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high rated
Changelog for Patch 1.37 (added 03 November 2017):

1) [Feature] Clicking on any point on the options dialog sliders now jumps the slider to that point.
2) [Feature] Hybrid and electric powertrains are now researchable and usable in the game!
3) [Performance] Much better performance for routefinding.
4) [Balance] More fine tuning of the rate at which AI carries out research.
5) [Bug] Fit windows slot now uses the correct red welding robots.
6) [Graphics] The power generators and transformers now have a crackling spark animation playing.
7) [Bug] Fixed bug where a roof or other basic option would not be physically fitted to a car if an upgrade was not installed.
8) [GUI] Moved the slot-picker button and now color it to tie-in with the slot picker GUI, other minor tweaks.
high rated
Changelog for Patch 1.38 (added 14 November 2017):

1) [GUI] Research button tooltips now color to show design/main R&D and queued items by different colors.
2) [GUI] Marketing menu button now greyed out until you have placed your first marketing facility.
3) [GUI] Configure imports button is now a tab on the slot window instead of a separate confusing window!
4) [GUI] The sales matrix now greys out and adds a new tooltip for body styles you have not yet researched.
5) [GUI] The list of car options on the design window is now more visually responsive.
6) [GUI] New window created to make the task of assigning newly-researched techs to car models much simpler.
7) [GUI] Clicking on a disabled (due to tech) slot on the slot picker window now launches the research screen focused on the required tech.
8) [Simulation] Supply stockpiles now need import priorities researched to configure them.
9) [Graphics] All animations now correctly stop when game is paused.
10) [Feature] Cars now stop, and slots display a warning, if a feature is on a cars design but cannot be installed at a slot.
11) [Bug] Deleting an office no longer removes the pre-existing partitions.
12) [Bug] Fixed bug where under certain circumstances there would be 'orphaned' zoom-out icons for cars.
13) [GUI] Summary of achievement progress added to the main menu and loading screens.
14) [GUI] Some UI windows now expand to fit available & required room.
15) [GUI] Corrected wrong scrolling on the sales showroom window.
16) [Simulation] Deleting a slot now credits you with a full refund of the value of any stock in its stockpile.
17) [GUI] When a customers budget is high enough, the feedback on insufficient features now mentions a reasonable missing feature.
18) [Bug] Fixed crash bugs and hangs when returning to the game after sleep/lock/alt+tab.
19) [GUI] Hold down CTRL now (not shift) if you temporarily want to bypass the delete confirm GUI. shift selects the conveyors.
20) [Feature] New car feature, upgrade & research item: Side airbags!
high rated
Changelog for Patch 1.39 (added 21 November 2017):

1) [GUI] Apply model changes dialog (after research) now resumes the game on closing (if it was paused by the previous dialog).
2) [Balance] Some later researchable items have higher research counts now.
3) [Bug] Fixed potential crash bug with slot picker during tutorial.
4) [GUI] When overriding the current research with a new one, existing research gets pushed back into the research queue.
5) [Bug] Fixed anomaly, and eventual crash relating to deleting resource conveyors.
6) [GUI] Some new sounds in the GUI.
7) [Simulation] Doubled the effectiveness of marketing campaigns.
8) [GUI] Percentage completion now shown in achievement matrix tooltips.
9) [SFX] Music now fades out when you zoom in on the factory.
10) [GUI] Achievement popup now shows a car in the unlocked color, if a new color has been unlocked.
11) [GUI] Always present features now white, and dont show availability on the car features list.
12) [Bug] Fixed a crash bug when loading a game, quitting to the main menu then loading another game.
13) [Bug] Finally fixed bug where orphaned 'red' vehicle icons could appear when zoomed out when laying certain junctions.
high rated
Changelog for Patch 1.4 (added 01 December 2017):

