Farm Factory Simulator · published
Hi farmers, 😄
Thank you very much to everyone who has played the Farm Factory Simulator Demo and shared feedback, reports, and suggestions with us.
Since the previous public build, we have continued improving the core farming and automation systems while also adding a new processing layer to the production flow.
This update introduces the first Processor Machine available in the demo, additional Picker and Filter Machine variants, several production-line improvements, quality-of-life changes, visual additions, and bug fixes.
Please note that the current demo progression is limited to Level 5. Some future content may be visible in the game, but content requiring a higher Level cannot yet be unlocked or used in the demo.
Here are the updates included in the latest version that are currently accessible in the Demo.
Production in the demo can now continue beyond harvesting and storage with the addition of the Cannery & Press.
The Cannery & Press is the first Processor Machine available within the current demo progression. It allows raw commodities to be converted into processed products through recipes.
After placing the machine, you can open its settings and select an available recipe through the Recipe Picker. The selected recipe shows which ingredients are required before the machine can begin processing.
Within the current demo progression, the Cannery & Press can be used to produce Paprika Paste from Bell Peppers.
This introduces a new production flow:
Farm → Picker Machine → Conveyor → Storage → Cannery & Press → Storage or Store
Processing gives harvested commodities another purpose and creates more opportunities to build longer and more organized production lines.
Additional Processor Machines and recipes exist as part of the broader game content, but they require progression beyond the current Level 5 demo limit and are not yet playable in the demo.
Added Picker Machine B as an additional option for automatically collecting commodities from nearby Farm Machines.
Like the existing Picker Machine, it collects available harvests within its scan area and places them onto a connected conveyor.
The additional variant provides another machine shape and layout option when arranging farms, conveyors, and nearby production equipment.
Picker Machine B becomes available within the current demo progression.
Added Filter Machine B and Filter Machine C.
These variants perform the same core filtering function as the existing Filter Machine, allowing selected commodities to be directed through the appropriate output.
The new variants give players more options when designing conveyor layouts and separating different commodity flows.
All three Filter Machine variants are available within the current demo progression.
The Machine Monitor has been updated to provide clearer information and more direct control over each machine.
Depending on the selected machine, the monitor can now display:
The machine name.
Current item count and maximum capacity.
Machine Level and speed information.
Available option toggles.
An Eject button for removing stored items.
The currently selected recipe for Processor Machines.
These additions make it easier to understand what a machine is currently holding, how it is configured, and whether something is preventing it from continuing production.
Filter Machines can now be configured to accept multiple commodities at the same time.
Instead of limiting a filter to only one selected commodity, you can create broader routing rules for production lines carrying several item types.
Category-based options such as Any Type are also available where applicable, making it easier to group related commodities without selecting each one individually.
Conveyors and connected machines now handle full outputs more reliably.
When the next machine or storage destination cannot accept another item, commodities will remain queued on the production line instead of disappearing or stacking incorrectly.
This also makes bottlenecks easier to identify. When a conveyor stops moving, you can inspect the connected storage, filter settings, or processing machine to determine which part of the line needs more capacity or a different configuration.
Picker Machines now handle nearby farm storage more consistently within their scan area.
Newly placed Picker Machines also begin with their Focus Commodity set to None, allowing players to configure the intended commodity before the machine begins collecting.
This helps prevent the machine from immediately collecting an unintended harvest after being placed.
Equipment boxes containing the same machine type can now share one carrying slot.
This makes it more convenient to purchase and transport several copies of the same machine while expanding a production line.
Added a Skip button to manual box-transfer interactions involving:
Farm Machines.
Storage Machines.
Store Racks.
The transfer can now be completed immediately when you do not want to wait for the full animation.
Large save files are now handled more efficiently.
This improvement is intended to reduce memory-related issues and the risk of crashes as more machines, commodities, and production lines are added to the farm.
Added new 3D pipe details and posters around the store area.
These additions do not change the store's functionality, but they help the environment feel more complete and better connected to the farm-factory theme.
Added clearer hover feedback across several interfaces, including:
Main Menu.
Pause Menu.
Confirmation popups.
Tablet menus.
Seed and machine purchasing menus.
These effects make it easier to see which option is currently selected before confirming an action.
Fixed an issue where items could not be taken from a Store Rack when the carried box already contained the same commodity.
Fixed an issue where the Price Tag could not be edited after an assigned Store Rack became empty.
Fixed building overlap issues around the store area.
Fixed an issue where customer tote bags were not cleared correctly after customers left.
Fixed an issue where the in-game clock could continue at the beginning of the day before the store was opened.
Updated customer payments so checkout transactions use card payments correctly.
Fixed an issue where using Eject could destroy an item currently held by the Picker Machine.
Fixed the claw extension so it can correctly reach valid targets within its supported scan and extension range.
Improved the message shown when a Storage Machine cannot output an item, including cases where the commodity type is not accepted.
Fixed an input conflict by updating the affected controller binding.
Improved gamepad navigation in the Settings menu.
Improved previous and next navigation within Tablet menus.
Fixed gamepad navigation issues in the Bug Report menu.
Restored the correct Factory label across supported languages.
Corrected several Store-related translations.
Thank you again for playing the Farm Factory Simulator Demo and for continuing to share your feedback with us.
We are still reviewing your reports and suggestions, and we will continue prioritizing changes based on their feasibility and impact on the overall gameplay experience.
The current demo is limited to Level 5 and provides access to the basic farming, livestock, automation, storage, selling, and early processing systems with limited content. Additional machines, commodities, recipes, areas, and progression will become available as development continues toward the full game.
If you encounter any issues or unexpected behavior, please report them through the in-game Report Menu and/or the Steam Discussions so we can investigate further.
See you on the farm! 🌱