v29(unstable) - New version released.
Hey folks,
After a month and a bit of silence, i am returned.
Now, as these things usually go, i don't remember off the top of my head everything that's changed between v028 to v029.
What i do remember off the top of my head, is that there's a lot of changes - rebalances, reworks, and quality of life changes here and there.
Looking outside your base, you may notice the beginnings of a procedurally generated terrain system. (Though, that's not guaranteed, as the hills might not be tall enough for you to see them). I had gone on a bit of a tangent, and wanted to Impliment it now - for no real reason beyond boredom. It could have waited until later, but here were are.
Now with said terrain system, the player will (in future) be able to engage in more offensive combat operations - flying out to uproot the ecoterrorist menace. I currently have plans for players to do so using drones, with the potential for some aerial dogfighting gameplay coming up - to hopefully break repetitiveness.
I might have fixed the issue with the Repair Conduits randomly not working - i rewrote their code entirely in an attempt to weed out the issue - hopefully with the more detailed tooltip information it'll be more obvious when they're not working due to a bug. Though, there may still be an issue where their visual glow may not match their actual state. (Though fixing that isn't exactly my priority right now)
You will notice that everything repairs a lot slower now - this is intentional. I'm moving away from making base defense a cake-walk, to give players an actual reason to go on the offensive, without having to make the late-game enemies stupid overpowered.
I've also adjusted the general-purpose item selection menu, to organize everything into categories - hopefully making it less difficult to read.
A lobotomized version of the tutorial is present in v029, which should have controller support.
A contributing factor to the duration of my absence was writing, though while I'm not certain any of the writing i ended up actually doing will be relevant, it's given me some ideas as to where I'm going to take the game, - Stay tuned in that regard - which is why i have created a guided, diegetic introduction for the game. No hand-holding, just some emails. You can ignore it entirely if you wish.
I'm releasing this build to give to my playtesters after testing it a little bit myself - break stuff and have fun!
- Phill
Files
Industry Remastered
Profitability is Perfection
Status | In development |
Author | Philllament |
Genre | Simulation, Strategy |
Tags | 3D, Automation, Casual, gamepad, Management, Pixel Art, Singleplayer, Tower Defense |
Languages | English |
Accessibility | Subtitles, Configurable controls |
More posts
- v28(unstable) - Self-testing fixes.Mar 27, 2025
- (UPCOMING) v028 (unstable) - Status update.Mar 18, 2025
- v027(unstable) - Playtesting FixesMar 02, 2025
- v026(unstable) - Playtesting FixesMar 02, 2025
- v0.2.000.1 - QOL ImprovementsNov 04, 2024
- v0.2.0 - Public TestNov 02, 2024
Comments
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i have no starting resources and cannot do first contract. what do?
Firstly, I'd just like to thank you for playing. It's a huge compliment.
What's happening sounds like a bug - make sure you're running on the most recent version (V029), which should have a functioning tutorial.
Beyond that, there's not much i can do to help without debug information;
You can find the game's log file at "C:\Users\[user]\AppData\LocalLow\Phillament\Industry Remastered" and opening "Player.log" (so long as this issue happened the last time you played the game).
sure i can attach log no problems heres pastebin link
https://pastebin.com/FwJeGxGr
Thanks for sharing the file, there doesn't appear to be anything TOO wrong with that log you sent me - if you played the game for a second time after you had the issue, the log information would have been moved to 'Player-prev.log' file, located in the same file directory as before, and while you're at it, could you send me your 'slot0.json' file? Might make this quicker.
I do want to make it clear that: If you play the game again, the player-prev.log file will be overwritten with your newer logs, meaning i can't diagnose the issue, unless the error happens again and we get the logs for when it happens.
I might implement a 'debug bundle' button to make bug-reporting easier via .zip or .txt in the next version.