1) [GUI] Layout of the car design screen improved so that the horizontal tabs are now lines in a vertical column on the far left.
2) [Feature] The green ticks on slot upgrades can now be toggled to switch upgrades on and off temporarily.
3) [Bug] Fixed crash bug when selecting a car in the bottom pane of the showroom after it was sold.
4) [Bug] Fixed bug where minimalism achievement would not make progress if you had researched any vehicle upgrades.
5) [Balance] Wheel manufacture output doubled, production time shortened.
6) [Balance] Alloy wheel manufacture now requires aluminium, not steel.
7) [Balance] Value of alloy wheels feature increased, and imported wheels increased slightly in price.
8) [GUI] When a slot has been researched and is placeable, but no slot has been placed a flashing 'new' indicator is added to the slot picker.
9) [GFX] Fixed bug relating to invisible metalpress graphics on some slots at some angles.
10) [GUI] Changed power indicator so it has a battery symbol instead of numbers.
11) [Bug] Fixed the 'Too many Path Objects requested!' bug on very large layouts.
12) [Balance] Removed predictive stock control from multi-task slots that receive little or no benefit from it.
13) [Bug] Fixed display bug where R&D Tooltips would not list everything the selected item unlocks.
14) [Feature] New researchable QA specialization allows you to break down the QA process into 3 separate stages.

Known Issues:
1) Those 'new' flashing signs are annoying at the start of a new game. I'll fix that so they have to be unlocked by research for the next build.
2) The red warnings about a slot not being connected to resources might be broken. I need to verify and fix that
3) electric cars shouldn't need emissions tests :D I'll change that...
4) random crash bug. This is very rare, and seems related to sound engine code which we need to really concentrate on for the next build...
high rated
Changelog for Patch 1.41 (added 21 December 2017):

- [GUI] Design scheduler window now has plus and minus buttons as well as allowing text edit.
- [GUI] The 'new' that flashes on and off for slots is now disabled if those slots were already unlocked at the game start.
- [Bug] Fixed bug where you would get an error notice if a conveyor belt went right past a resource importer.
- [Bug] Fixed a bug relating to stockpiles not always accurately reporting when they were disconnected from the resource network.
- [Bug] Fixed bug where save games from prior to build 1.4 would show missing slots for cars that were post-qa but not yet exported.
- [Feature] Electric cars can now drive straight through the emissions check, because hahaha electric cars are awesome!
- [Bug] Fixed bug where in certain circumstances custom lot rents for user-created or edited maps did not save correctly.
- [GUI] Layout for the efficiency and marketplace dialogs changed to give much higher prominence to the important stats.
- [Music] Added 2 new pieces of original music to the game!
- [Balance] There is now a cap on the creation of new loans if you already have 3 taken out.
- [Performance] Optimized processing for when there are a very large number of cars in the showroom.
- [Feature] Smart Junctions can now be unlocked and used.
- [Balance] The price pressure on features, wages and rent is now higher in the long run.
- [Bug] Fixed bug where marketing campaigns were not correctly loaded from saved games.
high rated
Changelog for Patch 1.42 (added 10 January 2018):

- Please make sure to start a new game as saves are not compatible between version 1.41 and 1.42.

1) [GUI] Changes to marketing GUI to make active campaigns more distinctive.
2) [GUI] Event notifications in the bottom right of the screen now flash to draw attention.
3) [Balance] Strength of competition now affects how negatively customers perceive missing (expected) features.
4) [GUI] The Task-picker window now shows the color coding used for zoom-out UI when zoomed out, also some colors changed to be more obvious.
5) [Bug] Fixed crash bug when archiving a car design whilst the production schedule window was open and showing that design.
6) [Balance] Customers will now purchase cars from rivals if competition is high and your brand awareness is low.
7) [Feature] Added options to allow the game to run when in the background, and to disable the floating resource-consumed tooltips.
8) [Feature] New start game window allows you to choose sandbox or freeplay mode (no competition or costs).
9) [Feature] Support for scenarios with goals (and a single test goal added for the first map.
10) [Balance] Slowed down the rate at which market competitiveness changes.
high rated
Changelog for patch 1.42a (added 16 January 2018):

- Fixes a crash when loading saves made in version 1.41.
Post edited January 16, 2018 by DeMignon
high rated
Changelog for patch 1.43 (added 07 February 2018):

