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Hey Module Makers!
Two bits of good news today.
We're thrilled to be part of SimFest this year, running from July 20 to 27 . If you've been on the fence about picking up Modulus, now is a great time, the full game is 25% off for the duration of the festival. Come join us on the factory floor.
This is a big one for the demo as we're bringing it in line with the latest version of the full game. We've packed in a huge number of fixes, quality of life improvements, and stability updates, many of which came directly from your feedback. Here's the full breakdown:
New Features
Added search functionality to the Tech Tree
Added notifications showing DataShard costs when buildings begin upgrading
Added independent sliders for Machine and Environment volume
UI & Polish
Building production icons no longer overlap inside the Operators view
Fixed DataShard icons displaying the wrong colour during building upgrades
Improved upgrade notifications
Various UI polish and translation improvements
Added smoother audio fade-outs for the intro sequence
Bug Fixes
Fixed the game getting stuck while loading saves from the pause menu
Fixed loading not always restoring previously unlocked Tech Tree nodes
Fixed drones being saved in an invalid pending spawn state
Fixed Harvester Pads throwing exceptions when undoing or redoing movement
Fixed Harvester Pads and moving buildings causing null reference exceptions
Fixed buildings losing progress on non-shape resources
Fixed broken Stamper behaviour
Fixed assembler edge cases and configuration issues
Fixed blue paint subquests not being detected correctly
Fixed Tech Tree search issues
Fixed building output shortcut behaviour
Fixed production icon related null reference errors when moving buildings
Fixed auto-upgrade DataShard deduction errors
Fixed blank input/output renders
Fixed linking soft-locks when exiting the linking tool
Fixed machine and environment sound settings
Fixed multiple null reference exceptions
Fixed several crashes caused by building movement
Performance & Stability
Improved save stability in several edge cases
Fixed crashes caused by missing exception handling during save backups
Improved assembler stability
Numerous performance improvements, stability fixes and internal optimisations
Fixed various edge-case exceptions across gameplay systems
As always, thank you for your reports and your patience, every bug you flag helps us make Modulus better. If you're trying the demo for the first time during SimFest, we hope you enjoy it.
See you on the factory floor. — Team Happy Volcano
Hey Module Makers,
A fresh patch is live for Modulus today. Here's what's been fixed and improved:
Performance & Stability
Made the Statistics and Achievements system thread safe, which contributed to the factory stopping issue
Fixed a factory stopping issue tracked down to the Salvager
Fixed freighters jittering
Bug Fixes
Fixed an NRE when removing an item
Fixed Harvester Pads throwing exceptions when undoing or redoing their move
Fixed the GNN Gate and Buildings losing progress of non-shape resources
Fixed the GNN Gate discarding modules when cancelling an upgrade
Other
Pausing a monument now disables the charge and stops it from progressing
Expanded the dynamic content panel on the Start Screen to handle multiple pages
As always, thank you for your reports, they go directly into fixes like these.
See you on the factory floor. — Team Happy Volcano
Subscribing to mods is simple. Head to the Modulus Steam Workshop, find something you like, and hit Subscribe. Mods load automatically when you start the game, no fiddling required.
You'll find a new Mods tab in Settings (also accessible from the Main Menu and Pause Menu) where you can see everything you have installed and toggle mods on or off.
Modulus Workshop: https://steamcommunity.com/app/2779120/workshop/
Also it is worth flagging the following:
• Steam achievements won't unlock while any mod is active
• Any save file you play with mods enabled will be permanently marked as Modded, even after uninstalling mods
• If something looks off, try disabling mods first and see if that fixes it
We've also added friendly error notifications so that if a mod causes an issue, you'll know exactly which one, no guesswork necessary.
Modulus now runs BepInEx under the hood, which should feel familiar if you've modded Unity games before. We've put together a public GitHub with everything you need to get started:
https://github.com/Happy-Volcano/modulus-modding-samples
Inside you'll find:
• 3 sample mods walking through the basics of modding for Modulus specifically
• Documentation on Modulus' codebase
• An upload tool for creating and updating your mods on the Workshop
We absolutely can't wait to see what the community creates and then what players do with those creations in the game. Whether you're adding quality-of-life tweaks, visual changes, or something we'd never have thought of ourselves, the factory floor is yours. One More Thing in the Update: Module Preview Fix
This release also includes a fix for the bug where module previews were showing up as white squares on operator UI panels, cutters, stampers, assemblers, and on modules transported via freighters and freight hubs. This one has been reported a fair few times and we're glad to finally have it squashed. If you've been seeing white squares where your modules should be, this one's for you.
Have fun.
— The Happy Volcano team
Hey Module Makers!
David's back with what might be the most mind-expanding episode of the Academy yet. Episode 7 is all about expert-level module production, a fundamentally different way of thinking about how you build. If you've ever felt like your factories are getting the job done but taking up way more space than they should, this one is for you. If you’ve ever seen one of Jarvs’ streams then you know what we’re talking about (hehehe).
The core principle underpins everything in this episode: the more voxels you can manipulate in one operator, the fewer operators you need.
The Standard Approach | Efficient, But Spacious
David starts by showing how most players tackle module production, using a module for the Lumite Reactor as his example. The typical approach: take a full belt of cubes, assemble to a big block, cut it into the smaller pieces that make up the module, paint and stamp the individual parts, then reassemble them.
It works. It's completely efficient, 240 cubes per minute in, 240 modules per minute out. But it requires repeating the same sequence of operations four times across a lot of operators and a lot of floor space. It gets the job done, but there's a much smarter way to think about it.
Think Before You Slice
Rather than immediately cutting your big block into individual module-sized pieces and processing each one separately, David introduces what he calls the sushi roll approach.
The idea: instead of thinking about one module at a time, think about how you could arrange multiple modules together within the big block before you start cutting. If you glue the modules next to each other, and crucially, rotate some of them, you can arrange them so their matching parts line up across the whole block. That means you can stamp, paint, or cut across the entire block in one operation rather than repeating the same operation on each individual piece.
In David's example, by rotating the modules within the block so the black parts align, he reduces the number of stamping operations needed from many down to just five, producing something he describes as a mould that the other pieces slot neatly into. One final cut at the end slices the whole block into four finished modules at once.
The result: 60 big blocks per minute in, 240 modules per minute out, and dramatically less space required to get there.
Assembling Floating Parts | You Don't Have to Join Everything Up Front
The second technique David covers is what he calls assembling floating parts, and it's a subtle but powerful shift in thinking.
In a standard setup, you might feel like you need to attach each individual piece to the main block as you go. But Modulus doesn't require that. You can combine parts together that aren't yet attached to anything, building up a floating sub-assembly, and then attach the whole thing in one go later in the production line.
