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Captain of Industry

Captain of Industry Steam news

MaFi Games | May 31, 2022 | game

Released

1,300players observed · 6 October 2026 - 01:01:36 UTC

IndieSimulationStrategyEarly AccessBase-BuildingSteam Store

  • Latest observed players1.3K · 6 October 2026 - 01:01:36 UTC
  • SteamPulse tracked peak7,781
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score90% positive

Captain of Industry news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

  • Latest observed players1.3K · 6 October 2026 - 01:01:36 UTC
  • SteamPulse tracked peak7,781
  • Units sold (VGI)No data available
  • Revenue (VGI)No data available
  • Review score90% positive
  • Total reviews11,408
  • Release dateMay 31, 2022
  • DeveloperMaFi Games
  • PublisherMaFi Games

Genres: Indie, Simulation, Strategy, Early Access

Company pages: Developer: MaFi GamesPublisher: MaFi Games

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Captain of Industry Steam news

Captain of Industry news collects recent Steam feed items, update posts, and announcements that SteamPulse can associate with this app.

Latest Steam announcements

  • Patch notes for v0.8.7d - 23 September 2026

    Improvements * The selected game speed now stays highlighted while paused, and the pause button toggles. * A save that fails because the drive is full now reports the free space instead of a generic error. Simulation determinism * Fixed cargo depots and shipyards losing their blocked ocean area in ship path-finding on every load. * Fixed bridge entrances closing and reopening during load. * Fixed forest floor growth processing trees in a different order after a load. * Fixed more minor things causing divergence such as unreachable designations, pending ship pathability changes, and train path searches. Fixes * Fixed T2 universal wagons getting stuck at loading stations because they advertised one more unit of capacity than they could load. * Fixed the truck dump bed animation breaking when the game was paused mid-dump. * Fixed newly spawned vehicles briefly rendering at the position of…

  • Patch notes for v0.8.7c - 15 September 2026

    Improvements * Transports and mini-zippers now highlight the ports of the entities they connect to (including their suggested product icons). * The in-game hub UI now loads images and files from a CDN, making loading faster. * The in-game downloader now verifies the integrity of every downloaded file. Simulation determinism * The game is now deterministic across a save/load boundary. A loaded game continues exactly as the game that saved it would have. * Fixed number formatting and parsing that depended on the operating system's locale, which was a source of errors (e.g. "1.5" vs "1,5"). * Entries sorted by translated names are now sorted according to the in-game language instead of the operating system's locale. * Fixed train path-finding reading track and train state that could change mid-search. * Fixed partially loaded bridge path-finding heuristics steering vehicles away from whole…

  • Patch notes for v0.8.7b - 10 September 2026

    Simulation determinism * All simulation math now runs on a pure-integer arithmetic, so results are bit-identical across CPU vendors and machines. * Fixed vehicle path-finding that could finish on different ticks on different machines. * Fixed ship path-finding behaving differently depending on whether the pathability overlay was open. * Fixed terrain props (rocks, bushes) generating non-deterministically. * Fixed erosion particles overshooting their step during map generation, which could reach far enough to cause a race conflict with a chunk generated on another thread (this fix applies only to newly created games, existing saves are unchanged). * Terrain generation now computes a fingerprint that is checked on load, reporting a warning on mismatch. Added the print_terrain_fingerprint console command for bug reporting. * Fixed the cut & paste tool destroying entities outside of the sim…

  • Patch notes for v0.8.7a - 22 August 2026

    * Added new 3D models for T1/T2 Electrolyzers. * Optimized truck buffer balancing when storages or dumping designations are cut off from trucks, which caused FPS drops at high sim speeds (over 10x faster in those cases). * Fixed incorrect layout of height 4 ramp entrances. * Fixed trains planning switchbacks that ignored critical sections when the switchback point was in the middle of a partly critical track piece. * Fixed trains that reversed while holding block reservations never releasing them. * Fixed grade 1:4 to grade 1:8 track transitions being used when building in G8-only mode, they are now allowed only when building from or attaching to a G4 piece. * Fixed path-finding heuristics for tracks with R30 curves.

