- Build Mode: pause the whole factory in one click to rework a line without it draining or jamming, then resume when you're ready.
- Quick bar: a row above the toolbar remembers your recently-used pieces so you can re-grab them with a single click.
- Chain highlight: hover any piece with nothing selected to dim everything except the production line running through it — great for tracing or debugging a stalled chain.
- Auto-connect: droppers, conveyors and machines now turn to link up automatically when placed, and dragging a belt line bends into corners on its own.
- Jam warnings: a machine that's been backed up for a few seconds pulses red so you can spot bottlenecks at a glance.
- Crown Bench (Rebirth 7): a new end-game machine that fuses a Gemstone and a Necklace into a Crown — the new top-tier good.
- Dropper payback hints: every dropper in the build menu now shows its ore output per second and a rough payback time.
- Blueprint cost preview: stamping a saved blueprint shows its total price (red when you can't afford it) and marks any blocked tiles.
- Connection joints: linked conveyors now show a small steel coupling on the seam and flash white when they snap together.
- Conveyors, tiles and machines now have subtle depth (a lit top edge and shaded base) so they read as raised hardware instead of flat blocks.
- Output arrows are toned down so they guide the eye without overpowering the items on the belt.
- The conveyor connection joint is smaller, cleaner and now sits perfectly centered on the belt.
- The quick bar no longer nudges the toolbar up and down when you pick a piece.
- The construction sound no longer keeps looping while the game is paused.
- The conveyor connection joint now sits behind items instead of covering them.
- The old circular "pop" effect on connecting pieces — replaced with a cleaner white snap flash and the steel seam joint.
- On very narrow windows the quick bar stays on a single row and can run wide instead of wrapping.
- Auto connect, pieces now orient themselves to connect when you place them, drop a belt next to a dropper and it turns to carry the ore away, drop a dropper next to a belt and it faces the belt, drop a belt between two lines and it bridges them, if the rotation you set with R already connects it is always respected, so auto connect only steps in when a piece would otherwise sit dead, machines, corners, splitters and processors keep full manual rotation since their sides carry meaning
- Connection feedback, joining two pieces now fires a gold flash on both cells and a crisp click, so every good connection feels locked in
- Big sale celebrations, a sale that is both unusually large for your factory and worth a real chunk of income now triggers a proper moment, a louder fanfare, a brief whole screen thump, a gold flash on the coins counter, an expanding ring at the processor and a wider, denser coin burst, jackpot sales go gold
- Eight new achievements, Trillionaire for 1T lifetime earned, Ultrafactory for 1B a minute, Ascendant for reaching Rebirth 10, Magnate for 100 contracts, Conglomerate for 15 compactions, Chief Mechanic for 50 tasks, Site Legend for engineer level 30 and Mass Exporter for 10k boxed goods sold
- Jam indicator, a machine that stays backed up for more than a few seconds now pulses a red border so a real stall is obvious at a glance, without turning on the full flow overlay, normal belt queueing and packagers mid fill are ignored so it only fires on genuine jams
- Drag painting now flows, belts painted in a single stroke orient along your drag and automatically bend into the right corner when the line turns, laying out a route is fast and clean, it only ever touches belts from that same stroke and costs nothing extra
- Sale celebrations are carefully tuned to stay rare, a steady line selling identical boxes stays calm and a big upgrade celebrates for a few sales then settles, so the big moments keep meaning something
- The new achievements are all tied to stats that survive rebirth, their rewards scale automatically and they show up in the Awards menu on their own
- Rebirthing no longer wipes your achievements or spams a wall of unlock toasts, they now carry across rebirths as they should
- Wire payout values are still being tuned and may change in a future update
- Bridge conveyor, a two part conveyor that leaps items straight over a gap, place two halves up to 4 cells apart in a straight line and they connect, passing over anything in between, unlocks at Rebirth 2
- Tower activation icons, droppers and machines now show a small icon when a Speed, Value or Overclock tower is boosting them so you can see a tower's reach at a glance
- Coin burst on sales, little gold coins pop from the processor on every sale, bigger sales throw more
- Unlock celebration, unlocking a new piece now plays a bright chime, pulses a golden glow around the screen and spotlights the reward
