FD's Industry Tycoon · published · build 24964217

Hey everyone!
The second Playtest for FD's Industry Tycoon is now open! It runs through September 10. There's no sign-up form and no waiting on approval: hit [Join the Playtest] on the store page and it lands in your Steam library.
The Playtest costs nothing, and you can record, stream, and monetize it however you like.
If something comes to mind while you're playing, these channels are open.
Steam Discussions: https://steamcommunity.com/app/4736860/discussions/
Discord: https://discord.gg/AaTZCeS4vh
Email: [email protected]
Wishlist and follow the game so you don't miss the next build or the release.
Thank you!
Best,
In-geon
Longplay Studios
Full patch notes (V0.8.1.70):
Added a tutorial mode (New Game > Tutorial). A fixed world teaches retail, production, management, expansion, and finance across 5 parts and 38 steps. The game never grabs your input, and skipping ahead still counts.
Added the tutorial guide arrow. At every moment one arrow points at the next click, following you into windows to point at empty slots, type buttons, product picks, and confirm buttons in turn.
Added the tutorial checklist window. It shows only the current part's steps, can be dragged and collapsed, and follows you to the Reports screen.
Finishing a tutorial part shows a chapter-complete popup, and finishing the whole tutorial offers a choice between continuing to play and the main menu.
Added [Skip This Chapter] to the tutorial checklist. After a confirmation it skips the chapter's remaining steps and raises the land, buildings, and lines that chapter would have built, at full price, so the next chapter starts from the same place.
Kkooni now gives a dedicated line for each tutorial step. Clicking Kkooni during the tutorial repeats the current guidance.
Added victory conditions. Market Conquest, Technological Supremacy, Brand Empire, Boardroom Power, Industrial Dynasty, and the time limit victory can each be toggled in New Game; the first company to meet any active type wins the world. Turn them all off for the classic endless sandbox.
When the world is decided, a result popup offers continuing to play or the main menu. The winner never changes once decided.
Added a Victory Race section to the achievements panel. It shows your progress and the current leader per active type, and hovering a row reveals second and third place and your own rank.
Added a Hall of Fame. Each run's ending (win or loss, victory type, in-game date, final net worth) is recorded on the main menu, and losses are recorded as well as wins. Hovering a row shows the run's conditions (city and competitor counts, difficulty, seed).
Added difficulty selection (Easy/Normal/Hard). It sets your starting capital, corporate tax burden, and hostile competitor intensity, and hovering a difficulty button shows all three effects in a tooltip.
Added hostile competitors. Some rivals target the player's markets with product contests, price offensives, store placement, and supply refusal, and when you close in on a technology victory they research the products you lead alone to take that lead away. Difficulty sets the intensity, Easy has none, and a company fighting for survival calls off the attack.
Bankruptcy is now liquidation. A company crushed by its debt limit for too long is wound down with no buyer; its buildings are demolished, its land returns to the market, and shareholders receive nothing.
Added the financial crisis intervention. A week of negative cash locks time and opens an intervention popup, and the game will not resume until you sell assets, take a loan, or declare bankruptcy.
Added voluntary bankruptcy. You can wind your company down from the crisis popup, handled by the same mechanism as AI liquidation.
Declaring bankruptcy now plays a collapse sequence before the ending screen. Crisis windows stack up faster and faster, each announcing one building, plot of land, or lot of stock the liquidation is disposing of, with an executive resignation and an HQ lot auction filed in between. Input is ignored while it runs.
Game over is now a full screen. When your company dies (hostile takeover, bankruptcy) a blue screen shows the reason, and Enter returns you to the main menu.
The game over screen now records the run. Under your company and CEO names it lists the founding and closing dates, total lifetime revenue, final rank, and total play time.
Reworked natural disasters. Earthquakes, typhoons, hurricanes, floods, wildfires, and blizzards now strike on city-specific real-world risk profiles (Tokyo earthquakes and typhoons, Bangkok floods, LA wildfires, and so on).
Added 4 agricultural disasters (drought, blight, locusts, livestock disease). They kill crops and livestock rather than the whole city: drought hits farms and ranches, blight hits farms and lumber mills, locusts hit farms, livestock disease hits ranches.