  • Patch notes for v0.8.7 - 11 August 2026

    New content and improvements * Modular ramps can now go up to height 4, being able to go above train tracks. * Vehicles now approach ramps slightly faster. * Trade dock cargo is now included in the global search. * Increased the number of switchbacks allowed in a single train path from 16 to 32. * Trains no longer plan switchbacks inside critical sections. * Vehicles that cannot cross water no longer report "struggling to navigate" because of bridges. * Improved job assignment so that regular trucks stop hogging cargo reservations that only amphibious trucks can deliver. * Pasted blueprint strings are now limited to 64 levels of nested folders. Performance * Virtualized the save and load window lists, removing the lag caused by having too many save files. * Optimized the train track inspector; checking whether tracks can be electrified is now spread over several frames to avoid a hitch…

  • Patch notes for v0.8.6b and v0.8.6c - 31 July 2026

    v0.8.6b * Fixed a possible game freeze in highlight rendering and restored the tower highlight on area hover that was temporarily disabled because of it. * Fixed transport highlights that could get stuck or attach to the wrong transport right after an upgrade. * Fixed an error when splitting a transport that had a pending downgrade or replacement. * Fixed transport previews not being removed after canceling a drag placement. * Fixed a stranded pause icon when demolishing paused transports. * Fixed aprons flattening nearby terrain that they should not affect. * Ramp entrances no longer flatten terrain under their open areas. * Auto-placed surfaces now override buried surfaces, so a building placed over a dumped-over surface gets its surface properly. v0.8.6c * Improved blueprint grid visuals for train tracks and conveyors. * Fixed transports being destroyed whole by floods, asteroid impa…

  • Patch notes for v0.8.6a - 20 July 2026

    * Improved belt graphics to make the belt direction more visible. * Temporarily disabled the tower highlight when hovering its area to prevent a game freeze/crash. * Fixed train station modules disappearing when zoomed out too far. * Fixed train track overlays rendering incorrectly against blueprint stations and tracks. * Fixed a minor shelf visual issue on the T2 universal wagon. * Fixed vehicles jumping when entering or exiting roads in laggy games. * Improved vehicle following detection to reduce potential vehicle deadlocks. This is just a hot-fix, don't miss our today's Update 4.2 release! https://store.steampowered.com/news/app/1594320/view/674000651716396623

  • Update 4.2 is out now! - 20 July 2026

    Hello, Captains!Update 4.2 has just landed, and it’s a big one: full COI Hub integration directly in the game, modular ramps, a host of new train features, and major performance improvements. We’ve also put together a new trailer highlighting the key features, while this post takes a closer look at everything included in the update. Important: If anything seems off after updating, use Steam’s Verify integrity of game files option. Several players on the experimental branch found that Steam had not applied the update correctly and left the game in an inconsistent state.You can read all of the details about today's update on our blog post.You can watch the Update 4.2 trailer here:Full Patch Notes:New feature: COI Hub integration * Added a Mod Manager that lets you browse mods from COI Hub and install/update them directly in-game. * Maps from the Hub can be browsed, downloaded, and updated…

  • Captain's Diary #56: How we made products rendering 20× faster - 13 July 2026

    Welcome everyone to today's edition of Captain's diary. I am Captain Marek and today I will be talking about some serious performance improvements we've done over the past few months. Are you ready for 20x faster products rendering?Before that, I have an important announcement. Update 4.2 is nearly finished and will be released on the 20th of July! The key new features to look forward to are: An in-game COI Hub integration for mods, maps, and blueprints.Universal wagons for trains that can carry all 3 major types of cargo.More train track pieces like 2-tile s-bends or grade changes.Train waypoints with allow/deny options.Ability for trains to autonomously go forward and reverse on bi-directional tracks if that's the shortest path.New statistics for all products showing detailed usage breakdown.Performance optimizations described in today's diary.And more!Click here to see the full post…