In practice this means instead of using a monotoner on four separate black pieces individually, you can assemble those pieces into one floating cluster first and monotone the whole thing in a single operation. Four steps become one. Applied across a full production line, the savings stack up fast.
Putting It Together
Combining both techniques, David's optimised setup produces the same 240 modules per minute as the standard approach, but in a fraction of the space. He also uses four times less paint in the process, since painting one large piece covers what would otherwise require four separate painting operations.
Once it's working, David's habit is to clean it up into a tidy, blueprint-friendly rectangle, easy to copy, easy to place, and satisfying to look at.
The takeaway: before you start building, spend time looking at your target module and asking two questions. Which parts can be combined into a bigger volume before processing? And can rotating the arrangement reduce the number of operations needed? The answers will make your factories smaller, cleaner, and a lot more satisfying to build.
That's Episode 7! If this one made your brain hurt in a good way, drop your questions in the comments, and make sure you're following us on Steam so you don't miss the next episode.
See you on the factory floor.
— Team Happy Volcano
The Stamper changes are probably our favourite part of this patch, so let's start here.
First up: you can now choose which module exits which side of the Stamper. If you've ever found yourself fighting your layout because the Stamper was outputting things the wrong way around, that frustration is gone. Route your resources the way your factory actually needs them.
Second: we've added a scrap behaviour toggle. This one has an interesting backstory. Back in early playtesting, we made a deliberate call to keep the Stamper running on one side even when the other was blocked. We'd seen blocked machines causing a lot of frustration early on and wanted to avoid it. But since launch, a clear group of you have asked for the opposite: the more logically consistent behaviour where a blockage on one side backs up both. You were right to ask. It's now a toggle, so you can play it whichever way suits you.
We know that for some of you, coolant has felt like a wall. Managing it gets expensive fast and the sense that you're fighting your own factory rather than building it is never what we want you to feel. With Patch 5, coolant efficiency is now upgradeable in the tech tree. Each unit of coolant is used to power 16 operations, upgrading this doubles it to 32, and then 64. In practical terms, if you're running advanced operators at 120 operations per minute, you were consuming 7.5 coolant per minute per operator at base efficiency. Those upgrades cut that cost dramatically, and your coolant production will go a lot further as a result.
On freighters: you asked for more, so there are now more. Simple as that. The cap has been doubled, and if you've ever hit that ceiling and felt your logistics grind to a halt, you'll feel the difference immediately.
A set of UX improvements that collectively make the game a lot easier to read at a glance.
The Tech Tree now has a search bar. If you've ever found yourself clicking around trying to find a specific node, that's now a thing of the past. A big shout out to Tapgiles in our Discord who had a mod up and running for this within days of launch. Thank you for showing us how much better a search feature makes using the tech tree feel.
Production icons can now be toggled on above each building, showing you exactly what it's producing without having to click into it. Great for debugging, great for getting a quick read on a busy factory floor.
Datashard notifications have been added for when your shards are consumed by auto-upgrades. A few of you have been puzzled about where your Datashards were disappearing to; they were being used for building upgrades via the auto-upgrade system, which is easy to miss. You'll now get a clear notification when that happens so nothing feels like it's vanishing into thin air.
And finally, a map fix, there was a hole in it. It is now hole-free. Yay!
We're really proud of this one and as always we are eager to hear what you think when it's in your hands.
See you on the factory floor. — Team Happy Volcano
We put a lot of love into Modulus. Seeing you love it back means everything to us. So, we collected a bunch of our favourite clips of your videos and streams to celebrate an amazing first month of Modulus:
We asked ourselves what better way to celebrate than to let your work do the talking. Here are some of our favourite screenshots from the past month, your factories, your creativity, your chaos:
This is just the beginning. We're continuing to grow and improve Modulus, and knowing we have a community like this behind us makes that work feel worthwhile every single day.
Also a HUGE thank you to anyone who has left a review. Good or bad! The negative ones have helped us focus on what we need to improve, which directly led to Free Build Map launching last month. The positive ones mean everything to us. Your words do not go unnoticed and we are forever grateful for your love of the game.
If you're enjoying the game, please do consider leaving a review, for a small studio like ours it makes an enormous difference.
So, from the bottom our all our hearts: THANK YOU. See you on the factory floor.
— Team Happy Volcano
Hey Module Makers,
We’ve just pushed a small hotfix for Modulus.
Fixed an issue where factories could suddenly stop functioning during gameplay
Thanks to everyone who reported this so quickly, it helped us track it down fast.
As always, keep the feedback coming. See you on the factory floor.
Hey Module Makers!
David's back in the Academy, and this episode is a big one. Freighters are something you'll encounter a bit later in the game, but once your factory starts spanning multiple islands, they become essential for clean, scalable logistics. Here's everything you need to know.
The Basics | Setting Up Your First Freighter
The core idea behind freighters is simple: instead of running skylines everywhere, you use freight hubs to centralise a resource and distribute it cleanly across your factory.
When placing a freight hub, pay close attention to which input dock you're delivering to. The freighter has four cargo containers, each corresponding to a dock number, so if your resource arrives at dock one, the freighter will load it into cargo slot one. Slots two, three, and four won't pick up anything unless something is connected to those docks.
A habit worth building early: always name your freight hubs clearly. Something like "Coolant Distribution" or "Coolant Deposit" goes a long way when you're managing multiple routes and things start getting busy.To configure a freighter, open Freighter Control either from the top menu or by clicking a freight hub directly. From there you assign a name, a colour, and set up its route, clicking once on a cargo slot sets it to load, clicking twice sets it to offload. Once applied, your freighter will run the route continuously without any further input.
One thing to watch: if you change what's coming into a dock, the dock still expects the original resource. To reset it, you'll need to clear the dock's contents first. It's easy to miss and can cause a freighter to get stuck holding cargo it can't deliver anywhere.
Overflow Distribution | Feeding Multiple Hubs Automatically
Once you're producing at scale, you'll often find yourself sending one resource to several different destinations. Freighters handle this more elegantly than you might expect.
David's example uses blue paint: 240 units per minute produced, split across two factories each consuming 120. Rather than trying to divide the route precisely, you can configure a single freighter to drop off at both destinations in sequence. If the first hub is full, the freighter holds onto the remainder and offloads it at the next stop. Over time, the system self-regulates, production and consumption balance out, and there are no blockages.
One thing to keep in mind: distance matters. If your freight hubs are far apart, the freighter may be too slow to keep up with production, and you'll need to run a second freighter on the same route to compensate.
Multipurpose Freighters | Two Jobs, One Route
If you're running low on freighters or just want to keep things efficient, a single freighter can handle multiple operations at once. In David's example, the freighter delivers yellow paint outbound and picks up a different resource on the return leg, bringing it back to the starting hub.
