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Hi Miners! ⛏️
Thank you so much for the incredible support since launch. Ore Factory Squad has now passed 100,000 copies sold💙
This is the first part of our Phase 0 update. Part 2 is planned for the coming weeks, bringing more of the features and improvements we shared in the roadmap.
Due to the recent private & public lobby security issues, we had to change some of our update priorities.
A significant amount of time went into rebuilding parts of the lobby security, server-side protection, and authentication flow to make multiplayer sessions safer for everyone. Thank you for your patience while we handled that properly.
Here’s what’s included in today’s update:
Automation should now be much easier to control with the new smart filtering system.
Added smart filters to Splitter Belts and Pallet Drop Zones, allowing specific items or entire categories to be selected separately for each output or slot.
Splitter Belts and Drop Zones now offer much more control over sorting, routing, and organizing production lines.
Co-op sessions now have more control options for hosts.
Added the new Role & Permission System through the computer application.
The default Employee role now has more limited permissions for public lobby protection.
Existing roles can be edited, and new custom roles can be created.
The Lunchbox has been added as a new everyday tool for longer workdays.
Up to four food items can now be stored in the Lunchbox and eaten anywhere.
Buff timers no longer decrease while you’re in the City, and their duration is now only consumed while you are at a digsite.
Rebuilt the lobby security system with multi-step authentication and additional server-side protection to make multiplayer rooms safer against unauthorized external connections.
Invite-only rooms are once again visible in the Server Browser.
Lobby codes have been re-enabled with a protected handshake protocol and codes are now 10 digits long.
Re-enabled joining friends through Steam, allowing players to join a friend’s room directly from the Steam friends list or send invites from outside the game.
Added text chat, giving players another way to communicate with their squad during multiplayer sessions.
Reworked the Contract System to offer a wider range of requests based on the player’s actual progression instead of relying only on level.
Warehouse stock can now be viewed from the Contract interface before accepting a contract.
Improved forklift handling and fixed the inverted steering wheel.
Added an interface showing the contents of a pallet while carrying it with a forklift.
Vehicle headlights now turn off when the engine is stopped and at night, headlights now activate when the ignition is started instead of turning on automatically.
Added a new toggle to the Stock Sell app that allows to show only items currently available in stock.
Fixed all belt types not connecting correctly to machine sockets.
Increased day length to give players more time to dig.
Rebalanced XP and money earnings to make progression feel smoother.
Fixed Invert Mouse resetting after loading screens.
Fixed robots becoming stuck around the Pallet Packing Machine.
Fixed Handler employees getting stuck near Miner vehicles.
Fixed pallets becoming stuck inside the Pallet Packing Machine.
Added several crash fixes to improve overall stability.
Added performance improvements, including fixes aimed at reducing stutters and improving general gameplay smoothness.
Fixed several smaller bugs and inconsistencies reported by the community.
Thank you again for reporting issues, and for continuing to shape the future of Ore Factory Squad with us. See you in the factory! 💙
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hi Miners! ⛏️
First of all, thank you for an amazing launch week. Seeing so many of you playing together and giving us both positive and critical feedback has been incredibly valuable for us!
It became very clear that many of you want to keep playing Ore Factory Squad, see more content, and help shape where the game goes next.
As we mentioned before, we’ve been working on a roadmap that combines your most requested ideas with our own vision for the future of the game.
The game has only been out for a short time, but already:
Over 80,000 players have played the game
We’ve received more than 550+ positive reviews
You’ve sent us thousands of thoughtful ideas, bug reports, and feature suggestions
We’re incredibly grateful for your passion and support. This roadmap exists because of you!
This roadmap represents our 5 different phases planned toward Version 2.0, starting with post-launch improvements and expanding into new maps, systems, resources, machines, and ways to play.
Most importantly, all phases shown in this roadmap are planned as free content updates for everyone who owns Ore Factory Squad.
Please keep in mind that this roadmap reflects our current vision and may change over time. Features may shift, expand, or evolve based on your feedback, development priorities, and what the game needs most.
Phase 0 is our first post-launch phase, and it is mainly about quickly improving the current game, responding to your feedback and adding some of the most requested features as soon as possible.
It will arrive in two parts, with the first part planned for this weekend and second one is planned for upcoming weeks.
Planned highlights include:
New belts and filtering system – New belt options with 45-degree elevation, buffer functionality, and a smarter splitter belt integrated with the new filtering system.