- Processing juice, items now squash rhythmically while a machine works them, throw a spark burst when they transform and land with a satisfying double pop
- Sale popups now scale with value, a bigger sale shows a bigger, brighter number that climbs from green to gold to orange, and never wraps onto two lines
- Speed reactive belts, the flow pips running along your belts visibly speed up as you invest in Belt Speed
- A soft process tick now plays as machines finish work, throttled so a busy factory purrs instead of roaring
- The Intensifier, Assembler and Polisher now all work on Copper Wire
- The packager box now grows as it fills so you can see how full a box is at a glance
- Wire now reads as a clean strand with an outline that brightens once it is polished, the Wire Compacter makes a thick strand and the Wire Drawer draws it out into a thin one
- A stubborn light box that could appear around wire at the Wire Drawer, Intensifier and other machines is gone for good
- The current goal card no longer bops up and down when the Claim button appears
- Clicking the Move tool no longer nudges the whole grid
- The Key hints toggle in Options no longer spills onto two lines
- The polish shine no longer flickers off an item as it passes through machines
- Wire payout values are still being tuned and may change in a future update
- Wire Compacter, a new machine that presses hot metal straight into Wire (any material), a parallel path to the Ingot Compacter, unlocks after processing 300 ingots
- Hold to place, hold left click and drag to lay down a whole line of pieces instead of clicking each cell
- Undo, a new Undo button removes the last piece you placed and refunds its full cost
- Blueprint delete confirm, deleting a saved blueprint now asks Sure before it removes it
- Keybind cheatsheet, a small on screen list of the controls, and a Key hints toggle in Options to turn it on or off
- Hover info, hovering a machine, dropper or processor with an empty hand now shows what it is, what it does, and its boost status
- Polished item shine, fully polished ingots get a small shine mark and fully polished wire gets a bright outline
- Prestige Shop redesign, a cleaner two column layout with tidier cards, clearer levels and calmer colours
- Invalid placements now show a clear red tint so a bad spot is obvious before you click
- Engineer tech rebalanced, Engineer Speed and Prime Engineer give a smaller boost now that the engineer also levels up on its own
- Wire now reads clearly on the belt, the Wire Compacter makes a long strand and the Wire Drawer makes a coiled glyph, both coloured to their metal
- The Neutronium dropper now drops dark orange and the Dark Matter dropper drops purple instead of grey
- The polish effect is now a shine burst instead of the old scale pop
- Toolbar dropdowns cap their height and scroll so long lists stay on screen
- Clicking the Move tool no longer nudges the whole grid up and down
- The polish shine no longer flickers off an ingot as it passes through other machines
- Machine and processor boost tasks work again and the click ripple always shows
- The Wire Compacter value is still being tuned so its payout may change in a future update
- Wire Drawer, a new mid-game machine that draws a compacted ingot into valuable Copper Wire, a parallel option alongside the Jeweler and Cutter, package it to sell
- Feedback button, a new button up top opens a panel with the Offhand Studios Discord link so you can send feedback, report bugs and help shape what gets built next
- Move tool hover hint, hovering the Move tool now tells you exactly how to unlock it
- Prestige Shop redesign, a cleaner two column layout with tidier cards, clearer levels and calmer colours
- Toolbar dropdowns now cap their height and scroll, so long lists like Droppers no longer run off the top of the screen
- Engineer tech rebalanced, Engineer Speed and Prime Engineer give a smaller boost now that the engineer also gains speed from levelling up on its own
- The Copper Wire recipe appears in the Production Chain guide once you unlock the Wire Drawer
- Machine and processor boost tasks were being cleared the instant they appeared, so those boosts now work and the Force Machine Task tool behaves
- The machine task marker no longer hides behind neighbouring machines
- Clicking a boost task now shows a clear ripple so the tap always registers
- The feedback link is now a selectable field you can highlight and copy, and clicking inside it no longer closes the panel
- The Copper Wire value multiplier is still being tuned, so its payout may change in a future update
- Guided first-time tutorial, the intro now walks you through your first working line step by step, the toolbar category you need glows green, each placement pops a little celebration, and finishing the tour pays a 500 coin starter bonus
- Locked parts explain themselves, the next part you can unlock in each dropdown now shows what it does and what it takes right in the menu