The key is keeping a close eye on your dock assignments. With multiple resources moving through the same freighter, it's easy to accidentally mix things up. As long as you're deliberate about which cargo slot carries which item, it works cleanly and saves you a freighter on the roster.
That's your Episode 6 breakdown! Got questions about freighters? Drop them in the comments, and make sure you're following us on Steam so you don't miss the next episode.
See you on the factory floor. — Team Happy Volcano
Hey Module Makers,
Patch 1.0.4 is now live for Modulus: Factory Automation, bringing performance improvements and a wide range of bug fixes to keep your factories running smoothly.
Added a setting to reduce the factory tick rate for players experiencing low FPS
Fixed cutters stopping randomly when a large number were placed simultaneously
Fixed several issues preventing drones from being linked to buildings that already had another drone assigned
Fixed cutter configuration being locked after skipping the tutorial
Fixed grey Datashard counter hitting an integer overflow at high quantities
Fixed a startup freeze that could occur before the main menu loaded
Fixed save data in the Modulus_Data folder persisting incorrectly after deletion
Fixed mirroring an Assembler with the T key also mirroring the module inside it
Fixed skylines created using Redo not transferring correctly
Fixed a crash that could occur when saving manually after setting up a new Module Challenge
Fixed cranes under the same building not working when multiple were present
Fixed undo leaving the player unable to place objects after use
Fixed newly placed buildings occasionally not functioning after placement
Fixed the intro painting quest in the tutorial not completing correctly
Fixed spacebar hotkey for pause/unpause not working while in certain building UI states
Fixed the Module Viewer window displaying incorrectly when expanded to full size
Fixed operators stopping functioning randomly during gameplay
Fixed objects going off-track at corners when exiting skylines
Fixed a stack overflow crash when connecting long conveyor belts
Fixed solar flower hologram displaying incorrectly on placement
Fixed game freezing randomly during play sessions
Polished VFX for the GNN Gate cutscene
As always, thank you for all the feedback, bug reports, and patience. It genuinely helps us improve the game with every update.
See you on the factory floor.
- Team Happy Volcano
Episode 4 is all about one of the most powerful tools in Modulus that players often underuse: the Efficiency View.
Unlocked through the tech tree, the Efficiency View is accessed by pressing H. It recolours every operator in your factory to reflect its current efficiency, green means running at full capacity, yellow means underperforming, and red means something is seriously wrong. The goal is simple: get everything green. (Side note if you look closely everything also has a pattern on displaying the corresponding number in the key. This is so that those with red/green colour blindness can still see bottlenecks in this mode)
But knowing something is wrong and knowing where it's wrong are two different things. David's approach to debugging uses scrappers as a diagnostic tool. The logic is straightforward; by placing a scrapper at a point in your production line, you relieve the downstream pressure on everything upstream. If your operators turn green once the scrapper is placed, you know the problem lies further down the line, not where you were looking.
Working through a production line step by step, David places a scrapper, checks whether upstream operators improve, removes it, and moves further downstream until the problem reveals itself. In his example, two Cutters were outputting 30 items per minute each, but one of them was feeding into a machine that could only accept 15 per minute. The result was a blockage, invisible at a glance, but immediately obvious once the scrapper technique isolated it. The fix was simple: add a splitter and double the downstream operation.
The lesson is an important one. Even a green operator in the Efficiency View can be hiding a problem, if it's outputting at capacity but that output is backed up, the real issue is with whatever comes next. The Efficiency View tells you where to look; scrappers tell you where to stop looking.
Episode 5 tackles a challenge that almost every player hits as their factory scales: how do you efficiently feed multiple operators from a single belt?
David uses the dye mixer as his example, an operator that takes in 7.5 units of oil and 7.5 units of pigment per minute. Early on, one mixer is plenty. But as your production grows and you're pushing 30 units per minute down a belt, you suddenly need four mixers running in parallel to consume it all. The question is how to route everything cleanly.
He walks through three approaches, each suited to different situations.
The first is the angular approach: one resource flows in vertically, the other horizontally. Resources are split off as they pass each machine. It takes up space, but it's easy to read and easy to debug, you always know which belt carries which resource.
The second is the sequential splitter approach, and it's the most elegant. Rather than trying to divide the belt evenly upfront, you simply run the belt past each machine and let splitters do the work. When a machine is running slowly and its input is backed up, the splitter automatically redirects excess items forward to the next machine in line. No manual balancing required. As David demonstrates, 30 oil per minute feeding four dye mixers (each consuming 7.5) is handled perfectly, each machine takes what it needs, and the remainder flows on to the next.
The outputs are collected cleanly via a tunnel running underneath the row of machines, bringing everything back to a single belt. Two resources in, one resource out; compact, readable, and easy to duplicate if you need to scale up further.
The third approach compresses the layout vertically for tighter spaces, using the same splitter logic but configured for narrow corridors rather than open floor space. Same principle, smaller footprint.
The key insight across all three approaches is that splitters in Modulus are smarter than they look. They don't force an even 50/50 split, if one output is blocked, the flow automatically redirects to the other. Understanding this behaviour is what makes clean, scalable resource distribution possible.
That's your Episodes 4 and 5 catch-up! Make sure you're following us on Steam so you don't miss the next one.
And while you're putting those tips to work...
This time we have a theme: the Free Build Map. We want to see your best builds in the new map, so get building and show us what you've created.
To enter, upload your screenshot to the Steam Community Hub, the screenshot forum on our Discord, or both for a double entry into the prize draw. Please note that screenshots of the pause menu or main title screen won't be counted, we want to see your factories in all their glory!
See you on the factory floor.
— Team Happy Volcano
A note before we get into it
We know many of you have been waiting on fixes for the demo for a while. As a small team, getting the full game launch out the door meant the demo had to take a back seat temporarily, and we really appreciate your patience with that. This update is a big one, and we hope it makes the demo experience significantly smoother for anyone jumping in for the first time or returning to check it out.
Thank you.