Disaster-damaged buildings now remain as ruins instead of vanishing. Only stock is lost, the line setup is preserved, and you click the ruin to repair or demolish.
A breaking-news broadcast now plays when a disaster strikes. A headline ticker scrolls under per-disaster art, the CRT switches on and off, and Kkooni sits in front of the TV watching the same screen.
A city hit by a disaster shows its name in red on the city list for two months with a warning icon. Hovering the icon shows the disaster type.
A damaged headquarters suspends executive salaries, seat bonuses, and new hires until repaired.
Removed the timed global events: the recession that halved demand and the regulation that charged every building a daily fee. Natural disasters are now the only random events.
Disasters now resolve instantly on impact. Durations and temporary population drops are gone; the damage is carried entirely by building destruction.
Added corporate tax. It is charged monthly at your headquarters city's rate and only when the company as a whole turned a profit, and profits and losses across cities net out, so a loss-making month owes nothing. Tax lands on next month's books, so net profit, valuation, share price, credit limit, and dividends are all after tax.
City tax rates follow per-jurisdiction (country and special economic zone) year schedules. Real reform history is in the data, from the high-tax 1980s through the 2017 US tax cut to the 2023 UAE corporate tax, so your start year decides the world's tax landscape.
Raised the wholesale anchor to 65% of the consumer price (from 20%). The consumer dollar no longer piles up on the single retail leg; retail keeps a realistic 35% margin and the whole manufacturing chain earns thicker margins.
Rescaled city consumer demand to match what production lines actually output. The world no longer supplies a tiny fraction of demand, and shelf prices came back down near the reference consumer price.
Narrowed the population gap between cities used for demand. A single store line can turn a profit even in a small city.
Employees per line now differ by type: factories and retail 20, research labs and offices 15, farms, ranches, and lumber mills 10. Payroll is now a real cost.
Storage capacity is now volume-based instead of count-based. A sedan and a grain sack no longer take the same warehouse space, and each product's volume is listed on its card in the Manufacturer's Guide.
Freight is volume-based too. Over the same distance, small goods ship almost free while bulky goods pay heavily.
Retail salesfloor lines no longer add storage capacity. Capacity is the building's base plus storage lines for every type now, and a small store drops from 3,000 to 1,200.
Retail stores gained storage lines. [Change Type] offers salesfloor or storage, and a bigger back room costs you a salesfloor slot.
Retail restocking now fills a per-listing target stock instead of the day's demand estimate. You set the target in a cell in the retail window; left blank it defaults to ten days of that shelf's throughput, and 0 stops buying.
Halved every product's daily sales throughput per retail line.
Raised a large retail store's line limit from 10 to 12.
Added quarterly dividends. Set your company's payout ratio on the Finance tab and collect dividend income from shares you hold each quarter.
Stocks that pay generous dividends attract demand and earn a share price premium. The higher price lowers the yield, so the effect cools itself.
Dividend income is recognized as company earnings and flows into valuation and share price.
Added treasury stock. Buy your own shares back with company cash on the stock market and sell them again later; treasury shares carry no vote and no dividend and only shrink the float.
Reworked the economy around wages. City wages spread 10x (from $3 in developing cities to $30 in Zurich) and wages are purchasing power. Age preferences and income tiers are gone.
Added a city education axis. Where you build a research lab now decides how fast it researches.
Split professional wages from worker wages. Lab and office staff are priced by a global talent market, so the spread between cities is narrow.
Added a city labor productivity axis. A low-wage city saves payroll and pays for it in output.
Worker wages now move with supply and demand. A city crowded with industrial employment sees wages rise, pushing the next factory to the runner-up city. Wages never fall (nominal wage rigidity).
Research labs run faster near your HQ, up to +30% in the same region and city.
Production facilities also get an HQ proximity bonus at half the research strength.
Competitor store prices now follow market conditions, so chronic sell-outs across the world dropped sharply.
Wholesale prices now follow market conditions too. Prices rise on products that keep selling out and fall when stock piles up, so the profit on a hot product reaches its producers, not just its retailers.