Improved storage and drop zone outputs – Multiple resource outputs for storage systems and expanded slot-based filtering options for drop zones.
Roles & Permissions System – More control over what players can do in co-op sessions.
Lunchbox System – A small food-carrying bag that lets you bring food with you more conveniently.
Contract and stock improvements – Better stock visibility while accepting contracts, along with balance changes to contract requirements and timers.
Text Chat – A new way to communicate with your squad in multiplayer.
Mini Excavator – A highly requested vehicle to make working around dig site more enthusiastic.
Mobile Office Unit – A portable utility station for accessing computer and some other extras outside of the factory.
Gameplay modifiers – Options that let players adjust parts of the experience.
Balance, bug fixes, and QoL – Bronze & Steel changes, machine pricing, XP pacing, day length, food buffs, crash fixes, stutter improvements, and many smaller fixes based on your reports.
Phase 0 may look like the “starter” phase of the roadmap, but it covers a lot of important systems that players interact with every day. As we get close to the first update, we'll share more info about the content!
Phase 1 will take your factory beyond ores and into a completely new industrial layer: oil.
You’ll search for underground oil reserves, extract crude oil, move it through modular pipe systems, store it in dedicated tanks, and transport it with an oil tanker truck.
This update will also bring a new desert-themed oil property, new machines, new licenses, new resources, and fuel-based production chains. The goal is to make oil feel like a full workflow of its own from finding the reserve underground to turning crude oil into valuable industrial products
Phase 2 is about expanding life outside the factory and making Redstone City feel more alive.
Dynamic weather, purchasable and customizable homes, vehicle customization, new casino activities like Blackjack and Pachinko, and more side activities are planned to give players new reasons to spend time in the city.
At the same time, this phase will also improve factory management with special contracts, better map navigation, factory statistics, and improved robot work orders. The factory is still the heart of the game, but After Hours is about making the world around it more useful, personal, and fun.
Phase 3 pushes the game into more advanced and dangerous territory with technology-based production.
You’ll collect tech scrap, explore a new electronic waste-themed property, produce higher-value components, and expand your factory with new machines, ores, resources, and products.
This phase will also introduce tools and hazards that change how you explore, including a field scanning drone, radiation zones, and mask/filter systems for protection. Age of Circuits is planned to make your factory smarter, more technical, and much riskier to expand.
Phase 4 is the cold, heavy, late-game industrial expansion of the roadmap. You’ll head into a new arctic-themed property with frozen ground, underground tunnels, and new obstacles that change how you dig and progress.
This phase is planned around heavy industry production, stronger materials, new machines, new ores, new resources, interconnected recipes, factory upgrades, and new achievements. Frost & Steel is where everything you’ve built so far starts connecting into a bigger, colder, and much more powerful factory operation.
We’re not setting fixed deadlines because we want to focus on quality and polish, not rushing features out the door.
Each phase will be released when it’s ready, shaped by your feedback and our development pace.
That said, please don’t think of this as a roadmap that will take years to complete. You can expect to see Phase 4’s snowy fields around the holiday season, which should be a perfect fit for its winter theme. As the updates start rolling out, you’ll see that our goal is to deliver content steadily without sacrificing quality.
This roadmap is not the end of our plans.
As we’ve said before, we’re still listening closely to your feedback, suggestions, and ideas. We’ll continue improving the game with quality-of-life updates, balance changes, fixes, and new additions where they make sense.
Some ideas may grow, some may change, and some new ones may appear along the way.
For now, this roadmap is our next big step, and we’re excited to keep building Ore Factory Squad with you through free content updates and with a few extra surprises beyond the roadmap planned along the way!
Thank you again for your support, patience, feedback, and trust. See you in the factory! 💙
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community or just say hi!
Hi Miners! ⛏️
We’ve released a second patch for the recent private lobby security issue.
First of all, we’re sorry again to everyone who was affected. Invite-only rooms should be safe places to play with your friends, and we know how frustrating it is when that experience gets ruined.
After further investigation, we identified three users involved in this situation. They were using external methods to access private rooms, grief players, sell their items, and impersonate others, including developer names.
That is hacking, plain and simple. This behavior will not be tolerated. Anyone attempting to hack, grief, impersonate others, or access rooms they should not be able to join will face action.
To stop this from continuing, we have now added an authentication and ban system to the multiplayer flow and the three users involved are now banned from playing multiplayer.
