
Hello, Factory Managers!
This is the second balance adjustment patch for the Early Access version.
In addition to fixes designed to reduce reliance on randomness and make it easier to develop repeatable strategies, this update includes new portals and power balance adjustments to existing contracts.
We’ve also heard concerns about not wanting to implement nerfs that might detract from the fun of the game. We’re paying close attention to this issue and will continue to ensure
“the exhilaration of seeing various elements, such as contracts, dynamically change gameplay”
“the strategic diversity that allows players to inflate production capacity in various ways”
“a challenging difficulty level that encourages player growth”
We will continue to strive to ensure that all of these elements are achieved in a well-balanced manner.
Please note that the current environment is, strictly speaking, a temporary one limited to Early Access.
We plan to add two more sponsors in the future, so the game environment should become even more dynamic in upcoming patches.
Specifically, the number of possible sponsor combinations will double with the next addition, and then increase to 3.5 times the current number with the addition of the following sponsor. This will further expand the range of playstyles based on these combinations, allowing us to offer an even fresher and more engaging experience.
However, balancing the game will simultaneously become increasingly difficult. Until we achieve our ideal gaming experience, your accumulated play data and feedback will be indispensable.
We sincerely appreciate your continued support for the time being.
This game is designed as a title where “you use knowledge to overcome luck and improve your win rate by skillfully designing your track layout to shave off time.” However, regarding the generation of biomes around the initial starting location, there is little room for player decision-making, and some generation patterns create a sense of unfairness.
As a countermeasure, we’re updating “Factory Development” mode to generate the following land types fixedly. Choosing which land to start the game on will now be a more critical decision than ever.
1 biome identical to the starting location
Two distinct biomes different from the starting location x 2
One random biome x 1 (Selection probability: 50% chance of being the same as the starting location / 50% chance of being a different one)
In some “Special Missions,” the settings may be configured so that specific biomes are generated adjacent to each other, so not all of the above settings may apply. In all other cases, the settings described above will apply.
Since the mere presence or absence of a “Portal”—regardless of its contents—significantly affects game progression, we are reducing the degree to which progression depends on probability.
Two portals will always spawn adjacent to the starting location
After that, they may spawn randomly on new land
We are adding various portals to expand strategic diversity.
All requirements listed are initial values; as you meet them, higher goals will be reset.
Higher-rarity portals are more likely to appear the farther they are from the starting point.
Lucifer “Sawmill”
Requirement: “Wood x 500”
Effect: “Item Price Change: +1 to each resource corresponding to the current sponsor (excluding cash)”
Leviathan “Bio Plant”
Requirement: “Compost x 20”
Effect: “Item Price Change: Prices of lemons, mushrooms, and beeswax +1 (chemicals)”
Leviathan “Pigment Workshop”
Requirement: “Gem Powder x 20”
Effect: “Item Price Change: Prices of Salt, Sulfur, and Cinnabar +1 in the Pharmacy”
Satan “Fighting Supplies Store”
Requirement: “Iron Ingots x 20”
Effect: “Obtain: Blacksmith Salamander x2”
Mammon “Security Checkpoint”
Requirement “Cash x10”
Effect: “Obtain: Transport Raven x5”
Belphegor “Gambling Stone Shop”
Requirement: “Magic Power x500”
Effect: “Item Price Change: Magic Power of 1 random gem type +3”
Note: Each time you meet a delivery target, one gem is randomly selected from “Jade, Amethyst, Cobalt, or Ruby.”
Lucifer’s “Mining Site”
Requirement: “Iron Ingots x 20”
Effect: “Pickaxe Price: Cash + 5”
Satan “Amalgam Smelter”
Requirement: “Mercury x 20”
Effect: “Gold Ingot Price: Cash +5”
Mammon: “Stock Exchange”
Requirement: “Gold Ingots x 20”
Effect: “Gain: Sub-lending x 60”
Belphegor: “Former Factory Manager’s Buff Panel”
Requirement: “Random Gems x 500”
Effect: “Random Engraved Gems x 2,000”
Note: The types of gems required are determined at the start of the game, and the engraved gems you can obtain are randomly selected each time you meet a delivery target.
The “Heaviest Metal” contract has an extremely low pick rate because it scales poorly with line construction and transport load. We will re-adjust its stats so that it can still play a role in the late game, even when other options have scaled further.
“The Heaviest and Lightest Metal” will be adjusted to make it easier to pull off a last-second comeback victory.
Price:
Fuel 1000 -> 2000
Cash 100 -> 500
Crafting Recipe:
Quantity x 1,000 -> x1
Price:
All resources, Fuel, Cash: x3 each -> x10,000 each
In the previous balance update, we were able to rework it into a sponsor that is easier to handle and more fun to use.
We will implement adjustments based on usage data regarding the elements added in the patch.
We are swapping the rarities of “Aqua Regia Test,” “Acid Catalyst,” and “Tear.”