Removed the player's shelf price cap. The floor is half the reference consumer price, and the only penalty above it is that demand collapses when you price far past what customers will pay.
Listing more product kinds no longer draws more customers to a store. Sales share is decided by quality, awareness, price, and location.
Sourcing now checks your own region first. If nearby markets cover the need, the cheapest nearby source wins; the search widens to the world only when the region runs short.
Reworked daily building upkeep by size (Small 1x, Medium 2x, Large 4x). Upgrading adds line capacity and fixed costs together.
Difficulty sets starting capital: Easy $2M, Normal $1M, Hard $0.5M.
Competitors' financial judgment is sharper. They estimate a new building's costs at realistic scale, protect working capital and runway, and no longer expand to the brink of bankruptcy.
A competitor in crisis picks victims by performance, not category. It sells the worst-bleeding building first, and a runway dip during profitable expansion no longer counts as a crisis.
A competitor stuck in losses restructures: it releases executives, halts marketing, stops construction, and abandons a dead flagship product to pivot to the next one.
Competitors never sell their last revenue facility. Downsizing is for recovery, not self-erasure; companies that cannot recover are cleaned up by bankruptcy.
A profitable competitor now builds its first research lab earlier.
Competitors trim listings that do not sell, removing lines of the worst-moving product one at a time in unprofitable stores.
Competitors no longer declare products they cannot produce. Full facilities mean no new listings, and a declared product is actually manufactured.
Competitors naturally enter markets nobody serves, including newly unlocked products. Unserved markets are no longer abandoned forever.
Removed the contradiction where a competitor would build a building one day and sell it the next.
Competitors handle disaster ruins deliberately: they repair buildings their chain needs when they can afford it, and otherwise demolish for salvage to rebuild.
Input facilities are now built in the same city as the factory that consumes them, and within a day farms harvest before factories consume, so supply chains actually flow.
A newly founded competitor picks its flagship product from the least-served niche.
Competitors no longer start a takeover they could never finish, one where buying the entire float still falls short of the merger stake. Shares already tied up in such a campaign are sold back.
Farms, ranches, and lumber mills now add lines as demand grows and upgrade when they run out of slots. They used to sit forever on the two lines they were built with.
Competitors add research lab lines within what their profit supports, and upgrade the lab when it runs out of slots.
Competitors now weigh every consumer product against each empty shelf slot and place the best one. Whether a store goes deep on one product or wide across many follows from market conditions.
Competitors adjust each store's restock targets daily to the sales they observe.
Competitors convert a salesfloor slot into storage to build a back room in stores handling bulky goods, and convert it back once space frees up.
Added a 30-day purchases & sales chart to the retail store window. Select a listing to see that product's daily purchases, sales, and sold-out days side by side; with nothing selected it shows the whole store.
Added a UI scale setting (80% up to a per-resolution limit in 10% steps; the default derives from your resolution). Text, spacing, and pixel art all move on one screen-wide scale.
Fonts are now rasterized at runtime, so they render sharp at every scale.
Ctrl +/- changes the UI scale one step from any screen.
The settings window now has two tabs (General and Graphics) with icons.
Added a [Reset] button to the settings window. It resets everything to first-run state except language.
Added a map zoom setting. Auto fills the panel with the largest grid that fits; manual runs 100% to 200%. No combination ever draws the art smaller than its source.
Added a map icon size setting (Auto/Small/Large). It is a separate axis from UI scale, so growing the UI does not grow map tiles.
The map scrolls when it overflows the panel. Scrollbars appear only on the overflowing axis, the wheel (Shift for horizontal) and right-click drag also pan, and the cursor becomes a gripping hand while panning.
Tile clicks now fire on release. A few pixels of hand shake still select the tile you pressed.
Added map area selection. Drag with the left button to select a region; a bar at the bottom of the map shows the tally with [Buy All][Sell All][Build All][Demolish All], executed in bulk after one confirmation. The selection survives the action, so you can buy land and immediately build across it.
Build All raises the same building type on every empty lot you own in the selection. Copy construction works there too.
