STEAMYDATA

Fay's Factory — patch notes and updates

Stored observation / content update:

Dated developer announcements recorded from Steam. Open the source for the complete update.

UpdateDateExcerpt / source
Build 872025-10-13A security update for Unity engine. Stay safe out there, in the dangerous world of video gaming software.
Build 862025-06-01A tiny bug fixing update: 🔮 Talking to Smith doesn't get you stuck in an infinite loop of nodding to each other anymore 🔮 Magic unit labels shouldn't remain on screen after duels now Fixed "Fullscreen" label in settings Speech bubbles display properly on tall screens now (btw if you are not playing Fay's Factory in 1000x1000 window you are missing out) Thank you Discord members for reporting bugs (marked with 🔮)! See you next time.
Build 832025-05-02A small fix for the game sometimes breaking when sound file is missing. Nothing more, nothing less. Thank you for the bug report, dear Discord user!
Head in the Clouds Update2025-05-01Hello comrades, Happy International Workers’ Day! Here’s Build 82 of the game, featuring some vibes adjustments and gameplay changes, as follows: New Time Dilation slider, allowing you to speed up or slow down opponents’ turns and the fighting itself. Also added post-process and audio effects when changing time scale. Note: This is in reaction to duels feeling dragged out, and the player having nothing to do during the opponent’s turn. I noticed I myself often speed up the time with internal tools, so I’ve added the same thing for you, dear player. It’s also fun to slow down the spell casting for that cinematic feel. New camera transitions be
Treasure Hunt Update2024-12-24Hi comrades, I've released an update to the game. It adds a side-adventure Treasure Hunt, cross-adventure Investments, new quirk and mechanics, and many gameplay changes and quality-of life talked about in previous diaries. This is a gameplay focused update, but future updates will contain new adventures, and I will do my best to release them smaller-sized, but more often. The game is planned for a full release in 2025. Here are the full patch notes. New Side Adventure: Treasure Seas. Buy a boat from a familiar character, and engage in boat-to-boat combat to get to the treasures first. This errand will be given by the Board in HQ, after compl
Engines & Tutorials2024-12-18Hi comrades, this is another part of pre-update news. Let's get straight to the point. Engines Reworks Engines! As a reminder, you can either use them as a passive bonus, or Overdrive and break them for the rest of the adventure. I like that there's a choice between slight bonuses to how you play and having an active way out in a tough spot. In this update, I reworked the animations logic, with a goal of reducing wasted time Overdriving the engine. I also enjoy how engines now start to grind, spin and sparkle when you inspect them in the middle of a duel. Requirements mentioned in previous diary are also present for engines, both for passive
Departments & Requirements2024-12-17Hello comrades, here's a dev diary in preparation for the big patch, to be released on December 20th. To be clear, it will be more of a gameplay update than a story-based one, with just one side-adventure (but it will be a Treasure Hunt!) Here's a rundown of some changes. Departments Updates When thinking about departments, I try to have at least several uses for each of them. Departments should provide you with meaningful choices (damage or effect? now or later? low-risk/low-reward or high-risk/instant-win?) It feels terrible if your best option is just to take the same turn over and over again. You should be able to plan your factories in a
Calibration & Overseeing Power2024-11-27Hi comrades! I've been working on a few gameplay things and a couple of side-adventures, and they are slowly materializing into a big update scheduled to release in December. I'm going to run a few dev diaries to present the changes leading up to the release, just like the good old days. This week: Calibration Improvements & Overseeing Power Next week: New Keywords, Dueling Improvements & Departments Reworks Week after: Strategic Investments & Edge Harbor Update release date: December 19th Sorry, a few changes! Dev diaries were delayed a bit, and update will release on December 20th Calibration Improvements authorizing new reaction — quick an
Build 77, Ultraresume2024-07-02Hi comrades, This is a small patch that solves issues with resume screen on ultrawide monitors. Here's the full changelog: Character creation screen now works correctly at any screen ratio, including in windowed mode Fixed visible flickering in the transition between character creation screen and gameplay — egor
Build 76, Fixing while it's Hot2024-06-28Hello comrades, A little hotfix to go along with yesterday's big patch! Please enjoy the following changelog: Department popup now warns that magic unit will keep its quirk (Doubled, Cursed, etc) after going through Improbability Department or Tax Avoider Rewrote Improbability Department reaction to better signalize that you will get the same magic unit back, but with a different element (so it will keep its quirks) You can now continue dragging and using other magic units while the Doubled unit animation plays out Added an animation for Tax Avoider Fixed Failsafe Creativity policy for Tax Avoider, and removed No-limits Creativity policy sinc
Build 75, Ironing Out the Basics2024-06-27Hi comrades, I'm releasing a big gameplay patch! I focused on the things that seemed to be confusing or not thought through in the initial version, and on improving the feels overall. This patch is about polishing the basics, so there's no new content here, but please do stay tuned for more adventures! Now, without delaying any further, here's the changelog, adorned with my commentary: Duel Flow Significantly reduced how much time was wasted on animations and camera moves during a duel Increased opponent's manipulation speed Opponent now starts moving their magic units before the "Opponent's Turn" announcement disappears You can now start mov
