2026-09-04
1.0 Release Date Announcement
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AutoForge will be leaving Early Access with a 1.0 release on October 28th!Puk-puk! Over 7 years ago, I started development on AutoForge as a "shorter" game project. This has been a long time coming but we wanted to build the best game we could. With the 1.0 release we are bringing many huge changes - so much so that I almost considered skipping straight to a 2.0 version (I am joking)!We have touched on some of these changes in our last post about item transportation rework and the post before on resource veins and balance rework. Today, let's talk about NPCs and quests!Meet the LocalsJames has been hard at work dreaming up a lovely cast of characters, locations to travel and things to do. Stop by to visit Yuki and Yota, the keepers of Sanctuary, say hi to Blaik, an adventurous "Treasure Hunter", help Mohki with his latest brew and assist The Great Kalibarn with an utmost important task! With 1.0, AutoForge will be gaining more than 20 new characters to meet and greet, with over a dozen side-quests to pursue. You'll find these friends-you-haven't-met yet populating new landmarks, filling out some of the quieter existing areas (why was nobody having
스팀 공지2026-08-28
Development Update - August 2026
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Greetings GolemsWe have been working hard on 1.0 and we're making some great progress. Today I want to share with you what I (Jasson) worked on last month. Overall, I think that AutoForge (currently as of 0.7), performs quite well even with larger factories, but I fully admit that it begins to struggle in the late game with some frame rate loss. This performance drop is largely due to all of the items moving around in transport tubes and how the game handles that. This has been known for some time now, but addressing it was going to be a significant undertaking. With other priorities taken care of and us now pushing towards the 1.0 release (and the factory demands therein), it was finally time to tackle reworking the item transportation.This update will be much more in-depth and technical than previous posts, so I hope you like it!Sneaky peaky at all of the new transport tube graphics - including some new tiers!High-level DesignOver time, I have done my best to squeeze out as much performance as I could with the original item transportation system. However, it was becoming apparent I had reached the limits of possible optimization, and truly the path forward to a better runnin
스팀 공지2026-06-25
AutoForge 1.0 Release Window Announced!!!
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After working on our last Major Update, Shared Workload for so long, we were excited to get started working on the what's next... And with that we are thrilled to announced that this next Major Update will be the 1.0 release for AutoForge, coming this Fall - this means we have some HUGE plans for it! These massive changes do come with some rebalancing & costs, but they'll be worth it. Let's dig into it!Resource VeinsOne such change that we've had planned for a while now is a complete revamp of the method of resource mining. Resource Deposits as they are now - background tiles with stacked density that are harvested over and over, harvested with multiple drills - are being replaced with small clusters of Resource Veins. Acting like Wellsprings, Resource Veins have an infinite amount of resources to be extracted, with output limited to the single drill that is placed upon it.This change alone is massive and has deep repercussions throughout the entire game. By making resources infinite it allows players to know exactly how many resources are available to them at any given point. This helps the player know exactly when they need to go out exploring for new reso
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