We also had reason to suspect that hidden rooms could potentially be accessed through Steam user data. As part of this patch, we added extra protection for that side through the new authenticator system as well.
For now, lobby codes are still temporarily disabled. We’re continuing to work on a safer version of that system, and we hope to bring lobby codes back soon.
⚠️Please update your game to the latest version as soon as possible!
If you see anyone trying to do this again, please report it to us on Discord with as much detail as possible.
Thank you for your patience while we handle this properly.
💬 Feel free to join our Discord to report issues, share feedback, or contact us directly.
Hi Miners! ⛏️
While we were working on preparing the roadmap for you, we discovered that some users were using external/hacking methods to abuse the private lobby system in ways that should not have been possible.
These users were joining rooms they were not supposed to access, disrupting other players’ games, selling items, and generally griefing sessions. We want to be very clear, we have already identified the hackers involved, and we have the necessary account information. Action will be taken against those responsible for what they’ve done.
This update is a temporary security fix while we work on integrating a better and more permanent protection system.
For now:
Invite-only rooms can only be joined through direct Steam invites (you can send invites inside the game by clicking invite button from the pause menu)
Lobby codes are temporarily disabled and will not work
Invite-only rooms will no longer appear in the Server Browser
These temporary changes are here to protect players while we finish a stronger long-term solution.
We’re sorry for the trouble this caused to players who were affected. Thank you for your patience while we deal with this properly, and please keep reporting any suspicious behavior or issues you encounter.
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hi Miners! ⛏️
Since launch, we’ve been closely following your feedback and suggestions while continuing to work on fixes and improvements. The game is still going strong with 7,500+ concurrent players today, and we’re incredibly thankful for this 💙
We’re also working on a roadmap that combines your requests with our own vision for the future of Ore Factory Squad. It will include new content, improvements, and plans for what’s coming next and we’ll be sharing it very soon!
Here’s what’s included in today’s fix:
Fixed an issue where lobbies could appear as Public even when they were created as Private
Fixed collision issues in the Forest map that could prevent placing the Mining Lift
Fixed an issue where some lobbies would not appear in the Server Browser even after searching for them
Fixed an issue where the Storage item list would not scroll properly while navigating resources with a controller
Fixed localization issues in several languages, including Chinese, German, Russian, and French
Fixed a money exploit caused by selling starter vehicles
Added a small info tooltip to the Employee hiring UI, showing what each employee does before hiring
Fixed an issue in Keybinding where assigning a key could also trigger tab switching or reset actions
Fixed an issue that prevented calling contract deliveries from the Delivery Door at night
Made fixes and improvements to resource distribution on some maps (These changes will only apply when purchasing the property again)
Fixed various lobby connection issues
Fixed various crash-related issues
Fixed several optimization issues that could cause stutters & deep freezes
Increased slot machine odds (for better chance)
Thank you again for all your support, patience, and feedback. We’ll keep monitoring reports closely and continue improving the game with upcoming fixes and updates.
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hi Miners! ⛏️
First of all, thank you so much for the incredible launch support!
We passed 5,000+ concurrent players shortly after launch, and seeing so many of you digging, building, producing together has been amazing. 💙
We’re actively reading your feedback. This hotfix focuses on several early issues, including tutorial softlocks, crashes, connection issues, and balance/progression adjustments.
Here’s what’s included in today’s fix:
Fixed a tutorial softlock that could occur while playing with a controller
Fixed an issue in the tutorial where using a controller could open the wrong application during the stock selling step
Made several improvements to controller support (There are still some QoL improvements we want to make for controller support, and we’ll continue working on this area in an upcoming update)
Fixed several crash-related issues
Fixed various connection-related issues
Fixed an issue where resources could fail to spawn inside randomly generated secret caves in the Forest and Quarry maps
Fixed an issue where pallets prepared for delivery could return as empty red pallets after packaging
Fixed an issue in Input Binding where the same key could not be assigned to multiple functions
Made balance and progression improvements
Fixed an issue where players could clip through objects or walls during emotes
Fixed an issue where the Head Sway could remain active even when Head Bobbing was disabled
Thank you again for all your support, patience, and feedback. We’ll keep monitoring reports closely and continue improving the game with upcoming fixes and updates.
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hi Miners! ⛏️
The big day is finally here, Ore Factory Squad is out now on Steam!
