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Incremental Factory

Incremental Factory

by Significant Steak

★ 68%
Price $8.99
Avg Players 3
Reviews 246
Released Jan 29, 2024
2DAutomationBuildingCasual
Prestige loop
View on Steam ↗

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Incremental Factory tasks you with building and automating production chains to grow an industrial operation. You manage resources, optimize output flows, and unlock upgrades through progression, though the game requires periodic resets to advance further. Best suited for players who enjoy hands-on factory optimization and don't mind the prestige-style reset mechanic common to incremental games.

About this game

What players are saying

▲ Recommended 0 hrs
I played the prototype for quite a bit, and I'm playing this version too. I don't like some things that are here, but I WILL leave a positive review, because it's fully fixable in this state, and I believe that this game can go far.
Positives:
+ Numbers go up
+ Game is easy to pick up
+ Gameplay loop is enjoyable
Negatives:
- Few UI bugs currently present in the game (I'll be reporting them on Discord)
- The way production numbers are shown is very misleading, because it shows *current* production, so at full storage it shows 0.0/s - because of that you can't properly think out the production chain
- There's no easy way to see HQ/hub storage, so building inside parcels feels like "magic" where you don't need resources to build anything, and you just pray that you have enough
- Dev should implement a better font - this one is not as readable and feels cheap
- It's based on HTML, so PLEASE add formatting that prevents text highlighting, it's very unprofessional when I shift-click to choose multiple parcels and half the UI text gets highlighted

As I said, despite cons being way more impactful than pros, I still want to support this game and see it prosper.
83 found helpful Steam ↗
▼ Not recommended 1 hrs
Edit: While the dev is relatively active in updating the game, there are still things to improve upon. Idk if it's just me, but resetting to get upgrades and then require rebuilding the factory is tedious. Though I like optimizing input and output stuff, resets for upgrades feel so archaic. It may be a staple for past incrementals, but right now it feels old and serves no purpose but to rebuild. Sure you get skill points, but maybe I can also earn these skill points WITHOUT having to rebuild my entire factory. If I want to mass delete my factory to better optimize it, it should be on my terms, not because it is necessary for skill upgrades. And without these skill upgrades, managing parcel limits and rates become a nightmare.

The dev added a static rate for the maximum production of an object. This can be helpful, but it doesn't include when there are consumers for said object. For example, I can produce 4 iron ore, which is then consumed by 1 iron smelter. Since iron smelter uses 2 iron ore for 1, ideally, the rate for iron ore should display 2 instead of its max of 4. The existing rate(net) is based on real time consumption, not theoretical. This means that if storages are full, the rate becomes 0. This should not be the case. Seeing negative numbers sometimes trigger the need to upscale the required resource, which is like a dopamine sort of rush too. Manually recalculating the proper rate is tedious.

I hope the game gets better since I enjoy the logistics issues with factory sims, but if the journey to such logistics is hampered by unhelpful numbers and unnecessary restarts, it can hamper the overall enjoyment for the game. One real good positive though is that the dev is active, and that should not be discounted.

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The rate is a lie. Only when the storage is not full does the rate only appear. It's really hard to optimize the ratios when I always have to manually recalculate the rate since storage tends to be full. This is a huge issue for me because factory/incrementals require numbers, a lot of numbers to be helpful and productive. The numbers constantly changing is annoying as well.

I don't understand why new resources have to be at the bottom instead of having a predetermined order. One parcel would have stone on top then iron on bottom, while the other is reversed. It is so jarring and confusing.

At least make the parcel names be changeable, unless I missed that it is already a feature.

A lot of the screenshots are from the other version of the game: https://incremental-factory.vercel.app . It was confusing at first as the UI currently is completely different compared to the other.

Also doesn't steam have a policy about AI-generated code? I remember seeing the video of this dev in reddit coding this in AI. https://www.youtube.com/watch?v=W4tl8joieHU

I would probably go back to the game once QoLs start being implemented, as there are a lot of stuff here to be improved. I enjoy simplistic spreadsheet style games like Factory Town Idle, Lootun, and Increlution, but I don't understand. It feels like this game doesn't learn from other incrementals. I do understand Early Access games tend to be a beta game, but there is still such thing as too early for early access.
24 found helpful Steam ↗
▼ Not recommended 122 hrs
Still not Idle.
When you play it and go to another tab or stop playing, it still not increment and stop where it before.

