
Steam news
Full Steam announcements and update articles for this title.
Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you have continued to share with us. We are still reviewing everything you send, especially reports related to large factories, heavy storage areas, and situations where many Boxes are active at the same time.
This update focuses on improving Box performance, save and load handling, and stability for larger factory progress. Several systems behind Box labels, icons, physics, distant visuals, and saving behavior have been adjusted to reduce unnecessary processing while keeping the original gameplay behavior intact.
In internal testing, heavy Box-stack scenarios showed more performance improvement. However, the actual result may vary depending on factory size, save progress, the number of active Boxes, and the device specifications used by each player.
With that in mind, here is what is included in this update.
This update includes several optimizations for situations where a factory contains a very large number of Boxes.
Large Box piles can create heavy processing load because each Box may display information such as its name, amount, capacity, icon, and status badges. When thousands of Boxes are visible or active at the same time, this can affect performance significantly.
To reduce this load, several Box display systems have been optimized.
a. Optimized Box Labels
Box label text now avoids unnecessary updates when the displayed information has not changed.
This helps reduce repeated processing from many Box labels being checked at the same time, especially in dense storage areas or older saves with very large Box piles.
Box names will also appear based on distance, so faraway Boxes no longer need to keep all label details active at once. A Box currently being carried will continue showing its name as expected.
b. Optimized Box Icons and Status Badges
Box icons and status badges are now handled more efficiently when many Boxes are visible together.
This reduces the amount of repeated visual work needed to display Box information, while keeping the icons and status information readable and consistent.
c. Simplified Distant Box Visuals
Boxes that are far away from the player can now use a simplified visual form.
When the player gets closer, the full Box appearance is restored. This is only a visual optimization. Box position, contents, and stored data are not changed by this system.
This helps reduce unnecessary detail from distant Boxes while keeping nearby Boxes clear and interactive.
Box and loose item physics have been adjusted so that full physics behavior is focused around the player.
Boxes that are already still and far away from the player can temporarily reduce their physics activity. When the player gets close again, nearby Boxes can become active as needed.
This helps reduce unnecessary physics calculations in large Box piles while keeping nearby Boxes usable for normal gameplay actions such as picking up, dropping, and moving them.
A similar optimization has also been applied to loose production items that may be left on the floor or near machine outputs.
Save and load handling has been improved for factories with a large number of Boxes.
The game now processes heavy Box-related save and load tasks more efficiently, reducing the amount of work that needs to happen all at once.
Existing save files remain compatible, and the stored Box data is preserved.
This improvement should be most noticeable in larger factories or older saves with many Boxes. The result may still vary depending on each player’s factory size, save condition, and device specifications.
Machine information panels now appear more smoothly when the player enters an area with many machines.
Previously, many panels could become active at the same time, causing a short performance spike in dense machine areas. The panels are now activated more gradually, and the process can be cancelled if the player has already moved away from the area.
This should make movement around larger production lines feel smoother.
Several additional behind-the-scenes adjustments have been made to reduce unnecessary processing.
These include optimizations to Box rendering, inactive preview objects, and background task handling. These changes do not alter the intended gameplay behavior, but they help reduce extra load in larger factories.
In-game links can now open through the Steam Overlay when available.
This is intended to make link interaction more convenient, especially when opening links from inside the game without fully leaving the current session.
If Steam Overlay is not available, supported links will continue opening through the normal system browser as before.
The item count display for Cold Storage has been adjusted to reduce excessive counting checks.
Previously, the displayed count could update continuously while Boxes were being carried into or out of the Cold Storage area by employees. To support performance optimization, the counting process now updates when a Box is dropped inside Cold Storage or dropped outside Cold Storage.
This keeps the displayed value tied to the point where the Box placement actually changes, while reducing unnecessary repeated checks during movement.
Fixed several issues related to floating Boxes and large Box piles in older saves.
Boxes that were previously left floating in the air after loading a save can now settle down more naturally. Large Box piles are also handled more gradually to avoid applying too much movement at once.
This should help older saves with very large Box stacks become more stable after loading.
Also fixed cases where buying many Boxes at once could cause them to overlap too tightly or remain suspended after the Tablet was closed.
Improved how Boxes are arranged inside the Delivery Truck.
Boxes loaded into the truck should now be placed into clearer positions, reducing cases where they could appear floating, overlapping, or incorrectly arranged after loading a save or after being loaded by employees.
Fixed an issue where an employee could become stuck while merging Boxes if the target Storage Rack or Supply Rack was moved during the task.
Employees should now properly stop or refresh the merge task when the target rack is relocated, preventing them from getting stuck in that state.
Fixed the icon for the Orange Bowl Thinwall menu item.
For older saves that already contain a very large number of stacked Boxes, the first loading process after this update may take around 1–2 additional minutes while the game adjusts and stabilizes the existing Box pile. This may vary depending on device specifications, save condition, and the number of Boxes in the factory.
After the save has loaded and is saved again, this process should become lighter in future sessions.
Some Boxes in very large older piles may still appear slightly overlapped as a visual result of their previous saved positions. This is expected to improve as the pile settles and the save is updated again.
Thank you again for your continued support, reports, and feedback. Optimization work will continue as we keep reviewing larger factory saves and the situations you report to us.
Some improvements may affect each player differently depending on their factory size and device specifications, so your reports remain very helpful for us when checking performance and stability across different save conditions.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate further.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for continuing to share your feedback, reports, and suggestions with us. We are still reviewing everything you send while also evaluating existing systems internally to improve their efficiency and make everyday factory management more convenient.
This update introduces new Vendor Truck restocking options, allowing players to choose how employees calculate their loading targets. We have also updated how machines store internal item data to help improve save and load processing, alongside several interface and visual improvements.
With that in mind, here is what is included in this update.
Vendor Trucks now include a new Restock By setting that determines how employees calculate their loading targets.
Each Vendor Truck can be configured separately using one of the following modes:
Box Size
Total Count
a. Box Size
Box Size is the default mode and continues to manage restocking based on the number and size of boxes requested.
Players can determine how many Small, Medium, or Large Boxes should be loaded into the Vendor Truck. Employees will follow the configured box targets without calculating the actual number of products contained inside each box.
This mode is suitable for players who prefer organizing their Vendor Truck deliveries around complete boxes.
b. Total Count
Total Count manages restocking based on the total number of individual products loaded into the Vendor Truck.
Products are counted individually regardless of whether they are stored inside Small, Medium, or Large Boxes. This allows players to define a product quantity target without needing to manage a specific number of boxes.
This mode is suitable for players who prefer controlling Vendor Truck stock according to the total amount of products available for sale.
The selected mode is saved separately for each Vendor Truck. Existing save files will use Box Size as the default setting.
The internal storage system used by machines has been updated to store item quantities as count-based data instead of retaining every stored item as a separate instance.
This change applies to all machines that can hold items inside their internal buffer.
The system will continue keeping the necessary information for the stored items, while reducing the amount of individual data that needs to be processed during save and load operations.
This is entirely a behind-the-scenes optimization. Machine visuals, production behavior, and existing gameplay interactions remain unchanged, and existing save files remain compatible.
The improvement is intended to make saving and loading faster, particularly in larger or more advanced factories. The difference may vary depending on each player's factory size, machine setup, and overall save progress.
The Main Menu button order has been updated to place Load Game above New Game.
Selecting Load Game will open the list of available save slots, making it easier for returning players to access their existing progress.
The updated order is also used for gamepad navigation.
If no save data is available, the Load Game button will remain hidden.
The previous Turn On Immersive Mode terminology has been replaced with clearer Hide HUD and Show HUD wording.
The option will now change between:
Hide HUD while the interface is visible.
Show HUD while the interface is hidden.
This is a terminology update only. The existing HUD behavior remains unchanged, but its purpose should now be easier to understand.
Boxes will now be hidden visually while the player is using Focus Mode on an in-game monitor or screen.
Focus Mode becomes active when control changes from regular character movement to interacting with or closely viewing a monitor, including screens such as:
Management Machine monitors
Machine monitors
Cold Storage monitors
Other similar interactive screens
All boxes visible directly in front of the player will be hidden during this state, including a box currently being carried.
This visual change only affects box rendering. The boxes remain in their original locations, retain all stored items and data, and continue behaving normally. They will automatically become visible again after the player exits Focus Mode.
This behavior does not apply when using the Tablet.
Fixed an issue where Steam Deck touchscreen support could stop working after a previous update. Touchscreen input should now be available again when playing on Steam Deck.
Thank you again for your continued support, reports, and feedback. We are still reviewing everything you share and will continue prioritizing improvements based on feasibility and impact.
Some suggestions may require additional planning, testing, or technical preparation before they can be implemented, but not seeing an idea in the current update does not mean it has been ignored.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate further.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you have continued to share with us. Alongside reviewing player feedback, we have also been evaluating several existing systems internally to make larger factories easier to navigate and manage.
This update introduces a new centralized way to control and upgrade machines, adds Machine Aliases for clearer identification, and expands character movement with a new Crouch control. We have also continued improving item filtering and included an important crash fix related to Packaging stock.
With that in mind, here is what is included in this update.
A new Management Machine is now available, allowing players to manage machines throughout their factories from one centralized panel.
The Management Machine must be purchased and placed before its panel can be accessed. Players may also place multiple Management Machines if they want access to the panel from different locations.
The system supports all machines, including Conveyors and other production-line components. Equipment such as Racks, Box Carriers, and similar objects is not included.
a. Individual and Bulk Machine Controls
Players can now turn machines on or off directly through the Management Machine.
Machines can be controlled individually, or players can use the bulk controls to turn every machine within the selected category on or off at once.
A machine that is turned off will stop operating, while any items already stored inside it will remain in place. Its active state is also preserved after saving and reloading the game.
b. Factory Area Information and Filtering
Each machine entry shows which Factory Area it belongs to.
The machine list can be filtered using:
Any Factory
First Factory
Second Factory
This makes it easier to locate and manage machines when production lines are spread between multiple factory buildings.
c. Individual and Batch Speed Upgrades
Machine Speed Levels can now be upgraded directly through the Management Machine.
Players can upgrade one machine individually or perform a Batch Upgrade for all eligible machines within a selected category.
Each Batch Upgrade increases the affected machines by one Speed Level. The total cost is shown before confirmation, while machines that have already reached their maximum level or cannot be upgraded are automatically excluded.
d. Machine Aliases
Players can now assign a custom alias to a machine through its direct interaction menu.
Aliases do not need to be unique, allowing players to name machines according to their production line, purpose, location, or any other organizational preference.
The original machine name remains available, while the custom alias is highlighted across supported machine displays, including the Management Machine. Aliases will not appear while a machine is still packed inside its box.
Machines without a custom alias will continue displaying their original name without an automatically assigned number.
Players can now crouch to move through production areas with limited vertical space, including spaces beneath Elevated Conveyors.
Crouch uses a hold-based control:
Keyboard: Hold Ctrl
Controller: Hold Left Bumper and Right Bumper
The keyboard control can also be changed through the Key Bindings menu.
While crouching:
Movement speed is reduced.
Sprinting is disabled.
Jumping is disabled.
The camera moves to a lower position.
The player will remain crouched when an object above prevents them from standing safely.
This provides more flexibility when navigating compact or vertically layered production layouts.
The product selection menu for Cold Storage Racks has been updated with additional filtering based on:
Commodity Category
Packaging Type
This continues the filtering improvements introduced in the previous update, which were not yet available for Cold Storage Racks.
The available Packaging Types are:
Thinwall Bowl
Bottle
Jar
Pouch
Sachet
Aseptic Carton
Can
These filters help narrow the product list before selecting one specific product for the rack.
When Commodity Category and Packaging Type are used together, a product must match both conditions to appear.
Commodity Category matching is based on the commodities used by the product’s Label. For Labels containing multiple ingredients, the product will remain included as long as at least one ingredient matches the selected category.
The selected categories also become additional acceptance rules for the rack, helping players maintain more organized Cold Storage layouts.
A new Show Control Legend option has been added to the Gameplay Settings.
When enabled, the on-screen legend displays controls for:
Move
Sprint
Crouch
Jump
The setting is enabled by default and can be turned off by players who prefer a cleaner interface.
The selected preference is saved and will remain the same after closing and reopening the game.
Because Ctrl is now used as the default keyboard control for Crouch, the previous shortcut for releasing the cursor during gameplay has been removed.
The mouse will continue controlling the camera during regular gameplay, while the cursor will become available automatically whenever a UI menu is opened.
There is no longer a separate free-cursor mode outside UI menus.
Fixed an issue related to Packaging stock that could cause the game to crash unexpectedly.
Thank you again for your continued support, reports, and feedback. We are still reviewing everything you share and will continue prioritizing further improvements based on feasibility and impact.
Some suggestions may require additional design, testing, or technical preparation before they can be implemented, but not seeing an idea in the current update does not mean it has been ignored.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate further.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you have continued to share with us. We are still reviewing everything you send, while also evaluating existing systems internally to identify areas that can be made clearer, more flexible, and easier to manage.
This update focuses primarily on employee management and factory organization. It introduces more control over where Production Assistants work, expands employee task prioritization, and adds a new automatic behavior to help reduce the number of partially filled boxes around the facility.