Thank you so much for the incredible support. We reached 100,000+ wishlists before launch, and we’re beyond excited to finally share the full game with you 💙
From digging deep underground to building your factory and exploring the city, here’s what you can jump into today:
We can’t wait for you to explore different properties, find new resources, dig deep tunnels, and uncover what’s hidden underground.
Turn raw resources into valuable products, build your production lines, place machines, automate your factory, and grow your operation step by step.
Take a break from digging and spend time around the city, visit different locations, try side activities, and enjoy the world outside your factory.
If you like what you see, Ore Factory Squad is available now and this is only the start of what's coming next!
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hi Miners! ⛏️
As we get closer to launch on July 16, the demo has been growing faster than we ever expected!
We’ve seen over 1,200+ players digging and getting rich at the same time, and more than 170,000 players have now added the demo to their libraries. On top of that, Ore Factory Squad has passed 75,000+ wishlists on Steam! 🥳
A massive thank you to everyone who played the demo and supported us along the way!
If you’ve been enjoying your time with the demo, don’t forget to leave a review on Steam and add the game to your wishlist!
Here are the patch notes for today’s update:
Fixed several tutorial issues where interactions such as vehicles and forklifts could become locked and show incorrect “continue tutorial” warnings.
Fixed multiple tutorial-related issues that could block progression.
Fixed a crash caused by AMD RDNA3 users accessing FSR4.
Fixed a crash that could occur for AMD RDNA4 users when switching to FSR4.
Fixed several crash-related issues.
Improved CPU optimization through various adjustments.
Added input and output device selection options for Voice Chat.
Added all available in-game control bindings to the Keybinding menu.
Machine sounds have been moved to a separate audio mixer, allowing you to lower or increase only machine sounds from the settings.
Increased daytime length.
Reduced the fatigue rate during nighttime, so your character now loses energy more slowly.
Removed the block that prevented calling deliveries during nighttime.
Moved the “Backpack Full” notification to a more visible position and added an animation.
Fixed an issue where the procedural digging shader could appear brighter than the surrounding soil.
Fixed Mining Equipment being placeable inside the factory.
Fixed pallets being incorrectly placeable in the dig site.
Added an automatic recovery system for resources that somehow fall under the factory, teleporting them back to the surface.
Removed the Hammer interaction UI for moving or selling pallets while they contain resources.
Disabled selling properties in the demo to prevent progression locks after reaching Level 3.
Updated resource spawn profiles in Suburban for a more balanced resource distribution.
Fixed an issue that could cause players to get stuck when entering vehicles.
Fixed various localization issues
Thank you so much for all the interest you’ve shown to the demo. We have high hopes for launch and we’re working hard to make Ore Factory Squad the best experience it can be.
Some of you in our Discord may have already seen a small teaser… but we wanted to share it here as well.
At launch, we might put you into a little bit of debt. 💸
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hi Miners! ⛏️
And we’re incredibly excited to share that the game has now reached 50,000 wishlists on Steam! Thank you so much to everyone who has supported us along the way. 💙
To celebrate the final countdown, here’s our brand-new trailer, featuring a closer look at everything waiting for you in the full game!
At launch;
You’ll be able to expand your operation across 4 different dig sites, each offering new environments, underground dangers, and resources to discover.
Starting with basic materials like stone and working your way up to Gold and even Diamond, you’ll collect and produce more than 60 resources and products across 3 main production lines.
You’ll also be able to hire Miner and Handler employees, send workers on off-site contracts, unlock a wide range of upgrades and new systems, explore city activities, expand your vehicle fleet, and build your factory alone or with your squad!
There’s only one week left until you can begin your own mining and factory operation!
Hi Miners! ⛏️
Get ready to expand your factory across different dig sites, each with new resources to discover, unique environments to explore, and new challenges waiting underground along with many more features to try out!
Before we jump into today’s devlog, we also want to say a huge thank you. Ore Factory Squad has now passed 45,000+ wishlists on Steam, and your support means a lot to us.
In this devlog, we’ll take a closer look at the different maps you’ll unlock as you progress and what makes each dig site unique. Let’s get into it!
With the launch version of Ore Factory Squad, there will be 4 different dig sites to unlock and purchase as you progress through the game.
You already know the Suburban from the demo, so today we want to talk about two other locations you’ll be able to visit in the full game: Forest and Construction Site
The Forest dig site is a quiet roadside property surrounded by green pine trees, fresh air, and a beautiful lake view.