1) [Feature] When placing down a supply stockpile or a slot with a mini-stockpile, the stockpile tile now automatically gets a free overhead conveyor belt added to that tile.
2) [Bug] Sandbox text now displayed correctly on choose mission screen when first shown.
3) [Bug] Fixed flickering effect when dragging a potential resource conveyor that started from a supply stockpile.
4) [Balance] Increased the price of robot upgrades by 50%
5) [Gfx] Cars now rotate to the correct facing rather than rotating early, when taking corners!
6) [GUI] Customers who consider a showroom car to have too-low a spec now do not randomly suggest a missing feature (was confusing players).
7) [Balance] Adjusted market competition so its more reactive to your capital expenditure and bank balance.
8) [GUI] Resource importer GUI expanded to show multiple columns when needed.
9) [Content] New scenario added for the second map.
10) [Content] Finish paint coat now uses a new resource: colored paint.
11) [Balance] Reduced the time that stockpiles keep resources that are not being used until they get purged.
12) [Content] You can now manufacture airbags, using a new resource (sodium azide)
13) [Gfx] Added some racks of electrical cable to various electrical-using production slots.
14) [Gfx] Added new animation to polish machine and glass-bending machine.
15) [Translations] Added Italian, Portuguese and Czech.
16) [Balance] Keyless entry now requires central locking to be researched first. (thanks to trifler500)
17) [Feature] Fit dashboard is now researchable to be split into fit controls and fit cabin.
18) [Feature] Market sales matrix tips now take into account current stock in the showroom.
19) [Balance] Vehicle conveyor speed upgrades are now more effective.
20) [Bug] Fix for the 'too many sales records' bug.(also a memory optimisation)

------------

Changelog for patch 1.44 (added 07 February 2018):

1) [Gfx] Added laser-room to sensor manufacture, and fuel-tank press to fuel tank manufacture.
2) [Bug] AI research icons for polished paintwork and aircon now show up correctly.
3) [Balance] Make valves slot output doubled to 2
4) [Balance] Make engine blocks slot output doubled to 2
5) [Balance] Make hood slot output doubled to 2
6) [Balance] Make horn slot output doubled to 2
7) [Balance] Make trunk slot output doubled to 2
8) [Balance] Make window slot output doubled to 2, plus process time increased from 1800 to 5200
9) [Balance] Make steering wheel slot output doubled to , plus process time increased from 2100 to 6000
10) [Balance] Make airbag process time reduced to 14000 (from 21,500).
11) [Balance] Sodium Azide resource cost reduced from 300 to 220.
12) [Balance] Make steel sheet slot output doubled to 2 process time increased from 1600 to 3000
13) [Balance] Make sensor slot output reduced from 6 to 4.
14) [Balance] Make aircon slot process time reduced from 22000 to 14000.
15) [Balance] Make panoramic sunroof steel requirements reduced from 2 to 1.
16) [Balance] Make axle slot output doubled, process time increased and construction cost increased
17) [Balance] Make headlights slot output doubled.
18) [Balance] Make Xenon Headlights upgrade extra process time increased from 600 to 3,200.
19) [Balance] Make Alloy wheels upgrade now has higher power and speed penalties.
20) [Balance] Reduced the time penalty for the make heated steering wheel upgrade.
21) [Balance] Make powertrain slot process time reduced from 7200 to 5200.
22) [Balance] Make wheels slot construction cost increased from 36125 to 54900, process time increased from 1,060 to 2,300.
23) [Bug] Fixed bug where cars would sometimes seem invisible until you zoomed in closer.
24) [Bug] Fixed bug where save games could not load and gave error: Saved subtask not found..\src\SIM_ProductionSlot.cpp 1369
25) [Feature] New games show screen to pick your logo and company name, also editable from the icons on all of the main windows now.
26) [Balance] Reduced the impact of competition on the desirability of car features (less dramatic car pricing swings).
27) [Bug] Fixed bug where some animations did play on certain facilities.
28) [Feature] Resource importers now periodically sort queued objects so slots waiting for resources for longest get their resources first.
29) [SFX] Slot deletion sound volume now varies properly with the size of the deleted object.
30) [GUI] Improved layout of resource importer GUI.
Post edited February 08, 2018 by DeMignon
high rated
Changelog for patch 1.45 Hotfix (added 21 February 2018):