We have also included several performance-related improvements and fixes to support these new systems and improve the overall experience.
With that in mind, here is what is included in this update.
Production Assistants can now be assigned to work in a specific factory building through the Working Area setting inside their Employee Card in the Employee Menu.
The available options are:
Any Factory
First Factory
Second Factory
When Any Factory is selected, the Production Assistant can continue handling available tasks across all factory buildings.
When assigned to a specific factory, the employee will only handle supported machines and racks located inside that selected Working Area. This makes it easier to divide employees between factory buildings and prevent them from traveling to areas they are not intended to manage.
The Second Factory option will only become available after the second factory building has been unlocked.
Employees from existing save files will automatically use Any Factory, allowing them to continue working as before until a specific Working Area is selected.
Employees previously started with three available Priority Task Slots. Each employee can now be upgraded individually to unlock a fourth slot through the Edit Prioritize menu.
The additional slot is available across all employee roles and allows players to assign another task type without replacing one of the employee's existing priorities.
Because the upgrade is applied separately to each employee, players can choose which workers need additional task flexibility based on their current factory setup and responsibilities.
This provides more control over employee behavior as the factory grows and individual employees are expected to handle a wider range of tasks.
Employees assigned to handle Supply Racks or Cold Storage can now automatically merge compatible partially filled boxes.
To be merged, boxes must contain compatible items with matching information, including:
Commodity
Grade
Packaging
When a compatible pair is found, the employee will transfer the contents of one partial box into another to create a fuller box. If the target box still has remaining capacity, the employee may continue looking for another compatible partial box.
The types of boxes handled depend on the employee's assigned storage task:
Employees handling Cold Storage will merge boxes intended for Cold Storage.
Employees handling Supply Storage will merge boxes containing items supported by Supply Racks.
Box merging is performed automatically as part of the employee's regular storage work and does not require an additional toggle.
This should help reduce the number of partially filled boxes around the facility, free up storage space, and make larger storage areas easier to organize.
Commodity Box opening and closing animations have been updated to use a script-driven animation system instead of relying on a separate Animator for every box.
The visible pack and unpack animations remain available, but their movement is now controlled directly through scripts.
This reduces unnecessary animation overhead when many Commodity Boxes are active at the same time and also allows their animations to follow the game's pause behavior more consistently.
Machines and Supply Racks now retain information about which factory area they are located in after being placed.
This allows the Employee Working Area system to check whether a machine or rack is available to an employee without repeatedly checking its location during employee task searches.
This is primarily a behind-the-scenes optimization that supports the new Working Area system and reduces unnecessary repeated checks during employee activity.
Fixed an issue where a Commodity Category filter could incorrectly appear in the Employee Settings of machines used for restocking Packaging.
The unrelated filter will now remain hidden for Packaging restock settings, while the remaining dropdown layout has also been adjusted to display correctly.
Fixed an issue where the Orange Pouch Label used the same icon as the Apple Pouch Label.
The Orange Pouch Label now displays its correct icon, making the two Labels easier to distinguish when purchasing or managing supplies.
Thank you again for your continued support, reports, and feedback. These changes were developed through a combination of player feedback and our internal review of how employee management and storage workflows behave in larger factories.
We will continue reviewing the suggestions and reports you share and prioritizing further improvements based on their feasibility and impact. Some changes may require additional design, testing, or technical preparation before they can be implemented, but they are still being recorded and evaluated.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate further.
See you in the next update! 🥗🚚
FPS Update:
Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you have continued to share with us. We are still reviewing everything and gradually bringing feasible improvements into the game based on their impact and compatibility with the current systems.
This update focuses on making item management easier as the number of commodities, labels, packaging types, and products continues to grow. Several of these changes were primarily based on player feedback, while the filtering behavior was also refined through our internal review to keep the systems consistent and easier to use.
We also want to acknowledge the performance issues that many players have continued to report. These issues are already known and recorded on our side, and performance optimization remains an ongoing priority for the team. While we continue investigating and working on further improvements, we will also keep delivering feasible quality-of-life updates like the ones included here to make the overall experience more comfortable in the meantime.
With that in mind, here is what is included in this update.
We added new Commodity Category options to provide more flexible control over which commodities can be accepted, stored, supplied, or routed through supported machines and racks.
The new options include:
Any Commodity Vegetables
Any Commodity Legumes
Any Commodity Fruits
Any Commodity Spices
These options are now available for:
Supply Rack
Starter Machine
Unlike a menu filter that only helps narrow a selection list, these Commodity Category options are saved as active rules.
For Racks and Starter Machines, employees will follow the selected rule when deciding which commodities can be placed into, stored in, or supplied to them.
This provides a middle option between selecting one specific commodity and using the broader Any Commodity rule, making it easier to organize production lines around specific commodity groups.
As more labels and products become available, finding a specific item from a large list can become increasingly difficult. To make these menus easier to navigate, we added several new filtering options.
a. Label Purchasing Filters
The Label purchasing menu can now be filtered using:
Ingredient Commodity Category
Packaging Type
Available Commodity Category include:
Vegetable
Legume
Spice
Fruit
Available Packaging Types include:
Thinwall Bowl
Bottle
Jar
Pouch
Can
Sachet
Aseptic Carton
Both filters can be used together. When an Ingredient Commodity Category and Packaging Type are selected, a Label must match both conditions to appear.
For Labels that require multiple ingredients, ingredient matching uses OR logic. This means a Label will appear as long as at least one of its ingredients belongs to the selected Commodity Category.
For example, a Label using both a Vegetable and a Legume ingredient can appear under either the Vegetables or Legumes filter.
b. Product Catalog Ingredient Filters
The Product Catalog can now be filtered by Ingredient Commodity Category, making it easier to find products based on the commodities currently available in your production lines.
Products with multiple ingredients also use OR logic, meaning they can appear under every Commodity Category matched by at least one of their ingredients.
c. Label Filters in Focus Commodity Selection
When selecting a specific Label through Focus Commodity, the list can now be narrowed using Commodity Category and Packaging Type filters.
These filters are only used to make the selection process easier. After narrowing the list, the player still selects one specific Label as the final Focus Commodity.
As the number of available Labels continues to grow, finding the correct Label through the Supplies purchasing menu can take more time than necessary.
To make this process easier, the Label purchasing menu has been updated with new filtering and categorization options based on:
Packaging Type
Commodity Category used by the Label
Players can use both filters together to narrow the list and find the Label that matches their intended product and packaging more quickly.
When both a Commodity Category and Packaging Type are selected, a Label must match both conditions to appear. For Labels that use multiple ingredients, the Commodity Category matching uses OR logic, meaning the Label will appear as long as at least one of its ingredients belongs to the selected category.
This should make purchasing Labels more convenient, especially when managing production lines with many different products and packaging types.
A new toggle has been added inside the Tablet to control whether the game should pause while the Tablet is open.
By default, this setting is disabled, so factory activity will continue running in the background as usual.
When enabled, opening the Tablet will pause all background activity in the same way as pausing the game through the ESC menu. This includes game time and all ongoing factory activity.
This option allows players to choose the behavior that best suits their playstyle. You can keep production running while quickly checking information, or pause everything when you need more time to review settings and management menus.
Thank you again for your continued support, reports, and feedback. We are still reading and reviewing everything you share, and we will continue prioritizing improvements based on feasibility and impact.
Performance optimization remains one of our ongoing priorities, and we will continue working on it alongside quality-of-life improvements and other system refinements. Some changes may require additional planning, testing, or technical preparation, but not seeing an issue or suggestion addressed in the current update does not mean it has been ignored.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate further.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you’ve been sharing. This update focuses on improving production flexibility and helping players push higher production speeds as their factory grows. We also added a small but useful control option for Starter Machine behavior, along with a fix for an issue reported after the previous update.
We added a new machine: Multi Filter Machine.
This machine can filter commodities into 3 different outputs, and each output can be configured to filter a specific commodity type. With this, you can create cleaner and more flexible routing for more advanced production lines.
The Multi Filter Machine can be especially useful for:
Handling 2-in-1 or 3-in-1 Packaging Machine setups
Separating different commodities into dedicated lines
Creating more organized pipelines where each output has a clear purpose
Reducing the need for multiple separate filter machines in certain layouts
This should give players more options when building complex production flows and help make multi-ingredient product setups easier to manage. This machine will be unlocked in higher tier.
All machines can now be upgraded to increase their processing speed.
Similar to the upgrade system already available for conveyors and utility machines, this update expands upgrade access to processing and production machines as well. This allows players to improve production speed and reach target output faster than before.
A few things to note:
Machine upgrade costs are different from utility upgrade costs.
The accessibility requirements for upgrades follow the same structure as conveyor and utility upgrades.
Upgrading machines should help reduce bottlenecks in production lines, especially when dealing with higher target projects or larger factory setups.
With this change, players now have more ways to improve production capacity without always needing to duplicate the production pipeline.
We updated the Employee Settings on Starter Machines with a new option for handling machines that are turned off.
You can now decide whether employees should:
Still supply the Starter Machine while it is turned off, as long as the supply requirement has not been fulfilled, or
Stop supplying it completely while the machine is turned off
This gives players more control based on their preferred playstyle. Some players may want to prepare supplies in advance while the machine is off, while others may prefer employees to ignore inactive machines entirely.
Fixed an issue where the Tab Menu or Project Menu could become inaccessible after the previous update.
Thank you again for your continued support and feedback. We will keep reviewing the suggestions and reports you share, and we’ll continue prioritizing improvements based on feasibility and impact.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate.
See you in the next update! 🥗🚚
Improvements Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you’ve been sharing. In this update, we focused on improving visual clarity to help with smoother deployment and day-to-day project completion. We also included a few minor performance improvements aimed at reducing unnecessary memory overhead in certain scenarios.
Here are the details for this version:
We improved the look and color treatment of direction indicators while placing items in prototype mode.
The colors used to communicate input and output have been updated for clearer readability (in: orange, out: green, failed: red).
The visual presentation of the input/output markers has also been refined so players can more easily understand how machines connect and how the flow should be built.
The goal of this change is to make early factory building more intuitive, especially for new players learning how to deploy and connect machines correctly.
We updated the Project Menu so each project card now displays your current stock count next to the project’s required target amount.
This makes it easier to immediately see how much you already have available when deciding which project to take or how close you are to completing a delivery.
The stock number shown is calculated only from items currently stored in Cold Storage.
Products that are not yet in Cold Storage (or are still being moved toward Cold Storage) are not counted.
Improved 3D material handling to prevent material overcounting and reduce RAM usage.
Optimized animator handling on certain objects that could create extra RAM overhead.
Thank you again for your continued support and feedback. We will keep iterating on usability improvements and continue working on further optimization where possible.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you’ve been sharing. We’re still reading everything and prioritizing improvements step by step based on feasibility and impact. Some updates can be delivered quickly as quality of life improvements, while others require deeper optimization work to ensure they remain stable for larger factories and longer play sessions.
This update focuses on improving mid to end game convenience, especially around Vendor Truck management and bulk box handling.
Based on community feedback and our review of mid to end game gameplay, we found that having to manually walk to the garage every time just to check Vendor Truck status or claim sales can take a lot of time, especially after you unlock the Vendor Truck garage near the West Gate.
To improve this, we added a new Vendor Truck menu in the Tablet. This menu allows you to:
Check the current trip status
Claim your sales results
Adjust employee settings for the selected Vendor Truck
You can also see how many Vendor Trucks you have already unlocked through this menu. However, the unlock process still requires you to visit each garage to complete the unlock interaction as usual.
With this change, we hope players can stay focused on building and managing the factory area while Vendor Truck income continues running in the background.
We added a new equipment option: Box Carrier Large.
Box Carrier Large can carry up to 12 boxes at once.
This is designed to help with large scale logistics such as expanding production pipelines, moving supplies, or relocating products in bulk.
Fixed an issue where certain confirmation popups could appear multiple times, which could also negatively affect performance.
We want to briefly address reports about slow save and load times. In many cases, this problem is strongly tied to how many boxes and products are being stored or piled up. When a save contains extremely large amounts of boxes, the game needs more time to process them during saving, loading, and also while rendering them during gameplay.
Optimization for these cases is still one of our ongoing tasks, and we are actively looking for better solutions.
For now, the best workaround we can recommend is to avoid excessive long-term stockpiling and reduce stored items by:
Selling through Vendor Truck
Completing Client Projects
Disposing items using the Trash Bin when needed
Thank you again for your continued support and feedback. While we work on deeper optimization improvements, we will continue delivering quality of life updates and refinements that can make the game more comfortable to play.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions, so we can investigate further.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you’ve been sharing. We are still reading and collecting everything, and many of your requests are helping us decide what should be improved first, especially when it comes to reducing repetitive steps and making day-to-day factory operations smoother.
Our approach remains the same: we will keep iterating and delivering improvements step by step, while prioritizing changes that are feasible to ship and have a meaningful impact for most players. Some ideas need more planning time because they touch multiple systems at once, but we will continue to move forward incrementally and share progress through devlogs as usual.
