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Substructure

Substructure Steam news

Dubious Design | Coming soon | game

Coming Soon

GameSteam Store content

SimulationStrategy

  • Steam app typegame
  • Steam App ID3012600
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperDubious Design

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

  • Steam app typegame
  • Steam App ID3012600
  • PriceNo longer available on Steam Store
  • Release dateComing soon
  • DeveloperDubious Design
  • PublisherHooded Horse
  • Parent gameNot available

Genres: Simulation, Strategy

Company pages: Developer: Dubious DesignPublisher: Hooded Horse

No longer available on Steam Store. This app is no longer available for purchase on the Steam Store. SteamPulse keeps live player counts, media, metadata, and historical price snapshots where available.

Top Steam chartsTop 100 gamesGame directoryNo current Steam Store offer

Substructure Steam news

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

Latest Steam announcements

  • Dev Diary #4: Cliffs - 1 September 2026

    Hi, and welcome to Dev Diary 4. After the last diaries foray into the depths of C++ this time let’s swing back to the artistic side of things, with a new feature: cliffs! Cliffs in Substructure serve a dual purpose: they constrain the playspace for our players, forcing them to be creative with how they build their factory; and they help add to the grand illusion of making the game feel 3D by adding some faux height to the world. But this post is about how we make cliffs. Because it's not as simple as it might seem; let's get down to it and first consider the constraints: Cliff collisions must not consume over 4 tiles, as that is the length of the short underground belt, and cliffs blocking some directions but not others would be an inconsistent gameplay experience. Cliffs must tile seamlessly: in camera and world space. Cliff tile borders must not be obvious and repetition should not be…

  • Dev Diary #3: Writing Complicated Code to Avoid Writing Simple Code - 3 August 2026

    Welcome to the third dev diary for Substructure. Last time, we looked at how we build up the layers of the planet visually: the terrain tiles, decals, decoratives, and generation logic that slowly turn a flat surface into something that looks like a strange, usable planet. This time, we are going in a somewhat different direction. Substructure is a game about automation, but, unfortunately, making an automation game also involves quite a lot of automation that players will never see. Some of that work is glamorous. Some of it is writing code so that we do not have to keep writing other code by hand. This diary is about the latter. More specifically, we are going to talk about how Substructure handles data, how Lua definitions become C++ structures, why that process can turn into a small data-shoving factory if we are not careful, and how reflection and annotations help us keep the whole…

  • Dev Diary #2: Creating the Layers of Substructure - 10 July 2026

    This diary will walk you through the way we construct the various layers of the planet in Substructure. Detailing the technical approach we take to generate both the art assets that make up the world and the approach we take to combine these assets to achieve the visual targets defined in our concept art. We construct the art for our planetary layers like a cake - three distinct components - each in the form of 2D images - built on top of each other, each serving a specific visual and gameplay purpose. Base (terrain tiles), Decals (organic surface detail), and Decoratives (the unique rocks and flora that further defines each layer’s identity). Concept These concept illustrations for the first two planetary layers, produced by our Art Director Jamie Martin, established the creative direction for everything that followed. The challenge was to create environments that were visually interes…

  • Dev Diary #1: Setting the Substructure - 15 May 2026

    Welcome to the first dev diary for Substructure. With this series, we want to give you a closer look at how Substructure is being built, what we are working on, and how we are thinking about the game as it develops. Future posts will cover different parts of development, from engineering and art to puzzles, systems, and the broader ideas behind the game. After each post, we will also be available on Discord to answer questions and talk through anything you want to discuss. For this first diary, we wanted to start with the bigger picture: how we think about games, how that inspired the world of Substructure, and where things are heading as we move toward Early Access. Who We AreThe ethereal question. At heart we are gamers. Our two founders have spent thousands of hours playing a range of games together (of the video and board variety). Automation (of course), roguelikes, and survival, m…

  • Factorio mod developer and Hooded Horse reveal new automation game Substructure - 10 December 2025

    This is going to be horrible for my free time. Substructure sounds like a real interesting entry into the factory building automation genre. Read the full article here: https://www.gamingonlinux.com/2025/12/factorio-mod-developer-and-hooded-horse-reveal-new-automation-game-substructure/

  • Announcing Substructure: A Factory Automation Game from Dubious Design! - 4 December 2025

    Hello, we’re Dubious Design! We build games for people who love the struggle. Games that make you lean in, not zone out. Games that don’t hand you answers, but demand that you find them. When you play one of our games, we want you to feel immersed in meticulously crafted environments and compelling systems. We want you to face challenges that are designed with precision and care. This is the philosophy we’re bringing to our upcoming game, Substructure. Check out the announcement trailer, which premiered earlier today on the PC Gaming Showcase: Most Wanted edition: Substructure is our take on the factory automation genre. It puts you on the surface of a rogue planet in the far reaches of the solar system, as part of a hastily-prepared expeditionary mission. You must explore this alien world and exploit its resources in complex production chains. But to truly understand what’s going on, y…

  • Hooded Horse reveal Substructure, a factory sim from a top Factorio modder in which you excavate the layers of a rogue planet - 4 December 2025

    If you were Senior Floor Manager of Earth, and a weird planet innocently appeared on the fringe of our solar system, what would you do? I would probably not zip out there and plant a factory on that planet, in much the same way that I wouldn’t high-five a bear-shaped shadow on the edge of a campsite. But I am not the modder behind beloved Factorio mod Ultracube, who is now part of game developer Dubious Design. Read more

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