Added copy construction. Pick one of your buildings in the build window to rebuild it on a new lot with the same size, line setup, prices, and trade policy. The cost equals building the same state by hand.
Owner name bubbles now appear over buildings on the map. The tail stands on the building's tile, and a name clipped at the map edge shows in full on top when hovered.
Name bubble colors follow ownership: yellow for your buildings, cream for others, green for public infrastructure.
Shared mine and oil field map tooltips now show what the site produces.
The Buildings tab now lists every city's buildings, not just the current city. Clicking a row switches to that city, and switching cities no longer resets the list scroll.
Added a production column to the City tab, sortable by how many products a city makes.
Added professional wage, labor productivity, and education columns to the City tab. The old wage column is now labeled worker wage.
Added per-column filters to the City tab. Climate filters by value checkboxes; population, wage, and my-buildings filter by an above/below condition with a typed value; production filters by picking products to keep only the cities that make them.
Added a column setup window to the City tab. Toggle columns and drag to reorder them; the layout is saved in settings and survives restarts.
The City tab scrolls horizontally when its columns overflow (Shift+wheel).
Double-clicking a city row or its "..." button opens the city detail window, showing worker and professional wages, education, labor productivity, and your effective tax rate.
Added a 30-day restock and sales chart to the retail window. With nothing selected it shows the whole store; selecting a listing shows that product's daily units bought and sold, with sold-out days marked.
Hovering a price cell in the retail window shows the reference consumer price, the range other stores in that city are asking, and your own average purchase cost.
Unified every stock figure onto the capacity axis. The capacity legend, inventory popups, warehouse totals, and restock targets now read in the same unit as the capacity pair in the header.
Factory windows gained a Production Lv row and lab windows a Research Lv row: the product of every multiplier that output actually uses, with a hover breakdown.
The product picker's recipe pane now warns about inputs no one sells on the market, an early signal that the line would starve.
Stopped production lines now show why: missing inputs get a warning icon with a tooltip, out-of-season and storage-full get row markers.
The product summary report gained market sales volume (this month/last month) and a daily demand estimate, shown even for products with no market.
Added the production chain tree. It unfolds a product's inputs down to raw materials, embedded in the Manufacturer's Guide detail and available from factory and lab product pickers via [Tree View].
Popup windows can be dragged by their title bars. Positions are forgotten on close; windows reopen centered.
With a window open, its own toolbar button closes it and another toolbar button swaps to that window. Confirmation popups waiting for an answer do not swap.
Added line slot multi-select. Ctrl/Shift-click and Ctrl+A grab multiple slots for bulk type changes, product assignment, and removal.
Double-clicking a save slot row runs that row's default action (load, or overwrite when saving).
The company hub gained a Company Profile tab. Edit your company logo and name and your CEO's name and portrait, and view the CEO's personal wallet, net worth, and stock portfolio.
Added the executive detail popup. Double-clicking a seat shows the portrait, seat, and salary along with every trait, including the ones the current seat leaves dormant; reassigning and dismissing now happen here too.
Executive market candidates show their traits on a fixed grid, so the same information sits in the same place on every candidate and the list reads as a table.
The Technology tab now covers the entire product catalog. Products you have not researched appear alongside locked ones with their release year, and the detail shows the top three companies in the world for that product and your own rank.
The Finance tab's daily payroll now includes executive salaries and the owner's draw. They also show up in the HQ tile's daily profit float and the HQ window's last 30 days.
The four company hub tabs and four New Game mode buttons gained pixel icons.
Upgrade and demolish confirmations now word-wrap, so long building names no longer overflow the window.
Company and CEO name input is clamped by pixel width instead of character count, so a name in any language fits its narrowest display slot.
Arrow keys, Delete, paste, and undo now repeat while held in text fields.
News history is saved with the world. It survives Reports trips and restarts, and opens in whatever language you load the save with.
Clicking a disaster news row replays that day's disaster popup.
The Farmer's and Miner's Guide pages now scroll as a whole, so nothing is cut off at high UI scales.
Unified table sort direction markers into a matched pixel chevron pair, so ascending and descending marks finally match in size.