This update is focused on one big request we’ve seen repeatedly: adding more automation to purchasing supplies so you don’t need to repeat the same buying workflow every day.
Supply Drop Areas can now be upgraded to manage daily recurring purchases for any supply type, including commodities, packaging, and labels.
a. Updated Supply Drop Area visuals The Supply Drop Area now has a clearer, more proper drop space. After upgrading, it will also display a monitor that you can interact with to configure daily supply settings.
b. Upgradeable at Tier 20 The Supply Drop Area upgrade becomes available at Tier 20, unlocking the Daily Supply management feature.
c. New Daily Supply Settings UI A new UI screen has been added for Daily Supply configuration, with a layout designed to feel familiar and consistent with the tablet style UI.
d. Per-building Daily Supply configuration Daily Supply settings are configured per Factory Supply Drop Area. This means you can set:
Factory Building 1 daily supplies, and
Factory Building 2 daily supplies (only if you have unlocked Factory Building 2). If Factory Building 2 is not unlocked yet, only Supply Drop Area 1 can be configured.
e. Temporary changes with confirmation and Apply This UI uses a temporary state system. If you change settings and close the monitor (X or ESC), a confirmation prompt will appear to discard changes and revert to the previously saved configuration. Use Apply to confirm and save.
Once applied, daily purchases will be processed automatically at day change, whether you end the day normally or use Force End Day.
Updated the Cold Storage Rack Employee Settings information to clarify that the Box Fill rule is also followed by employees when deciding which boxes should be stored.
Based on player feedback, we decided to temporarily postpone the detailed idle reason text that was introduced previously. While the extra detail could be useful, it also caused employees to spend time displaying and waiting on text, which made their work feel slower overall.
For now, we reverted the idle display back to a simpler state (without showing the reason). However, the wording has been adjusted so it is not only the plain word “Idle”.
Thank you again for your continued support and for helping shape the game through your feedback and suggestions. We will keep prioritizing improvements based on feasibility and impact, and continue pushing updates step by step as we validate each change.
If you encounter any issues or unexpected behavior, please report them through the in-game Bug Report Menu and/or the Steam Discussions, so we can investigate with your details and logs.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued support since the 1.0 launch. This is our first update after the full release, and it focuses on several quality of life improvements and system refinements to make the overall experience smoother and easier to manage.
We also want to mention optimization. Some performance improvements have been implemented in this update, but the impact may not feel significant in every situation. We are still actively working on additional optimization solutions, so that even when your factory becomes fully packed with machines, items, and employees, the game can continue running smoothly.
This update focuses on improving day-to-day organization and clarity, especially around storage management, Vendor Truck planning, and employee behavior. We also added several new utility machines to support elevated layouts and make advanced routing easier.
Based on community feedback, we noticed a common frustration: after deliveries, leftover items can sometimes be returned to racks as non-full boxes, which can disrupt the organization players have already set up.
To solve this, Cold Storage Racks now support a new rule setting that lets you decide how each rack should be filled:
Full Box Only: only full boxes are allowed
Partial Only: only partial boxes are allowed
Any: both full and partial boxes are allowed
This gives you more control over storage discipline and lets you define different rack purposes (for example, clean full-stock racks vs. partial box collection racks).
We made several updates to the product demand system for Vendor Truck sales locations to make planning feel more predictable and less frustrating.
Demand rotation is no longer always daily Each sales location now has its own demand cycle, and demand will change every 2 or 3 days depending on the location. When the timer ends, the demand list will rotate.
Potential Products preview Each sales location now shows potential products that can appear in its demand pool. This allows you to prepare products ahead of time if you want to plan for future rotations.
Updated: This updates is halted and reverted back to before only appearing idle, because the current solution make the employee working slower. (v1.0.25)
When an employee becomes idle, the game will now display the reason why above their head.
This helps players understand why an employee is not working even though tasks are enabled in the priority list, and makes it easier to identify missing requirements such as unavailable items, missing access, blocked paths, or incompatible settings.
We added several new utility machines designed specifically to support elevated pipeline builds:
Elevated Merge Machine Lets you merge lines in elevated layouts, making it easier to combine overhead routing setups.
Elevated Rotary Machine An elevated version of the Rotary Machine to support multi-output routing on raised conveyor systems.
Elevated Filter Machine An elevated version of the Filter Machine so filtering can be done directly in overhead lines without forcing the flow back down.
These additions should make advanced elevated layouts cleaner and reduce the need for extra vertical transitions.
Employee Task UI Information Added clearer job descriptions for each employee task. This information appears directly inside the Task Priority view, so you can quickly understand what each task does and how it affects behavior.
Tutorial List Updated The Tutorial menu has been updated to include newer content, so players can revisit explanations for recently added systems.
Better UX for Level-Up Tutorial Popups Improved the behavior of tutorial popups shown after leveling up. The popup can no longer be instantly closed while you are still at the first index. Instead, it will move through the tutorial pages first, and only close on the final page, helping ensure players do not accidentally skip important information.
North Gate Culling Issue Fixed an issue near the North Gate where occlusion culling could trigger incorrectly and cause parts of the environment to disappear visually.
Cannot Fire Employee Fixed issue where employee cannot be fired after version 1.0.20.
Once again, thank you very much for your feedback and support. We are still tracking everything and prioritizing improvements based on feasibility and impact as we continue refining the game after 1.0.
If you encounter any issues after updating to this version, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
As we mentioned in our Early Access notes, our plan was to develop Food Processing Simulator in Early Access for up to 6 months, and we have now reached that milestone. With this update, we are officially leaving Early Access and releasing version 1.0.
Through regular updates shaped by your input, suggestions, and feedback (including support from influencers who covered the game), we truly want to say thank you for being part of this journey. Your reports and discussions helped us improve systems, polish the experience, and grow the game step by step.
Leaving Early Access does not mean we are stopping development. We know there are still important tasks we need to tackle, especially around optimization and additional QoL improvements. After the 1.0 launch, our next priority is to focus on those areas first. Content such as larger expansions or additional commodity categories will depend on performance stability, so we ask for your patience while we address optimization properly.
To celebrate the 1.0 launch, we are also running a 25% discount for the game from 14 May 2026 until 28 May 2026. If you have friends or creators who have been waiting for a good time to jump in, this is a great moment to grab the game at a special price.
Below are the updates included in this version:
We increased the maximum Tier cap to 60 for the post-launch progression. This allows new features and new content to unlock across a wider range of progression milestones.
You can now expand your factory access to support up to 8 Loading Zones for Client Projects. Additional Loading Zones are unlocked through progression at higher tiers, allowing you to run more active project workflows as your factory scales.
The Vendor Truck system has been expanded further. You can now own up to 6 Vendor Trucks in total. Each additional truck unlocks at specific Tier requirements, giving you more flexibility for sales routes and stock management.
We added 4 new sales locations with stronger bonus potential and better support for newer product types, especially Spice and Fruit category products.
Vendor Truck capacity upgrades have been expanded to support up to 10 upgrade levels, reaching a total capacity of 2160 items. With larger capacity, high-volume selling becomes more efficient and profit generation scales faster.
We are introducing a new commodity category: Fruits, with three new commodities:
Orange
Apple
Pineapple
Each fruit comes with new processed products, expanding your production targets and opening new pipeline setups.
Along with the new Fruits commodity category, we are also introducing a dedicated processing flow supported by three new fruit-specific machines:
Fruit Rinsing Machine Used to rinse and clean fruit commodities before they enter the next processing step.
Fruit Cutter Machine Used to cut fruits into the appropriate piece sizes and shapes required for further processing.
Fruit Processor Machine Used to process fruits into the required form for the next stage before packaging.
These machines are designed specifically for fruit-based production lines and should be used in the intended flow before moving into packaging and labelling.
We added a new packaging type designed for fruit processing into liquid drink style products: Aseptic Carton Packaging, along with its dedicated packaging machine. This opens a new direction for fruit-based product lines.
Added more monitors for Employee Assignment settings across additional areas, not only at Loading Zone 1 and 2. These monitors are also placed near other Loading Zones and the newer Vendor Truck garages.
Updated gate area signage with clearer labels such as North Gate, East Gate, and West Gate to help players navigate locations more easily.
Updated environment visuals with additional trees as decoration to improve the overall atmosphere.
Updated the Credits list to include more players and influencers who actively contributed during the Early Access period.
Fixed an issue where employees could fail to restock packaging or labelling under certain conditions.
Thank you again for all the support, feedback, and reports. This 1.0 release is not the end of development for Food Processing Simulator. However, after launch, we plan to focus heavily on optimization, which may mean updates are not as frequent as they were during Early Access.
We will continue collecting reports and feedback, and we will keep improving and refining existing systems and content to make the overall experience smoother and more enjoyable.
If you encounter issues, please report them through the in-game Bug Report Menu and/or the Steam Discussions.
Hi everyone, 😄
Thank you very much for all the support, reports, and feedback. We’ve been closely tracking two big themes from the community: requests for more factory space, and requests for better efficiency tools to reduce bottlenecks in larger setups.
For expansion, we have noted the demand for a bigger area, but we cannot promise it in the near term because we need to prioritize optimization first. We do not want to ship a larger space if it makes the game feel laggy or uncomfortable to play.
For efficiency, we agree that the current solutions are still incomplete. This update delivers one important piece we can ship now, while several other efficiency improvements (including new machines and broader pipeline tools) are still in the planning and design phase.
With that context, this week’s update focuses on improving throughput by introducing upgrades for conveyors and utility machines, so you can scale production without constantly redesigning your entire layout.
Based on community feedback about bottlenecks, especially in longer conveyor setups where throughput can feel slower as the pipeline grows, we are introducing upgrades for conveyors and utility machines.
With this update:
Conveyors can be upgraded to increase movement speed.
Utility machines such as Merge, Splitter, and Filter can also be upgraded to increase their processing speed.
There will be level indicator in machine body for each machine that available to upgrade.
Each upgrade requires:
A specific cost, and
A minimum level requirement
The goal of this system is to give players a new way to fight bottlenecks by using the conveyors and utility machines. By investing in upgrades, you can build higher throughput lines, keep items flowing smoothly across long routes, and scale production more efficiently as your factory becomes more complex.
We updated the upgrade interaction so that Press C is now used consistently as the upgrade input and also when you are doing upgrade the system will check whether you can upgrade to the highest available by Tier or Reputation Level and also the money you currently have. This also applies to Vendor Truck capacity upgrades, so the upgrade button and process is now unified across different upgrade systems.
We improved the visual machine flow guidance for multi-ingredient products.
The flow UI now includes a tab-based view that clearly explains that different ingredients require separate lines.
This is intended to reduce confusion and answer common player questions about how to properly build and route multi-ingredient production.
Fixed an issue where the grade display for Sachet and Pouch products could be missing or appear hidden.
Fixed an issue where some machines or commodity could occasionally disappear when viewed from certain distances.
Potential Fix: Addressed an issue where items could suddenly float or drift toward machines unexpectedly.
Once again, thank you very much for your support and feedback. If you encounter any issues with the new upgrade system, conveyor speed upgrades, or utility upgrades, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued support, reports, and feedback. This update expands progression and introduces a brand new commodity category with its own dedicated machine flow, along with a new packaging type and several quality of life tools to make large factories easier to manage.
We increased the maximum Tier cap to 45 to give more space for future progression and unlock paths. As we continue expanding the game, we want new systems, machines, and products to feel properly paced through Tier milestones, instead of being forced into a limited range.
This Tier cap increase also helps us prepare upcoming content targets and makes it easier for players to continue progressing while new features roll out step by step.
A new commodity category is now available: Spice. This category introduces a new production direction focused on seasoning and spice based products, bringing more variety into what you can process and package.
The first Spice commodities included in this update are:
Garlic
Red Onion
Chili
These new commodities also come with new processed products that expand your project options and give you additional ways to build specialized production lines. Like Legumes, Spice is designed as a structured category that can grow further over time with more ingredients and product variants.
To support the new Spice category, we are introducing a dedicated processing flow and three new machines that are used specifically for spice ingredients:
Spice Cleaner Machine Used to clean and prepare spice commodities before they move into the next step of processing.
Spice Chopper Machine Used to chop spices into a processed form suitable for refining and packaging.
Spice Refiner Machine Used to refine the processed spice further, producing final outputs that are ready to be packed into advanced packaging types.
Just like the Legume pipeline, these machines are intended to be placed in the correct order. If your machine composition is incomplete or the order is incorrect, items can be rejected or produce lower quality results. This is meant to make each category feel distinct and encourage players to build lines that match the ingredient type.
We added a new packaging type: Sachet Packaging, along with its dedicated machine:
Packaging Machine Sachet
This packaging format is designed for small portion processed goods such as spices, and it adds a new variant style to your product lineup. Similar to other packaging machines, you must supply the correct Sachet Packaging materials into the machine before it can process items.
Sachet Packaging also opens the door for additional product types in future updates, especially for processed ingredients that fit small pack formats.
Employee Settings now support multi select, allowing you to choose multiple employees at once when applying or managing assignments.
This improvement is aimed at players with larger factories and bigger teams, where managing machine with only one employees is not efficient. With multi select, you can organize employee roles and assignments more efficiently, especially when you want to apply certain member to handle certain area.