Compared to the starting area, Forest gives you a much larger digging space and more room to build your underground operation. But it’s not just bigger on the surface, there’s more waiting below as well.
This is one of the first places where you’ll start encountering resources such as Copper, Bronze, Iron, and Steel, opening the way to more advanced production chains and new machines in your factory.
Forest is designed to feel like the moment your mining business really starts expanding. You leave the backyard behind, move into a larger natural environment, and start chasing more serious resources.
Forest also introduces underground caves.
These caves are small tunnel-like areas that are generated differently each time you purchase the property. They are not meant to be massive cave networks, but rather hidden pockets underground that reward exploration.
Each cave entrance is blocked by a breakable wall. To enter, you’ll need to use dynamite and blast your way through.
Inside these caves, you may find valuable materials that are harder to reach through regular digging. So while you can keep mining normally, players who explore can uncover extra rewards.
The Construction Site is a very different kind of dig site.
While Redstone City has its old industrial roots, this area represents the city’s new expansion, a developing district filled with tall constructions, unfinished roads and the chaos of active construction.
Instead of starting in a quiet open field, your mining operation begins inside the foundation pit of a construction project. It’s dusty, messy and surrounded by signs of a city growing upward.
Underground, this area is filled with risky gas pipes that make digging more dangerous and more interesting.
But beneath all that concrete, there is also a lot of mineral potential. Years of untouched soil below have created a rich digging area full of valuable resources waiting to be extracted.
This is only the beginning. In future content updates, we’d love to introduce even more dig sites with their own themes, resources, and surprises.
Also, there is still one more property in the launch lineup keeping its secrets for now. 👀
Make sure to wishlist the game on Steam so you don’t miss the launch. 💙
Thank you for taking the time to read our devlog, we can’t wait to see how you build your mining empire when Ore Factory Squad launches on July 16!
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hi Miners! ⛏️
With different maps to dig through, many new machines, resources, and products to produce including some of the most requested ores like Copper, Iron, Gold, and even Diamond along with many more features to try out!
As we mentioned in our last devlog, we wanted to update the demo for Steam Next Fest and give you a closer look at what you can expect from the full game!
Here’s what’s new in this updated demo:
You can now continue playing even after reaching Level 3. The game will no longer kick you out once you reach the demo level limit.
You still won’t gain new XP or progress further after Level 3, but you can keep playing, free roam around the new city, continue digging, produce more items, test the updated systems, and spend more time with your factory before the full release.
⚠️ We highly recommend starting a new save for this updated demo since older saves may not display placed machines
If you read our last devlog, you already know that we’ve been working on a new town called Redstone City In this updated demo, you can now freely explore part of Redstone City.
You can drive around the city, explore new areas, and get a taste of how Redstone City
A traffic system has also been added. You can now see vehicles roaming around the city, making the streets feel more alive.
You can also visit the bar and buy some drinks for yourself.
We’ve also added a city map. Press M to open the map and check what’s going on around the city. You can see important places, your friends, and vehicles through this map.
Your starter vehicle has been changed to the Light Flatbed.
The Car Dealership has also been added. You can now visit it and purchase multiple vehicles.
This includes utility vehicles for your work, as well as a new compact Golf Vehicle friend for getting around the city more easily.
You can see noticeable visual improvements, including updated color grading and contrast compared to the old versions.
You can now build Modular Mining Lift underground. These lifts can be used for both material transfer and vertical movement, helping you bring materials up more easily and climb back to the surface using ladder sections.
You can now place different types of Placeable Lights underground, including construction lights, flood lights, and hanging lamps for cave-like areas. These lights should help you organize your mining zones better and make underground work feel much clearer, especially in deeper sections.
Factory Customization has been added, giving you more control over how your workspace looks and feels. You can customize your factory floor, walls, office interior design, and use new decoration items from the shop to place them wherever you want.
An Emote System has been added, allowing you to express yourself in-game with different emotes while playing with friends.
New settings options have been added.
Many improvements have been made to the digging system, including how ore nodes behave when they are floating in the air or affected by dynamite explosions.
Many improvements have been made across almost every core system in the game, including player movement, fall damage system, upgrades, UI behavior, and general gameplay feel.
Several issues from the old demo have now been fixed, improved, or reworked based on your feedback.
We’ll be posting a new devlog next week, where we’ll talk more about new properties and resources you’ll be digging up in the full game.