  • Patch notes for v0.8.5 - 2 June 2026

    Improvements * Increased the maximum camera distance by 50%. * Added a new adaptive simulation speed mode that lowers the sim rate before frames start dropping, keeping the game smooth under heavy load. It is the new default and can be changed in the settings. * Mine and forestry towers areas, and logistics zones, can now be edited together. Editing one area shows all of them at once so it is easy to switch between them. * Added a configurable Ctrl+M shortcut to open tower area editing directly without going through an inspector. * Hovering a tower area now highlights the tower it belongs to and shows a connecting line. * Surface clearing now respects truck zone construction filters. * Train station modules now distribute products evenly between both sides. * Reworked linked storages: - A storage can now only be linked to a single station. - Logistics is automatically disabled on the li…

  • Patch notes for v0.8.4b - 11 May 2026

    * Train network unload modules now default to 100% threshold (always demand) instead of 0%; load modules still default to 0%. This makes train networks work out of the box without configuring sliders. * Train dispatcher now tiebreaks between equally-good idle trains by picking the one closest to the supply station. * Improved colliders for train tracks, stations, bridges, and roads. * Improved fluid and loose train wagons 3D models to LOD popping. * Fixed that two mods both using a config.json file would fail to register. * Fixed that trains could align at the wrong module or fail to match departure conditions when the station was changed during alignment. * Fixed that two trains needing the same fuel type at the same fuel station could interfere and neither would receive fuel. * Fixed that train networks could ignore higher priority jobs in favor of lower priority ones.

  • Patch notes for v0.8.4a - 8 May 2026

    * Cargo depot and station modules now show input/output products, and the product search now includes trains. * Reintroduced network train timeout based on transfer inactivity rather than total time at station, with a notification when a train is forced to depart. * Terrain inspector tool no longer rounds tile sizes. * Fixed terrain physics stopping on tiles touched by a recovery save load. * Fixed terrain physics and disruption not fully recovering after loading a recovery save. * Fixed config references becoming stale after save/load, which could cause difficulty changes or mod overrides to apply to outdated copies. * Fixed stacker tower premature warnings. * Fixed that ramps could be built perpendicular to start ports when port avoidance was enabled, preventing the port from being used. * Fixed balancing between flipped train stations. * Fixed unstable pipe start direction when the f…

  • Captain's Diary #55: Forum and Mods on COI Hub - 4 May 2026

    COI Hub now supports mod hosting and forums. Update v0.8.4 adds recovery saves, a terrain inspector, and performance improvements. Feel free to read the full details on our blog at https://www.captain-of-industry.com/post/cd-55

  • Patch notes for v0.8.3a - 19 April 2026

    * Optimized train state synchronization (up to 10% FPS gain in train-heavy games). * Added more zoom-to-cursor options with a new default (check settings if you prefer the previous behavior). * Added a camera motion damping slider. * Fixed blueprint rotation misaligning multi-tile surfaces relative to decals and other entities. * Fixed errors and visual glitches on instanced entities after switching them between blueprint and placed state. * Fixed error when drag-placing train tracks after a previous placement had been aborted mid-sequence. * Fixed error after loading certain saves with ocean-adjacent entities. * Fixed a rare issue where an unsupported conveyor or pipe could disappear when a connector was placed on it.

  • Update 4.1 – Trains networks and Quality of Life - 16 April 2026

    Ahoy everyone, Captain Marek here with an exciting announcement: we’ve just released Update 4.1, bringing fully automated train logistics, along with lots of smaller features and quality-of-life improvements.Checkout our blog post for all of the details!

  • Patch notes for v0.8.2c - 23 March 2026

    * Fixed highlighting of train tracks on bridges.