Now, here's what's been fixed:
Gameplay
Fixed an issue where loading a fully completed demo save would skip unlock monument objectives and jump straight to "Complete all monuments"
Fixed a softlock where the player was unable to finish the demo after delivering the Android
Fixed an issue where buildings would consume datashards for auto-upgrades while the next floor upgrade was still locked
Fixed an issue where the player could place factory assets mid-air
Fixed an issue where the player could place 1x1 objects inside mountains
Fixed an issue where pressing Ctrl+Esc prevented the player from placing objects afterwards
Fixed an issue where the right mouse button failed to cancel a move on the first click
Fixed an issue where the title froze when moving a functioning Dye Mixer attached to a Tunnel
Fixed a datashard cap issue in the demo
Fixed an issue where datashards were not deducted when upgrading a building
Fixed an issue where datashards were not deducted when unlocking a tech tree node
Fixed an issue where the Oil Rig didn't appear in the toolbar after being unlocked from the tech tree
Fixed an issue where the Extractor didn't appear in the toolbar after being unlocked from the tech tree
Fixed an issue where the player wasn't able to link harvester pads to buildings
Fixed an issue with the factory stopping production abruptly
Saves & Loading
Fixed an issue where loading a demo save in the full game caused all structures to go missing
Fixed an issue where map conversion on an old save replaced structures with trees
Fixed a crash/null reference error when pressing Load on the main menu
Fixed an issue where the game got stuck on the loading screen when pressing Continue
Fixed an issue where saves from the main build were visible in the demo build
Fixed an issue where the demo build saved to the wrong folder on Steam
Fixed an issue where load game options and previous saves were missing in the demo staging build
Fixed various save-related issues in the demo build
Fixed an issue where a new save would incorrectly show an "older map" warning
Tutorial & Onboarding
Fixed a blocker where the player could place multiple operators during the tutorial
Fixed an issue where the Assembler operator tutorial highlight carried over into new saves with no tutorial
Fixed an issue where the Cutter tutorial progressed incorrectly when selecting the 4th configuration size
Fixed an issue where autosave for onboarding disabled itself if the player reloaded after starting onboarding
Fixed multiple debug strings appearing throughout onboarding
UI & Text
Fixed placeholder text appearing across multiple menus and UI states including the Day/Night cycle menu, challenge module delivery, blue paint production, game start without tutorial, monument Needs/Creates sections, MaxZoom settings, Stamper configuration, and Fences cosmetic item
Fixed text in tutorial and narrative bot pop-ups not displaying for Traditional Chinese, Simplified Chinese, Japanese, and Korean
Fixed language not updating in pop-ups triggered from message boxes or in the controls menu when changing language
Fixed text overlapping with the Pin All button in the module viewer
Fixed the starting node name overlapping in the Tech Tree when zoomed out
Fixed the 1x4x1 module not adjusting correctly inside the Cutter
Fixed the node warning changing appearance after a few seconds
Fixed incorrect information in the manual for the Harvester Pad capacity, Hexacrystal extraction operator name and image, Remove and Clear Items tool names, and Harvester Pad general info
Fixed the Demo tag in the save/load list being inconsistently shown
Fixed long save names overlapping the Demo icon in the save list
Fixed the "Available in full game" text not showing for locked decorations
Fixed overwrite save, back to main menu, and quit game popups incorrectly appearing after closing the save list or in-game menu
Fixed the Delivery Dock not consistently displaying the "Deliveries capped" message
Fixed an issue where clicking the Space Depot showed yellow bots and datashards instead of grey and blue
Fixed the wrong image/model being shown for the Delivery Dock
Fixed demo information being displayed in the full game build
Fixed no warning being shown when the delivery dock stops accepting grey bots after 61 deliveries
Replaced Droid with Android
Settings & Controls
Fixed the keybind settings page not being visible in settings
Fixed the player being able to move the camera while the Controls menu was open after resetting controls
Fixed the player being able to check every language simultaneously in language settings
Fixed the Window Mode setting being incorrectly labelled as "Fullscreen Mode"
Fixed punctuation and grammatical errors in the Fullscreen Mode options, Polyrock tab, and drone assignment text
Visuals & Design
Fixed blocked tiles appearing in the playable area
Fixed a floating environmental prop on an island
Fixed the Skyline failing to place in the bottom-right corner of every island
Fixed the conveyor belt corner showing an incorrect direction in the placement preview
Fixed assets disappearing when placing a large number of factory assets
Fixed the placement animation persisting for conveyor belts after placing one
Fixed the Remove tool only working once per selection
Fixed modules inside the Assembler requiring two clicks to select
Fixed the Kwalee logo screen legal text being illegible during boot-up
Fixed the minimap control setting appearing even though the minimap was not present in the build
Performance
Fixed stuttering when navigating to the edges of the map
Audio
Fixed the selection tool not playing its sound effect when pressing RMB
Localisation
Fixed inconsistent translation of the Creator Program window in the main menu
Fixed text having inconsistent line spacing in Polish
Fixed the Fullscreen Mode option text being cut off in Polish
Fixed the Create button having inconsistent spacing in the New Game menu
Fixed the miners quest UI starting the count from the 3rd miner instead of the 1st
Fixed some players seeing debug text when launching the game using unsupported language
Thanks again for your patience, we hope this makes the demo the best introduction to Modulus it can be. If you spot anything else, you know where to find us.
— Team Happy Volcano
When we previewed this last week the response blew us away, and we can't wait to see what you build with a bit more room to breathe. From today, when you start a new save you'll be able to choose between the Classic Map and the Free Build Map; more space, logical Polyrock layouts, and no terrain constraints getting in the way of your factory vision.
The Classic Map isn't going anywhere. Two ways to play, one game. Pick your challenge. We have also tweaked the tutorial to include the fact that you can place belts through miners, as many players reported not realising this for several hours. Additionally, the update includes the following fix:
Fixed softlock when trying to link harvester pad drone to a building
Collect, trade, and show off your love for Modulus. Cards drop as you play, so get on the factory floor and start earning them.
We am going live in just under 30 mins to show off the new Free Build Map. So join Jarvs in chat and hang out as she tries to make a more organised factory than her previous spaghetti filled attempts.
She will also be drawing the winner of both the Screenshot Contest merch bundle on stream.
As always, let us know what you think in the comments or over on Discord. And if there's something else you'd love to see in a future update, you know where to find us, the Feature Upvote Board is open!
See you on the factory floor. — Team Happy Volcano
We have been listening to feedback and monitoring the Feature Upvote Board for your most requested suggestions and have begun putting a plan together to decide what's next for Modulus. There has been one particular suggestion that has come up a fair few times in reviews and forum posts, and that is to give players a way to build without the terrain constraints present in the campaign. Whilst the puzzle aspect of designing a factory around these constraints is intended, and is the recommended way to play Modulus, we do get that it isn't for everyone. We hear you when you say you want to build, copy, and blueprint more easily.
So we're adding a new map that lets you do exactly that.
In the coming weeks you'll get the option to choose between the Classic Map (recommended) and Free Build Map which gives you:
Larger islands: more room to build and expand your production lines the way you want to
Logical Polyrock layout: resources distributed in a way that makes sense for how you want to build, not against it
No terrain challenges: a more open, traditional factory experience for those who prefer it
The original map isn't going anywhere. If you love the spatial puzzle and the constraint of the island terrain, that experience is exactly as it was. This is simply a new way to play Modulus, and we think it opens the game up to a lot more players.
