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Factory Raiders
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Patch notes

What changed in the factory, update by update.

October 17, 2026

Smoother camera control

Update 0.8.0 · Update 0.7.3 · Update 0.7.2 · Update 0.7.1 · Update 0.7.0 · Update 0.6.0 · Update 0.5.0

  • Smoother camera control
  • Factory instruments on the HUD
  • Lighter downloads and menus
  • Less hidden work
  • Squads enter together
  • A working raid clock
  • Cleaner squad connections
  • Names and voice
  • No sorting confirmation
  • More responsive operators
  • Reloads have more weight
  • Clearer factory routes
  • Lighter raids and smoother arrivals
  • Calmer wet floors
  • No two factories alike
  • Wide walkable stairs and tanks
  • Squad loadouts beside Deploy
  • Getting off the lift
  • Smoother arrival
  • Home and the frame
  • The Break Room floor is worn in
  • Auto graphics
  • Your first kit, ready at clock-in
  • Home has two drawers
  • Room controls
  • Invites you can't miss
  • Rejoin your squad
  • Softer moonlight
  • The command table shows its hologram
  • Gone
  • The windows sit properly in the wall
  • The Stash shows everything you own
  • Your loadout card sits above Deploy
  • The room switch reads Crew Room and My Room
  • Settings fits on one screen
  • Auto graphics starts on High
  • Leaving the page mid-raid asks first
  • Fixes
  • New names around the factory
  • Invite your crew to your raid
  • Menus open with driving factory music
  • Your operators, companion slots and work orders
  • A beta stamp
  • A new look for the map
  • Machines come alive
  • Wet floors
  • A showpiece grand hall
  • Department scenes
  • Fixes
  • The lift ride ends with the TV tour
  • Auto graphics quality
  • Demo raids stay on mouse-and-keyboard devices
  • A fresh start for everyone
  • Choose one operator to start
  • Operators are looks only
  • Firmware (preview)
  • Run map
  • A better run camera
  • Try a demo run
  • Play the menus with a controller
  • Patch notes you can skim
  • No more waitlist
  • Delete your account any time
  • Factories you can find your way round
  • A grand hall every run
  • Districts you can tell apart
  • Cave-ins and floods
  • A factory that looks lived in
  • Brighter runs
  • A better lift ride
  • Rivet Mites scavenge
  • Workbench and Loadout fit the window
  • The arrow keys turn the view now
  • Voice mute moved from M to U
  • The extraction lift is easier to spot and read
  • Real numbers everywhere
  • Tidier Home readouts
  • No more stuck runs
  • Temp Issue is always there
  • Crew invites you can see
  • Crew room or My room
  • Just your crew in the room
  • The squad moved up top
  • Loadout fits one screen
  • A proper loading screen

Update 0.8.0

  • Smoother camera control. Quarter-turns ease through repeated presses and reversals. Zoom blends the viewing angle and height, giving close views a shallower angle and far views more of the factory floor.
  • Factory instruments on the HUD. A cleaner lift display and a new instrument-panel look for the raid clock, operator cards and controls.
  • Lighter downloads and menus. Run models use the same visible geometry and original textures without first loading their heavier geometry. Larger menu screens load when opened.
  • Less hidden work. Unseen enemy rigs skip posing, stationary sight checks reuse wall results, and streamed graphics preparation runs in smaller batches. Graphics quality settings are unchanged.
  • Squads enter together. The lift waits for connected raiders to finish loading and uses the current host to release the squad. Late readiness messages and host elections during loading no longer leave players in separate, frozen copies of the factory.
  • A working raid clock. The HUD now shows the running countdown instead of always displaying the starting time.
  • Cleaner squad connections. Disconnected players leave the menu squad when their presence ends; removed seats and invitations clear from the departure board. Returning players can rejoin an active shared raid after their menu presence expired. Connected squadmates stay together between raids.
  • Names and voice. Player names appear on raid cards and above operators. Speaking indicators light on portraits and name tags, with more reliable browser audio startup and speaking detection.
  • No sorting confirmation. Pack what you need and ready up. The Stash, Loadout and Pager no longer ask you to mark a haul sorted.

