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Factory Raiders
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Patch notes

What changed in the factory, update by update.

October 18, 2026

Smoother running

Update 0.12.0 · Update 0.11.0 · Update 0.10.0 · Update 0.9.0

  • Smoother running
  • A real flashlight
  • The press line is back in the press hall
  • Lockers worth opening
  • Walls that look wired
  • Turn the view by hand
  • A slimmer raid clock
  • Arrange the Break Room without fighting it
  • Quality Control aims like a raid
  • A faster front page
  • Two more tools for the floor
  • The plant notices greed
  • Quality Control, after hours
  • A fitted Tool Crib
  • A livelier Plotter
  • Story and side work, side by side
  • Factory instruments with more character
  • More grounded factory floors
  • Clearer work bays
  • Quieter patch notes
  • Meet The Plotter
  • Your first schematic
  • Prepare at the Break Room TVs
  • Arrange the room directly
  • A busier Break Room
  • Lighter room graphics
  • Solid scenery behind you
  • Robot salvage has more presence
  • Machines notice your choices
  • Closer, clearer combat
  • More deliberate factory layouts
  • Easier preparation
  • Reload when you ask
  • A quieter, clearer raid HUD
  • Make every round count
  • Smaller, scarcer resupplies
  • Provision deliberately

Update 0.12.0

  • Smoother running. Raids should hold a steadier frame rate as you move around the factory. The wall dressing no longer leaves thousands of empty scene objects behind, props that come into view no longer prepare their graphics a second time mid-run, and nearby machines no longer flicker between their detailed and simplified versions as you aim.
  • A real flashlight. Every operator carries a chest flashlight on F. It throws a soft, imperfect pool with a faint hazy shaft, lands where your cursor points and is held out in the hand while your weapon is holstered. In co-op you see your teammates' flashlights too: on or off, and where they point.
  • The press line is back in the press hall. The big press hall's twin presses, control cabinets, hopper and parts stillage now stand down the middle of the hall instead of going missing. The hall no longer drops a loading pit; its catwalk ring looks down on the line instead. Overhead rails and trays now break above the press line and the golden gantry's workbay, so both read clearly from above. Doorways and stair feet keep a clear space just inside them in every room, so you no longer walk into a crate or cart the moment you come through a door. Big machines such as the generator, assembly arm and hopper, and repaired props such as the transformer and spray booth, show their full detail up close instead of a crumpled stand-in. The turbine hall's generator bay stands more completely, and drums sit on their spill trays across every hall.
  • Lockers worth opening. Rows of crew lockers now stand in locker bays, break nooks and switch rooms. Most hang open and already picked over; a shut one has something inside, and you search it like any other locker. Its door pops on the latch, swings out, slams into its stop and settles with a puff of dust and a creak, and the bang can draw nearby machines (a little less than the search itself).
  • Walls that look wired. Cable trays, cable, conduit and busway now run along the factory's walls and feed the wall gear, instead of repeated stamped tray pieces. Roof lights read as moonlight through a roof window, and the gate's bay number is painted into the floor.
  • Turn the view by hand. Hold the middle mouse button and drag to turn the view; let go and it settles on the nearest quarter. A plain middle click still turns a quarter. Mouse 4 melees and Mouse 5 swaps weapon, and neither navigates the page back or forward mid-raid.
  • A slimmer raid clock. The raid clock and alert gauge now sit together in one flat strip hanging from the top edge, taking far less of the screen.
  • Arrange the Break Room without fighting it. A prop dropped into another or off the floor goes back where you picked it up, with a note saying why, and its outline turns red while it would not fit. Ctrl/Cmd+Z and Shift+Ctrl/Cmd+Z undo and redo your moves, turns, additions and removals; T gives a top-down view for arranging. Room Controls is rebuilt as a factory console with push buttons and machine-shop sounds. The Break Room is lit from fixed ceiling lamps, like the golden gantry.
  • Quality Control aims like a raid. The firing range uses the raid's cursor aim and muzzle laser.
  • A faster front page. The front page loads sooner, with smaller logos and no wait on sign-in.

Known issues

  • Some frames can still hitch when a new area first comes into view while its graphics prepare.
Saves, servers and compatibility

Run-safe notes: factory layout changes can produce a different hall for the same seed, so squadmates should use the same client build. Saves and stash contents are unchanged. The host's live raid snapshots gain an additive locker-open event and an optional per-player flashlight aim point; older clients ignore both.

