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Factory Magnate

Factory Magnate Steam news

Rising Tail | Apr 28, 2026 | game

Released

0players observed · 22 September 2026 - 13:31:20 UTC

CasualSimulationStrategySteam Store

  • Latest observed playersNot available
  • SteamPulse tracked peak8
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score71% positive

Factory Magnate news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed playersNot available
  • SteamPulse tracked peak8
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score71% positive
  • Total reviews21
  • Release dateApr 28, 2026
  • DeveloperRising Tail
  • Publisherindie.io

Genres: Casual, Simulation, Strategy

Company pages: Developer: Rising TailPublisher: indie.io

Top Steam chartsTop 100 gamesGame directorySteam Store page

Factory Magnate Steam news

Factory Magnate news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Factory Magnate: 20% Off in the Steam Summer Sale! - 25 June 2026

    Factory Magnate is 20% off in the Steam Summer Sale, June 25 to July 9.Since the release ~2 months ago, the game has been updated to provide fixes and quality of life improvements, as well as translations for multiple languages. It's safe to say that the most apparent bugs have been squashed by now.Grab your copy now, and also check out the other great indie games on sale during the Summer Sale.

  • Update notes - v. 1.06 - 24 June 2026

    Added Polish language. Shoutout to Lordi on Discord. Also huge thanks to Phildjii who updated the font to support Polish.I'm still looking for translators! If you are fluent in Italian, Spanish, Portuguese, Swedish, Norwegian, Finnish, Dutch or any language at all, and want to help translate the game - then let me know. Hop on Discord or email me at [email protected].

  • Update notes - v. 1.05 - 18 June 2026

    Small update for translations, no content changes.Bunch of translation fixes for the objective complete screen:Perk names were missing translations.Perk rarity were missing translations.Flavor text were missing translations.I'm still looking for translators! If you are fluent in Italian, Spanish, Portuguese, Swedish, Norwegian, Finnish, Dutch or any language at all, and want to help translate the game - then let me know. Hop on Discord or email me at [email protected].

  • Update notes - v. 1.04 - 26 May 2026

    The game has now been out for a month, so I guess it's time to drop the "post release" notes and just call them regular update notes 😊This update is mostly about language, but I sneaked one QoL fix in as well.QoL: Rotating clipboard with a container will also update container input/output accordingly. Thanks to TheKiromen on Steam forum.Bugfix: Cutting and pasting containers would/could remove some side configurations. Also thanks to TheKiromen.Added a language select panel in the main menu for quick and easy access to change language.Fixed a few bugs in the translations system. Mainly buttons not updating their text after changing language.Added German language.Added French language.Added translators to the credits screen.Huge shoutout to Xandrak and Sphar on Discord who made the two new translations possible! And having said that, I'm looking for more translators: Are you fluent in I…

  • Post-release update notes - v. 1.03 - 12 May 2026

    Today marks 2 weeks since release, and here's another round of fixes and improvements.Changed the number font to a monospaced version. This should make rapidly changing numbers in the top bar less annoying to look at. Suggested by Uglybob on Discord.UI scale 2 on 4k screens will now display larger block buttons in the tool bar.QoL: Clipboard can now be rotated. There is a new shortcut key for this, by default bound to R, but it can be changed in the key binds.QoL: Conveyors can now be rotated in the 4 cardinal directions, also by pressing the rotate key (default bound to R). Note: If you drag-build, the direction is still automatically determined, regardless if you rotated or not.Bugfix: The neural interface item would draw as a pure black sprite on conveyors (it would draw correctly in UI). This was due to a simple item outline glitch, now fixed.Bugfix: Crash when Steam user name conta…

  • Post-release update notes - v. 1.02a - 4 May 2026

    Just a small hotfix to patch up a few mistakes in 1.02.Bugfix: Pasting sawmills would not reset the recipe, allowing them to keep producing even when not next to wood tiles. Talk about renewable!Bugfix: Containers could reset a side configuration in some cases where it shouldn't.Bugfix: The failsafe for drone signals I added in 1.02 apparently was a little too eager to call for drones. Should be fixed now.

  • Post-release update notes - v. 1.02 - 3 May 2026

    Hey Magnates. The second post-release patch is here. This time I fixed two very important performance issues and a few other things. So, if you have had any stutters happening, I humbly suggest you try again and see if they are gone now.Bugfix: Block sound emitters would eventually overwhelm the engine, leading to massive stuttering. Huuuge thanks to DerPumu on Discord who helped me discover this and test the fix.Bugfix: A memory leak situation was fixed. Also thanks to DerPumu for drawing my attention to this.Bugfix: All blocks will now display the degraded performance status (when it applies), not just miners.Bugfix: Implemented failsafe for blocks signalling maintenance needed to drone depots.Bugfix: Two achievements that used Steam's "average stat" in a sliding 1-minute window wouldn't trigger.QoL: Pasting containers will never try to autoconfigure, even with the disable autoconfigu…

