Latest Updates
Everything that has actually shipped in Empire of Gears, newest first. Balance changes, fixes and new systems all land here.
- Gameplay
A friendlier start for new players
New factories now start simpler: extra features like Contracts, Season Pass, Alliances and the Battery Wall appear one at a time as you earn cash, each with a quick heads-up. A small goal card in the corner shows what to do next. Veteran players keep everything they already had.
- Minigames
Coin Pusher is off for now
The Coin Pusher machine is powered down while we tune it. It's hidden from the Earn page — keep an eye out for its return.
- Minigames
Coin Pusher gets a real moving pile
The Coin Pusher is now packed with loose coins and prizes that shift with every shelf sweep. A good drop can shove a prize over the front ledge and visibly into the new collection tray.
- Minigames
New game: Coin Pusher
Start the machine and drop your coin when the pusher shelf sweeps to the front. Good timing gives you a better shot at pushing Cores, factory cash or fuel off the ledge. Play with Cores or Gear Tokens from the Earn page.
- Alliance
Alliance chat is just chat now
The alliance Chat tab now only shows messages from members. System notices like joins, donations and upgrades no longer clutter the conversation — they're still recorded in the alliance activity log.
- AllianceEconomy
Alliance Shop, Residential and Trading Post
Chopping the alliance map now earns alliance coins (1 per tap) that are yours to spend in the new Shop tab on build speed-ups, base speed-ups, factory cash, Cores and House tokens. Two new base buildings: Residential makes Cores every day, mostly for the treasury with a small share for every member, and Trading Post discounts the shop.
- Alliance
Alliance map gets tougher
Every tree and rock on the alliance map now shows a health bar. Each tile your alliance clears makes the next fresh one a little harder to chop, so clearing the whole map is a real team project.
- AllianceSeason Pass
Alliance Land Map
Alliances now have a shared 12x12 map covered in trees and rocks. Members tap to chop them together (200 chops per player per day) and earn Season Pass points. Clearing land unlocks spots for base buildings, and a building must be placed on the map before it can be upgraded. Buildings you already upgraded keep their bonuses.
- AdminEconomy
Safer Core balance corrections
Admin player tools now have separate Credit and Debit actions for Cores, with checks that stop a balance from being reduced below zero.
- Minigames
Token plays get their own prizes
Claw Machine and Gear Drop token plays now have their own prices, stakes, daily limits and prize lists, separate from Core plays. Switching between Cores and Tokens shows the matching prizes.
- Economy
Clearer economy reporting
Our internal reward-balance reports now keep House token plays separate from Core plays and total up every way Cores are spent, so we can keep real rewards sustainable. Nothing changes in how you play.
- Performance
Faster Factory opening
The payment system now loads only when you actually open a checkout, so the Factory and other pages start up with less to download.
- Performance
Lighter server load
Your Rewards page now totals production points instantly instead of loading every point you've ever earned, and background autosaves happen a bit less often. Your progress still saves whenever you switch away or close the game.
- Battery WallBug fix
Smoother Battery Wall charging
Battery charge numbers and fill meters now move steadily between updates instead of briefly jumping forward and backward when the wall refreshes.
- Performance
Snappier game servers
Rewards and fuel screens load faster, and the game no longer keeps saving in the background while you're on another tab, which frees the servers up for everyone.
- Minigames
Claw Machine is now a skill game
Steer the claw with left and right controls (it coasts a little), line it up over the prize you want and drop. Dead-centre grabs hold on tighter, and winning prizes are carried over and dropped into the prize chute.
- Tutorial
Tutorial tuned for phones and computers
The first-time tutorial now has separate versions for phones and computers, so the tips point at the right buttons on your screen.
- AlliancesBug fix
Alliance chat is back
The Chat tab has returned to Alliance HQ so you can talk with your alliance again. Messages with blocked language are now stopped before they're posted to keep chat friendly.
- AlliancesBug fix
Alliance menu links now actually open
Tapping 'View all' or 'Alliance HQ' in the Alliance menu on phones left the menu covering the screen, so it looked like nothing happened. Both buttons now close the menu and take you straight to the page, and they're bigger and easier to tap.