You can now manually merge box contents if the items inside are the same. This is a feature requested by the community so they can combine certain box, or fill smaller box.
This feature is useful when you have many partially filled boxes and want to consolidate them into full boxes for cleaner storage and more efficient deliveries. It also helps reduce clutter, makes rack organization easier, and supports better preparation before loading products into trucks.
Fixed incorrect process naming shown in machine monitor logs for categories other than Vegetables.
Fixed an issue where the mirrored Box Packer Machine could appear to disappear when viewed from a far distance.
Once again, thank you very much for your continued support and feedback. This Spice category update continues the direction we started with Legumes, where new ingredient categories introduce distinct processing flows and new product types.
If you encounter any issues with the game, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued support, bug reports, and feedback. With the factory area becoming larger and systems getting more complex, we’ve been focusing on improving scalability, employee reliability, and day-to-day quality of life.
This update delivers one of the most requested improvements: more employees, along with better control over storage targeting, smarter restocking behavior, and new configuration options that give you more flexibility without adding extra micromanagement.
Here is what’s included in this week updates:
Based on community feedback, many of you need additional help to manage the increasingly large factory area. With this update, we are introducing 12 new employees:
6 Production Assistants
6 Loading Operators
With more employees available, you can split responsibilities more effectively, reduce bottlenecks, and keep larger factories running smoother across multiple buildings and storage areas.
With multiple Cold Storage rooms now available, we added a new control to help you organize where packed products are stored.
Box Packer Machines can now be configured to choose which Cold Storage the output product should be stored in.
This helps you organize production by area and keep certain product types routed toward specific storage locations based on your factory layout and workflows.
The option Any Cold Storage is still available if you want employees to store items automatically based on availability and proximity.
We updated employee behavior for restocking labels and packaging.
Previously, some players reported that employees tended to restock the same machines repeatedly. With this update:
Employees now prioritize restocking based on which machine needs supplies earlier, rather than only choosing the closest machine.
This new logic can override distance based selection, so machines that will run out sooner are handled first.
The goal is to make restocking feel more fair and consistent across multiple production lines.
We added a new structure to restock rules for Label and Packaging Employee Settings. You can now choose between two rule types:
Minimum Threshold Employees will refill when the remaining amount is below the number you set.
Limited Employees will refill up to a specific target amount you set. You can also choose whether this limit should reset daily or not, similar to how Limited production works on the Starter Machine.
This update was inspired by community feedback. Many of you liked the Starter Machine “limited” style behavior and requested similar control for labels and packaging to reduce overstocking and keep production more intentional.
You can now close the Vendor Truck Employee Settings menu using Escape, as requested by the community.
If you have unsaved changes, a confirmation popup will appear to ask if you want to exit and discard changes.
This keeps the ESC workflow consistent while still preventing accidental configuration loss.
We added the ability to skip the pickup animation when taking items from the ground.
This makes cleanup and repeated pickup actions faster and more comfortable.
We added state persistence for several machines when they are repacked and unpacked again.
Settings will now remain saved for machines such as:
Box Packer Machine
Splitter Machine
Filter Machine
and several other machines that use Employee Settings
This means your configuration will no longer be lost when you repack machines into boxes and place them again, making rearranging your factory much less repetitive.
Based on community requests, we increased the maximum limit value you can set for employee supply targets:
Maximum limit increased from 480 to 1440
We chose this number because it matches the current highest limit used by certain project requirements, giving you more flexibility for high-volume setups.
Fixed an issue where deploying a machine could automatically open the monitor if the cursor happened to be positioned directly over the monitor area.
Fixed the failed line indicator light not displaying red correctly when it should.
Fixed several missing translations from the previous update.
Once again, thank you very much for your ongoing support and detailed feedback. We are still tracking everything you share and prioritizing improvements based on feasibility and impact, while continuing to improve stability and performance as factories grow larger.
If you encounter any issues after updating to this version, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued support, reports, and feedback. This update introduces a brand new commodity category with its own processing flow, new machines, and new products. We are also expanding progression and updating Vendor Truck bonuses to make room for the new content.
Here is what is included in this version.
We are introducing a new commodity category: Legumes, along with new processed products made from them.
Starting in this update, commodities are now grouped into two categories:
Vegetables (all previous commodities)
Legumes (new category), including:
Red Bean
Red Lentil
Soybean
This is the first step toward a more structured content system where different ingredient categories can have unique processing rules and product styles.
With the new Legume category, we are also introducing a different production machine flow that must be followed to process legume based ingredients correctly.
To support this, we added three new machines:
Pulse Cleaner Machine Cleans legumes by removing outer skin and unwanted residue.
Soaking Vat Machine Soaks legumes to improve cleanliness and prepare them for further processing.
Thermal Processor Machine Processes legumes through heat based treatments such as boiling, roasting, and other heating methods.
These machines must be placed in the correct order to produce the intended results, then continued into packaging and labelling just like your existing production lines. If the machine composition or order is incorrect, the output may be rejected or the quality grade can be reduced.
We are introducing a new packaging type to expand product variety: Can Packaging.
Can Packaging uses a dedicated machine: Packaging Machine Can.
Similar to other packaging machines, you must supply Can Packaging into the machine before it can process products.
For now, there are 3 new products that use Can Packaging and legume based ingredients. This packaging system is designed to open the door to more product types in future updates.
With the addition of new commodities, new machines, and new products, we are increasing the maximum Tier, Tier cap is now 35.
This allows progression to continue while we expand content step by step.
We updated the Popular and Preferred product lists for Vendor Truck sales locations.
This update creates space for the new legume based products to be included in Vendor Truck bonuses, so they can participate properly in sales location preferences and reward patterns.
We added new filters and icons to clearly show whether a commodity is Vegetable, or Legume.
This makes it easier to browse and filter commodities. If we add more categories in the future, they will use the same system so content stays organized and searchable.
We also added category filters and icons for processing machines, making it easier to filter machines based on which production flow they belong to, Vegetable or Legume.
This helps players quickly identify the right machines for the right pipeline, especially now that different commodity categories can require different processing chains.
Once again, thank you very much for all your support, reports, and feedback. This update also opens the door for future variant categories, where new ingredient types can be introduced with their own unique machine flow systems.
We are also preparing several additional updates based on the feedback we received from the previous update, and we’ll share more details as soon as they are ready to ship.
If you encounter any issues with the new update, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued support, bug reports, and feedback. In this update, we are addressing one of the most common frustrations we’ve seen from the community: the limitations caused by Loading Zones when accepting projects. We’re also updating Quick Project rules to create more variety in daily planning, and shipping several improvements to employee behavior and UI clarity.
We understand many players felt frustrated by being limited to one project per Loading Zone. In this update, we are overhauling the system so that one Loading Zone can be used for multiple projects, as long as the combination is valid and the scheduling rules are respected.
The core rule is:
If you accept a Contract Project first and assign it to a Loading Zone (making that zone “scheduled”), you can then accept Quick Projects into the same Loading Zone under a specific condition.
The Quick Project must target the same Loading Zone as the scheduled Contract Project, and its Loading Window must be less than or equal to the remaining Preparation Time of the scheduled Contract Project.
This rule exists to prevent situations where a truck arrives while another truck is still expected to occupy that Loading Zone. With this change, players should have more flexibility in organizing project choices and planning production without feeling blocked too early.
Because of this overhaul, we also updated the UX and UI in the Project Menu so the new rules are communicated more clearly and the flow of selecting Loading Zones and accepting projects is easier to understand.
With the new project acceptance rules, Quick Projects are also being adjusted.
Quick Projects now have a new randomizer for their Loading Window.
Instead of being fixed, Quick Projects can now generate with 1 day to 3 days Loading Window variants.
This adds more variation to difficulty and preparation requirements, making Quick Projects feel less predictable and encouraging more strategic planning.
Because the new project handling can create more active project combinations, we updated the Active Project HUD to keep it readable.
The HUD now shows a maximum of 4 prioritized projects, focusing on:
Projects for today, or
Projects whose truck has already arrived Then it will display other projects after those priorities.
This is meant to keep the HUD useful at a glance without becoming overcrowded.
Based on community feedback, we refined several Production Assistant behaviors so they work more efficiently and feel more intentional.
Smarter box selection for Starter Machines Production Assistants no longer choose boxes randomly or only by closest distance. They now consider the required amount more carefully. For example, if a machine needs 24 items, the assistant will prefer using one Medium (M) box instead of immediately taking a Large (L) box or combining multiple Small (S) boxes.
Employee now respects Turn On/Off state of Starter Machine Supplying behavior now depends on whether the Starter Machine is turned on or off.
If the Starter Machine is turned off, employees will not insert items into it.
This means you can prioritize which Starter Machines should receive supplies by turning unused machines off directly using the machine’s Turn On/Off switch, without needing to open Employee Settings for every machine.
Fixed an issue where employees could still supply Starter Machines after 20:00 (End Production Time) under certain conditions.
With this update, whenever an employee is about to place items into a Starter Machine, the system will re-check the time before the final input happens.
This prevents unintended late supplying behavior after production time ends.
Fixed an issue where employees could walk through Supply Racks as if they had no collision. Supply Racks now properly block employee paths and can no longer be passed through.
We found reports where an employee appears to be “working” but only walks back and forth without completing the task. In many cases, this happens because the target machine or object has no valid path for the employee to reach it, causing the pathfinding process to repeatedly fail.
To avoid this issue, please make sure:
Machines and objects are not blocked or locked in a way that prevents access
There is enough clear walking space so employees can reach the interaction point properly
Some players reported that products always come out as Grade D after the Packaging Machine. In most cases, this is not caused by the packaging stage itself, but by an incorrect processing order earlier in the line.
The recommended general order from the catalog is: Slice → Wash → Dry
If the order is violated, the system may treat the product as improperly processed, which can result in Grade D output.
To reduce how often this happens, we added a potential fix that allows some flexibility in the early order:
Slice → Wash can now be swapped to Wash → Slice without affecting the result.
This change is meant to cover the most common mistake we see players make when setting up lines. After this update, players who prefer to Wash first and Slice after should still get the same output quality as the original Slice first then Wash order. One more important note: the system now does not reduce the quality of raw commodities when the day changes. Only completed products (after labelling) have a grade, and that grade will only decrease after day change if the product is not stored in the Cold Storage Room.
Once again, thank you very much for all your feedback and patience. We are still tracking everything and prioritizing improvements based on feasibility and impact, while continuing to refine core systems step by step.
If you encounter any issues with this new update, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued support, bug reports, and feedback. Your messages and detailed explanations have been extremely helpful in guiding our priorities, especially now as the factory expands and systems become more complex. This update continues our step-by-step approach by adding more storage capacity, improving delivery handling, and introducing new routing options for conveyor layouts.
Here is what is included in this version.
As factories grow, storage becomes one of the biggest bottlenecks. In this update, we are adding Cold Storage Rooms 3 and 4.
Between Factory Building 1 and Factory Building 2, we prepared additional rooms that can be used as new Cold Storage areas.
We also heard feedback about wanting a dedicated Supply Storage Room. After reviewing the needs, we decided not to separate it as a special room, since Supply Racks can already be placed inside Cold Storage.
This means these new Cold Storage rooms can also be used as supply storage if your playstyle requires it, especially if you want to place Supply Racks in a more organized space.
This was a frequent community request, and with the factory area becoming larger, being able to monitor supply stock without walking back and forth has become much more important.
To help you track how many supplies you currently have, the Project Menu now includes an additional view that shows your Supply Stock information. This displays the total stock of purchased supplies such as Commodities, Packaging, and Labels. You can filter and sort by quantity to the information shown in the menu.
We refined the truck loading process to handle overflow more cleanly.
If a delivery would result in extra items than the target, the excess will now be converted into a new box, instead of extra items to deliver.
The extra box will appear next to the truck and can be picked up by employees and returned to available Cold Storage.
This not make extra item to deliver, and makes overflow handling more consistent.
A new conveyor type is now available: Rotary Splitter Conveyor.
This conveyor splits the line into 3 alternating outputs using a smart routing method.
If one of the output sides has no connected conveyor, it will automatically route to another available output instead.
This opens up more specialized layout options and makes complex multi-branch lines easier to build.
Vendor Truck capacity has been increased.
At Reputation Level 10, Vendor Truck capacity can now reach a maximum of 960.
We updated the Project Menu UI to make managing offers much easier.
Added category tabs: All, Active, and Offer.
Added a preparation filter with options: All, Today, 1 Day, 2 Days, and 3 Days.
This was a common request to help players quickly sort and focus on the right project type without manually scanning long lists.
Supply purchasing now supports quicker quantity selection.
Added +1 and +10 buttons for faster bulk purchasing without too many repeated clicking.
You can still set a specific quantity manually, and you can remove items from the Cart list if needed.
We updated the Label Machine monitor display:
It now shows the selected Focus Commodity icon, instead of appearing blank right after deployment.
Fixed an issue where employees could supplying a Starter Machine even after the Focus Commodity changed mid-process.
Employees will now stop supplying if the Focus Commodity no longer matches what they are holding.