Update 0.11.0

  • Two more tools for the floor. The compact pneumatic Nail gun brings quiet, short-range fire. The Mag launcher lobs arcing mag-blast grenades with a deep launch thump and a shower of sparks. Both join the weapon rack, loadouts, loot and crafting, with their own ammunition and Mk II upgrades.
  • The plant notices greed. A new three-band alert gauge rises when you open alarmed caches, take major prizes and work-order targets, or power and call the lift. Each rise names its cause. At Watchful, patrols range farther and search longer; at Red line, hunter squads drop in and sweep towards your last known position. Alert does not fall on its own. Smaller squads raise it more slowly; the guided first shift has no alert.
  • Quality Control, after hours. Click the firing range in the Break Room to enter; its entrance lights brighten on hover. Practice uses a clearer lane-aligned gameplay camera, an unobstructed view without overhead clutter, worn slab flooring and fitted benches. Targets react to hits and show when they are resetting. A factory-themed HUD tracks accuracy, streaks and ammunition; a replayable 30-second QC check keeps your best result for the visit. Back to Break Room returns you to the room. Practice ammunition never comes from your stash.
  • A fitted Tool Crib. A stocked cage, issue counter and attendant now occupy the left mezzanine, with a wider public landing. The default Job Board moves downstairs; custom board placements are kept. Trading at the counter is still to come.
  • A livelier Plotter. A steady work light and occasional axis checks bring the machine to life. Its compact console leaves more of the room visible; open it by clicking the machine or following a schematic link.
  • Story and side work, side by side. Progress in the top menu combines your story log and Side Jobs. The physical Job Board opens a compact Side Jobs panel. Your current story chapter is active automatically and advances between raids; optional Side Jobs have their own pickup slots. Work orders use clipped tickets, chapter artwork and a foreman's order sheet, while schematics have engraved cassette icons and clearer names.
  • Factory instruments with more character. Plant Enamel icons and updated weapon artwork give the HUD, inventory and loadout screens a consistent factory look. The recessed raid clock glows amber, turns orange at five minutes and red in the final minute, with clear warning labels. Tripped alarms flash a siren beside the clock and mark their event messages.
  • More grounded factory floors. Concrete slabs have clearer joints, wear and edge relief. Floor finishes, drainage, damp patches and oil read more naturally, with more detailed factory models and quieter ambient dressing.
  • Clearer work bays. The golden gantry's centrepiece is one container high, with suspended loads kept clear of stacks and columns. Most halls have fewer hanging loads. Wall-mounted scene props also keep clear of freight-lift shafts and other machinery. High props and machinery tops clear the operator's view, and the sight edge fades more softly without changing who or what you can see. Failed red fittings cast smaller accent pools; blackout shifts retain their full red lighting.
  • Quieter patch notes. Updates shipped on the same day share one entry, with the five latest days in the main list and a compact history for every original patch.

Known issues

  • The first visit to a 3D room or the range can still take noticeable time while graphics shaders prepare.
Saves, servers and compatibility

Run-safe notes: existing saves, stash contents, completed story chapters and learned recipes are preserved; no database schema migration is required. Story chapters attach when a departure board forms, including existing forming boards when they depart; raids already airborne retain their existing objectives. Story orders cannot be dropped and no longer consume daily pickup slots. The host's live raid snapshots gain an optional additive alert field; old snapshots remain readable. New weapon and ammunition ids are additive. Factory layout changes can produce a different hall for the same seed, so squadmates should use the same client build. Built-in catalog revision 18 combines the new weapons, schematic names and optional prize-alert amounts; existing live catalog overrides remain stored and require review/rebasing and republishing to adopt them. Active raids retain their pinned content.