Build 74, Engines, Outfits and the Story Flow2024-05-18Another day, another build. This time, a bit of content! In spellcasting tutorial, you can no longer cast spells if you haven't figured out how to drop them to departments yet (so no empty moves on your first duel) In factory building tutorial, you can now apply the steps first, without the game telling you to do so, and it won't break the flow Rewrote the Railway Station islet from the Ceremonial Junction, and added a few lines about it to that adventure's conclusion New engine! Get the Train Engine as a bribe from a certain Station Manager, and turn your spells into fire or gold to your heart's content New outfit! Get the Jacket for helping
Build 73, Cooking Minigame Fixes & Futureproofing2024-05-14Another build coming in, here are the patch notes: Multiple fixes for the cooking minigame, including: ingredients don't get stuck between rounds anymore unreadable colors are now readable better popups for incompatible ingredients (you can't cut seaweed!) Made some changes to restoring islet state, it's supposed to be more error-proof now (also, the ambassador won't stand in the middle of the Ceremonial duel anymore when reloading that islet) Playthroughs are now assigned a unique GUIDs instead of a unique index; this should help with separating playthroughs for different profiles on the same machine, or when you add a savefile someone sent
Early Access Roadmap2024-05-12Hi comrades, Thank you for all the love, time and passion you've put into my little game so far! I have big ideas for the Early Access, and here's an outline: huge plans! This roadmap focuses on the things I want to improve or add in the near future. Once I'm done with most of these, I'll focus on new big adventures, including Act 2 and Act 3. That doesn't mean that there will be a content drought for now: apart from the new parts, outfits and decorations, there're at least 3 more side-quests coming in the next few weeks — your Overseers’ continuous employment at the Fourth Cartel is safe with us. So, without further ado, let's take a deep di
Build 72, Difficulty Settings2024-05-11Another hotfix hot off the presses, introducing a few new game settings and fixes. Introduced game difficulty settings, including Incoming Damage, Outbound Damage, and Healing Multiplier. Make foes a little tougher, or turn off incoming damage completely — it's your playthrough! Added speedrunning mode from my stream into game settings, go for it! Currently, I myself am the reigning champion, my time in Ceremonial Junction is 6:06 Moved "You've completed the entirety of Early Access" message a bit farther, since people were missing that there's more side content after it, and added a quest that will help players find the side content Made con
STREAM: Let's build a Tavern together2024-05-10Hi comrades, I have a second stream lined up! I'm planning to make the Tavern interior on stream, and publish it in a later build for your Overseers to visit. I will show off the tools and the engine I'm using to make this game (yes, it's Unity). Drop by to get a sneak peek of the future content, and maybe even suggest a thing or two? I'll do my best to add your idea to the game, and you will be immortalized in the credits. The stream is this Saturday, May 11, 5pm UTC. Please, do set a reminder to get notified when the stream will start! I also figured out how to restream to the Discord, so you can hang around there as well. Hope to see you s
Build 712024-05-10Another hotfix incoming! - Engine repair now happens overnight, and is more reliable - Player.log won't be riddled with inconsequential errors anymore, which does nothing for you, but makes debug way easier for me - There's a new islet in the Ceremonial Junction, which works better for pacing. Detain the train! - The Board will now handle the deliveries for you if you won't do them yourself. No more getting stuck with a warehouse for the entire game. - The robbers quest won't get stuck anymore if you don't decide the knights' fate - A few more story consequences at the Ceremonial Junction - Added speedrunning mode, unlockable by typing "speed
Build 702024-05-09Build 70 is a quick patch of some of the bugs reported in my Discord: - Character creation screen now works correctly at 21:9 screen ratio - Adjusted colliders of certain levitating sorcerers - Sometimes, the bubble that was supposed to be above the overseer wouldn't show up, that was fixed - Fixed infinite mugs exploit — the economy of the country wouldn't handle such an influx of cheap beverage containers - Fixed rewards clipping into buildings on certain islands - And numerous spelling fixes, of course There are more patches and updates incoming in the coming days, stay tuned!
Fay's Factory is Out Now!2024-05-08Hi comrades. It is here. I'm about to hit the release button on "Fay's Factory"! It's been a long road, and there's still much ahead, and now we are in it *together.* Thank you. Stop by my Discord to chat about the game, report bugs, show off your factory or your corporate house, and to follow future announcements. See you in the Hundred Kingdoms! — egor
STREAM: Developer Speedrun2024-05-07Hi comrades, In celebration of the upcoming release and the LudoNarraCon, I will attempt a speedrun of a beloved videogame Fay's Factory. This Thursday, 7pm UTC. The rules are: I have to read every line of dialogue in a dramatic voice Time only counts outside the conversations I will do zero preparations except for making an in-game timer (will be available in a public build) Come ask me anything or watch me trying to cheese my own game. You can set a reminder inside the Steam itself for your convenience. See you then!
