Status
SteamPeaks
ChartsSalesUpcomingPatchesNewsCalculator
New on SteamEvery app, DLC and depot the minute Steam creates itAppsEvery app on Steam, newest change firstPackagesSubs and bundles, and what each containsDepotsDepots, manifests and install sizesTagsSteam's user tags and the games under themDevelopers & publishersCompanies and their cataloguesTechnologiesEngines, SDKs and anti-cheat found in the filesChange historyEvery PICS changelist as it lands
SignalsNineteen readings of the whole catalogueCompareAny games side by sideRecordsAll-time peaks and the days they were setReportsWeekly and monthly write-upsAlerts & newsroomWatch a game, get told when it movesSteam statusIs Steam up, right nowWeb API explorerTry the endpoints in the browser
NewsSteam's own announcements and the sales calendarCalculatorWhat a Steam account is worth, and its pile of shame
/
Sign in
/
SteamPeaks
The ultimate resource for Steam data.
ExploreChartsSalesSales and festsUpcomingPatchesNewsRecordsTrendingSignals
DatabaseAppsPackagesDepotsTagsDevelopersTechnologiesChange history
ToolsCalculatorCompareSearchAlertsSteam statusAPI
SiteMethodologyFAQDiscordSupportSign in via Steam
Not affiliated with Valve or Steam. Game names and artwork belong to their owners. All times UTC.
PrivacyCookiesFair useStatus
AutoForgeNewsAutoForge 1.0 Release Window Announced!!!
Community

AutoForge 1.0 Release Window Announced!!!

AutoForge · published 25 Jun 2026, 14:43 UTC

All newsPlayers around this dateRead on Steam

After working on our last Major Update, Shared Workload for so long, we were excited to get started working on the what's next... And with that we are thrilled to announced that this next Major Update will be the 1.0 release for AutoForge, coming this Fall - this means we have some HUGE plans for it! These massive changes do come with some rebalancing & costs, but they'll be worth it. Let's dig into it!

Resource Veins

One such change that we've had planned for a while now is a complete revamp of the method of resource mining. Resource Deposits as they are now - background tiles with stacked density that are harvested over and over, harvested with multiple drills - are being replaced with small clusters of Resource Veins. Acting like Wellsprings, Resource Veins have an infinite amount of resources to be extracted, with output limited to the single drill that is placed upon it.

This change alone is massive and has deep repercussions throughout the entire game. By making resources infinite it allows players to know exactly how many resources are available to them at any given point. This helps the player know exactly when they need to go out exploring for new resources. This also simplifies mining setups and allows for quicker upgrades & optimization.

Quality of Life Goodness

AutoForge has already had an incredible amount of quality-of-life changes, but more is always better! Another incoming improvement helps deal with one of our other resource types - Fluids. We've heard your feedback and have been wanting to make pipe logistics more transparent so that players can actually understand how their Fluid networks are working and I guess, even more importantly... if they're working. Our first step to achieving this comes in the tasty form of "ports"; little windows that periodically appear on pipelines that will display what and how much fluid is traveling through each said line.

Rebalanced

We have been wanting to review the balancing of the game for a while now and introducing Resource Veins coincided nicely with that. However, what was originally planned to be simply changing a few recipes and technologies has turned into much, much more. I have just finished working on all of this and can tell you that literally every single recipe, technology, farming and husbandry has been changed. I plan to do a deep dive into these changes between now and the 1.0 launch but for now I'll tease that the game's progression is going to be much smoother with rounder, crunchy numbers. In general, everything should be a lot nicer to deal with - the math is mathing a lot better and resources and recipes have a much more cohesive flow - more on this soon!

Price Increase

Now that we are finally heading towards full release after over two years in Early Access, we believe it is time to do our planned price increase. In early August we plan to increase the price of AutoForge from $19.99 to $24.99 (USD). We believe this new price will better reflect the quality of the game and brings it more in-line with other titles in the Factory Building genre. The Steam Summer Sale will likely be the last chance to pick the game up at the current price with a good discount - so don't miss it!

Save Wipes

When 1.0 launches all previous saves will become unavailable to play on. We have done our best during Early Access to avoid doing save wipes with only one occurring for the 0.4 update. When this happens, we will still provide access to the latest 0.7 build for players to continue their old saves from if they wish to. For 1.0, starting everyone off on a new world allows us to make some dramatic changes to the game that we have been wanting to for some time now, so it'll be worth it!

Community Survey

Before we get too deep into 1.0 development, we also want to take advantage of being in Early Access one more time to get another round of feedback and hear about what's important to you. This will help guide us over the coming months and the survey itself should only take a few minutes.

Community Survey Link

Thank you in advance to all that take a moment to share their thoughts! Early Access has been a wonderful experience so far and AutoForge wouldn't be the same without all of YOUR valuable feedback!

Looking Forward

We still have a lot of time between now and the 1.0 release and there's lots to cover, so we'll have more to share as we go down that road. For now, thanks for being with us on this journey so far! We can't wait to see AutoForge take its Full Release Form and so with that in mind...

Let's get building!

Jasson & James

More from AutoForge

Other announcements

All news
Announcement4 Sep 20261.0 Release Date AnnouncementAutoForge will be leaving Early Access with a 1.0 release on October 28th! Puk-puk! Over 7 years ago, I started development on AutoForge as a "shorter" game project. This has been a long time coming but we wanted to build the best game we could. With the 1.0 release we are bringing many huge changes - so much so that I almost considered skipping straight to a 2.0 version (I am joking)! We have…Community28 Aug 2026Development Update - August 2026Greetings Golems We have been working hard on 1.0 and we're making some great progress. Today I want to share with you what I (Jasson) worked on last month. Overall, I think that AutoForge (currently as of 0.7), performs quite well even with larger factories, but I fully admit that it begins to struggle in the late game with some frame rate loss. This performance drop is largely due to all of t…Game update24 Jun 2026Patch Notes for v0.7.42Yet another very small patch! These issues were brought to my attention yesterday and I wanted to get a patch out with it before moving back to the next major update for the time being. Changes · Resolved issue with some UI interactions not always working correctly on the client such as setting item filters · Resolved issue with splitter output disabling/enabling not working fully on clients