See you during Steam Next Fest, and thank you for being part of the journey from the beginning! 💙
💬 Feel free to join our Discord to follow development closely, share feedback, be part of the community from the beginning, or just say hi!
Hi Miners! ⛏️
We’ve been a little quiet since the last update since we’ve been working hard on new things to show you. We’re happy to share that over 85,000 players have added the demo to their libraries, and game has passed +30,000 wishlists!
We’ve also heard clearly that many of you want to experience more of the game. That’s why we’re planning to release an extended and updated version of the demo during Steam Next Fest: June 2026 featuring several new additions and improvements!
We are still targeting this summer for the full release and we’ll be back with more announcements on that later.
Now, let’s get into our first devlog!
Redstone City is a small industrial town that was once built with big hopes, but never quite grew into the giant city it was meant to become.
It has factories, warehouses, rough industrial streets, and plenty of potential. But now, the real hope of this city is you.
One of the biggest pieces of feedback from the demo was that the map felt small, and that driving vehicles didn’t have much purpose yet. Expanding Redstone City was already part of our plan, and now we’re finally bringing that idea to life.
In the updated version of the city, it will act as a central hub where you can visit different locations, interact with new systems, and travel to digsite from multiple exits.
Of course, if we want Redstone City to feel alive, it needs more than just buildings
City will feature working traffic lights and active traffic.
Some vehicles will simply pass through using the highway connection, while others will drive around the city streets. These vehicles will react to you too. If you jump in front of them, don’t expect them to be happy about it. They may stop, honk, and make their opinion very clear.
It’s not only vehicles either. Around key city locations, you’ll meet local NPCs who help make the city feel more grounded and alive.
We’re also exploring more ways to make Redstone City feel like a lived-in place over time, but we’ll share more about that when we’re ready.
So, in this living city, can you actually live a little too?
After a long day of digging, you can spend your evening at the bar. You’ll be able to drink different beverages, get a little tipsy, and maybe make some questionable driving decisions in-game.
Please do not do that in real life!
You can also visit an authentic restaurant for a proper meal, or quickly grab something from the market.
Food and drinks are not just cosmetics. Each consumable has its own passive effect.
For example, drinking Whiskey can warm you up and increase your mining damage for 10 minutes. Different foods and drinks will offer different bonuses, giving you more ways to prepare before heading back to work
While digging, you can now come across Scrap and Antique items.
These items may not be very useful inside your factory, but City has two different locations where you can turn them into money.
At the Waste Collection Center, you can convert or sell the scrap materials you find underground and at the Pawn Shop, you can sell antique items and turn your strange underground discoveries into extra cash.
Sometimes, the random junk you find can also help fund your next upgrade!
In the demo, you started with a very convenient truck with a great storage capacity but now you won’t start your brand-new factory journey with a perfect vehicle right away. Everything starts small, and grows over time.
If your vehicle capacity is not enough, or if your team needs more vehicles to work efficiently, you can visit the Car Dealership and purchase new ones.
The catalog includes forklifts, cargo vehicles, compact city transport options, and even a small golf cart with exactly 3 cargo slots. You’ll now be able to own multiple forklifts, trucks, and personal vehicles. Just bring enough cash, choose what fits your needs, and expand your fleet
Yes, the demo already had a day and night cycle, but it has a very different feeling now.
We’ve made major changes to the sky and lighting systems. Combined with updated ambient sounds, location-based city audio, and lighting that changes more dramatically throughout the day, the city now feels much more alive.
Driving through the city, hearing the environment around you, seeing the lights shift, and returning to your factory after a long workday should feel much better than before!
There are still many things we haven’t talked about yet, including systems like the map and navigation but we want you to discover them by yourself.
And if you’re wondering what’s happening on the digging side of the game, don’t worry. In the next devlog, we’ll talk about the systems like modular mining elevator, placeable lights and new digsites!
We’d love to hear what you think about these changes
What do you like?
What would you like to see more of?
What kind of locations or systems would make the game more fun for you?
Thank you for taking the time to read our first devlog. We’ll see you during Steam Next Fest with the updated demo!
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hi Miners! ⛏️
Since we released the demo last Friday, the response has been incredible.
Over 45,000+ players have already added the demo to their libraries, we’ve reached 600+ concurrent players, and the game has now passed 15,000+ wishlists on Steam 🥳
If you’ve been enjoying your time with the demo, don’t forget to add the game to your wishlist on Steam! It really helps us a lot as we continue development.