- First-open panel hints, the Tech Tree and Network now greet you with a short "what is this" card the first time you open them, so you are never dropped in cold
- Rebirth button on the main screen, a Rebirth button now sits top-right, greyed until every Tech upgrade is maxed, so you never have to go hunting for how to rebirth
- Session summary on return, the Welcome Back screen now also shows your current goal, any contract you are holding, and your streak, so you land back in oriented
- Eight new achievements, Task Master, On a Roll, Dealmaker, Apprentice, Foreman, Smooth Operator, Goal Getter and Network Mogul
- Click feedback on machine tasks, tapping a boost task now fires a cyan ripple right on the machine so the click always registers
- Late dropper progression stretched out, Uranium and Diamond droppers now unlock over a longer, steadier climb instead of arriving almost back to back
- The Rebirth goal now spells out exactly how to rebirth and points at the new button
- Locked menu rows are now compact again with only the next unlock described, so dropdowns never overrun the screen
- Flow overlay recoloured to a colourblind friendly palette, and border thickness now signals congestion too
- Machine and processor boost tasks were being cleared the instant they appeared, so those boosts and the Oil and Calibrate actions now actually work
- The task marker no longer clips off the top of the grid at any zoom or pan, and no longer hides behind neighbouring machines
- The Try it now and Got it buttons on the unlock popup are now the same size and aligned
- The progression rebalance applies to runs already in progress, so an existing factory may show different unlock timing than before, this is intended
- Objectives, a Current Goal card that always points you at the next useful thing to do, from your first sale through tech, contracts, compacting, the Network and rebirth, each paying a coin or Tech Point reward
- Machine actions, task markers now appear on droppers, machines and processors, send the engineer over and solve a quick minigame to Tune, Oil or Calibrate that machine for a temporary boost
- Engineer levels, the engineer now earns XP from builds and tasks and levels up, permanently improving its build and walk speed, shown in Live Stats
- Contract choices, every contract now offers three tiers at once (Easy, Medium, Hard) so you can pick the one that suits your factory
- Contract streaks, completing contracts back to back builds a streak worth up to plus 50 percent rewards
- Factory efficiency score, a flow rating in the Stats panel with Bronze, Silver and Gold badges, a live readout of what is holding your factory up, and your best output this run
- Production Chain guide, a new section in the guide that lays out every recipe from ore to necklaces, revealed as you discover each machine
- Try it now, unlock popups now let you grab the new machine straight away and show your next unlock target
- Task boost feedback, boosted machines glow while their boost is active, and machines pop a ring when they finish a job or make a sale
- Smoother machine feedback, dropped ore now grows into place and finished goods pop as they complete
- Rebalanced progression, the money curve is much steeper so upgrades, rebirths and staying longer all feel more rewarding
- Cleaner HUD, softer grid lines, a tighter top bar and more consistent panel styling
- Blueprints now show their total build cost, and stamping skips pieces you have not unlocked yet instead of failing
- Toolbar cards you cannot afford yet are now dimmed
- The tutorial hint line hides itself once you have rebirthed
- Your engineer level, current goal and contract streak now carry across every rebirth
- The processor limit could show a negative number and block placing processors once lifetime earnings grew very large
- The rebirth count now shows correctly under the coin total
- The dropper task marker no longer draws off the top edge of the grid
- The Current Goal and contract cards no longer overlap each other or the Stats panel
- Contract Take buttons no longer wrap onto two lines
- The progression rebalance also applies to runs already in progress, so an existing factory may show lower numbers than before, this is intended
- The task marker keys off the grid row, so at some zoom or pan positions it may still clip near the very top edge
- Dropper tasks, a glowing marker appears on a random dropper from time to time, click it to send the engineer over and start a quick minigame chosen at random
- Wire minigame, connect each coloured wire to its matching colour on the other side to power the dropper up
- Simon Says minigame, watch the colour sequence flash then repeat it back, with one more step added each round
- Task reward, solving a minigame gives that dropper a 2.5x output boost for 40 seconds
- The processor limit could overflow to a negative number once lifetime earnings grew very large, which also blocked placing new processors
- The task marker no longer draws off the top edge of the grid when it lands on a top row dropper