Known issues

  • Solo rejoin: a solo raid cannot be picked up again after its tab closes; shared raids can be rejoined.
  • Freight ramps: wings and compound factories can still have fewer than four kart ramps down to the freight tunnel.
  • Voice chat: this update's voice improvements still need a check with two live microphones.
Saves, servers and compatibility

Run-safe notes: saves and stash contents are unchanged. The lift's existing loaded frame gains an optional host release flag; squad clients must use the same build for the shared arrival gate. The server adds a host-only action to remove forming departure seats and revoke their invitations. Active raid seats remain available for rejoin after menu presence expires.

Update 0.7.3

  • More responsive operators. Faster starts, stops and direction changes, with livelier steps and idle movement.
  • Reloads have more weight. Operators lower and work their weapons during a reload, with magazine and chamber sounds timed to the movement.
  • Clearer factory routes. Doorway edges and floor cutaways are easier to read, and moving the cursor no longer makes walls look like openings.
  • Lighter raids and smoother arrivals. Shared model resources and a more measured lighting and rendering budget reduce memory use; the factory warms up before the lift opens.
  • Calmer wet floors. Removed the artificial glare streaks.
Saves, servers and compatibility

Run-safe notes: saves, stashes, map generation and the live protocol are unchanged.

Update 0.7.2

  • No two factories alike. Every raid's factory is now built from one of five arrangements: a hub round Main assembly, a long Main assembly spine with the departments along both sides, a campus of separate buildings joined by corridors, wings reaching out from Main assembly, or a compound of building clusters joined by long corridors. Main assembly isn't always in the middle any more, and departments come as long production lines, bulky warehouses and smaller blocks, each built round its own showpiece hall.
  • Wide walkable stairs and tanks. Four new stairs (a grand assembly stair, a wide straight flight, a wide L-turn and a low loading-deck stair) and twelve new tanks and utility props now turn up in the factory.
  • Squad loadouts beside Deploy. One squad plate shows each raider as their operator with their primary and secondary, you nearest Deploy with your pack and pocket.

Changes

  • Getting off the lift fades to black as the car brakes and back in on your camera, instead of the glitchy blend.
  • Smoother arrival. The factory's props share their shaders, so the first moments at the gate stutter much less.
  • Home and the frame: Today starts put away, Orders grows with its cards, and Room controls, voice, music and Settings sit at the top right. The Esc menu fits the window.
  • The Break Room floor is worn in like the factory's, with wet concrete, oil and scuffs, plus calmer, even moonlight and steam across the whole grate.
  • Auto graphics never puts an Apple GPU below Medium, measures a little later, and holds its tier for the whole tab.

Known issues

  • Freight ramps: wings and compound factories can have fewer than four kart ramps down to the freight tunnel.
Saves, servers and compatibility

Run-safe notes: every seed now generates a different factory (layout, loot and machines follow), so a seed shared before this release won't match. A raid in progress finishes on the build it started with. Presence takes an optional weapons field, which older servers ignore. Saves and stashes are unchanged.

Update 0.7.1

  • Your first kit, ready at clock-in. New raiders get their first kit the moment they clock in: a popup shows what you got, and it's already packed in your loadout, so you can deploy straight away.
  • Home has two drawers. Orders (your story and work orders) on the left, Today on the right, each opened and closed with one click.
  • Room controls. Press H (or the new Room controls key) for a bar with the camera, lighting, the TV and Edit room, and Menu to come back. The TV remote now pops up right over its key.
  • Invites you can't miss. Crew and squad invites arrive as cards at the top right with Join and Decline, and a chime.
  • Rejoin your squad. If your tab closes mid-raid while your squad is still out, Rejoin puts you back in, as your operator, where you were.

The Break Room

  • Softer moonlight with dust that shimmers as it drifts through the beams, and brighter room lights, so the floor has no dead-black patches.
  • The command table shows its hologram.
  • Gone: the ring round the table and the hard spotlight circles on the floor.
  • The windows sit properly in the wall, and nothing floats beside the Quality Control opening any more.

Changes

  • The Stash shows everything you own, with loadout and safe-pocket items tagged Equipped and Pocket.
  • Your loadout card sits above Deploy, and music and a Settings gear share the bottom-left corner.
  • The room switch reads Crew Room and My Room, and stays hidden until you're in a crew.
  • Settings fits on one screen, section by section.
  • Auto graphics starts on High and steps down if your machine needs it. Everyone is measured once more, so a browser stuck on Low gets another chance.
  • Leaving the page mid-raid asks first. The open-raid banner gives the real timing: a raid nobody is playing clears within 10 minutes.
  • Fixes: the Beta stamp no longer covers the menu button.