Also in this update: A small but important tweak to the tutorial: we’re telling players more clearly that belts can run through miners. The hologram will now show the conveyor running through the miners, with updated text to match, as well as in front of them. A minor fix, but one that should make those first few minutes a lot clearer.
We'll have a release date for the map update soon. In the meantime, let us know what you think and if there's anything else you'd love to see in a future update, drop it on the Feature Upvote Board.
- Team Happy Volcano
Fixed an issue where Assembler Behaviour could enter a broken state and cause game issues
Fixed multiple crashes related to placing and connecting long conveyor belts
Fixed a minimap exception when loading islands without factory objects
Fixed an issue where the loading screen would not close after an exception, causing freezes
Added additional null checks to prevent crashes (underlying causes still under investigation)
Added fallback handling for JSON loading failures to prevent crashes
Fixed factory randomly stopping
Added retry logic when saving JSON files fails
Fixed unresponsive input issues for players with multiple controllers or joysticks connected
Fixed ordering issues when assigning Island Objects during initialization
Fixed end credits not allowing players to close the screen
Added a Modulus Academy button to the main menu and in-game menu
Fixed localisation issues on startup for players using Italian system language
Updated localisation for new and updated text
Removed outdated terminology from the DeliveryTarget screenshot in the manual
Added a basic cube icon to the Icon Block
Added a setting to remove module outlines (mostly useful in Creative Mode)
Added a setting in the accessibility tab which tracks all connected devices, so you can manually enable/disable devices to make sure they don't mess with your gameplay.
We’ll continue monitoring feedback and rolling out improvements. Thanks for playing and helping us make Modulus better with every update.
We’ve made a terminology update across Modulus: Factory Automation for copyright reasons and to ensure naming consistency throughout the game.
Droid to Android
Hyperdroid to Hyperbot
Droid Core to Advanced Core
Mech Core to Superior Core
Updated all related building names (e.g. Droid Assembly to Android Assembly, Droid Core Facility to Advanced Core Facility)
Updated references in the Tech Tree and tutorials
Updated two achievements referencing Droid and Hyperdroid
This is a naming update only and does not affect gameplay or functionality.
If you encounter any remaining instances of the previous terminology, please let us know so we can address them. Many thanks!
-Team Happy Volcano
Hey Module Makers!
If you've been following along with our Modulus Academy video series, you'll know that Creative Director David has been dropping some seriously useful tips for getting the most out of your factory. Whether you missed an episode or just want a handy written reference, here's a rundown of everything covered so far.
The first episode laid the groundwork with one of the most fundamental concepts in Modulus: identifying and eliminating bottlenecks.
David walked through a basic production line, four miners feeding a furnace, a cutter, and an assembler, to demonstrate a common pitfall. The miners produce 60 polyrock per minute, the furnace processes that into 15 cubes, the cutter slices each cube into 4 pieces (60 pieces per minute total), and it all looks great... until it hits the assembler. The assembler can only take in 15 pieces per minute on each input, meaning it consumes just 30 of the 60 pieces being produced. Half your output is going to waste.
The fix? Double up your assemblers. By running two assemblers in parallel, you consume all 60 pieces per minute and jump from 15 modules per minute to 30, using exactly the same upstream resources.
David also showed a smarter, more space-efficient alternative: using two furnaces feeding an assembler to first create a larger intermediate module, then cutting that bigger module into four pieces. The result is 60 final pieces per minute in a much more compact footprint. The lesson here is that the order of operations matters. Thinking carefully about which step comes first can unlock serious efficiency gains without needing more floor space.
Episode two stepped up in complexity, moving from individual production lines to efficiently supplying an entire building, in this case, the Basic Blue Pigment Refinery.
The key insight is that a well-run building should never be waiting on modules, and no module you produce should go to waste. To achieve that, you need to match your production ratios to what the building actually requires.
David's process breaks down into a few steps:
Check the module requirements. The refinery needs three different modules, one of them required 32 times, the other two 16 times each. That's a 2 : 1 : 1 ratio.
Match your production to that ratio. Since each module is 64 voxels (one full cube's worth), you allocate two cubes of production to the first module and one cube each to the others. This gives you 30 per minute of the first module, and 15 per minute of each of the others, a perfect 2 : 1 : 1 match.
Set your crane ratios correctly. Cranes always operate at 15 deliveries per minute, so delivering 30 per minute requires two cranes, and 15 per minute requires one. If your crane ratios are off, the building will sit idle waiting for the slower module to catch up, even if the other modules are fully stocked. Getting this right means all modules are delivered and consumed simultaneously.
Don't forget production-phase resources. Once the building is fully constructed and begins producing, it may require additional resources. In the refinery example, that's blue hexa crystals. The same crane ratio logic applies, match the crane count to your production rate so nothing clogs up or falls behind.
When everything is dialled in, the refinery produces a clean 15 blue pigment per minute. As David points out, 15 is the magic number in Modulus, everything in the game works in multiples of it.
The most recent episode tackles a resource that players often burn through without realising: paint.
David opened with an honest admission, the example setup he built was deliberately inefficient to illustrate the problem. Building the modules for the Droid Assembly using three separate painters results in 45 paint consumed per minute to produce 45 modules. It works, but it's wasteful, especially as your factory scales.
The core problem is a common instinct: make your shapes first, then paint the individual pieces. This means you're running paint through the machine multiple times across multiple parts.
The smarter approach is to paint earlier in the process, before you cut and assemble. By painting the raw cube blue at the start of the production chain, every piece cut from it is already the right colour. You don't need additional painters downstream. The result in David's improved setup: the same 45 modules per minute, but using only 15 paint per minute, a threefold saving.
For more advanced factories, David shared an even more efficient technique: combine multiple furnace outputs into one large block, paint that block once, then cut it down into smaller pieces. Because paint in Modulus coats an entire object regardless of its size in a single application, painting at the largest possible volume before cutting gives you the best paint-per-piece ratio you can achieve.
The takeaway: always ask yourself where in the order of operations you can apply paint to cover the most surface for the least cost.
That's the full Modulus Academy catch-up! Make sure you're following us on Steam so you don't miss the next episode. See you on the factory floor. - Team Happy Volcano
Thanks to everyone jumping into Modulus: Factory Automation and sharing feedback with us. This first patch focuses on fixing early issues, improving stability, and polishing the overall experience.