- The rebirth count now shows correctly under the coin total
- The task marker keys off the grid row, so at some zoom or pan positions it may still clip near the very top edge
- Ring Setter, a two tile combiner that fuses a Gemstone and a compacted ingot into a Ring, unlocks at Rebirth 4
- Necklace Bench, a larger four tile combiner that fuses a Gemstone and a Ring into a Necklace, unlocks at Rebirth 5
- Rings and Necklaces, new high tier crafted goods that you package and sell
- Saveable Blueprints, save a layout as a named blueprint and stamp it back down later, stored separately so it survives every rebirth and reset
- Flow overlay, a toggle that outlines your belts and machines to show throughput and highlight bottlenecks
- Achievement rewards, every achievement now pays out Tech Points and coins the moment it unlocks
- Idle animation for the engineer while it waits in the shop
- The first three craft parts now unlock in a chain, earn the coin milestone for the Jeweler, then process Jewels to open the Assembler, then process Machines to open the Gem Cutter
- Starter unlock milestones now cost more to reach for a longer, more deliberate early game
- Plasma and Quantum droppers now take up two tiles and the Antimatter dropper is a three tile L
- The Forge is now a three tile machine that passes material straight through its middle tile
- Travel through machines now have an exit port the finished part emerges from
- Rebirth reward now scales with how much you earned during the run
- The guide keeps pieces you have not reached yet hidden until you discover them
- Prestige Shop rebuilt as a compact grid of cards so it takes up far less of the screen
- Compact factory now asks you to confirm before it removes the factory
- Rebirths and Mechanical Parts are now shown under the coin total, and Stats, Daily and Awards sit in one row beside Leaderboards
- Long names on the Most Earned leaderboard no longer overlap the row beneath them
- The Ring Setter and Necklace Bench no longer push their finished goods out sideways
- Combiners no longer show the input material leaving the machine, only the finished Ring or Necklace comes out
- The daily reward now resets correctly when a run resets
- Any Forge or Plasma, Quantum or Antimatter dropper placed before this update changed footprint size, remove and replace it if it looks broken
- Achievements: ten unlockable awards (First Profit, Master Craftsman, Born Again, Megafactory, Gigafactory, Billionaire, No Vacancy, Researcher, Veteran, Industrialist), a new Awards panel, and an unlock toast that pops up under the hotbar.
- Rebirth now pays out more Mechanical Parts the more coins you bank in a run, on top of the existing rebirth depth bonus.
- The Parts Guide now keeps undiscovered parts hidden as ??? until you unlock them, so later machines stay a mystery until you reach them.
- Early game pacing rebalanced so the first several buildings take noticeably more total earnings to unlock, making the opening more deliberate.
- Contract rewards rescaled so payouts stay meaningful as your output grows.
- Daily reward and offline earnings popups are now centred on screen.
- Unified button shapes and alignment across the top HUD bar.
- Parts Guide panel now keeps a fixed height instead of resizing between pages, with rotating gameplay tips along the bottom.
- Resetting progress now fully clears the daily reward, so the streak, claim availability, and reward amount no longer carry over from your old run.
- Packager box size menu now sits clear of the piece instead of overlapping it.
- An achievement unlock toast can briefly overlap the copy and paste bar if it triggers while you are in Move or select mode.
- Contract progress bar is cooked
- Synthesizer, a four-tile machine that boosts items passing through it, unlocked at Rebirth 5
- Fabricator, a five-tile machine with an even stronger boost, unlocked at Rebirth 6
- Overclock Tower, a two-tile aura that makes nearby machines process faster, unlocked at Rebirth 5
- Dark Matter dropper, a six-tile dropper producing the richest ore in the game, unlocked at Rebirth 10
- New Apex tech tier, three powerful nodes unlocked at Rebirth 10
- Apex Value node raises coins earned per sale
- Apex Process node speeds up machine processing
- Apex Ore node raises ore value
- Zoom and pan controls, scroll the wheel to zoom, hold middle mouse to drag the view, plus on screen zoom in, zoom out and reset buttons with keyboard support
- Upgrader is now named Intensifier
- Mega Dropper is now named Neutronium
- The factory now sits inside a framed viewport you can zoom into and pan around
- Large dropper emitters and their emit flash now stay on the rotating output corner instead of the building anchor
- The Move tool no longer cuts multi-tile buildings in half when copying or pasting them
- Offline Earnings - your factory keeps running while you're away. Come back to a payout based on how long you were gone (50% efficiency, up to 8 hours).