  • Post-release update notes - v. 1.01 - 1 May 2026

    Hey Magnates. The first post-release patch is now uploaded to Steam, so your client should update soon.Bugfix: Balance income/min and expense/min would double after saving and immediately loading again. Note: this was pure representational and didn't affect actual game economy. (Thanks, Goofy)Bugfix: Copying a selection and then selecting a block either from the tool bar or through block shortcut keys will now reset the clipboard and ghost image of the copied selection. (Thanks, DerPumu)Bugfix: Drag-clicking a copied selection would/could lead to massive stutter and was never intended to be possible. That has now been fixed. (Thanks, GirixK)Bugfix: Setting window mode to windowed on exactly 1920x1080 screen resolution would cause issues when resizing the window. (Thanks, Drakiar)Added game option to disable autoconfiguration of containers. It's found in the main options tab. (Thank you…

  • Factory Magnate is officially out NOW! 🏭 - 28 April 2026

    It's here. After all this time, Factory Magnate is officially available on Steam, and I couldn't have made it this far without you.From the wishlists and demo plays to every piece of feedback you shared, your support helped me finish this game. I'm genuinely grateful. Check out the release trailer:🏭 Three reasons to start your empire today:Approachable factory building. No spreadsheets, no wikis, no stress. Just satisfying production lines that click into place.Clear objective-based progression. Always know what you're working toward as you unlock new machines and grow your factory.A factory game you can actually finish. Yes, it has an ending! Reach the top and claim your title as the ultimate Factory Magnate. 💸 Launch discount: 20% off for the next 14 days! 💞 How you can support meAs a solo developer, your support is super important. I don't have a marketing budget or team behind me…

  • The countdown has begun! - 31 March 2026

    It is with great pleasure that I can finally announce the release date for Factory Magnate.▶️ Watch the announcement trailer here:This passion project of mine, that I wrote the first lines of code for back in 2020, is finally a reality after all these years of me working on it through countless evenings and weekends. Completed, cleared, ready for release. I hope you'll enjoy playing it as much as I did making it.📅 Make a big, fat X in your calendar on April 28th!And make sure to tell your parents, partner, dog, etc. - whatever applies to your situation - that you'll be busy that day.To all of you who've had this game wishlisted for so long, I humbly thank you for your patience ❣️And if you haven't already, now is indeed the time to wishlist the game, so you don't miss out on the launch discount.See you soon!- Fey, the developer

  • Factory Magnate is in Steam Next Fest - 23 February 2026

    Hello, Magnates!The day has come. Factory Magnate, my passion project through 5+ years, is finally participating in Next Fest. This may not mean a whole lot to you, but it does to me. I've been looking forward to this day for several years!Why, you ask? Because I always knew that Next Fest would be the very last step before a full release. So, interpret that as you will.If you already played the previous version of the demo, you should know there have been some changes. A considerable amount, actually. If you haven't played it yet, here's your chance to get a taste of the game.I hope you'll enjoy it!Regards,Fey, the sole developer of Factory Magnate

  • Demo update #3 - 20 February 2026

    Router functionality has been reduced to work as a conveyor "bridge". This is equivalent to the old "Cross" mode. The "Distribute" mode has been removed, as it caused issues with items getting stuck in loops between 2 distributing routers. You can use Container blocks for distribution instead.The Container auto-configuration has been improved. A container will now recognize routers as valid inputs/outputs, and hubs as valid outputs.The Codex has been updated to reflect both these changes.Implemented some performance tweaks.Added persistent info/tooltip on how to remove blocks, as it seemed to cause some confusion.If you previously played the demo and want to load your old save, be aware you'll have to review your router setups according to the changes described above.

  • Demo update #2 - 22 July 2025

    Changing key binds will now work without having to relaunch the game.When pausing the game, you are now allowed to move around on the map and zoom. I have a slight suspicion this may interfere with some scrollable UI elements, so let me know if you encounter anything.A bug was reported that if you're right in the middle of placing a block, and the objective complete dialog appears, that block will be placed "all over" (according to mouse movement) when you close the dialog. I haven't been able to reproduce it, but I've made an attempt to fix it anyway. I can't confirm if it works, so let me know either way.Deleting and copying blocks in a selection will now hide the selection box automatically (saving you a click).By popular demand, copying a selection of blocks will now display a ghost image of the selection, making it easier to place. You can press ESC or right click to clear the clip…

  • Demo update #1 hotfix #1 - 18 July 2025

    You know how I said I hoped I didn't introduce any new bugs in yesterday's update? Well.. I did 🤦‍♂️ Apparently I made it impossible to build single blocks.That has now been fixed. Once your Steam client updates the demo, everything should - hopefully - be in order again.I am very sorry for the inconvenience.