Here are the patch notes for today’s update:
Improved loading times across:
Fast travel using Bus Stops
Main Menu & Save Loading
Transitions between factory and dig site with Flatbed Truck
Visual improvements on various textures, including replacing some with higher-quality & refined versions
Reworked the building system and controls for better stability and overall usability
Fixed an issue when placing pallets into the pallet machine with a forklift and removing them during this process causing errors
Fixed filtering not working properly in the Recipes app
Fixed an issue where non-host players received an incorrect “active negotiation” error when trying to cancel contracts
Fixed an issue where non-host players received a false “contract limit reached” notification when trying to accept new contracts
Fixed an issue where build mode would exit brokenly after placing pallets into sockets
Prevented players from clipping/teleporting behind walls when exiting vehicles by adding exit collision checks
Vehicle controls are now properly synced with keybindings
Camera inversion settings (horizontal/vertical) now correctly apply to vehicle cameras
Added handbrake sound effects for vehicles
Updated the Flatbed Truck engine sound
Adjusted machine output alignment to properly match sorting outputs and conveyor connections
Improved voice chat:
Player voices now come from their position inside vehicles
Voice chat icon now appears correctly while inside vehicles
Fixed incorrect resource data types shown to non-host players for active properties
Reduced camera shake during crouching
Added safeguards to prevent keybinding inputs from triggering UI actions
Fixed factory logo synchronization issues
Fixed an issue where placed terrain piles in the digging area would visually use the wrong layer instead of appearing as soil
We’re still actively improving the demo and carefully reading all of your feedback, it not only helps us improve the demo, but also plays a big role in shaping the full game!
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hi Miners! ⛏️
Thank you so much to everyone who played the demo, shared feedback, and reported bugs! It’s been amazing to see the over 12,000+ players have already added the demo to their libraries 🥳
If you’ve been enjoying your time with the demo, don’t forget to add the game to your wishlist on Steam!
Here are the patch notes for today’s update:
Day length increased by 25%
Required XP to reach Level 3 has been increased (to extend the demo duration)
Fixed several issues related to carrying pallets
Fixed an interaction issue while a pallet is on the forklift
Fixed several UI issues, including panels getting stuck on screen
Localization improvements
Added a region filter to the Server Browser
Fixed a UI issue in the Server Browser that could prevent scrolling
Fixed an issue that could prevent the game from saving the player’s location (both in the digsite and factory)
Added a fast travel indicator to the bus stop
We’re still actively improving the demo and carefully reading all of your feedback, it not only helps us improve the demo, but also plays a big role in shaping the full game!
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Hello Miners! ⛏️ The day is here, the Ore Factory Squad Demo is now available on Steam!
If you’ve been waiting to jump into Ore Factory Squad, now is the perfect time to start digging. Play solo or with up to 4 players, buy properties, mine valuable resources, process what you extract and experience the first steps of growing your operation from a small warehouse into a industry giant!
If you like what you see, wishlist the game on Steam!
Thank you for the support. We’re really excited to hear what you think about Ore Factory Squad Demo!
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
Today we’re excited to officially announce Ore Factory Squad!
Ore Factory Squad is a co-op mining and factory-building game with procedural mining and factory progression at its core. Play alone or with friends, buy properties, dig deep for valuable resources, complete contracts, upgrade and automate production lines, and grow your factory from zero to industry.
We’re also happy to share that the demo will be available on March 27, so you won’t have to wait long to try it for yourself!
Here’s what you can expect in Ore Factory Squad:
Procedural underground mining with fully diggable terrain
Upgradeable mining tools such as shovel, pickaxe, jackhammer, and explosives
Different machines with different production lines
Factory progression through machine unlocks, upgrades, and licenses
Conveyors and automation
Drivable forklifts and trucks for logistics
Contracts, deliveries, and stock sales
Character and factory customization
Solo or co-op for up to 4 players
If you like what you see, wishlist the game on Steam. It helps us a lot and keeps you updated as development continues!
Save the date and play the demo for free when it launches on March 27. We can’t wait to hear what you think!
Thank you for the support. We’re really excited to hear what you think about Ore Factory Squad!
💬 Feel free to join our Discord to follow development closely, share feedback, and be part of the community from the beginning or just say hi!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Ore Factory Squad ⛏️, 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 Ore Factory Squad ⛏️ 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.