1) [Bug] Fixed anomaly where the large battery upgrade could sometimes still require a small battery per car as well.
2) [Bug] Fixed visual anomaly where previous games efficiency chart data showed up in empty area of slot efficiency chart.
3) [Bug] Fixed issue where the medium map scenario was confused with another scenario when loading in saved scenario games.
4) [Feature] You can now toggle the fading out of music with zoom feature on the options dialog.
5) [GUI] Nicer GUI style for the objectives screen in-game.
6) [Bug] Added code to auto-select sound driver if current sound driver fails to initialise.
7) [GUI] New icons on the vehicle design screen show warnings if features are researched, and universal or common, but not enabled.
8) [GUI] New window appears, when needed on vehicle design screen to show common or universal features you have not yet researched.
9) [Balance] Slot upgrade costs increased by 20%
10) [Bug] Cars always now face the right direction if stationary on load.
11) [Feature] Game now saves minutes as well as hours in save game for the factory time.
12) [Bug] Display time for a production slot details window now correctly updates to show time to process the current car.
13) [Bug] Fixed bug where the flashing 'new' on the slot picker could be incorrectly activated or deactivated.
14) [Bug] Fixed issue where applying upgrades to cars in the post-research screen failed to automatically enable pre-requisite upgrades.
15) [Bug] Post-research screen feature-applying screen now scrolls in both directions!
16) [Bug] Improved stockpile management algorithm to prevent sudden unexplained refunding of resources from stockpiles.
17) [GUI] Redesigned resource price screen so it shows a single generic graph and more sensible layout.
18) [Feature] The first auto-generated design of any new game now defaults to a 20% price markup to make use of markups more obvious.
19) [GUI] Tutorial window background color changed and text animated.
20) [Bug] Fixed bug calculating total vehicles of all types sold for some in-game achievements.
high rated
Changelog for Patch 1.45a (added 02 March 2018):

1) [GUI] New window above each production line-start shows the currently produced car, to draw attention to where the scheduler can be edited.
2) [SFX] Reduced volume of R&D SFX.
3) [Bug] Fixed incorrect warning icon about unselected car features when loading a game.
4) [Bug] Player no longer warned about pre-researched features like visual inspection or emissions checks not being enabled.
5) [Bug] Player no longer warned about missing but incompatible options such as bullbars on a sedan.
6) [GUI] Slot details window bottom tabs now dynamically resize to fit content.
7) [GUI] Some improvements to where the slot error messages appear and what they say.
8) [GUI] Empty office tiles are now highlighted on the map when you try to place an office-only facility.
9) [GUI] Potential import and export slots are now highlighted on the map when you are placing the relevant slot.
10) [Bug] Fixed autosave crash bug, and creation of unloadable autosaves.
11) [GUI] Re-arranged R&D screen so that the top categories are in the same order as the actual production line (chassis first...)


Changelog for Patch 1.46 (added 02 March 2018):

1) [Feature] 8 new in-game achievements.
2) [Balance] Slowed down servo production speed and increased cost of servo production slot.
3) [GUI] Efficiency graph component list now shows consumption in the last whole hour, so its more useful (rather than the current hour!).
4) [Balance] Increased rent of expansion lots on all maps by 50%.
5) [Feature] Expanding the factory now has an additional one-time contract signing cost for each new zone you take over.
6) [Balance] Reduced costs of early multi-task production slots.
7) [Feature] Added Dutch and Polish translations
8) [Feature] Added button to pause/resume production slot progress.
9) [GUI] Changed color scheme of R&D screen so it burns your retinas slightly less.
10) [Bug] Fixed bug where cars could get replaced by white squares if a screensaver kicks in or somehow the app loses focus when fullscreen.
11) [Feature] You can now re-order items in the research queue.
12) [GUI] Slot windows now show total time, plus current task time.
high rated
Changelog for Patch 1.47 (added 12 March 2018):