They will try to return the item to an available Supply Rack.
If no suitable rack exists, they will drop the item near the Starter Machine instead.
Fixed an issue where employees could repeatedly try to restock labels when the Focus Commodity did not match the remaining label type inside the machine.
A warning is now shown in Employee Settings when this mismatch occurs.
Employees will no longer attempt to restock when the label inside the machine does not match the focused label type.
Once again, thank you very much for all the support, reports, and feedback. We are continuing to record everything and prioritize updates based on feasibility and impact, while keeping the game stable as new expansion content rolls out.
If you encounter any issues after updating, please report them through the in-game Bug Report Menu and/or the Steam Discussions. Every report helps us validate fixes and improve the experience faster.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for supporting the game. One of the most requested updates is finally ready to ship in this version: Factory Building Expansion is now available, doubling the usable factory space. This is part of our larger expansion plan. A few additional rooms are still temporarily closed because we are finalizing several details, so this expansion will continue to roll out step by step.
Alongside the expansion, we also added improvements to better support the new factory layout and to refine existing systems. Here are the details for this week’s update.
One of the most repeated community requests is now available in the latest version. Factory Building Expansion expands the factory area so you now have roughly double the space compared to before.
The container area that was previously decorative is now used as a new factory building, connected to the original building through a corridor.
You can unlock this expansion after you reach Tier 25 and have already unlocked Cold Storage Building 2.
There are several empty spaces along the corridor that are planned for future Cold Storage areas, but they are still being finalized and will be opened gradually in upcoming updates.
The new factory building can be used as anything you want, a trial area, more storage room for your supply or as a dedicated space for more advanced production setups as your product lines grow.
With two factory buildings, we also developed support for multiple Supply Drop Areas.
You can now decide whether new purchases are dropped at the Supply Drop Area in Factory Building 1 or Factory Building 2.
Each Supply Drop Area can only be moved within its own building area and cannot be relocated across buildings.
After unlocking the new Factory Building, the Supply Drop Area selection becomes available directly inside the Cart menu.
This should make logistics cleaner and reduce the need to carry boxes across long distances when you are actively working in both buildings.
After adding larger machines and items, we found that placement could feel uncomfortable in some situations. When rotating a large object, its center could shift away from the cursor, making precise placement difficult.
This has been improved in the latest version:
Rotation now stays aligned more consistently with the cursor center.
Placement should feel smoother and more reliable, especially for larger machines and objects.
We applied a potential fix for cases where a box could move through a wall if it was accidentally thrown toward it.
This fix focuses on wall areas that are connected to spaces that are still locked or not yet unlocked.
The goal is to reduce situations where boxes end up inside inaccessible areas due to clipping.
We shipped several optimizations alongside this update to help keep performance stable as factories scale up, especially now that Factory Building 2 is available.
These optimizations include:
Render Optimization Improved object handling using better pooling techniques, especially for items on conveyors. We also improved rendering performance for objects outside the player’s view distance, and made additional improvements to box item rendering.
Texture Optimization Reduced the detail level of some item textures to lower memory usage and avoid unnecessary RAM pressure.
Behavior Optimization Updated several employee-related algorithms to reduce overall processing load and keep simulation behavior lighter in larger factories.
These optimizations are intended to ensure that even with more machines and more active processes in Factory Building 2, the system still has enough processing headroom and avoids severe lag. Performance will still vary depending on each player’s device specifications, since hardware capability remains a key factor.
Once again, thank you very much for your continued support and feedback. Please note that this expansion is being delivered in stages. Some extra rooms and spaces are still under refinement and are not accessible yet, but they are part of the plan and will be opened in future updates once they are ready.
We would also love to hear your feedback about this new expanded factory layout. If you have suggestions on how the space should be used, how logistics should flow between buildings, or what feels missing, please share your thoughts in the Steam Discussions or through the in-game Bug Report Menu.
With this Factory Building Expansion now available, we are also planning to move forward with new products and new machines that will support future content and more advanced production features.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued support and feedback. Before we get into this week’s update, we also want to share that Food Processing Simulator is 20% off during the Steam Spring Sale, and the discount will run for one week. If you have friends or creators who have been waiting for a good time to jump in, this is a great chance to grab the game at a special price.
This week’s update adds a few quality of life improvements that help prepare the game for the upcoming Factory Expansion. Since it is a holiday week on our side, this patch is smaller than usual, but the good news is that the expansion has now entered the testing phase, so please stay tuned for upcoming devlogs.
Based on community requests and to better support larger factory layouts, we developed new conveyor variants that make building long routes much easier:
Straight Conveyor 3x1 A straight conveyor with a 3 meter length, designed for longer runs with fewer pieces.
Straight Conveyor 5x1 A straight conveyor with a 5 meter length, ideal for covering long distances efficiently.
Overhead Straight Conveyor 5x1 An overhead straight conveyor with a 5 meter length, built for longer elevated routes while keeping walkable space underneath.
These new conveyors are meant to help you build cleaner layouts and reduce the need to chain many short conveyor pieces.
We updated the Starter Machine with several new features based on community feedback:
Stop Button (On/Off Control) Starter Machines now have a Stop button so you can toggle them on and off more directly.
Front-Facing Production Limit Display A new Production Limit screen has been added to the front side of the Starter Machine, making the information easier to see without needing to check only the side view.
Any Commodities Focus Option Starter Machines can now be set to focus on Any Commodities. This allows you to build pipelines where a Filter Machine controls input rules, while the Starter Machine accepts any valid incoming items.
As always, thank you again for all your feedback and suggestions. We are still tracking everything and prioritizing updates based on feasibility and impact, while continuing optimization work in parallel.
And as mentioned earlier, Factory Building Expansion is on the way. It has now entered the testing phase, and once it is ready and stable for release, we will share full details in an upcoming devlog.
If you encounter any issues, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued support and feedback. This week’s update focuses on improving existing systems and adding extra quality of life features as we move toward the upcoming Factory Expansion. The expansion is still in progress, and in this update we also want to share a small sneak peek of what we are currently building.
Based on recurring community feedback, we have updated Machine Monitors to improve readability and reduce unnecessary switching during gameplay.
The monitor will no longer automatically switch to the Log view. Instead, it will show a warning icon indicator when there is a red log (error) or any critical issue that requires attention.
We added a new monitor view that displays the Item List and item counts more clearly in a separated layout, making it easier to scan what is inside the machine at a glance.
We improved the label purchase interface by adding a toggle that allows you to show only the currently active labels.
This was requested by players who prefer buying labels based on the product tier or menu they are currently working with, so they can avoid excessive scrolling and stay focused on their active production line.
The Tablet Employee UI has been updated to show clearer information about how many employees are currently hired in the bar section. This makes it easier to understand how many slots are filled, how many are still available, and helps you manage your workforce more efficiently as your factory grows.
Fixed an issue where the movement animation of the Vertical Conveyor Lift was reversed. It now matches the correct direction shown by the speed indicator.
Fixed an issue with automatic delivery confirmation for Vendor Trucks in a specific case:
Previously, if there was no target item list in Employee Settings, but the player manually loaded the truck, the employee could still auto confirm the trip immediately.
With this fix, if the player loads items manually without a target list configured, employees will only confirm the delivery once the truck reaches full capacity.
If delivery confirmation is set to Manual, this behavior does not apply.
We want to share a short update about the expansion work currently in progress. We have been updating the layout to extend the factory toward the container side, which will introduce a new room roughly the same size as the original building, connected through a corridor.
So why are we not shipping it yet? The main reason is performance. We still have performance issues that need to be tackled first before we can safely release a much larger factory area.
We have already implemented additional optimizations to support this expansion, but there are still more optimizations in progress, especially around cases where many items line up and appear continuously across long production lines.
In addition to expanding the factory area, we are also preparing another Cold Storage expansion. Our goal is to make this space flexible so it can also be used as Supply Storage if needed, depending on your playstyle.
We will share some current screenshots of this work in progress. Please note that these images do not represent the final version, and many details may still change before release.
Once again, thank you very much for all your feedback and suggestions. We are still tracking everything and prioritizing improvements based on feasibility and impact, while continuing optimization work in parallel. And as mentioned above, Factory Building Expansion is on the way. Once it is ready and stable for release, we will share full details through an upcoming devlog.
If you encounter any issues, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for all the feedback and reports you’ve been sharing. This week’s update focuses on improving and expanding several features that were introduced in previous patches. The main goal is to reduce repetitive setup, improve clarity around Vendor Truck workflows, and give you more tools to scale your factory operations.
We also want to mention that Factory Building Expansion is on the way. It is still in development, and once it is ready, we will share full details in an upcoming devlog.
Based on requests from players who want more day-to-day production control, we updated the Starter Machine Employee Settings with a new option: Daily Production Limit.
When you set a daily production limit, the Starter Machine will follow that limit during the day.
When the day changes, the production limit will automatically reset back to the same value you previously set.
This means you no longer need to manually reconfigure the same limit every day, making daily routines smoother and less repetitive.
We noticed many players did not realize that Loading Operators have a Vendor Truck loading task. To improve visibility, we added a new monitor that shows Vendor Truck Loader Assignment. The monitor located in the Vendor Truck Garage area.
This monitor displays which Loading Operators are currently configured as Vendor Truck Loaders.
If an operator is not assigned, you can adjust their priority configuration through the Employee Menu in the Tablet.
This should make it much easier to understand and manage your Vendor Truck loading workflow.
We updated Vendor Truck Employee Settings to support a more automated Vendor Truck loop.
You can now choose a target sales location directly in Vendor Truck settings.
You can also delegate the task of confirming the sales trip to employees.
With this change, Vendor Truck trips can now run continuously based on the routine you set, without requiring manual confirmation from the player each time.
To help larger factories run more smoothly, we are introducing more employees in this update:
5 Production Assistants
1 Loading Operator
A new Reset Loading button has been added to the Vendor Truck Employee Settings. This allows you to reset the employee’s loading progress (capacity progress), so they will load and deliver the same target amount again based on your previous setup.
The Employee UI now includes a category filter to help you manage larger employee lists more easily:
All
Production Assistants
Loading Operators
This makes it faster to check which employees you already hired and which roles are available for hire.
We added tutorial entries to cover newer systems and unlocks that many players asked for clearer explanations on, including:
Cold Storage 2 Building
Overhead Conveyor and Vertical Lift
Vendor Truck 3 Expansion
Vendor Truck Employee Settings
These entries are available through the Tutorial menu so you can revisit the information at any time.
Once again, thank you very much for all your continued support and feedback. We are still tracking everything and prioritizing improvements based on feasibility and impact, while continuing to refine systems step by step. And we want to inform you that Factory Building Expansion is on the way. We are working on it actively, and we will share full details through a future devlog once it is ready.
If you encounter any issues after updating this version, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued feedback, suggestions, and reports. This week, our update focuses mainly on the Vendor Truck system, especially adding a new employee-supported loading workflow. We are also shipping a few improvements and bug fixes based on issues reported by the community.
You can now assign your Loading Operator to help load products into the Vendor Truck.
A new task priority option has been added: Vendor Truck Loader.
This is not enabled by default, so you will need to manually set it in the employee’s task priority list before they start helping with Vendor Truck loading.
With the new Vendor Truck loading task, each Vendor Truck now has its own Employee Settings menu.
By interacting with a Vendor Truck, you can configure:
Which products should be loaded into that truck
The target amount for each box size you want to load
Please note:
Your configuration must follow the truck capacity rules for the Vendor Truck you currently own. You cannot set the total box count beyond the maximum capacity limit.
You can also choose how the loading routine behaves:
Routine: Daily The employee will repeat this loading plan every day.
Routine: Repeat After Return The employee will reuse the same loading plan again after the Vendor Truck returns.
This allows you to better control employee workload and keep your Vendor Truck consistently stocked without fully manual preparation every time.
For now, running the Vendor Truck trip is still manual. The player must choose the sales location and start the trip, so it cannot be delegated to employees yet.
The third Vendor Truck garage is now open, so you can have up to 3 Vendor Trucks.
This garage can be unlocked once you reach Tier 30.
Fixed an issue where lower-grade boxes (after day change) could be ignored by employees when selecting items for delivery to a client or vendor truck.
Fixed display and controller access issues in Employee Settings for Pallets, including gamepad navigation and plus/minus configuration controls.
Once again, thank you very much for all the feedback and support you keep sharing. We are still tracking everything and prioritizing improvements based on feasibility and impact, while continuing to refine systems step by step.
If you encounter any issues after updating, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for your continued feedback, reports, and suggestions. This week, we are shipping the next phase of our expansion roadmap with a major focus on Cold Storage expansion as requested repeatedly by many players. Alongside that, we are also adding several improvements to support smoother factory flow and better day-to-day quality of life in the game.
Here is what is included in this new version:
One of the most repeated requests from the community has been expansion support, especially for storage capacity. In this update, we are starting the expansion step by step by opening access to the blue building that has been teased since the early version of the game as the next Cold Storage Expansion.