Fixed an issue where the game could get stuck on the loading screen while loading a save
Fixed a null reference error when closing the module viewer after opening it via the progression UI
Fixed Advanced Stamper configurations flipping and producing incorrect output
Fixed freighters not refilling cargo correctly when receiving a new resource
Fixed camera jumping to a random position after locating a Freight Hub and panning
Fixed an issue where pasting a configuration for an advanced operator would unlink the Supply Tank
Fixed toolbar not updating the correct keybind after reassignment
Fixed inability to assign Shift + Left Mouse Button as a keybinding
Fixed an issue where pressing ESC would assign a keybind when closing the overlapping input popup
Fixed an error caused by auto-complete on the Lumite Reactor
Fixed red building modules not appearing in the progression UI after being unlocked
Fixed missing blue charge requirement indicators in Overclock Station and Red Processing Plant UI
Fixed Overclock building popup showing req/min over module amounts
Fixed incorrect save name shown on the loading screen
Fixed black bars appearing in the progression UI
Fixed multiple building UI popups appearing when activating the GNN Gate
Fixed missing rank requirement display when skipping the Monument unlock cutscene
Fixed Yellow Charge unlock popup not appearing after unlocking the GNN Gate
Fixed Blue Charge unlock popup appearing incorrectly after unlocking the GNN Data Mine
Fixed toolbar keybind display not updating correctly
Fixed Shift and Ctrl keybind UI display limitations
Fixed freighters not always displaying hologram VFX when passing through buildings
Fixed missing thruster VFX for the GNN Ship in the ending cutscene
Fixed Overclock Station VFX issues
Fixed Stamper MK1 and MK2 interior computer lights not functioning correctly
Fixed visible red boundary boxes on decorations such as Trees, Golden Statues, and Solar Flowers
Fixed conveyor tool not highlighting belts when hovering
Fixed missing notification highlights for newly unlocked items
Fixed pixelation issues in the Happy Volcano logo animation
Fixed debug text appearing for “Produces” in the Basic Core Facility tech tree node
Fixed punctuation error in the Mission Successful popup
Fixed Freight Hub UI scaling issues in French, Portuguese, Polish, and Russian
Fixed Simplified Chinese displaying incorrect Japanese characters
Fixed missing updated trail texture for DLC drone in the main menu
Fixed incorrect “Supporter Edition” tag shown instead of “Deluxe Edition”
Removed final four Crimsonite Printer nodes from the Tech Tree
Removed “beta” label from Creative Mode
Removed drone speed as a bottleneck
Added number icons (5–0) to the Icon Block
Added missing icons to the Icon Block cosmetic
Added estimated output display per Harvester Pad
Added crane ratio information to building UI
Added faster camera movement when holding Shift
Added GDPR disclaimer modal on the start screen
Improved breadcrumb UI
Improved loading screen visual feedback
Added trading cards
Improved performance by replacing building and platform stickers from Sprite Renderer to Mesh Renderer
Thanks again for all your feedback and support. We’ll keep listening and improving as more players jump in.
Right from the word go, your feedback has helped shape every part of this experience. We set out to create a factory automation game that feels both deeply strategic and creatively relaxing; a place where efficiency and beauty can exist side by side. With your help we are so proud to launch the game today!
You can start building your factory today:
A release like this is never the work of a single group.
Thank you to our developers, artists, designers, audio queen, QA, publishing partners, platform teams, playtesters, creators, press, and most importantly, our community.
Your feedback, bug reports, encouragement, and incredible creations have shaped Modulus into what it is today.
From us to you THANK YOU!
To celebrate the launch our publishing partners, Kwalee, have put together a schedule of a whole bunch of Modulus streams over the next seven days. We will be dropping daily schedules of what is on and when, on our socials channels so make sure you're following us. For now though, you can check out the full week's schedule below: Full Schedule Here
Upload the best screenshot of your factory to Steam, in the first two weeks after release, for a chance to be featured in-game and entered into a Modulus merch bundle draw.
Thank you as always for your ongoing support Module Makers.
We can’t wait to see the factories you build.
See you on the factory floor.
- A very excited Team Happy Volcano
This map was created using the magic made by Discord member @dsy, in Creative Mode, a perfect example of the kind of creativity we can’t wait to see once the game is in your hands.
Not long now.
See you on the factory floor — Team Happy Volcano
One lucky winner will receive some seriously premium gear to upgrade their factory-building setup:
⌨️ Custom Apex Pro TKL Keyboard (Modulus Edition) 🎧 Arctis Nova Pro Headset 🚁 Modulus Drone Model Kit
PLUS Two runners up will get a copy of the game at launch plus the Modulus Drone Model Kit! Whether you’re planning ultra-efficient production lines or gloriously chaotic builds, this is a perfect way to prepare for launch day in style.
Please Note: This competition is geo-restricted to North America & Europe (excluding Russia & Ukraine) due to postage and packaging restrictions.
Not in Europe or USA?
We do have a competition for everyone outside of North America and Europe where we are giving away copies of Modulus on Steam!
JOIN THE GAME KEY COMPETITON HERE -
https://gleam.io/jQkBV/modulus-key-launch-giveaway
This giveaway is our way of saying thank you to everyone who has supported Modulus throughout development, from early wishlists and demo players to bug reporters, creators, and community members.
Your enthusiasm has carried us all the way to this final week.
Modulus: Factory Automation launches April 2 on Steam
Good luck to everyone who enters, we can’t wait to see who’ll be building their factories with a brand-new setup.
See you on the factory floor — Team Happy Volcano Terms and conditions apply (https://www.kwalee.com/legal/social-media-competitons-terms ) However, the eligibility for the Competition is only for those who are 18 years and above of age as of the date of entry. To enter the Competition you must be a resident of North America and Europe (excluding Russia and Ukraine). This Competition is not open to all residents Worldwide. We may ask you to submit proof of your eligibility to the Competition. The Competition is void where prohibited by law. Employees, independent contractors, interns, officers, directors, and agents of Kwalee Ltd. (the “Sponsor“) their respective affiliates, subsidiaries, advertising and promotion agencies, suppliers and their immediate family members and/or those living in the same household of each are not eligible to participate in the Competition. The Competition is subject to all applicable federal, state, and local laws and regulations.
There's no streaming embargo, so creators are completely free to go live whenever they like, which means Modulus streams could start popping up from this week! If you spot your favourite creator playing, go show them some love in the chat. This is launch countdown season and the hype is very much welcome.
We're always looking for passionate creators to be part of the Modulus family. Creators of all sizes are encouraged to apply! If you make content around factory games, automation, or just love creative builders, we'd love to have you involved.
Apply here: https://forms.gle/W9pCvm9XGsnc2r2y8
That's right, it's time for our regular dev stream, but this one is a little special.