Will decide it again if the game improve
21 found helpful Steam ↗

Reviews are by Steam users, hosted on Steam.

Latest updates

Update 0.9.0.1 - The Progression Wall Comes Down

13 days ago
Engineers, most factories were stuck at the same wall: batteries gating oil, capped Sources, parallel lines undercounting. That wall is gone. Progression unblocked: batteries and scalingThe biggest change is a full redesign: Source upgrades no longer cost their own resource. Each tier is paid with the previous chain's goods. The oil and battery dead-wait is gone. Battery Banks unlock with Battery Tech. No more hunting for the unlock. Upgraded Sources deliver their full researched rate. A hidden cap held every Source at 1250/s no matter what you researched. Deliveries from multiple sources add up again. Two factories feeding one warehouse count both, like in 0.8. The Oil Refinery consumes what its recipe says. It was quietly eating double. Nuclear reactors got betterReactors make power without a heat exchanger. Core plus turbines now produce base power, and exchangers boost it. Before, a reactor without an exchanger ate fuel and produced nothing. A zero explains itself. The energy row now names the problem: "no turbine to convert the heat", "no reactor fuel". Hover a turbine or heat exchanger to see what one more would add, straight from the reactor math. The reactor card shows real output. The old flat "+100 energy/t" is gone. Card and energy row now always agree, and the coolant plant no longer lists energy it doesn't produce. Accurate numbers on the mapEvery rate reads /t. The map said "/s" while parcel interiors said "/t" for the same number. Now it is one unit everywhere, at every game speed. Cable bars show true fill. A patched cable carrying 64/t of its 128/t now reads half full instead of full. Base cables look exactly as before. Quality of lifeUI scaling works on every platform and can't lock you out. The Settings dialog scrolls, and parcel cards stay under the menus. Esc opens the pause menu when nothing else is open, and consistently closes what you'd expect. Power demand is measured before throttling. No more flickering grids. Sources stay visible in dark...

Beta Release v09 - Incremental Factory: Infinite

17 days ago
As many of you know, I have been working on v0.8 for quite some time, pushing to expand Incremental Factory into a much larger conceptual world.After all, one thesis for Incremental Factory is: scale is fun (= the factory must grow).Once I rolled out v0.8 to our amazing early testers, I realized that while the game was resonating, something was missing: the iconic graph-based factory screenshots that so many of you shared with the rest of the community stopped.I found myself missing that. And while v0.8 adds so many other things that are exciting and interesting, it does not deliver that.I wanted to return to that pure graph-based factory-building experience, but I didn't want to abandon the world we built for v0.8. Then the answer clicked: game modes.That idea unlocked everything. I rebuilt and refactored large parts of the game from the core outward: a multithreaded simulation, a new rendering layer and generally cleaner architectural foundations, with the ultimate goal of enabling player-created game modes and even modding.And that is where Incremental Factory: Infinite was born.Infinite focuses on the essence: building, connecting, optimizing, and scaling one enormous graph-based factory. No combat. No resource depletion. No unnecessary artificial walls. Start with a trickle of stone, unlock new resource veins, and push every resource from scarcity all the way to infinity.v0.9 begins the era of game modes. Infinite will be my main focus first. The v0.8 experience continues as „Empire“, playable on the same rebuilt foundation and benefiting from every core improvement.Infinite is launching on the web alpha and on Steam Beta today. (switch to the "v09-beta" branch by selecting it in the games options from the steam library)I would love for you to build something enormous, push the new engine, and tell me how it feels. (There is now a built-in Feedback button in the settings!)The factory must grow.P.S.I just want to emphasize the amount of refactoring, rebuilding, ...

Version v08 Beta - Patchnotes 26.2.16

165 days ago
Bug Fixes: Fixes fuseFactoryTech so it now properly unlocks the Fuse Factory (including localization and save backfill for already-completed research).Fixes repair kit progression timing: Basic Repair Kit Factory Tech is now available before purple science (moved to Military Tech Tier 2 path).Fixes overlapping same-direction hub connections (e.g. copper plates/cables stacking and becoming hard to select).Fixes research unlock text mismatches:Basic Electronics now only lists Gen 1 Chip Plant.Silicon Production Tech now lists Silicon Furnace. QoL Feature: Adds Shift-drag axis lock in map view:live horizontal/vertical lock switching while dragging,in-canvas guide line + lock label,clearer drag-origin indicator.Live on v08-beta branch!

Posts come from Steam's official announcements feed.

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