You can now purchase and unlock Cold Storage 2 with these requirements:
Reach Tier 21
Buy Factory Expansion 2
With a second Cold Storage area located in a different building, there are several new rules and behaviors to be aware of:
Cold Storage Displays are separated The Cold Storage Display will only show information for the specific Cold Storage area you are currently in. Meanwhile, the Stock view inside the Project Menu will show combined stock information from both Cold Storage areas.
Different pallet behavior depending on Loading Zone
For Loading Zone 1 and 2, employees will not use pallets for deliveries when products come from Cold Storage 2.
For Loading Zone 3 and 4, if pallet delivery is required, items from Cold Storage 2 will be automatically moved onto pallets first by employees.
Employees prioritize nearby storage to the target truck Employees will try to choose items from the nearest Cold Storage area based on the target delivery truck. This means employees may take items from Cold Storage 1 first instead of Cold Storage 2 if the target truck is located closer to that area, especially for Loading Zone 3 and 4.
Cross storage handling rules when one storage is full If one Cold Storage is full, employees will attempt to place items into racks in the other Cold Storage area if space is available. However, if items are dropped into the Drop Zone of a specific Cold Storage, those dropped items will only be organized into racks within that same Cold Storage. For example: if a box is dropped into Cold Storage 2 Drop Zone, it will only be moved into racks inside Cold Storage 2, even if Cold Storage 1 still has empty racks.
Based on community requests for building conveyor paths in higher areas, we have added new utilities that allow more flexible routing, improve walkable space for employees, and open up more layout possibilities.
We added three new utilities:
Overhead Straight Conveyor
Overhead Curved Conveyor
Vertical Conveyor Lift
These new utilities unlock at Tier 20, before multi-ingredient products are introduced, so players can start using overhead routing earlier and build more advanced layouts for future challenges.
Many players asked for an easier way to view machine setups from above. With this update, the factory building has been visually updated to include an upper platform area (mezzanine), allowing you to look down and monitor your production floor more easily.
Automation requests for delivery approval have been a common topic. With this update, you can now assign employees to approve deliveries.
Employees can approve delivery as long as the Loading Zone assignment matches the truck’s loading zone.
This configuration can be set through the Delivery Loader Assignment screen.
We have added support for two new languages:
Thai
Spanish (Latin America)
We adjusted the daily Project Offer generation to make Quick Projects appear more often during normal gameplay. Previously, after reaching Tier 4, the game would generate 1 Quick Project and 1 Contract Project each day.
With this update:
After reaching Tier 6 (changed from Tier 4), the daily offers now generate as 2 Quick Projects.
After you complete projects, new offers will spawn with an approximately 80% / 20% distribution between Quick Projects and Contract Projects.
This change makes Quick Projects much more common, while Contract Projects still appear occasionally for players who enjoy longer planning and scheduling.
Updated the Tutorial Menu layout into a list format, since there is now much more information to display.
Improved cursor behavior during object placement and sandboxing. The cursor position now appears closer to the center of the machine or item, instead of leaning toward the bottom-right.
Fixed an issue where some achievement triggers would not activate correctly after loading a game.
Fixed broken controller access when closing the tablet while the cart process was still active.
Once again, thank you very much for all the feedback and suggestions you keep sharing. We are continuing to record everything and prioritize updates based on feasibility and impact. The Cold Storage expansion is only the beginning of the expansion roadmap, and we will continue improving storage, factory flow, and performance step by step.
If you encounter any issues after updating, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate quickly.
See you in the next update! 🥗🚚
Hi everyone, 😄
We have a special announcement today: Food Processing Simulator is now 20% off as part of a Weeklong Deal (16 - 23 February 2026). If you have friends or families who have been interested but have not picked it up yet, this is a great time to invite them in and grab the game at a special price.
This is also the second discount since launch. Since our launch discount ended, we have been actively updating the game for almost two months, with frequent improvements and new systems based on player feedback. Here are some highlights you may have missed:
We introduced the Vendor Truck feature as an additional optional challenge loop. You can increase your Reputation Level by selling products using the Vendor Truck across multiple sales locations, each with its own preferences and product popularity. This gives you a new way to earn extra income beyond Client Projects.
We added more equipment to support smoother day-to-day factory work, including systems and tools such as:
Configurable Cold Storage Racks and Supply Racks to manage production,
Box Carrier and Hand Forklift for moving boxes in indoor areas,
And more equipment that improves handling, storage, and logistics
We introduced new machine features and updates that make production clearer and easier to manage. Many machines now provide better information, better interactions, and added functionality to support more complex factory setups.
The playable area has grown compared to the early version at launch. This includes:
Expanded Cold Storage space
A larger starting factory area
Additional Loading Zones that can be unlocked and expanded once you reach certain Tier milestones
We already have plan for further improvement for the production and cold storage more so stay tuned for it.
With community feedback, we have continued improving employee logic and control. Employees now behave more efficiently, feel smarter, and support production flow better than in the early launch version.
We know optimization is still not perfect, but since launch we have consistently monitored performance feedback and shipped incremental improvements to make the game smoother over time. This is still an active focus for us.
We also released many smaller QoL improvements that make daily gameplay smoother, clearer, and less repetitive. A lot of these came directly from community suggestions and player reports.
And there is still more. You can follow the full progress through the devlogs we post regularly. Please note that not every community suggestion has been implemented yet, but we are working iteratively and incrementally while reviewing feasibility and impact for each change.
We hope this Weeklong Deal helps bring more players into the game, and we are excited to hear new ideas, feedback, and discussions from new and existing players. If you have thoughts about what should be improved next, we would love to hear from you in the Steam Discussions.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you for waiting for this update. This time, we’re releasing the optimization improvements we mentioned last week, focusing on render performance and save file size / save-load speed. Both of these are now ready to ship in this patch.
On top of that, we also added several updates and improvements, including new achievements related to Vendor Truck, which is one of the newest features we introduced.
There is a condition where performance could drop heavily when you have many machines and many objects visible in the production line, especially when items get stuck inside one or more machines. This could cause FPS to fall to very low levels.
With this update, we have implemented improvements to address this case. Based on our internal testing, you should feel around a 20% to 30% FPS improvement in almost full and busy factory situations. Results may vary depending on your device specifications. In general, the higher your device performance, the more noticeable the improvement can be.
For players with deep progression and large amounts of stored stock, save file sizes could grow extremely large. This caused saving and loading to become very slow, and also affected day transitions due to autosave.
With this update, save file size can now be reduced by 70% to 80%, which should make loading and saving significantly faster. Just a quick note for you who have a large save file, the first time you load the progress will still take longer as the system is tweaking something with your save file, but it should be take less time after that.
We are introducing 20++ new achievements in this update. Most of them are tied to the Vendor Truck feature, so for achievement hunters, there is now a new set of challenges to work toward.
For players who already have progression, some of your achievement progress is already tracked and will update automatically after you play again on the latest version.
As many player wanted to have more hand to help, we have added 3 new employees in this update:
2 Production Assistants
1 Loading Operator
We will try to maintain the number of employee so they don't become problem for performance department. If with this number added are okay we will try to increase more in the future updates.
Based on community feedback about employees walking too far and behaving inefficiently when selecting racks and target items, we updated how they search and choose destinations. Employees now prioritize closer options in several cases, including:
Checking the nearest Supply Rack or Cold Storage location when placing boxes that need to be organized
Checking the nearest Supply Rack or box source when supplying to the Starter Machine, Product Labelling Machine, and Packaging Machine
This should reduce unnecessary long walking paths and make employee movement feel more logical and efficient.
We added an Immersive Mode option in the Pause Menu.
This feature hides the HUD UI, allowing you to take clean screenshots of your factory environment and production lines without UI distractions.
We updated the conveyor UX so that the Change Direction information appears while the conveyor is still in the blueprint stage.
Previously, the direction change information only appeared after the conveyor was deployed, which could confuse players about whether the conveyor direction could still be changed.
We updated the plus/minus buttons in several UI areas so there are now options to increase or decrease values by larger amounts.
This is especially helpful for players using controllers, making it easier to change big numbers without pressing the button repeatedly.
Fixed an issue where the Cold Storage Stock view inside the Project Menu could incorrectly show a scroll bar while using a controller, even though it should not appear.
Fixed a translation issue where text did not display correctly on the Supply Rack display when the rack was empty.
Optimization work is not stopping here. We will continue monitoring performance and working on additional optimizations over time to keep the game comfortable to play. Device specifications will still affect how strong the impact feels, but we want performance to steadily improve with each iteration.
Once again, thank you very much for your feedback and support. We are still tracking all reports and prioritizing improvements based on feasibility and impact. If you encounter any issues, please report them through the in-game Bug Report Menu and/or the Steam Discussions so we can investigate further.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for all the feedback, questions, and reports you’ve been sharing with us. In this update, we are improving and fixing several core systems that the community has frequently asked us. While part of the team is actively working on optimization improvements, we are also delivering important quality of life updates and refinements to existing systems.
Based on common questions and recurring issues from the community around machine clarity and maintenance behavior, we added new information and controls:
Maintenance Threshold Control We added a new setting that lets you control when a Production Assistant should start doing maintenance and when the machine should show a warning state.
The threshold works from a maximum of 90% down to 0%.
For example, if you set the threshold to 80%, then once the machine condition is below or equal to 80%, the employee will perform maintenance on that machine.
The default maintenance threshold is 25%.
Speed Control Information and Machine Condition Explanation We added clearer information to the speed control UI explaining that higher speeds will reduce machine condition faster.
A new gear icon has been added as a symbol for machine condition.
Machine condition reduction is calculated based on the number of commodities processed while the machine is running at a specific speed level.
Faster speed means faster condition decay, so speed decisions now come with clearer tradeoffs.
We received requests for an easier way to check current stock without having to physically walk to Cold Storage. To support faster decision making when choosing projects:
The Project Menu now has a new button that displays your Cold Storage stock directly inside the menu.
This allows you to quickly compare available inventory and pick a project that matches what you currently have.
The same sorting options and display modes from the Cold Storage display are also available in this Project Menu view.
Potential fix for an issue where employees could get stuck when trying to take a box from the Box Packer Machine if the box was not full. This mostly affected non-product boxes targeted for Supply Racks or Starter Machines.
Fixed a bug where packaged products were incorrectly sent to the failed output when the Splitter Machine was set to Any Commodity.
Fixed an issue where players could click the Task Priority area in the Employee Menu and open settings even when no employee had been hired.
Fixed a case where supply box size selection carried over into a New Game, allowing Medium and Large box sizes to be accessed during early tutorial progression when they should still be locked.
Fixed a case where pallets could appear even if the Forklift unlock had not been purchased. This could be triggered by loading a save after owning the Hand Forklift. Pallets should only be available after purchasing the Forklift upgrade in the Vehicle menu. This also fixes incorrect vehicle counts recorded in the Vehicle menu.
Fixed several descriptions and UI information that were not translated correctly in certain languages.
As an additional update, we want to share the current progress of the optimization work in development. We are currently tackling two main performance problems and here is the status of each:
There is a condition where performance can drop heavily when players have many machines and many objects visible in production lines, especially when items become stuck inside a machine. This can result in very low FPS.
We are actively improving this case and the current results are already showing good progress.
Internal testing so far shows an improvement of around 20% to 30% FPS when this optimization is applied.
We are not shipping it in this update yet because it is still in internal testing and needs more validation before release.
For players with deep progression and large inventory stock, save file sizes can grow too large. This makes saving and loading very slow, and also impacts day transitions due to autosave.
Current optimization progress shows the save file size can be reduced by 70% to 80%, which significantly improves load and save speed.
This optimization is also still in internal testing, and we hope it will be ready to ship next week if validation goes smoothly.
Once again, thank you very much for continuing to share feedback and reports. We are still tracking everything and prioritizing improvements based on feasibility and impact, while continuing work on performance optimization in parallel.
If you encounter any issues, please report them through the in game Bug Report Menu and/or the Steam Discussions so we can review the details and reproduce the case.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you very much for all the feedback, reports, and suggestions you shared after the last update. We truly appreciate the time you take to explain issues and share your factory setups, because it helps us prioritize what matters most in real gameplay.
This week, our focus is on improving the quality of life of existing production systems and fixing several core behaviors that can affect experience during longer sessions, especially for players with larger factories and heavier save data.
We also want to acknowledge the current performance and optimization concerns. Performance improvements are actively being worked on by the team, and we have already started building stronger test cases based on the reports some of you sent about FPS drops and heavy box or item density areas. While the optimization work is still ongoing, this update includes several incremental improvements, and we will continue to ship performance-related updates step by step as they are ready.
We reviewed community feedback and observed that when players own many machines, Production Assistants often spend too much time doing maintenance and not enough time on other tasks.
To improve this, Production Assistants will now only start doing maintenance automatically when a machine drops below 25% condition. Previously, the threshold was below 80%, which caused them to maintain too frequently. This was especially noticeable when machines were set to faster speeds, since machine condition decreases faster at higher speed.
We made several incremental improvements to Supply Rack behavior based on community feedback:
Supply Rack now has an additional display showing how many boxes are stored in that rack. This is separate information from the contents of each individual box.
Added new filters: Any Label, Any Packaging, and Any Commodity.
The previous Any Commodity option has been changed to Any Supplies, meaning the rack can accept any supply type (commodity, packaging, or label).