Tonight, for the very first time on stream, we're diving into Creative Mode. A proper peek inside our creative playground and a look at what's possible when you really cut loose. Come hang with us, ask questions, and share the launch countdown hype in the chat. Oh AND THERE'S A GIVEAWAY! That’s right one lucky viewer will win a copy of the game! All you have to do to be in with a chance to win is be in the chat on any of the channels below, when we drop the giveaway.
Tonight | 7pm GMT | 8pm CET | 12pm PT
See you on the factory floor.
— Team Happy Volcano
February was a massive month for us! We finally revealed our release date April 2nd which means there’s officially less than almost a month until Modulus is released to the world! Between our recent playtest (where your feedback is currently fuelling our final push of content) and our time in Steam Next Fest, we’ve been busy. It was incredible to see Modulus in the hands of so many hungry new module makers, and we are absolutely thrilled by the positive reception.
As always, we’ve been dropping teases throughout the month, so let’s take a look at what we’ve got cooking!
This one has been very requested. You asked us to make it so you can auto drag decorations and you will no longer have to manually place:
Corners
T-sections
Crosses
They now automatically connect to whatever is next to them. Just place and build, the system handles the rest. And that’s not all… You can now place decorations by holding left click and dragging. No more placing them one by one. No more click-click-click marathons. Small change. Big quality-of-life upgrade 💪
You can now auto-place Skylines between islands simply by dragging conveyors across them. Previously, you had to manually place each Skyline step by step. It worked… but it wasn’t exactly elegant. Now? Just drag your conveyor across the gap and the Skyline will place itself neatly between the islands. Cleaner. Faster. Much less fiddly. It’s one of those small changes that instantly makes building feel smoother, and once you use it, you won’t want to go back.
Mick, our Lead Dev, has been hard at work implementing them into the game, and we’re excited to finally start showing a few of them off. It’s been really fun thinking about the different milestones, discoveries, and moments we want to celebrate as you build, experiment, and grow your factories. Here’s a small sneak peek at some of what’s coming. Note some of these may change before launch and are a work in progress.
With February behind us and the major milestones crossed, we’re spending our remaining time perfecting Modulus to ensure everything is ready for April 2nd. It feels surreal that we’re only a month away! From everyone here at Happy Volcano, we want to say a massive thank you for being part of this journey. We can’t overstate how much your support has meant to us and we’re ready to make this our best release yet! Don’t forget to wishlist and follow the game, try the updated demo if you haven’t already, and keep sending in your feedback, we genuinely love hearing from you.
Join our community: Discord BlueSky TikTok YouTube Reddit Feature Upvote
Oh and by the way we are streaming Modulus every Tuesday now too 7pm GMT / 8pm CET:
YouTube Twitch TikTokSee you on the factory floor,
— Team Happy Volcano
Jarvs: Almut, can you walk us through how a single operator gets its sound?
Almut: If something is already moving in-game, I’ll capture it, either record it myself or get footage from the team, and bring it into my audio software. Then I start experimenting.
I focus on what the operator is actually doing. Is it mixing liquids? Cutting? Stamping? I think about what’s moving, what’s interacting, and what that should feel like.
One important thing I’ve learned is that it’s much better to get something into the game quickly and iterate there. A sound that feels perfect on its own can completely fall apart once it’s surrounded by everything else. So instead of polishing something for ages in isolation, I prefer to test it in context and tweak from there.
And variation is crucial. If you repeat the exact same sound over and over, it quickly becomes irritating, at least for me. So once I have something that works, I build subtle variations to keep things rhythmic without becoming repetitive.
After that comes the fiddly part: dealing with the 3D game world. Operators are 3D sound sources, which means they have a defined size and distance in-game. You should hear them clearly when you’re close, but they need to fade naturally as you zoom out. That balancing act can only really be done once everything is live in the game.
Jarvs: I know nothing about the technical side, but I imagine it gets complicated when you have 20 operators next to each other and all those sounds are happening at once.
Almut: I wouldn’t say it’s technically complicated, but it’s a lot of fiddling to find the sweet spot where everything works nicely most of the time.
Mick: There are some aspects you wouldn’t expect. In most games, the “microphone” is positioned at the camera. That makes sense in first-person or close third-person games.
For Modulus, we had to do something different.
Because you can angle the camera downwards and zoom in and out freely, the sound can’t simply follow the camera. Think of it like a boom operator in film, holding a microphone just above the scene. That’s effectively what we’re doing.
There’s an invisible point on the ground that the camera looks at, and the microphone is centered on that point. As you zoom out, the microphone moves upward, but it stays aligned vertically above that spot. This works well for factory games, because once you have a lot happening on screen, you don’t always know exactly where a sound is coming from anyway, which lets us hide some imperfections.
The other big constraint is performance. You can’t just play sounds for the 5,000 objects that might be visible on screen. That would sound chaotic and break performance.
In some games, you can let overlapping instances stack or trim themselves automatically. We don’t really get that luxury. The sound has to work perfectly when an operator stands alone in an empty field, and also when it’s surrounded by hundreds of others. That balance is where the real challenge lies.
Beyond individual operators, there’s another layer at play.
Almut: We have a separate layer of general factory noise. When there’s just one operator on screen, you don’t hear that layer at all. But as more buildings and operators appear, that ambient layer gradually blends in.
Mick: We basically try to find a good average of what’s on screen. There are three main ambient tracks: a general factory layer, a conveyor-specific layer, and a nature layer, like subtle birds in the background.
These are evaluated at a fairly low resolution. We can’t calculate this per tile, it wouldn’t work performance-wise, so we approximate what’s happening on an island and blend accordingly.
Technically, the ambient system is sometimes “guessing” what’s happening on screen. But so far, nobody’s complained that the soundscape is lying to them.
Jarvs: From what I hear in the community, people really love that mix, especially the nature sounds. They say it adds to the zen feeling. It’s not just a mechanical factory hum; there’s a sense of space and calm.
And it works beautifully with the little environmental details Antoine has added visually. It makes Modulus feel like more than just a factory, it feels like our factory.
Mick: It works great… until we add the next batch of sounds. Then we go through the entire process all over again.
But it’s good to hear that right now it feels like we’re in a good spot.
That’s a closer look at how operator sounds are built and layered into the living, breathing rhythm of your factory. From individual clicks and movements to the full soundscape of a working production line, it’s all about subtlety, timing, iteration, and restraint, making sure the factory feels alive without ever overwhelming you.
If you missed Part 1, make sure you check it out. We dive deeper into the philosophy behind the overall sound of Modulus and how we shaped its calm, clockwork identity.
And if you’re curious how all of this feels in motion, you can try the updated demo right now as part of Steam Next Fest.
Thanks for joining us for another Deep Dive. We’ll catch you in the next one.