Update 0.10.0

  • Meet The Plotter. The centre table is now a fabrication machine with a moving gantry, cassette feed and cutting effects. Process a blueprint cassette here to permanently learn its gear recipe, then craft it at the workbench. The camera frames the machine while it works. A completion panel shows the learned gear and opens its recipe at the workbench; recorded patterns stay accessible on later visits.
  • Your first schematic. The first Job Board story mission, *A Valve Worth Saving*, now rewards a Line Runner blueprint cassette alongside its existing rewards. Schematics have a new engraved-brass cassette graphic. The shift report, Home and cassette inspector guide you to The Plotter, and the workbench marks recipes you have learned.
  • Prepare at the Break Room TVs. Ready starts preparing the selected factory behind a briefing in the room. The side TVs show the floor plan and shift details, the lights dim, and your squad walks to the gate once the factory is ready. Cancel restores the room and returns your kit. The original lift departure remains available at /deploy?entry=lift.
  • Arrange the room directly. Room Controls opens arranging straight away, with rotation controls attached to the selected object and a themed Decorations drawer. Placement stalls, interrupted drags and initial room saves are fixed; the floor has a softer finish.
  • A busier Break Room. Operators move between stations with purposeful routines and arrival effects. Their routes, spacing and station poses keep the room clearer.
  • Lighter room graphics. The Break Room releases unused graphics targets and model-loading data, and avoids loading the unused ambient operator roster behind actual player bodies. Updated lighting defaults keep the room warm and readable.
  • Solid scenery behind you. Wall and overhead cutaways follow the view around your operator, keeping scenery behind you solid as you move and turn.
Saves, servers and compatibility

Run-safe notes: existing learned recipes, inventory and completed jobs are preserved. New departure boards return physical cassettes for processing; boards created before this update finish with the previous automatic-learning rule. The server adds the learn-blueprint action and an additive board-policy field; shared squads must use the same client build. Built-in catalog revision 15 includes the new reward. Older live catalog drafts remain stored and need review/rebasing before republishing; active expeditions retain their pinned content. The Line Runner keeps its existing materials and Weapon bench requirement.

Update 0.9.0

  • Robot salvage has more presence. Fallen machines share clearer wreck and salvage effects. The Control Room includes a Line Unit preview.
  • Machines notice your choices. Enemies investigate suspicious sights and sounds, search for lost targets and communicate alert states through clearer vision cones.
  • Closer, clearer combat. The camera frames nearby action more closely, nearby models retain detail, and walls and overhead structures fade to keep operators visible. Weapon lasers and impacts give clearer feedback; Watchman turrets appear more often.
  • More deliberate factory layouts. Composed work bays and landmark scenes appear in generated rooms, with clearer navigation around walls and toward the freight lift.
  • Easier preparation. Loadout layouts and drag destinations are clearer, Temp Issue kits are separate from packed gear, and item details float beside your selection. Crew-room controls are docked and operators have more life in the room.
  • Reload when you ask. A manual reload pressed during the Blowdown pump or Deadblow bolt cycle is remembered and starts when the cycle finishes.
  • A quieter, clearer raid HUD. A small transparent ammo dial sits beside the operator in the world, with a segment for every round the weapon holds, firing feedback and a reload sweep. The dial avoids the held weapon as you turn; exact ammo counts remain in the pack. Player cards show names and vital bars without weapon readouts or portraits. The carried inventory opens as a narrow, translucent side panel, keeping more of the factory visible. Mouse aim holds while the pointer is over the inventory and resumes over the world. The clock keeps a fixed housing and shows your current floor. A compact objective card names the next task and shows one cell ratio. An enlarged graphic of the actual current floor sits in the top-left corner with an M key badge and opens the full map when clicked. The floor graphic is dim and translucent at rest, brightening gently on hover. The large freight-lift route marker stays hidden during early exploration; a compact cue appears once you have enough power cells, the lift is powered or active, or the final minute begins.
  • Make every round count. First kits and Temp Issue now provide 24 light rounds in reserve; first kits include one patch kit. The upgraded Temp Issue cage adds 12 rounds and one patch kit. Suggested shift and companion loadouts carry less ammunition.
  • Smaller, scarcer resupplies. Ammo pickups contain 8 light rounds, 10 medium rounds, 2 heavy rounds or 3 shells. Ammo, patch kits, scan charges and flares have lower loot weights; wrecks are less likely to return ammunition. Flares drop singly.
  • Provision deliberately. Crafting makes 12 light rounds, 15 medium rounds, 3 heavy rounds, 4 shells or 2 flares per batch. A patch kit now costs two steel stock and one hydraulics & seals.
Saves, servers and compatibility

Run-safe notes: existing saves, stash contents, carry caps and the live protocol are unchanged. New grants, crafting and newly generated raids use the revised quantities. The built-in catalog advances to revision 14; existing live catalog overrides take precedence and must be reviewed and republished to adopt this balance.