Added a Box Size filter, allowing you to restrict which box sizes are allowed on a rack.
Supply Rack and Cold Storage Rack now start with their configuration set to “None” when purchased, so you can define the intended setup first before employees begin placing items.
The Cold Storage Rack you receive at the beginning of the game will still default to Any Product Menu, but any newly purchased racks will start as None.
Improved employee placement logic so employees prefer racks that are specific before using racks set to Any. Previously, Any racks could be prioritized over specific racks.
Employees still do not evaluate distance to racks yet. This is already noted for future improvements.
Updated Supply Rack collider size so it matches the actual 3D shape and reduces overlap issues with walls or other racks. The old size is not correct so when you try to change layout after this update the new rule will need to comply.
Packaging Machines now have a new screen on the upper area to display remaining packaging stock.
This was one of the most requested quality of life improvements. We designed it to be clear but not as visually dominant as the label display, so it stays readable without being distracting. The current design also not moving like the label display.
We added a new commodity state option: Normal (raw / unprocessed).
Based on community playstyles, many players wanted the ability to instruct employees to place commodities that have not been processed at all. With this update, Normal becomes an additional option, so you can better control which commodity state is allowed to enter machines such as the Starter Machine or Filter Machine, and also racks.
Important note about state selection behavior:
In this update, we also update how the game reads and filters commodity states. Items will carry multiple states across the processing chain (for example: Sliced + Washed + Dried). Because of this, you may need to adjust your machine/rack state selections to match the states shown on your boxes. Before this update if you only ticked one state for example Dried, it will also filter combined state with Dried on it. This new update those condition cannot be performed anymore and you need to have check the same state as the condition you need.
Normal will always be ticked automatically when you select any processed state (Sliced / Washed / Dried). This is intended behavior and helps keep the state logic consistent across the system.
Box Carrier can now be used to dispose multiple carried boxes at once.
This makes it easier to clean up and discard large amounts of boxes quickly, using Box Carrier as a disposal tool instead of handling boxes one by one.
Added clearer information on how Loading Operators handle pickup from the Box Packer Machine at the output area.
Added a visible indicator on Box Packer Machines showing the current output box size: Small / Medium / Large.
The selected Box Size in the Supply purchase menu is now saved as the last selected state, so it persists after loading the game.
Improved the sidewalk and curb in front of the Vendor Truck garage exit to prevent the truck from clipping or hitting it when leaving.
Updated the Credits screen with a “View More” hint and added mouse wheel scrolling support.
Adjusted box rotation when it comes out of the Box Packer so the label faces the player.
Added an info popup when switching or disconnecting a Steam account, warning about possible Cloud Save progress changes that may look like lost progress.
Updated the underline color indicator for Vendor Truck items to show whether a product is eligible for the Popular bonus or not in the post sales popup.
Improved the handling of “not enough balance” information when adding items or supplies to the cart.
Added clearer information for Supply Behavior Limited, explaining that when the limit reaches 0, supplying stops and the player must manually increase the limit again to resume production.
Fixed a case where the tutorial could remain stuck even when the player was already at a high level. This was caused by skipped tutorial steps that were not automatically recognized as completed. With this update, stuck tutorial states will now be auto-completed when detected, and affected players will be recognized as complete after loading the game.
Fixed Cold Storage display not updating item counts when items were stocked into machines while the player remained stationary inside the Cold Storage area.
Fixed mouse scroll not working in some menu pages when the cursor was hovering over buttons or text.
Fixed starting position after loading not relocating correctly when blocked by objects other than machines (such as racks, box generators, or trash bins).
Potential fixed for case where a machine could randomly become marked as “being processed” by employees, but no employee would actually go there, causing the state to get stuck.
Potential fixed for case where a box could randomly become marked as “being processed” by employees, but no employee would actually interact with it, causing the state to get stuck.
Fixed a situation where loading a large save could cause machines or boxes to become unprocessable or unpickable by employees.
Fixed the Camera Sensitivity setting display not reflecting the real stored value when the Settings menu was first opened.
Fixed incorrect speed indicator direction on the mirrored version of the Pouch Packaging Machine.
The demo has been updated to include the latest improvements up to this release, including:
Improved machine information and visuals
Render optimizations when there are many items
Updated environment layout with a larger factory area
Additional UX and UI improvements
Once again, thank you very much for all the feedback, bug reports, and suggestions you keep sharing. We are still reading and collecting everything, and we truly appreciate the time you take to explain what feels off and what you would like to see improved.
We want to reassure you that we are not only focusing on what is included in this update. We are continuously reviewing community input and prioritizing changes based on two things: feasibility and impact. Some improvements can be delivered quickly, while others require more design work, testing, and performance validation before they are safe to ship.
Besides the ongoing optimization work we are preparing, here are a few areas we are actively planning and reviewing:
A cost sink system through operational costs, to improve long term economy balance
Employee support for Vendor Truck workflows, so the feature can scale better without becoming too manual
A new system to better support food variants, so menu expansion can grow in a cleaner and more scalable way
We also know that content additions are a major highlight for many players, such as more achievements, factory and cold storage expansion areas, and more employees. These are still part of our direction, but for factory and cold storage expansions, as well as adding more employees, we need to make sure the current performance issues are improved first. We want those upgrades to feel exciting, not heavier or frustrating due to lag or instability.
If you run into any issues, please report them through the in-game Bug Report Menu and/or the Steam Discussions. Every report helps us build better test cases and fix problems faster.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you so much for all the feedback, ideas, and discussions based on last week’s update. This week, we’re introducing a new feature that aims to answer a few common needs we’ve seen from players:
A new challenge type besides Client Projects
An optional side progression you can work on during downtime
A faster way to reduce storage stock when it starts piling up
A way to recover value from unlabelled or low-grade products instead of just throwing them away
Because our main focus this week is shipping this new feature in a good, stable state, some non-urgent bug fixes and improvements are being held for later patches. This feature also opens doors for future systems we’re already planning in the background.
The Vendor Truck is a new system that lets you sell your products directly to end customers at specific sales locations, instead of only through Client Projects. This feature unlocks from Tier 8, so even newer players will be able to experience it fairly early in their progression. You can unlock this feature by interacting to the gate of the yellow building in the east side of the factory building.
Once you pay to unlock access to the Vendor Truck, you will receive:
1 Vendor Truck
2 new employees as Sales Operators, who help you run sales at chosen locations
Before your employees head out to sell products, you need to move items from your storage and load them into the Vendor Truck. After that, you can interact with a Sales Operator to continue the process. By interacting with a Sales Operator, you can:
Plan a sales trip to a selected location
Check your loaded items along with the sales estimation
Head out and sell directly to customers
Each location has different product popularity, so Popular and Preferred products with higher grades will earn better income and reputation. On the other hand:
Lower grade products will still sell, but with reduced income and reputation gain
Unlabelled products can also be sold, but they only generate a small payout and no reputation, making the Vendor Truck a softer alternative to simply discarding mistakes or leftovers
This turns your old stock, production mistakes, and low grade products into an optional gameplay loop instead of pure waste. However, the total payout and bonus potential from Vendor Truck sales is intentionally lower than what you can earn per unit through Client Projects. Client Projects remain the most profitable way to sell well prepared, high grade products.
Alongside Vendor Truck, we’re introducing a new Reputation Level system specifically tied to Vendor Truck feature:
Reputation Level is a separate progression track that increases as you successfully sell to customers.
Reputation is used to unlock new content related to Vendor Truck, such as:
New sales locations by buying permits
Increased truck capacity, letting you bring more products per trip
For this update, Reputation Level is capped at Level 10. Just like Tiers, we plan to expand this gradually in future updates as we add more content and destinations.
For now, you can access up to 2 Vendor Trucks.
A potential third truck is being held back until we’re confident the current design feels solid and readable based on player experience and feedback.
We first want to see how you use the system, how often you run sales trips, and how it interacts with Client Projects and storage management.
One design question we’re intentionally leaving open to community discussion:
Should Loading Operators help load products into Vendor Trucks?
Or should Loading Operators stay fully focused on Client Projects, leaving Vendor Trucks as a manual player-driven activity?
Both directions have pros and cons. For now, Vendor Truck loading is manual without the help of Employee, but we would really like to hear your thoughts:
Would you prefer automation here, with clear controls for what is allowed to be sold? and what kind of control do you prefer?
Or do you like the idea of Vendor Truck being a more hands-on, “side mission” style activity that you plan and execute yourself?
Please share your ideas so we can shape the next steps of this feature together.
We know some of you are left-handed players, and several community members mentioned needing arrow key movement support.
Forklift and Hand Forklift movement can now be controlled using the Arrow Keys, in addition to WASD.
Because we don’t yet have a full keybinding system for movement, this is currently hardcoded to mirror WASD behavior.
We’ve added a Special Thanks in the credits that lists community members who have helped during the Early Access journey of Food Processing Simulator.
This includes players who:
Wrote detailed reviews
Joined and active contributed to discussions
Sent bug reports and valuable feedback
Helped introduce the game to a wider audience as content creators / influencers
Our plan is to update this list monthly.
We’re aware this process is not perfect, and it’s possible some important contributors are missing. If you feel you’ve been involved with the game but your name doesn’t appear yet, please contact us at contact\bewolba.com so we can review and correct it.
We updated the speed LED indicator visuals so they now display on both main sides of machines.
This makes it easier to check machine speed from different viewing angles, especially in dense or symmetric layouts.
Added a Minimum Grade indicator to the Delivery Truck information panel, so players can immediately see the required grade threshold for a project without needing to check the details through the tablet.
Extra Projects in Tutorial Phase
Fixed an issue where players could receive regular projects during the tutorial phase when a new day started (by changing manually or force end day), which should not be possible. You should be not getting any normal project when in tutorial phase.
For existing progress where the tutorial is stuck at higher levels and making new projects doesn't appears after this update, you can clear the tutorial by repeating the requested tutorial step manually (without employee help). For example, if the tutorial asks you to supply lettuce to a Starter Machine, place one Starter Machine and manually supply lettuce again to complete that step.
Pallet Position Save Fix
Fixed an issue where pallet positions were not saved after being moved with the forklift or Hand Forklift. Pallet locations now persist correctly after relocation.
Splitter Machine (Mirrored) Screen Display
Fixed an issue where the mirrored Splitter Machine screen did not update correctly and could show placeholder images or text. The display now reflects the proper machine state and information.
Hold Interaction Triggering Move
Fixed a bug where hold interactions on some objects could trigger move interactions, even when the move input was not pressed.
Same Product Name Showing as Different Items
Fixed an issue where products with the same name could appear as different entries in the Cold Storage display and during pallet organizing. Items with the same product type now group correctly.
This week’s update is heavily focused on this new Vendor Truck feature and its surrounding systems. After this, we’ll go back to reviewing the broader list of improvements and ideas shared by the community, while also planning new content for future patches. We would really like to hear what you think about this new optional challenge loop and how it fits into your day-to-day factory routine.
Once again, thank you very much for all the feedback, suggestions, and support you’ve given so far. They play a huge role in how we prioritize and shape Food Processing Simulator during Early Access. We are also working on several other updates in parallel. We need to prioritize changes that are both feasible to implement and impactful for many players, but this does not mean that other suggestions are being ignored. Many of them are queued for future iterations as we continue to improve the game step by step.
If you encounter any issues, bugs, or strange behavior with the Vendor Truck, Sales Operators, or anything else in this update, please let us know through the in-game Bug Report Menu and/or the Steam Discussions. Every report helps us move closer to a smoother and more enjoyable experience for everyone.
Hi everyone, 😄
This week, we focused on quality of life improvements for production flow and adding new tools that support different playstyles. The goal is to give you more direct control over speed, storage, and employee behavior, while making some systems easier to understand and manage in moment-to-moment gameplay.
Here are the main changes in this week update.
We heard your requests to control machine speed more directly across the factory.
All machines, including conveyors and utility machines, now support speed control.
Unlike machines with monitors, you change the speed by hovering over the machine and pressing G (default keyboard).
Current speed options are: Slow, Medium, and Fast, matching the main machine speeds.
As of now you need to change speed one at a time for each machines, and there will be LED indicating the speed selection in each machine.
This system also opens up room for future upgrades where higher speed tiers can be unlocked later in progression.
Based on community requests and different playstyles, we added a new equipment type: Supply Rack.
Supply Rack is designed primarily for supplies rather than finished products:
It can be placed more flexibly in both Production Areas and Cold Storage.
Unlike Cold Storage Racks, which focus on finished products, Supply Racks are meant for commodities, packaging, and labels.
Racks still support configuration so employees can organize them according to your storage preferences.
Key details:
Each Supply Rack can be configured to focus on Commodity, Packaging, or Label.
There are three different sizes, unlocked at different Tiers.
Each rack has its own display showing the number of items stored in that rack only.
We found this local rack based information fits better with how players spread supplies around the factory, rather than centralizing everything into one global stock UI.
Production Assistants and Loading Operators now have an extra role in their priority list called Supply Rack Stocker.
By default, Loading Operators gain this new priority slot, giving them three total priority slots.