Switched the Korean font to Galmuri, with a dedicated small-size font for map name bubbles.
Characters missing from the current font are now drawn in another font that has them instead of as empty boxes, so company and CEO names in any language render.
The language picker draws each language's name in that language's font.
Added a pixel art filter setting (Sharp/Smooth), choosing whether non-integer scaling keeps hard pixel edges or blends them.
Added a Traditional Chinese locale.
The game language now follows your Steam language automatically on first launch.
Added a studio logo splash screen at launch.
The new game loading screen now grows a city skyline along with progress.
Audited every Kkooni tip and contextual help line, removing descriptions of systems that no longer exist.
Building detail banners now play animation variations, and new variations are added just by dropping in files.
Externalized the tax tables to tax.json. Jurisdictions, year schedules, and difficulty multipliers are tunable without recompiling.
Externalized building settings to buildings.json. Build costs, upkeep, line counts, storage capacity, and staffing are data.
Externalized tutorial steps to tutorial.json, so Workshop content can reorder and extend them.
City data (cities.json) gained disaster profiles, education, professional wages, labor productivity, and km coordinates.
Product data (products.json) gained per-line output, per-line sales throughput, and storage volume.
Externalized victory types and thresholds to victory.json and achievements to achievements.json.
Externalized font bindings to fonts.json, with a hook for Workshop translation packs to ship their own fonts.
Externalized the in-game music playlist to music.json. The track list, weights, per-track volume, and repeat spacing are data.
Externalized measured art values (map name bubbles, land overlay, and more) to JSON sidecars, so artists can swap art without recompiling.
The cheat console gained disaster (trigger a real disaster), victory (instant win), setmoney, and possess (switch companies) commands, plus Tab completion and command history. A save touched by state-changing cheats permanently disables achievements and shows a DEBUG mark.
Added the studio logo sound.
In-game music went from a single looping track to a 22-track playlist. Recently played tracks are not picked again right away, and a trip to the Reports screen no longer interrupts the track.
Added a dedicated game over track. Declaring bankruptcy cuts the music at that click, and the track starts once the collapse sequence ends and the ending screen stands.
Buildings that are not running are silent when clicked. The sound plays at the moment a line is assigned and the lights come on.
Fixed Korean IME input showing nothing mid-composition and dropping the last syllable. The composing syllable now shows underlined at the caret.
Fixed clicks disappearing entirely when pressed during heavy day processing.
Fixed ghost clicks where closing a window let the click pass through to the map and buttons behind it.
Removed the frame freeze when a day rolls over by spreading the work across frames.
Fixed several crashes reported during the playtest (the stock window, trade history tooltips, and more).
Windows and popups now target commands by identity instead of position, so a list changing between click and execution no longer hits the wrong building or line.
Incompatible saves from old builds are now rejected at load instead of opening with missing fields silently read as zero and exploding later.
A multiplayer peer receiving an incompatible world now ends the session instead of crashing.
Fixed the main menu being cut off in fullscreen on 21:9 and wider screens.
Fixed the sound effects volume slider not working.
Fixed the main menu music starting early during the splash screen.
Fixed owner building windows' [Upgrade][Demolish] buttons drawing outside the window in some languages.
Fixed a partially scrolled first row covering the header in the tab lists.
Fixed scrollbars that were drawn but dead, where dragging the thumb or clicking the arrows did nothing (retail listings, warehouse inventory, the marketing product list).
Fixed the warehouse inventory list going completely blank once stock was drawn down.
Fixed the Reports lists leaving white bands above and below while scrolling.
Fixed the empty corner between a vertical and a horizontal scrollbar showing the background through it.
Fixed CJK text sitting too low and clipping in window titles, the menu bar, and text fields.
Fixed a composing Korean syllable not reaching search results until it was committed.
Fixed F5 quick save doing nothing while a window was open.
Fixed the daily upkeep row in building windows showing less than what is actually charged; inflation and executive reductions were missing from it.
Fixed awareness figures in the city and competitor detail windows jumping twice while a day rolled over.
Fixed long prices in retail and factory windows drawing over the [-][+] buttons.