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Factory Town 2: ParadiseNewsPatch Notes 138
In-game event

Patch Notes 138

Factory Town 2: Paradise · published 15 Sep 2026, 19:39 UTC · build 25243232

All newsPlayers around this dateRead on Steam

Visual Improvements

  • At nighttime, the lit windows from buildings have more glow and the light will affect the world around them

  • Building lights don’t all turn on at the same time - there is some randomization attached so it looks more realistic

  • House lights only turn on when a villager is currently inside. Farm/Forester/Harvester Hut lights only turn on when a villager is assigned (but doesn’t need to be currently inside)

  • Note: Impact of these lighting changes should be minimal, but do have a slight performance cost. If you want, you can go into Options / Video / Object Lights to turn the lights off. Buildings will still use an emissive texture to make it look like they are lit up, but that has basically no effect on performance.

Performance Improvements

  • Added cap to simulation step size, to prevent framerate hitches from causing larger than ideal simulation step sizes. Potentially this means the simulation runs slower if your overall framerate is very low, but that's probably for the better since it will make the simulation more predictable.

  • Pipe items run at higher simulation step resolutions, to avoid inconsistencies when items are moving fast but framerate is low

  • Improved performance for belt & pipe items that were not able to move, workers that were off camera, and water trenches that were at equilibrium

  • Transaction icons are hidden if they originate far from the camera

Features

  • Added Creative Mode and Starting Biome option to the Create Game settings

  • Added 'max worker count' upgrade to Pasture Barns

Misc Improvements

  • Quest List Items are formatted better - Header and requirement items can now resize their height based on label size

  • Worker Level Up sound doesn’t play if workers are far off camera

Bug Fixes

  • Fixed meteor destruction & stardust count rows overlapping with Quest panel header

  • Fixed bug: the Custom Game menu’s ‘modifiers’ checkbox list was not reset when being displayed, causing unintended settings to be applied (or not applied) if revisiting the menu

More from Factory Town 2: Paradise

Other announcements

All news
In-game event23 Sep 2026Patch Notes 140New Features · Added Miner Hut - allows 'cultivation' of nearby stones & minerals. Cultivated stones & minerals regenerate at the same speed, but regenerate twice as many resources the next time their regeneration cycle completes. After that, they need to be cultivated again. (Building is currently a placeholder, it will eventually have unique art for it that is not just a recolor) · Added Dutc…In-game event21 Sep 2026Patch Notes 139Misc Improvements · Build and Inventory hotbars can now be displayed simultaneously across the bottom of the screen. If you want to disable them, or revert to the older 'toggle' behavior, those options are in Options / Interface / 'Build Hotbar' and 'Inventory Hotbar' (On, Off, or Toggle settings) · Can more easily edit Build and Inventory hotbars when the Build Menu or the full Inventory Panel…Major update10 Sep 2026Steam Deck & Controller support added!Steam Deck & Controller Support You can now play Factory Town 2 comfortably from your couch! Whether you have a Steam Deck or a regular gamepad, the game's input has been overhauled to allow full functionality and easy navigation using these devices. I tried my best to add helpful glyphs around the UI, but if you're curious here are the useful mappings: Control Action Left joystick Move Avatar…