“Aqua Regia Test”: While we’ve made this a satisfying and powerful contract, it has begun to exceed the standards expected of an Uncommon, becoming a “must-pick” option.
“Acid Catalyst”: This is an extremely powerful contract once you understand how to use it, and its power surpasses that of a Common.
“Tear”: Since it appears late in the game, it has become a contract that players only pick if they happen to find a way to use it after their build is already set. Like Satan’s contract “Water-Cooled Craft,” we’re assigning it the role of supporting subsequent picks.
Contract “Acid Catalyst” Rarity: Common -> Uncommon
Contract “Tear” Rarity: Rare -> Common
Contract “Aqua Regia Test” Rarity: Uncommon -> Rare
Adjustments will be made in accordance with the rarity reclassification.
Drop Table:
Common-equivalent -> Uncommon-equivalent (Drop rates in Orders and Trades will decrease, and prices will increase)
Special Mission: “Culture Plant”
Compensation will be provided to offset the increased difficulty in obtaining this item through Orders.
New Initial Contract: “Acidic Catalyst”
The pick rate has been excellent, and it appears the changes in 0.24.0 greatly contributed to improving Leviathan’s gameplay experience.
With this adjustment, it will be harder to use this contract alongside the “Aqua Regia Test” in the early game, and the amount of chemicals obtained via the “Acidic Catalyst” will also decrease. Therefore, we are restoring some of the power Leviathan lost from this contract to emphasize its role as a supporter.
“Foreign Object Contamination” Resource Gain: 20 -> 30
This does not seem to be a very attractive option for players.
We’re strengthening this option to align it with “Foreign Contamination,” which has become a popular choice. We’re adding interactions with other sponsors to increase the number of situations where it can be utilized, and we’re compensating for the reduced interaction with Mammon—which occurred because “Acidic Catalyst” has become less likely to appear in orders.
“Buried Bill of Exchange” Resource Yield:
50% of the resources paid in chemicals -> 50% of the resources paid in the respective resources corresponding to the current development sponsor
Example: When using Lucifer, Satan, or Leviathan, you can obtain “Building Materials / Fuel / Chemicals.”
While the improvements to usability appear to have been successful, this contract has become significantly more powerful than originally anticipated—even accounting for its reassignment to the “Rare” tier—so we will be adjusting the risk factors accordingly.
Chemical Consumption: 300 -> 500
Thanks to the “Engraved Gem” contracts newly added in the Early Access version, Belphegor has successfully settled into the role of a “fun sponsor that matches the player’s skill level.”
In this update, we’re addressing both options that are currently too powerful due to insufficient balancing and those with low win rates.
This option is intended to address mana depletion—a major bottleneck when using Belphegor—but it does not seem very appealing to players.
We’ll make the reward more straightforward by adjusting the system so that consuming Engraved Gems yields more mana than simply delivering regular Gems.
Magic Gained: 1 → 2 per Engraved Gem consumed
The drawback of losing “Contract Skip” is significant, and even in “Staffing” builds, the expected win rate has not been achieved.
We will implement a fix to emphasize its role as a key component in the “Staffing Agency” build.
Added Effect:
Gain: Summoner Witch x 10
This card possesses powerful interactions and has become an option that can end the game without players even having to think much about synergy.
While preserving the enjoyment of a massive influx of coins and the simplicity of lane design, we’re applying a change that increases only the risk of running out of resources, thereby emphasizing the need for resource management.
Additional Required Resources:
Mana x 5
We are swapping the rarities of “Time Walk” and “Waste Embezzlement.”
“Time Walk”: Due to its high rarity, there were many instances where the game ended before players could activate it, even when it did appear. To ensure players have enough time, we’re moving its appearance to the early game.
“Waste Embezzlement”: Because it has no risk and produces an immediate effect, it exerts a stronger influence than intended when presented early in the game. We are emphasizing its nature as a finisher.
Contract “Time Walk” Rarity: Epic -> Rare
Contract “Waste Embezzlement” Rarity: Rare -> Epic
A bug where the tax effect applied in-game sometimes differed from the value displayed after the game ended
This occurred with “Fixed Costs” imposed by “Head Tax,” among other instances.
A bug where the specific resource name was not displayed for the “Damages” tax.
A bug where items may move at double speed when a loop is created using a Water Flow Splitter and a Water Flow Conveyor
A bug where canceling a crafting recipe that consumes “Engraved Gems” after it has started allows you to receive the mana gain effect from “Magic Drain” without consuming the “Engraved Gems”
This applies to the additional recipes in “Royal Straight Flush” and “Quest Board.”
Water Flow Splitters now transport items at the same speed as regular conveyors when item distribution is not required (e.g., when the destination is full or there is no connection).
Summoner Witch - Added auto-snap for Mining Goblins.
Implemented the Ophiidia Science Institute emblem and official Leviathan business card assets
Fixed localization errors and made display adjustments
Please continue to enjoy the Early Access version!