between you and the lift, and a lift that won't leave until the valve is in your safe pocket.
- The plant dispatcher talks you through it, with on-screen prompts that use your own key bindings. If a friend invited you, you only get the safe-pocket and lift prompts.
An illustrated Job Board, shifts and Base
- Every job has a picture and a briefing. The nine jobs each have their own illustration and a themed briefing. Your next story job leads the Job Board, with today's salvage below it and Story and Taken tabs for the rest. Open a job to read its task and reward before you take it.
- Deploy offers two shifts, Standard Shift and Hot Floor, each illustrated, with its time and what opens it.
- The Base shows its six projects as illustrated cards, with what each one needs and what it unlocks.
Arrange your Base together
- Edit room. The Base has a room bar along the bottom. Edit room (E) lets you drag things around, turn them, add hardware from the inventory, or put the room back to default.
- See the whole room. The room bar's camera buttons switch between Whole room (O), a high view of every station and the floor between them, the Floor view (Esc) and Free look (F: drag to orbit, right-drag to pan, scroll to zoom). Whole room and Free look also work while you edit.
- Your crew shares one room. Everyone in a crew sees the same room, in The Base and behind the Locker Room menu, and anyone in the crew can rearrange it. A crewmate's changes show up in your room within a few seconds, without a reload. The bar shows whose Base it is and who arranged it last.
- No overwriting each other. If a crewmate changes the room just before you do, your change doesn't overwrite theirs. You see their version and a note saying so.
- Offline edits wait. If the game service can't be reached, your changes are kept in your browser and saved once it's back, unless a crewmate has changed the room in the meantime.
Lobby voice chat
- Players in the same lobby room can talk as soon as they're together, before anyone readies up. Hold V (or D-pad ↓) to talk and press M to mute. The mic badge and voice settings (mute, mute everyone, open mic, per-player volume) are bottom left.
- Voice stays connected when the lift leaves and through the shift report.
- Players on different home networks usually connect directly now, instead of going through the relay.
On your phone: the companion
- Phones and tablets get a companion instead of the game, and so does anyone who picks "Use the companion layout" in Settings. It has your level, operator and Stash, Loadout, Jobs, Base and Crew tabs.
- Manage your stash by tap: pack, pocket, move to the shelf, break down or discard. Set loadouts, take jobs, contribute to Base projects, and run your crew (invites, votes, join and leave) from the same actions as the computer.
- Deploying still needs a computer.
The ride down
- Pressing Ready now closes the lift doors over the page and opens them straight onto the ride. No more black screen while it loads.
- The lift reaches the factory much sooner, in about 20 seconds instead of up to a minute, without freezing on the way down or when the doors open.
- Press Esc on the ride to step off the lift. Nothing is spent and your kit goes back to your stash.
- The lift's gauge shows real loading progress, and after the visitor tour it tells you what the lift is still waiting for.
- A softer, warmer lift and factory light, real machinery streaming past the cage, and a modelled folding gate on the lift shafts.
- Raiders' feet now stand on the lift's floor instead of sinking into it.
Moving and fighting
- Movement feels crisper: you reach speed in about 0.2 s, stop within a step, and rolls queue up and flow out of a run.
- Walk is now a toggle on Z (Shift clears it). Holding Ctrl to walk could close the browser tab on Windows and Linux.
- Press B to holster or draw your weapon (hold Y on a gamepad), with draw and stow sounds.
- Hits land harder. A red arc shows which way each hit came from. A kill punches the view in and bursts a marker off the reticle, and gamepads rumble with the weapon's weight.
- Low health reads at a glance. Below about a third of your integrity, the screen's edges darken and the world's sound closes in around a quickening heartbeat. The health bar glows where a hit took it, and your shield's bar shatters when it breaks and shimmers as it refills.
- Your magazine tells you when it's low: it ticks with each shot, pulses when low, blinks when empty, and shows a reload bar.
Finds
- Rare finds feel rare. Better loot rings its container in its rarity colour, plays a longer sting the rarer it is, and pops bigger in the search panel; a legendary shines.
- The same pickup again within 2 seconds merges into one toast ("+3 scrap"). The weight bar flashes as it fills and warns when you go over.
- With reduced motion on, these keep their colour and sound but drop the movement.
The factory
- Rivet Mites bring a little life to the factory floor. These tiny scavengers wander and flee disturbances without attacking. Companions leave them alone. Destroying a mite leaves a small salvage pile with 1–2 units of steel or wiring.
- More of the factory is dressed: freight containers and hoists, racking, presses and breakroom furniture fill the vignettes.
- Doorways and windows have industrial frames, fitted to every wall opening.
Fixes
- Signing in with Google or Discord for the first time takes you to setup instead of the landing page.
Saves, servers and compatibility
Saves, protocol and co-op compatibility
This is a MINOR release: it changes saves and the live protocol.
What players see:
- Existing accounts pick their operators again. The first time you sign in after this update, you go through the signup pick once more and choose two operators, keeping your handle, display name, stash and story. Every operator starts at rank 1 with 0 XP.
- Your Base. Everything on the shared shelf, the withdrawal log, the finished projects and the slotted blueprints until now becomes the owner's own solo Base (Brian's, as the server's first active administrator). Every other raider starts with a fresh, empty Base, and their stash capacity drops to the base 40 slots until their Base finishes Stash Racks again. Nothing anyone holds is lost. A stash or safe pocket over the new capacity keeps what it holds but takes nothing new, and you'll need to move things out before applying a loadout (stash) or readying (safe pocket).
- Loadout presets now come with your level: 1 at level 1, 2 at level 3, 3 at level 7 and 4 at level 12. Everyone starts at level 1, because no raider XP was recorded before this update. Presets you already saved are kept, but you can't save a new one until you're under your level's limit.
- Room arrangements move from your browser to your Base. Arrangements made before this update were saved only in each player's browser and aren't carried over: every Base starts with the default room.
- Squads need matching builds. Rivet Mites and the lobby voice channel change co-op synchronization. Raids already under way finish on the build they started with. Reload the page once your raid is over so your squad is on the same build; until then, a player on the old build won't hear players on the new one.
- Signup from a stale tab. A page loaded before this release can't finish signup; it asks the player to reload.
For the server and admins:
- New tables and columns. Crews, crew members, invites, votes, ballots and rejoin bars. A Base id on the shelf, the log, the library and the projects. A solo Base and raider XP on the account, reroll counts on the profile, and the chosen mission on each expedition. An operator roster with rank XP and pending recruits on the account; a squad seat is keyed by player and operator.
base_rooms, one room arrangement per Base, with a version and who changed it last. - Not backward-compatible for the server: the shelf's key now includes its Base, so a rollback to the previous server image can't donate to the shelf. Roll forward instead.
- Protocol additions:
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