- AlliancesQuality of life
Alliance menu list, tidied up
The Alliance link in the menu now opens a short list of the ten strongest alliances, so the menu stays clean as more alliances appear. You can join a public one right from the list, tap 'View all alliances' to open a new full directory page with search and sorting, or head to Alliance HQ as before.
- AlliancesBug fix
Spy reports show the real factory, and Alliance is back in the menu
Spy reports were showing an empty grid because they read the wrong floor — they now show the machines and decorations actually on each floor, with the right number of floors listed. The Alliance page also has its own link in the menu again once you unlock it.
- AlliancesNew feature
Alliance Bases and Espionage
Alliances can now build a shared base. Leaders and officers spend the alliance treasury to upgrade five buildings — Command Center, Foundry, Power Core, Storage Depot and Listening Post — and every member gets the bonuses while they stay in the alliance. Separately, the leaderboard now has a spy button: pay Factory Cores to look at another top player's factory layout, with re-checks of the same player free for a short window and a discount for alliances with a Listening Post.
- BatteriesRewardsBug fix
Battery Wall fixes
Three battery problems are fixed: a battery that ran flat used to stay switched on and could never refill — it now goes back to charging automatically; power your wall burns while you are away now pays the proper battery-backed reward rate for the whole time it kept your generators running, instead of sometimes paying nothing; and support looking at your account no longer drains your stored power.
- RewardsQuality of life
More accurate cash-out estimates
The earnings estimate behind the scenes now counts battery backup power and your real recent earning pace when your generators are waiting on fuel, instead of only the small idle trickle — so time-to-cash-out estimates are far closer to reality.
- MinigamesQuality of life
Gear Drop looks and plays fairer
The Gear Drop board now has more pegs, and every drop bounces off a fresh random path from a random drop point instead of tracing the same line each time — the prize bin is still decided the same way as before.
- FactoryQuality of life
Scrap any machine for a 60% refund
Unplaced machines in your Inventory can now be scrapped for 60% of their cash and steel cost — the same salvage option Reward Machines already had. Recall a machine from the floor first, then tap Scrap.
- FactoryQuality of life
Drag and drop your factory floor
Machines and decorations can now be dragged straight to a new spot with a finger or mouse, instead of tapping twice. The old tap-to-move still works.
- FactoryAdmin
Decoration shop controls
Factory decorations now cost Factory Cores, remain reusable after purchase, and have admin-editable prices, availability and artwork.
- FactoryCustomization
Customize factory floors with scenery
A new Decorate tray adds placeable trees, work lights, crates, safety barriers and gear statues. Scenery can be moved or stored and provides a small Factory Morale machine-output bonus capped at 5%.
- AchievementsCommunity
Discord badge unlocks automatically
Tapping the Discord button in the Factory header now credits the Discord badge and its reward the first time you use it.
- Season PassFix
Prestiging and buying reward generators now count toward the Season Pass
Both actions were not adding Season Pass points. They now award points as intended, and every player who prestiged or bought a reward generator this season has been credited for the ones they missed.
- WebsiteUI
Logo restored to the public header
The Empire of Gears logo is visible again in the upper-left corner of the signed-out homepage and public information pages.
- RewardsSecurityModeration
Safer redemptions and clearer account access
Reward Redemption now blocks duplicate active requests at the database level, protects wallets from negative redeemable balances, and keeps the U.S. confirmation and manual review rules in one current request path. Restricted accounts now see the dedicated appeal experience, while administrators can issue timed suspensions or restore access without deleting player data. Obsolete ad-based contract goals were replaced with gameplay goals.
- RewardsTrustWebsite
Clearer rewards, cashouts and account protections
New public Rewards & Cashouts, Economy Changelog, and Moderation & Appeals pages explain funding, eligibility and review in plain language. Cash-out requests now require U.S. confirmation, and moderation restrictions preserve factories, purchases, progression and account history while allowing appeals.