If you haven’t already, please:
Wishlist and follow the game here on Steam
Try the updated demo during Next Fest
Keep sending us your feedback on Feature Upvote
It genuinely helps more than you know.
Join our community: Discord BlueSky TikTok YouTube Reddit Feature Upvote
And don’t forget, we’re streaming Modulus every Tuesday at: 7pm GMT / 8pm CET YouTube · Twitch · TikTok
See you on the factory floor.
— Team Happy Volcano
We revealed the date in our brand new Convergence Showcase trailer, and we’re beyond excited to finally share it with you! So, mark those calendars because the factory floor opens very soon!
A huge thank you to the Convergence team for having us. It’s a huge honour to be featured alongside so many creative and innovative projects, and we couldn’t think of a better moment to announce our release date to the world.
If you missed it you can check the all new trailer out below:
Before launch, you’ll be able to jump into the latest version of the demo during Steam Next Fest, from February 23rd to March 2nd.
We've released a major demo update for the event, including expanded language support so that more of our globe community can finally experience the game in their own language.
We have now added:
Spanish, Portugese, Polish, Traditional Chinese, Korean
To the already available:
French, German, Dutch, Simplified Chinese, Japanese, and Russian.
What’s New in the Updated Demo?
Undo / Redo function
A brand new Minimap
Day/Night cycle
All-new intro sequence
Updated tutorial (based on your feedback)
Updated manual
Improved performance
Camera sensitivity & zoom improvements
A ton of QoL polish and bug fixes
The legend that is Bitz will be returning to our store page during Next Fest with a brand new stream, diving into the full dev build to celebrate this huge moment with us! The stream may even be up on the page as you are reading this!
April 2nd is getting close, and everything we’re doing between now and then is about making Modulus the best it can possibly be.
If you haven’t already, please:
Wishlist and follow the game here on Steam
Try the updated demo during Next Fest
Keep sending us your feedback on Feature Upvote
It genuinely helps more than you know.
Join our community: Discord BlueSky TikTok YouTube Reddit Feature Upvote
And don’t forget, we’re streaming Modulus every Tuesday at: 7pm GMT / 8pm CET YouTube · Twitch · TikTok
See you on the factory floor.
— Team Happy Volcano
Minimap added
Undo/redo added
Day/night cycle added
New intro sequence
Updated Tutorial
Updated Manual
Improved performance
A ton of QoL/polish changes and general bugfixes (thanks for the bug reports Module Makers)
Added max zoom adjustment settings
Added camera move / drag / hold sensitivity settings
Thank you, as always, for your support. Every time you play the demo it helps Modulus get seen by more players and for that we are incredibly grateful for that.
👀 Keep an eye on the announcements here for more exciting news later in the week. 👀
Catch you on the factory floor.
Team Happy Volcano
Whether you’ve been sharing feedback in Discord, streaming your playthroughs, posting screenshots, making videos, sharing the trailesr with your communities, or simply spending time building your factories, it’s been genuinely amazing for the whole team to watch.
Seeing new players discover Modulus for the first time has been such a joy. And at the same time, it’s been incredibly heartwarming to see those of you who played the original demo return and experience how much the game has grown. Watching you explore, experiment, and get creative has given us so many special moments this past week.
Your feedback, enthusiasm, and support really do make a difference.
Screenshots from our Discord playtesters.
If you haven’t joined yet, there’s still time! The playtest is open until the 16th, and you can get access by heading to our Discord and checking the announcements channel for details on how to join. Join our community: Discord BlueSky TikTok YouTube Reddit Feature Upvote
Thank you for being part of this journey with us. See you on the factory floor. — Team Happy Volcano
Hey Modulue Makers,
We’re preparing a private playtest of Modulus, running from February 5th - 16th, and we’d love your help.
This test will include the full game experience (excluding Creative Mode) and is focused on gathering feedback as we continue polishing Modulus in the run-up to launch.
There’s no NDA for this playtest! In fact we actively encourage players to share screenshots, clips, and builds, and to tell us what works, what doesn’t, and what could be better.
Access will be coordinated through our Discord. Join here: https://discord.gg/modulus
Full instructions will be posted in the #announcements channel on Thursday.
If you enjoy thoughtful, creative factory games and want to help shape Modulus, we’d love to have you involved.
— Team Happy Volcano
You’ve seen Freighters before, but they’ve had a big upgrade this month.
Freighters now feature:
New animations that give them more personality
Improved pathing, so they avoid clipping into each other
Queueing at Freight Hubs, meaning no more traffic chaos
They’re also… surprisingly polite. Sometimes too polite.
Yes, we did briefly have a situation where everyone was waiting for someone else to go first. We fixed it, but we couldn’t resist sharing it with you.
To kick off the year, our Game Director shared a simple reminder: Modulus looks good at any hour.
The day/night cycle continues to add atmosphere and variation to your factories, whether you’re building under bright daylight or watching your machines glow at night.
Next we have a small but mighty improvement, courtesy of Oliver on the dev team.
You can now:
Drag belts directly through operator inputs and outputs
It’s a subtle change, but one that immediately makes building feel smoother and more intuitive, and yes, the whole team got very excited about it.
Huge thanks to Ollie for this one 💪
We’ve also added a new zoom setting that allows for much higher camera perspectives.
This gives you:
A clearer overview of large factories
Better readability when scaling up
And some very satisfying wide shots of your islands in motion
As our Game Director, David, put it: “I’m loving our new zoom setting, it allows much higher perspectives.” We couldn’t agree more.
We’ve also been spending time weaving the narrative into Modulus, and that starts with Atlas.
Atlas is your liaison to The Colony, the beings responsible for your creation. Designed by our Art Director Antoine, Atlas stands apart from the bots you produce in your factory, both visually and thematically.
He’ll be:
Your guide
Your point of contact with The Colony
And your biggest cheerleader as your factory grows
We already love him, and we’re excited for you to meet him properly.
January was all about refinement: smoother logistics, clearer building flow, stronger atmosphere, and deeper personality. These improvements may seem small individually, but together they make Modulus feel better, calmer, and more cohesive to play.
As always, thank you for your feedback, your screenshots, your bug reports, and your enthusiasm, it genuinely shapes how the game evolves. Don’t forget to wishlist and follow the game, try the updated demo if you haven’t already, and keep sending in your feedback, we genuinely love hearing from you.
Join our community: Discord BlueSky TikTok YouTube Reddit Feature Upvote
Oh and by the way we are streaming Modulus every Friday now too 7pm GMT / 8pm CET:
YouTube Twitch TikTokSee you on the factory floor,
— Team Happy Volcano
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Modulus: Factory Automation, 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 Modulus: Factory Automation 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.