Production Assistants, which previously could not walk into Cold Storage, can now enter Cold Storage to reach Supply Racks placed there.
Many players asked to use some kind of forklift indoors. To address this, we developed a new equipment type: Hand Forklift.
Hand Forklift lets the player lift and move pallets inside indoor areas and can also be used outdoors.
It is currently player only equipment. Employees do not use it and do not have special behavior for it yet.
This will be available to buy on Tier 12 alongside Forklift and Pallet, you can buy it from Menu -> Equipment.
Alongside this:
The process for taking pallets has been updated so it is less strict about exact positioning, making it easier to pick up pallets with both the normal forklift and Hand Forklift.
This also opens design space for future features that may involve moving large quantities of goods in more specialized ways.
We have adjusted how Project Offers are generated to better match how players are actually choosing and scheduling projects.
After Tier 4:
Previously, the chance per offer was 50 percent Quick Project and 50 percent Contract Project.
Now it is 60 percent Quick Project and 40 percent Contract Project.
The rule that each new day automatically generates 2 Project Offers remains the same:
1 Quick Project
1 Contract Project
After unlocking Project Expansion 1 (Tier 15):
The maximum number of stored Project Offers increases from 10 to 15.
The number of automatically generated Project Offers per day increases from 2 to 4, with the following spread:
1 Quick Project
1 Contract Project
2 Random, with a 70:30 ratio in favor of Quick Projects.
We hope these changes make the daily decision of picking projects feel more satisfying and less restrictive.
The Label Display on Product Labelling Machines has been improved for better clarity.
The display will now continue to show the last product label used, even if the label stock has run out.
It also shows how many labels remain inside the machine.
This should make the machine’s state more transparent so you can see which label is intended for that machine and notice more easily when label stock has been depleted.
To give you more precise control over Loading Operator behavior and to avoid them all doing the same job in the same place, we added a Delivery Loader Assignment Panel.
This panel is located near the doors of Loading Zone 1 and 2.
It shows which Loading Operator is assigned to which Loading Zone and offers additional controls.
The panel lets you:
Choose which Loading Zone(s) each Loading Operator should handle.
You can set one operator to focus on a single loading zone, or allow them to handle multiple zones.
You can adjust this anytime to match the current project situation.
Configure permission to use pallets and forklifts for each Loading Operator.
You decide whether that operator is allowed to use a forklift and pallets for their delivery work.
This permission was previously set on the forklift itself and has now been moved entirely into this panel. The old forklift side setting has been removed.
With this system, you can distribute work more efficiently between loading zones or focus some operators more heavily than others. It also gives us a foundation for future improvements to Delivery and Loading Operator behavior.
From community feedback and observing playstyles, we saw many players storing huge amounts of items inside machines, which could cause performance problems when repacking because all items would fall out at once.
To address this:
Repacking a machine still shows how many items are inside, but now:
Any remaining commodities or finished products inside the machine are automatically sold and treated as waste.
Unused labels and packaging are returned to you, up to a maximum of 999 per type. Anything above that is sold.
Returned labels and packaging are automatically organized into boxes, based on the returned amounts, so the area around the machine does not become a mess.
This should make repacking much cleaner for factories that accidentally stacked too many items inside a single machine.
We found that many players did not know how to unlock additional Loading Zones for projects.
To improve this:
After reaching Tier 15, when the expansion becomes available, the selection screen for choosing a Loading Zone will show the two additional locked Loading Zones along with information on where to go to buy the expansion upgrade.
The goal is to make it clearer that there is an expansion, where it is, and how to interact with the gate to unlock it.
Some players were not sure how to sell machines or equipment they no longer needed.
We updated the purchase menu to explain:
To resell a machine or equipment, it must first be repacked into a box.
Once it is in box form, you can interact with it and press C (default keyboard) to sell it.
The item will be sold immediately and the appropriate amount of money will be added to your balance.
With help from the community, we identified UI screens where mouse scrolling felt too slow, especially in the Project Menu.
Scroll speed has been increased in these menus so browsing lists feels more responsive like the other menu.
Truck Submission Spam Fixed an issue where submitting to a truck could be detected multiple times if the player spammed the interaction, causing unintended behavior.
Pickled Bell Pepper Model Fixed the Pickled Bell Pepper item showing the wrong model on conveyors and the labels, where it previously appeared as Pickled Cucumber.
Tomato Cucumber Salad Icon Fixed the Tomato Cucumber Salad item showing the wrong icon on the menu, where it previously appeared as Tomato Lettuce Salad.
Corrupted Save Blocking Main Menu Fixed an issue where corrupted save data could prevent the game from reaching the main menu correctly.
Gamepad Navigation in Employee Menu Fixed gamepad navigation in the Employee Menu so you can correctly move to and select the stats upgrade section.
As always, thank you very much for all the feedback, suggestions, and reports you have shared so far. They are a big part of how we shape Food Processing Simulator and understand what feels good or frustrating in real play.
We are also working on several other updates in parallel. Please understand that we need to prioritize changes that are both feasible to implement and impactful for many players, but this does not mean that other ideas or suggestions are being ignored. Many of them are queued for future iterations as we continue to improve the game step by step.
If you encounter any issues, bugs, or behavior that feels off, please let us know through the in game Bug Report Menu and/or the Steam Discussions. Every report helps us move closer to a smoother and more enjoyable experience for everyone.
See you in the next update! 🥗🚚
Hi everyone, 😄
Thank you again for all your support and time in Food Processing Simulator. The amount of feedback, screenshots, and detailed explanations you have been sharing during Early Access has been incredibly helpful.
This update focuses on three big areas based on your feedbacks and suggestions:
Expanding progression with a higher tier cap and new packaging machines
Giving more control over projects and loading zones
Making starter production and loading operators more predictable and configurable
On top of that, we added several quality of life improvements and fixed a number of bugs that came from your reports.
Here is what is included in this update.
Progression has been extended and packaging has become more complex and flexible. This will expand the journey for each player who already reach the limit Tier of the version before.
The maximum Tier has been increased to 30.
New bowl packaging machines are available in 3-in-1 and 2-in-1 variants.
These machines are used for new multi-ingredient menus that require combining several ingredients into one packaged product.
The new machines work as follows:
Each 3-in-1 or 2-in-1 packaging machine requires multiple ingredients to be supplied into each input in the machine.
The label and packaging combination will be rejected if the ingredients do not match the active menu that is assigned to that package labeling machine.
This means players need to pay closer attention to the full flow of their line, from Starter Machine through to packaging and labelling, to make sure all ingredients and labels match correctly.
Many of you mentioned needing more ways to set up machines in different layouts, so this update adds new options to help you build the factory the way you want. You can now purchase inverted versions of certain machines to improve layout flexibility.
These machines are visually mirrored, allowing you to flip input and output directions compared to the original versions.
This gives more options when building compact or symmetrical lines, especially in tighter factory spaces.
We’ve heard your feedback about the Loading Zone limit when calling trucks. As we continue expanding the factory experience, we want to make sure you can take on more projects at once. After reaching a Tier 15, you can expand your factory’s Loading Zone capacity.
The new gate can be unlocked to add additional Loading Zones. The gate located in the east side of the building.
With more Loading Zones, you can have more active projects at the same time.
There are several important changes that come with this:
When you accept a project, you must now choose which Loading Zone will be used for that project.
Employees still prioritize trucks based on arrival time, not based on which Loading Zone they are in.
The Project UI now shows the Loading Zone number, so you can quickly see where each project will be delivered.
This gives more control over how you distribute work between loading areas, while keeping truck priority logic simple.
If you can maintain strong production and have your products ready earlier than expected, you can ask the client to pick them up ahead of schedule, with a few tradeoffs to keep in mind. With the combined ideas and suggestion from the community, a new Rush Pickup feature has been added to Project management.
Rush Pickup lets you contact the client to request an earlier pickup than the originally scheduled day.
Because the client must change their plan and take on extra shelf-life and logistics risk, they will apply a reduction to your payment based on how many days earlier the pickup happens.
This creates a tradeoff: you can clear space and complete projects earlier, but at the cost of lower income for that project.
We understand that having more control over production can really help you manage how Production Assistants support your workflow. That’s why Starter Machines now support production limit settings.
After you choose the selected commodity for a Starter Machine, a new variable becomes available in Machine Settings that controls the production limit.
By default the limit is Unlimited.
You can change it to a specific number, for example 48 units.
When a finite limit is set:
A counter will decrease as items are produced.
When the counter reaches 0, employees will stop supplying that Starter Machine.
The machine will wait until you manually change the limit again.
This helps prevent overproduction, especially when you only need a fixed amount of a particular item for a project.
Note:
Currently, the Production Assistant supplies boxes based on available stock and continues filling any boxes it has already provided. This can result in the total supplied amount exceeding the limit, but it will stop providing new boxes once the limit reaches 0.
We’ve taken another step to refine how Loading Operators pick up and deliver boxes. Based on last week’s updates and your community feedback, we’ve made improvements to their delivery behavior.
Box selection priorities now follow this order:
Lowest valid grade first
Among boxes that meet the project’s grade requirement, Loading Operators prioritize the lowest valid grade.
This helps consume lower-grade inventory earlier and keeps higher-grade stock available for future projects.
Closest box size to remaining target
Next, they choose the box whose contents are closest to the remaining project target, reducing unnecessary overshooting with large boxes.
Location priority
Priority is given to items inside Cold Storage in this order:
Boxes outside racks but inside storage
Then boxes inside racks
Finally, boxes outside Cold Storage if needed
Other improvements:
Efficiency when pallets and forklifts are needed Delivery logic has been improved for projects that require using pallets and forklifts so that less time is wasted preparing or moving unnecessary boxes.
Pallet Generator Employee Settings A new setting has been added to the Pallet Generator that lets you define a minimum threshold before employees start using pallets.
The default is more than 36 units (equivalent to 6 Small boxes).
You can adjust this value to control when employees begin palletizing goods based on your storage condition and playstyle.
Updated algorithm for returning excess boxes The logic that decides which excess boxes are returned from the truck has been updated so that the process is choosing the best box to returned.
We’ve heard your feedback about the Supply Drop Area location needing to be closer to the center of production. Since every player’s factory layout is different, we’ve updated it so the Supply Drop Area is now moveable, letting you place it wherever you need.
You can reposition the Supply Drop Area according to your layout needs.
Future supply purchases and new machines will appear at the newly selected location.
This is especially helpful once your factory grows and the original drop location is no longer optimal.
The Cold Storage display has gained new tools to make stock browsing easier based on community feedback.
Information now showing and calculating all product inside the cold storage including in the rack and in the cold storage floor.
You can filter the display by:
Name only, or
Name with grade visible
You can sort quantities in ascending or descending order.
This makes it easier to quickly find specific products and see which items are running low or are overstocked.
Machine screens now offer more useful interactions and clearer information.
Merge and Filter Machines now show the number of items inside them.
The screens on Starter, Merge, and Filter Machines can be clicked to focus on viewing their item counts. So for player who can't see well with the little image information you can view them in more details.
Item lists on screens have been updated to a list style with scrollable function, improving readability when there are multiple entries.
Active Project HUD UI Added an Active Project HUD element that you can show or hide as needed. This allows you to keep project goals visible during gameplay without opening menus.
Updated Machine Appearances and Icons Several machines have received visual updates and new purchase icons to match the latest design in the game.
Improved Idle Animations Idle animations for characters when they are doing nothing have been updated to look more natural.
Pallet Item Count Display When a pallet contains items, the total item count now appears above the pallet, making it easier to see how much stock is loaded without walking to a monitor.
Extra Popup When Tutorial Ends Added an additional popup to clearly indicate when the tutorial phase is complete, so new players understand when they are fully free to experiment.
Flexible Save Option When Returning to Main Menu When going back to the main menu, you now choose whether to:
Save progress to the Auto Save slot, or
Return without saving This helps avoid accidental overwrites while still giving a quick way to save.
Repack Machine Information When repacking a machine, there is now a clearer indication of which items will fall out of the machine, so you can prepare before confirming the action.
Cannot Close Filter or Splitter Settings After Moving Machines Fixed an issue where the settings window for Filter or Splitter Machines could not be closed after moving those machines.
Box Disappearing in Hand When Looking at Monitors Fixed a bug where a box could disappear from the player’s hand if they picked up a box and then looked at a machine monitor.
Building Machines on Top of the Supply Drop Area Fixed a condition where it was possible to place machines on top of the Supply Drop Area, which should not be allowed.
Sold Box Generators Reappearing on Load Fixed an issue where Box Generators that had been sold would reappear when loading a save.
FOV Inconsistency on Monitors and Forklifts Fixed inconsistent Field of View values when looking at machine monitors or when driving the forklift so that FOV settings are now applied correctly.
We will continue to improve the game in future updates, especially around balancing-game economy, employee behaviors, supply management and more money generator or spending.
If you notice any new issues with the updates, please let us know through the in-game report tools or on Steam Discussions. Your feedback is still the main driver for how we prioritize changes.
Thank you again for playing Food Processing Simulator and helping us refine it step by step. See you in the next update! 🥗🚚
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Food Processing Simulator, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Food Processing Simulator statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.