Known issues

  • A solo raid can't be picked up again once its tab closes; only squad raids can be rejoined.
Saves, servers and compatibility

Run-safe notes: one new optional field on the Temp Issue claim (first), which older clients never send. Saves, stashes and the live protocol are unchanged. Graphics' remembered Auto setting resets once; a quality picked by hand is kept.

Update 0.7.0

  • New names around the factory. The game speaks factory now: operators have trade names (BRAZE, BOLLARD, CALIPER, TRACER, STATIC, TRIP), the room is the Break Room, the board holds work orders, a trip down is a raid, health and shield are integrity and plating, your I–X progression is Gen, and item rarities read Surplus, Stock, Precision, Prototype and Master. Nothing you own changes; only the names do.
  • Invite your crew to your raid from a new squad popup.
  • Menus open with driving factory music, and the whole mix is rebalanced: matched loudness, lighter footsteps, a quieter lift ride.
  • Your operators, companion slots and work orders show in the game's HUD.
  • A beta stamp under the Factory Raiders mark in the top left, so screenshots show the game is still in beta.

The factory

  • A new look for the map. A steeper 43° camera, walls and roofs that cut away near you, and a look of its own for each department, matched against the concept art.
  • Machines come alive. Conveyors run, andon lights blink, and you hear the drives.
  • Wet floors on street level and below, with lamps reflected in them.
  • A showpiece grand hall with giant machines, cover on the floor and loads hanging from the crane.
  • Department scenes built from the concept art, and wall bays in every hall.
  • Fixes: props close to the camera draw again, and walkways stay clear of wall pieces.
  • The lift ride ends with the TV tour, from a better camera spot, in a sharper cabin.

Changes

  • Auto graphics quality is now picked from a measured test of your machine.
  • Demo raids stay on mouse-and-keyboard devices; phones and tablets get the Pager.

Known issues

  • Events are announcements only. Raids don't apply an event's rules yet.
Saves, servers and compatibility

Run-safe notes: this update changes the live protocol (two new kinds of live content, progression and events, which older clients ignore) and widens the content_revisions kind check in the database to allow them. One new administrator-only action, player-reset. Saves and stashes are unchanged.

Update 0.6.0

  • A fresh start for everyone. This update resets every raider: you'll land on the new Welcome screen to choose your operator again, with the start kit and Mk I. Your account, handle and name stay, and so do crews, Bases, rooms and past runs.
  • Choose one operator to start. The new Welcome screen fits on one screen: pick who you clock in as and step onto the plinth. The other 8 join your roster through story contracts. The room loads behind it, so Home is ready the moment you're done.
  • Operators are looks only. Every operator now has the same health, shield and search time, and no perk: your build comes from Firmware and your gear. The old perks are Firmware nodes now.
  • Firmware (preview). A new tab between Loadout and Workbench: the skill tree as the plant's firmware cabinet, with four circuits, Patch Chips from your Mk and a choice of two at each capstone. Builds are saved in your browser and don't change raids yet.
  • Run map. Press M (or hold View on a controller) for a full map of the factory, with a floor stack to step between storeys and your squad, the entry and the extraction lift on it.
  • A better run camera. It comes in close in walkways and pulls back in halls, keeps your squad in frame and turns with ← → (or , . and the middle mouse button). The wheel glides between zoom levels.
  • Try a demo run from the front page, with no account: a short shift on a small map.
  • Play the menus with a controller. Stick or D-pad to move, A to select, B to go back, LB/RB for tabs. More Xbox controllers work, and Settings has a Rumble strength slider.
  • Patch notes you can skim, with an update card on Home and a new menu behind the Factory Raiders mark in the top left.
  • No more waitlist. Sign up and play straight away.
  • Delete your account any time from Settings → Account. It removes your raider, stash and progress for good; your crew keeps its Base and past runs, without your name.