1) [Bug] Fixed an issue with fit body where resources would be purged just before they were needed.
2) [Bug] Fixed some translation-related issues with certain special characters, and hacked in a workaround for others. Mainly affects Portuguese.
3) [Bug] Fixed bug, most notable with aluminium body, where even if a resource was not needed for any car, slots would pre-order it (and eventually refund it).
4) [Bug] Fixed bug where cars in showroom might seem invisible if you go straight to the showroom before a car of that body type has been drawn in the main world.
5) [Balance] Increased scientists wages by 25%.
6) [Balance] Doubled the cost of extra robot upgrades.
7) [Bug] Fixed broken customer awareness achievement.
8) [Balance] Quadrupled rubber cost, halved tire manufacture rubber requirements, doubled output and increased production time to make it less resource-hungry.
9) [Bug] Fixed bug where marketing campaigns would persist in future games until the game was restarted.
10) [Bug] Fixed crash bug which eventually resulted from placing a new slot on top of a queued car on an existing conveyor. (Resulted in corrupt saves).
11) [Feature] A new blueprint placement mode allows you to plan a factory without spending any money, and then commit the purchase all at once.
12) [Feature] Factory walls now have signs showing your company logo.
high rated
Changelog for Patch 1.47 Hotfix (added 14 March 2018):

- fixed a crash bug
high rated
Changelog for Patch 1.49 (added 26 April 2018):

1) [Bug] AI rivals now correctly check they have researched pre-requisites for a tech before researching that tech.
2) [Bug] Marketing achievement now correctly triggers at $5million, not $1million.
3) [Bug] Finance summary screen now ignores the current hour for calculating lifetime results, so it is consistent with reporting in the other columns.
4) [GUI] Left-clicking on a blueprint now brings up a menu allowing you to move, delete or buy that individual blueprint (if unlocked and affordable).
5) [GUI] Blueprint layouts are now saved and loaded within savegames.
6) [GUI] Features & components windows now moved to be part of the general efficiency window, and component chart redesigned so it shows production and consumption more sensibly.
7) [Balance] Customers now have a wider potential price range they are interested in, but base number of customers per hour has been reduced, so you run out of customers more quickly.
8) [Balance] Marketing campaign effects on brand awareness are now not as persistent as before.
9) [GUI] Breakdown of where customers come from now added to tooltip on market screen customers indicator.
10) [GUI] Redesigned main menu screens.
11) [Bug] Fixed crash bug when placing down a smart junction blueprint, converting it to a proper slot, then saving the game.
12) [Feature] New facility: Half size (mini) supply stockpile!
13) [Balance] Major changes to the costs of the different marketing campaigns.
14) [GUI] Marketing campaign progress now shown in marketing menu buttons tooltip.
15) [Balance] Make door panels, roof and steering wheel slots now takes twice as long but outputs 2 at a time, to reduce resource importer requirements.
16) [Balance] Make aircon power costs raised and production line raised, but output doubled.
17) [Balance] Make exhaust production time increased but output doubled.
18) [Balance] Slowed down production rate of make wheels slot, added more employees and boosted power demand.
19) [Balance] Increased build cost and process time of manufacture rollcage slot, but doubled its output.
20) [Balance] Reduced process time of manufacturing airbags.
21) [Balance] Increased construction cost of make exhaust slot and added 4 new employees to the slot.
22) [Content] Added 16 more car company logos to choose from.
23) [GUI] Archived designs no longer show up in the smart junction design GUI.
24) [Feature] New defect system, new rework station (and research requirement). Visual inspection slots can be placed anywhere, defects affect sales probability, based on new perceived brand quality metric.
25) [Bug] Fixed potential crash on car showroom screen.
26) [GUI] Slot picker now shows more sensible information on research office point generation.
high rated
Changelog for Patch 1.50 (added 08 May 2018):