- Daily Reward + Streak - claim a reward once per day from the new Daily button. Consecutive days build a streak that adds +20% each day, up to 3x on day 11.
- Value Tower - a third aura tower, unlocked at your 3rd rebirth. Droppers in range emit +50% more valuable ore. Click it to see its range.
- Leaderboards - two boards to climb: Most Earned and Most Rebirths.
- Per-packager box sizes - right-click any Packager to set how many ingots go in each box, per machine.
- Contracts now wait for you to claim the reward instead of auto-granting it.
- Erasing a piece that's still under construction now cancels it instantly and refunds the full cost.
- The Stats panel now also shows Peak coins/sec and how many items are on the belts.
- Amplifiers now boost Value Towers as well as Speed Towers.
- The Network grid has a cleaner circuit-board look, and the shop strip is tucked away while you're in it.
- Your leaderboard standing now updates live, and a full progress reset clears your stats too.
- The tutorial now covers packager tuning.
- Leaderboards now show all players instead of just one.
- The old global box-size control (replaced by per-packager box sizes).
- Lifetime earnings only start counting from when you load this update - there's no retroactive data for time played on older versions.
- Speed Tower - a new aura tower that makes nearby droppers drop faster. Unlocks after your 2nd rebirth; click it to reveal its boost range.
- New "Towers" tab in the build bar - the first of more tower types to come.
- Rebirth Leaderboard - see how your total rebirths stack up against everyone else, from the new button in the top-left.
- Network Cores prestige upgrade - place up to 5 Processors on the Network grid.
- New prestige upgrades: Belt Boost, Output Boost, Process Boost, Craft Boost and Salvage.
- A hands-on guided tutorial that walks you through your first dropper → conveyor → packager → processor line.
- Sell compacted factories on the Network for Tech Points.
- The Parts Guide now documents Towers.
- Everything's colour-coded now - every dropper, refiner and crafter has its own accent colour on both its button and the placed machine, so the grid reads at a glance.
- Network sources now pulse when they emit, just like droppers.
- The exotic droppers (Plasma, Quantum, Antimatter) and late-game machines (Forge, Enricher, Alloyer, Gem Cutter, Reactor) all have proper colours.
- Rotate and Sell now show a preview hologram before the engineer carries the action out.
- Cleaner Network view — the engineer-only Move tool is hidden there, since Network edits are instant.
- Drag to pan around the grid.
- Economy rebalanced across the run.
- The Network Processor counter now shows the correct cap after upgrading Network Cores (it was stuck on "/ 1").
- Network sale popups no longer freeze and pile up - they fade away properly now.
- Fixed placed refiners, crafters and droppers all rendering in the same colour.
- The Speed Tower now sits perfectly centred on its tile.
- Removed the Move tool from the Network grid (it relied on the engineer, which the Network doesn't use).
- The developer menu is no longer visible to regular players.
- Very large numbers can occasionally show an extra trailing digit in some readouts - a display-only quirk being cleaned up.
- Core 2D grid factory builder — place parts and watch ore flow and process automatically
- An engineer who walks out to build, rotate, and sell the parts you place
- Ore droppers in multiple tiers: Copper, Silver, Gold, Tungsten, Uranium and Diamond
- Full conveyor set — straights, corners, tees, crosses, splitters, junctions, tri-splitters and mergers
- Refining machines: Smelter, Compacter, Polisher and Packager to turn raw ore into sellable goods
- Crafting machines: Jeweler and Assembler for higher-value products
- Processors that buy your packaged goods for coins
- A 25-node Tech Tree with drag-to-pan navigation and milestone-based unlocks
- Rebirth (prestige) system with rebirth-gated exotic droppers: Plasma, Quantum and Antimatter
- The Network — compact a finished factory into the global Network to earn Tech Points
- Sell-for-TP, max-buy stacking, mirror placement and quick rotate controls
- Live sale popups, a rotate preview hologram, a sell marker, and per-machine processing animations
- An interactive hands-on tutorial that walks you through building your first working line
- Save & Quit with full progress persistence
- Sound effects and music, each with in-game toggles
- Very large factories can cause slowdown on lower-end machines
- Number formatting may occasionally display oddly at very large values
- A few special glyphs can render as boxes on certain systems