The factory

  • Factories you can find your way round. The maze of narrow hallways between halls is gone: the gaps are open walkways now, and every hall has a doorway on each side that faces one. Painted arrows on the floor point the way to a LIFT, to ASSEMBLY and, below ground, to the STAIRS.
  • A grand hall every run. One big district is raised to three storeys around a huge hall with a loading pit, a gantry crane and two galleries of catwalks above the floor.
  • Districts you can tell apart. Each department has its own colour: a lit sign over every street door, its code painted on the floor as you walk in, and stripes along its walkways. Service pipes cross the streets between districts that trade.
  • Cave-ins and floods. Most runs roll one (sometimes two): a cave-in blocks a few doorways in a district with rubble, so you find another way round, or a district's lower level is flooded knee-deep and slows you down. The departure board in the arrival hall warns you.
  • A factory that looks lived in. Worn walking paths, tyre marks, oil under machines, puddles below ground, grime and rust on the walls, clusters of drums, crates and carts along the walls, wall screens with live charts, and a little steam leaking here and there.
  • Brighter runs. The factory is easier to see between the lamps, and there's a new Brightness slider in Settings → Graphics.
  • A better lift ride. The lift is lit by its TV now, the camera shows the TV better, the floor number sits on the console's screen, and there's no lighting jump when the doors open. The arrival hall's TV replays the lift's tour.
  • Rivet Mites scavenge. They scurry between scrap piles, and you'll see them cross the walkways.
  • Workbench and Loadout fit the window without scrolling, and Home's panels wait until the room has loaded. The landing page says Play for free, with Play demo first beside it.

Changes

  • The arrow keys turn the view now, instead of moving you. WASD moves.
  • Voice mute moved from M to U.
  • The extraction lift is easier to spot and read: roof beacons, lamps leading in and a status board. Its gate opens when the car arrives.
  • Real numbers everywhere: Run Log and Stats show your actual runs, News is the real patch notes, and Events and Leaderboards say they aren't running yet instead of showing made-up rows.
  • Tidier Home readouts: each has an icon, the Stash says when it's nearly full, and The Base readout is now Crew project.
Saves, servers and compatibility

Run-safe notes: this release resets progress. The first server start of 0.6.0 clears every account's stash, kit, safe pocket, operators, recruits, orders, unlocks, presets, tracked recipes, Mk XP and profile, once (recorded in a new resets table, so a restart never repeats it); accounts, handles, names, access and roles, crews, Bases, rooms, the shelf log and past runs stay. A run still open during the update settles into the new stash. Every account still on the waitlist becomes active: accounts.access now allows only active or suspended, the account answer no longer has waitlistPlace, and the accounts admin action can't set waitlist. Account setup now takes exactly one operator (operators: [id]); a client from before asks the player to reload. Operators no longer change health, shield, vitals or search time in the run. New actions history, account-delete, and the admin-only player-stats and player-runs; run recaps gain optional seconds and kills. The live protocol is unchanged. Every seed now generates a different factory (layout, loot spots and machines follow it), so finish a run that started before the update before reloading; squadmates must be on the same version to share a run. Firmware builds, rumble strength, Brightness and which update you've read are kept in your browser.

Update 0.5.0

  • No more stuck runs. If you close the tab or lose connection mid-run, the menu shows Your last run is still open with Abandon run (and Rejoin while your squad is still out). Abandoning counts as stranded: the kit you carried is lost, your safe pocket comes home. A run nobody's playing clears itself after 10 minutes anyway (5 if it never left the lift, which gives your kit back).
  • Temp Issue is always there. Even with a run still open: taking it abandons that run first, and the card asks before it does.
  • Crew invites you can see. Invites waiting on someone show in your crew's member list. If you've been invited, a notice with Join crew shows on every page. The + seat's popup now has a Crew invite button next to Room invite (room invites are only for your next run, and reset when the game updates).
  • Crew room or My room. A small switch in the top-left of Home picks which room is behind the menu, and the game remembers it next time you sign in. Arrange either with Clear display (H). My Room left the Esc menu.
  • Just your crew in the room. The roaming operators are gone: alone, you see only yourself.
  • The squad moved up top. Your avatar is in the top right, squadmates' avatars and names sit to its left, and the + seats invite.
  • Loadout fits one screen, laid out like ARC Raiders: the backpack and safe pocket beside your weapons, and only the stash picker scrolls.
  • A proper loading screen while the room builds: the loading artwork with "Loading…" and real progress.

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

Run-safe notes: the database gains a table for each run's safe pockets (escrow_pockets) and two columns (expeditions.seen_at, squad.abandoned); nothing is removed and saves are untouched. New actions run-alive and abandon-run; Home adds run, runCleared and tempIssue.abandonsRun. Settlement change: runs nobody reports now end as stranded on their own after 10 minutes unheard (runs that started before this update: after 90 minutes). A run that started before this update and clears itself this way doesn't bring its safe pocket home, because older runs didn't keep it apart. Reload in the menu after updating.