Release Date & LudoNarraCon 20242024-04-24Greetings comrades, big huge news today! The videogame product "Fay's Factory" will be released into Early Access on May 8th, 2024! The exact time of the release is 16:00 UTC The game will be priced at $19.99 for US, with a 15% launch discount For Early Access version, one playthrough will take around 4–6 hours Another bit of news: "Fay's Factory" is also a part of the Official Selection of LudoNarraCon 2024! I am so honored to be featured alongside the best narrative games in the artform. The LudoNarraCon will run from May 9th to May 13th. Do check out the heavy-hitters they announced to be in the Official Selection, just to see how lucky I
Gameplay Stream for #TurnBasedThursday2024-04-04I'm setting up a little stream to go along with #TurnBasedThursdayFest, from Thursday to Sunday. Is this the correct way to do it? Let us find out together.
Development Update2024-03-08Greetings comrades, long time no see! I'm back with this news about the game: we'll launch soon, but in Early Access. Now to expand on that a bit. coming to you live from my apartment Why so long? Weren’t there several release dates already? Ah, I see you are of the old guard. I see you’ve been playing the demo all the way back in June 2022. You remember when the trailer used to say 2023 in the end. You wrote to me and said don’t forget to update “about” channel in my discord to say 2024. I see you. Long story short, it turns out that games take a lot of time to make! Truly, I’ve been chipping away at this game for 4 years, and there’s still
Road to Release2023-04-10Hi comrades, I'm here with a little update on development, new trailer and a release... window. First of all, development is going smooth as butter! But the butter has frozen in a fridge a bit — but it's a sunny day, and it needs only a minute to melt. Little by little, game is shaping up great, and I'm pretty proud of what I have at my hands now. Also, I have a good estimation of what's left to be done, and how much time it will take. With that, let's discuss... The release! Mark my words, the game will be out in summer 2023. Please, do actually mark them — I know I have a tendency to spend too much time on details and features, so I'm commi
I f**ked up and Steam won't let me curse on here2023-01-23(UPDATE: demo is out now and it's very good! you can play it with a peace of mind. original post follows) Haha hi if you are here for the demo please don't play it yet! Because of circumstances absolutely in my control I missed the Base Builder Fest deadline, and I need a couple of days to finish the new demo. It's great and will worth the wait, just like hold on for a sec. Here's the patch notes for those who come from previous demo, that was released during July (and really it's still up and it's all my fault but you can play it now and compare with the new one later! It's like when you rewatch an old tv show and there's like cliffhanger at
Better Save than Sorry2022-11-21Hi, fans of upcoming videogame “Faye's Factory”! I was refreshing a Steam page of the game during the weekend, and the game is now “management-rpg”. We talked about management part last time, so here’s a little focus on rpg component. it takes time to figure yourself out While we have a lot of rpg-elements, and I’ll talk about them in next diaries, every role-playing game starts with a robust save system. With different paths to walk, and all the bad decision to make, you have to know that your progress is safe and sound, waiting for you to roll-back and see what would happen if you take the other route through the quest. (and then decide tha
Power to the Factory2022-10-25Hello, comrades and free market agents! I will check in regularly and keep you updated on the game progress: overviewing game systems, explaining my intentions for them and giving a behind-the-scenes look at the development. The classic dev diary experience! Today we’ll have a close look at departments. Departments are basic building blocks of the factory. During the duels, you give them some spells to work this, and this in turn wins or loses you the fight. In a quiet moment, you can look closely at any part: check out its stats, talk to workers, and, most importantly – Calibrate the department. Get in the trenches with the common workers, O
Fest is over, Demo stays up2022-06-21Steam Next Fest is now officially over, and it is a big success for the game! Over a thousand wishlists in the last week alone, thank you to all visitors of the Demonstration Festival! I also appreciate everyone who reported the bugs and misspells (we'll get that damned "daamge" at some point, I promise.) If you, like me, can never keep track of the timings of these things, do not fret — the demo stays up until the release, so you have around half a year to find some Gamer Time (tm). In other news, kind people from the Discord have been working on the fan wiki! We are becoming a real game it seems! Check a look for some secrets you might've m
Get the Closed Beta2022-05-27Today, I'm releasing a closed beta of Fay's Factory! Jump in on the action a little ahead of the Steam Next Fest, and steer the game's direction with your feedback. Here's an overview: about 1 hour of content runs until Steam Next Festival starts (public demo after) saves will *not* transfer to the full game (but there will be a token of appreciation) some duels, some building, and one factory turned art gallery certainly a lot of bugs feedback is much appreciated possibly beta-exclusive secrets? To get a key you'll have to hunt down the Discord, since it's a serious and closely guarded beta. For those with tracking skills though, Have an enj
Welcome to Fay's Factory2022-04-29I'm so proud to reveal my small videogame, Fay's Factory! Fight and argue your way through the magical capitalism, in a hope of making a living. In this post I'll explain some basic things about the game, before doing more specified dev diaries. What do you do in the game? You are a factory overseer and you go on adventures with your sorceress. Sometimes she gets into duels, and you have to supply her with spells from the magical factory, which you build and fine-tune between fights. Adventures consist of islets, with things and characters and you'll have to seek out, talk, and argue with to achieve your sorceress's goals (unless you are doin