  • Demo update #1 - 17 July 2025

    Fixed a bug in the Codex where it wouldn't update/display anything.Fixed another bug in the Codex where entries would be duplicated.Building conveyor belts while panning the map (using WASD) should now work much better. But, as this is a highly important part of the game, please do let me know if I introduced any new bugs.Setting window mode in options will now have immediate effect and not require a relaunch of the game.Items with a sell value of 0 had their sell value hidden in the Codex; sell values will now always be displayed.Made some tweaks to make up for a misunderstanding: Replacing, building on top of or removing a block will always reimburse the build cost of said block (this is not new). However, that reimbursement isn't noticeable unless you keep an eye on the balance while doing it. To eliminate any confusion, I've removed the negative floaty number that appears when repla…

  • Factory Magnate Demo is out now! - 16 July 2025

    Just in time for the Steam Automation Fest, I'm extremely happy to announce that the long awaited demo is now available. For some of you this has been a super long wait of several years, and I thank you for your patience.Factory Magnate is designed to be a sort-of casual entry-level experience for players new to the factory builder genre. With its objective-based approach, I truly believe it's a great way to dip your toes into the world of factory building. But if you're experienced and just want a more forgiving experience that isn't about min-maxing everything and calculating ratios, you might enjoy it as well.Depending on your play style, you can expect about 45 minutes to an hour of gameplay in this demo.Please keep in mind that this is a demo version and there very likely will be bugs and various quality of life things that I have overlooked. That's why I need your feedback!You can…

  • Official Publisher Announcement - 3 June 2024

    Hello! I have some fantastic news to share! As some of you may know, I'm a solo developer who has been working on this game for almost 4 years now, on and off. While I love creating the game, I must admit that the business and marketing side of things isn't my strong suit. Many times over the years, I've wished for a team to handle that part so I could focus on development. Well, that wish has finally come true. I'm thrilled to announce that I'm partnering with indie.io. If you haven't heard of them, I highly recommend checking out their page to see all the amazing indie titles they support. This partnership is incredibly exciting for many reasons. For those of you who may not know, having a game publisher like indie.io greatly helps indie developers focus on game development while they handle all the behind-the-scenes magic. From helping manage store pages to crafting marketing campaig…

  • Devlog #11 - 21 May 2022

    Greetings, Magnates! Oh boy, this update is long overdue. I'm happy to report everything is going well. I picked up development early January and have been at it ever since, although I've been taking it a little bit easy in May. But overall It has been 5 super active months. A lot have happened and many things have sort of fallen into place. I could talk about that for several pages worth of reading, but to save my time and yours, here's a list of the most notable news: Added 14 new buildings and 31 new items, for a grand total of 34 buildings and 55 items. Scope was cut; got rid of the idea of managing multiple factory sites simultaneously. Contract and market mechanics were scrapped. Some unsatisfactory content was removed, most notably water tiles and pipes. Economy as a game mechanic is almost entirely gone; the only purpose of money in the game now is to purchase bonus effects (men…

  • Devlog #10 - 8 December 2021

    Greetings, Magnates! It's been 5 months since the last devlog, but that doesn't mean the game is abandoned. Oh no. My absense is explained by the simple fact that I needed a break. Being an indie game developer isn't easy; it comes with a lot of stress and concern. The actual coding is the least of it all. It's more about living up to expectations, not failing super hard when it releases, worrying that noone will notice and buy the game, that not enough effort was put into marketing and so on and so on. And I just needed to get away from all of that. I'm still dead set on finishing and releasing this game, don't worry. In the mean time, I've been working with an artist. First of all, there are new assets for everything. Tiles, buildings, items, visual effects. This is a great step forward in terms of more broad visual appeal. The new assets are double the resolution they used to be, and…

  • Devlog #9 - 7 July 2021

    Greetings, Magnates! It's been a little longer than usual since the last update, but to make up for it I got some cool new stuff to talk about. Without further ado.. Parking the drones, for now Cargo drones were intended to be the method of selling and transporting goods off the map. Having playtested this feature, I've come to realize it isn't very efficient (in terms of gameplay). So, the new method is to simply transport goods off the map by conveyors; you're paid when an item leaves the map. Nice and simple, easy to understand and utilize. That sort of instant gratification speaks more to me than having to wait for a drone to arrive. I hope the drones can be refitted to have another meaningful purpose, but for now I'm leaving them be. Contracts are making a comeback Contracts are coming back, but in a very different form than before. Contracts used to be the only means of making mon…

Patch notes and updates

S.noRelease datePatch nameGID number
124 June 2026Update notes - v. 1.061836506165546283
218 June 2026Update notes - v. 1.051835871199305402
326 May 2026Update notes - v. 1.041833334318580175
412 May 2026Post-release update notes - v. 1.031832065502823388
54 May 2026Post-release update notes - v. 1.02a1831432155577980
63 May 2026Post-release update notes - v. 1.021831432155575001
71 May 2026Post-release update notes - v. 1.011831432155570477
820 February 2026Demo update #31825093633188556
922 July 2025Demo update #21805431065506750
1018 July 2025Demo update #1 hotfix #11805431065374463
1117 July 2025Demo update #11805431065337435

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