  • Patch notes for v0.8.2b - 22 March 2026

    Improvements * Reduced memory consumed by bridge meshes by up to 80% through mesh deduplication and caching. * Mod directory name must now match the mod's ID (from the manifest), misnamed directories are now rejected with a an error message. * Moved pipes before molten metal channels in the entity list. * Trains no longer slow down for waypoints when they can proceed directly to the next station. * Non-amphibious trucks no longer attempt deliveries to entities fully in the ocean. * Rocket assembly depot now displays its computing requirement in the building inspector. Fixes * Mine tower trucks with export routes now wait for their assigned tower's designations instead of dumping elsewhere. * Mine tower trucks now respect the logistics zone mask when dumping to non-assigned towers. * Fixed that the bridge lane inspector would not show the double-lane option for inner lane buttons. * Fixe…

  • Path notes for v0.8.2a - 14 March 2026

    Improvements * Optimized bridges initialization resulting in ~40% faster content loading. * Bridge segments whose pillars are entirely on land can now be built using unity build. * Excluded pillars, poles, and other infrastructure entities from global search results. * Re-ordering a ship to a new world location no longer sends it back to the dock first. * Speed increase keybind no longer cycles into super speeds when they are not activated. Fixes * Fixed that FBR enrichment would skip a beat every now and then due to remaining fuel life amounts not being carried over to the next cycle. * Fixed that train pathfinding underestimated the cost of routing through stations, causing trains to prefer pathing through stations unnecessarily. * Fixed that boats would spin up to 359 degrees when leaving the dock. * Fixed amphibious dump truck mixed material pile colors. * Fixed a crash related to s…

  • Patch notes for v0.8.2 - 13 March 2026

    New feature: pillar tool* Added ability to add and remove pillars on transport belts and pipes, similar to train track pillars.* Added 'remove_redundant_transport_pillars' console command to remove all redundant transport pillars. We recommend saving your game before using it. Removing redundant pillars can improve performance.Improvements* Stacker tower rails can now be placed on the ocean.* Ocean area notifications now update when entities are moved.* Optimized transport product rendering based on camera distance, reducing transport simulation update time by up to 50% (up to 10% of overall sim update).* Optimized construction manager, up to 8x faster when many constructions are paused (up to 10% of overall sim update).* Optimized ocean-related height change processing, saving about 1ms per simulation step on large saves (up to 3% of overall sim update).Fixes* Fixed amphibious hydrogen…

  • Patch notes for v0.8.1a - 11 March 2026

    * Improved recipe matching for machine copy-paste to correctly handle overclocked recipes and prefer similar recipes across compatible machine types. * Battleships now notify when they cannot reach the world. * Battleships and cargo ships now show a more stable status when unable to reach the world instead of flickering between states. * Optimized train track blueprint and paste placement, reducing large stuttering when moving many track previews. * Optimized pole and pillar generation for train tracks (up to 4.5x faster for large placements). * Fixed that amphibious vehicles would disrupt terrain on the ocean floor under the water. * Fixed that ships could reverse after leaving docks. * Fixed exhaust on all excavators not rotating correctly with the vehicle. * Fixed ocean area recovery requiring incorrect depth threshold. * Fixed billboard and gold furnace layouts. * Fixed locomotive t…

Patch notes and updates

S.noRelease datePatch nameGID number
123 September 2026Patch notes for v0.8.7d1844751498219495
215 September 2026Patch notes for v0.8.7c1843481262705756
310 September 2026Patch notes for v0.8.7b1843481262693634
422 August 2026Patch notes for v0.8.7a1841579228670854
511 August 2026Patch notes for v0.8.71840310314354887
631 July 2026Patch notes for v0.8.6b and v0.8.6c1839676055889178
720 July 2026Patch notes for v0.8.6a1838407329267688
82 June 2026Patch notes for v0.8.51833968530901386
911 May 2026Patch notes for v0.8.4b1832065502822196
108 May 2026Patch notes for v0.8.4a1832065502816359
1119 April 2026Patch notes for v0.8.3a1830163047263577
1223 March 2026Patch notes for v0.8.2c1827626365762938
1322 March 2026Patch notes for v0.8.2b1827626365761241
1414 March 2026Path notes for v0.8.2a1826992588598859
1513 March 2026Patch notes for v0.8.21826992588594673
1611 March 2026Patch notes for v0.8.1a1826992588591049
1711 March 2026Patch notes for v0.8.11826992588588792
1827 December 2025Upatch notes for v0.7.9a1819386365109843
1929 August 2025Patch notes for v0.7.91809235871629921
2019 August 2025Patch notes for v0.7.8a1808061939485225

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