1) [BUG] AI rivals now correctly check they have researched pre-requisites for a tech before researching that tech.
2) [Bug] Marketing achievement now correctly triggers at $5million, not $1million.
3) [Bug] Finance summary screen now ignores the current hour for calculating lifetime results, so it is consistent with reporting in the other columns.
4) [GUI] Left-clicking on a blueprint now brings up a menu allowing you to move, delete or buy that individual blueprint (if unlocked and affordable).
5) [GUI] Blueprint layouts are now saved and loaded within savegames.
6) [GUI] Features & components windows now moved to be part of the general efficiency window, and component chart redesigned so it shows production and consumption more sensibly.
7) [Balance] Customers now have a wider potential price range they are interested in, but base number of customers per hour has been reduced, so you run out of customers more quickly.
8) [Balance] Marketing campaign effects on brand awareness are now not as persistent as before.
9) [GUI] Breakdown of where customers come from now added to tooltip on market screen customers indicator.
10) [GUI] Redesigned main menu screens.
11) [Bug] Fixed crash bug when placing down a smart junction blueprint, converting it to a proper slot, then saving the game.
12) [Feature] New facility: Half size (mini) supply stockpile!
13) [Balance] Major changes to the costs of the different marketing campaigns.
14) [GUI] Marketing campaign progress now shown in marketing menu buttons tooltip.
15) [Balance] Make door panels, roof and steering wheel slots now takes twice as long but outputs 2 at a time, to reduce resource importer requirements.
16) [Balance] Make aircon power costs raised and production line raised, but output doubled.
17) [Balance] Make exhaust production time increased but output doubled.
18) [Balance] Slowed down production rate of make wheels slot, added more employees and boosted power demand.
19) [Balance] Increased build cost and process time of manufacture rollcage slot, but doubled its output.
20) [Balance] Reduced process time of manufacturing airbags.
21) [Balance] Increased construction cost of make exhaust slot and added 4 new employees to the slot.
22) [Content] Added 16 more car company logos to choose from.
23) [GUI] Archived designs no longer show up in the smart junction design GUI.
24) [Feature] New defect system, new rework station (and research requirement). Visual inspection slots can be placed anywhere, defects affect sales probability, based on new perceived brand quality metric.
25) [Bug] Fixed potential crash on car showroom screen.
26) [GUI] Slot picker now shows more sensible information on research office point generation.
high rated
Changelog for Patch 1.51 (added 01 June 2018):

1) [Gfx] New graphical changes, robots etc for when you upgrade visual inspection.
2) [Bug] Fixed crash bug when deleting large areas of the map, especially importers.
3) [Bug] Fixed crash bug relating to placing down a conveyor belt for cars (seemingly random).
4) [Bug] Possible fix for crash on startup relating to sounds not being found.
5) [Bug] Fix for 'SIM_SupplyStockpile.cpp' crash.
6) [Bug] Fixed bug where a placed and then bought blueprint would permanently block other blueprints from being placed on those tiles.
7) [GUI] Changed layout of component window scrolling so its LHS column then RHS column and not alternating.
8) [Gfx] Changed laser scanner animation so its less strobe-effect.
9) [Bug] Fixed crash when clicking a placed blueprint for a facility.
10) [Bug] Fixed bug where blueprints got duplicated when saving and loading the same game.
11) [GFX] Paint nozzle upgrade now adds extra cannisters to the top of the paint room.
12) [Bug] Fixed various glitches with display of the area delete tool.
13) [GUI] Shift-click to repeat place now also works on blueprints.
14) [Bug] Fixed smart junction UI crash bug.
15) [GFX] QA update now retains a partial inspection structure and qa robots and scanners are improved.
16) [GUI] Placing down an office-only facility will now only highlight unlocked and thus viable office zones.
17) [Feature] Cars will now happily go through a slot that carries out tasks they do not need, if this is the only direction they can go in.
18) [Bug] Prevent loading in or placing of duplicate resource conveyors, and fixed bug when area delete does not seem to remove all conveyors.
19) [Bug] Fixed crash relating to expenses pie charts in some unusual circumstances.
20) [Bug] Visual Inspection, Smart Junctions, and performance and emissions checks no longer cause existing defects to worsen.
21) [Bug] Doubled the resource object limit, for people who want insanely big custom factories
22) [Bug] Added a new texture atlasing system that can re-atlas the files and allow the game to run on older video cards that only support 2048 textures.
23) [Bug] UI for mini supply stockpiles now shows correct range for the slider.
24) [Bug] Fixed corrupt save game bug (very rare) happening if a save game happens between a vehicle selling and being removed from the vehicle list.
25) [Bug} fixed bug relating to heated steering wheel production.
26) [Feature] UI for vehicle details now has a crosshair icon that toggles a followcam on or off.