- EconomyMinigameEarn
The House: trade spare resources for Gear Tokens
The House is a new stop on the Earn tab where you melt down spare factory cash, steel or energy into Gear Tokens. Tokens pay for Claw Machine grabs and Gear Drop drops, so you can keep playing without touching your Factory Cores. The House takes a small cut on every trade, big factories pay more resources per token but earn a veteran bonus on top, and token plays pay a reduced share of each prize.
- MinigameEarn
New daily activity: Gear Drop
Gear Drop is a plinko-style game on the Earn tab. Pick how many Factory Cores you want to stake, drop a gear through the pegs and see which prize bin it lands in — Factory Cores, factory cash or generator fuel. Bigger stakes pay bigger prizes.
- MinigameEarn
Jumbled Claw Machine prize pit
The Claw Machine prize pit is now a scattered pile of pods instead of a neat grid. Pods no longer light up under the claw, so players don't think tapping a prize picks the winner — only the Drop button decides. The pods gently bob and tumble around, and the whole pile reshuffles after every grab, so each drop feels fresh.
- MinigameEarn
Claw Machine gets a slider
You now slide the claw across the machine and press Drop instead of tapping lane buttons. Every grab costs the same Factory Cores no matter where the claw lands — the old lane buttons made it look like some spots cost more.
- MinigameEarn
Claw Machine goes unlimited
The Claw Machine no longer has a daily grab limit — play as many times as you like for 5 Factory Cores a grab. The machine also got a proper mechanical claw, live prize previews and livelier win moments.
- MinigameEarn
Claw Machine daily activity
Spend a few Factory Cores to drop the claw for cores, factory cash or generator fuel. A limited number of grabs each day, with the prize table shown before you play.
- UXCommunity
Discord button on Factory
A Discord button now sits in the Factory header next to the wire toggle, making it easy to jump into the Empire of Gears community.
- Rewards
Clearer Core-for-Fuel reporting
Fuel bought with Factory Cores is now fully tracked, including how much reward payout that fuel generated.
- Rewards
Better reward-to-Core conversion rate
Converting reward dollars to Factory Cores now pays 225 Cores per dollar, up from 150.
- Rewards
Reward pool figures now count purchases only
Ads are gone, so the reward pool and revenue figures no longer include any ad income. Everything funding player rewards comes from real purchases.
- Navigation
Data page is back in the More menu
The Data page, with factory gauges, floors, chains and resources, is once again listed under More in the navigation.
- PlayersMailbox
New players get a welcome message
Brand new players now receive a one-time welcome message in their in-game mailbox, written and edited by the Empire of Gears team.
- UXMobileRewards
Real Rewards is now a compact wallet dashboard
The mobile Real Rewards page now keeps tonight’s estimate, wallet, Core conversion, cash out and both histories close together, with detailed rules available from info buttons.
- UXMobile
Earn is now a compact command center
The mobile Earn page now puts tonight's estimate, Reward Fuel, daily activities and Factory Cash controls into four compact sections while keeping every reward and game action available.
- ShopUX
Revenue Machines now top the Core Store
Revenue Machines are now the first section in the Core Store, right below your core balance, so new players can find the path to real rewards faster.
- EconomyShop
Core Shop rebalanced — double the cores
All Core Packs and the Empire Starter Pack now grant twice as many Factory Cores for the same price. The Starter Pack now includes 1,000 cores.
- Fix
Earn 'Buy a Generator' opens Revenue Machines
Fixed the Earn page's 'Buy a Generator' button so it navigates straight to the Revenue Machines section of the Shop and expands it automatically.
- Game
Clearer path to your first Reward Generator
The Earn page's next step now takes you straight to the Revenue Machines section of the Shop to buy a generator, and an Open Wallet button now stays visible on Earn no matter which step you're on.
- GameFix
Desktop sound playback rebuilt
Built-in effects now use standard browser audio instead of a sound engine that some desktop browsers kept suspended. Sounds play from the first click and recover after changing tabs or audio devices.
- GameFix
Desktop sound startup improved
Desktop browsers now start the sound engine directly from your first click instead of trying too early, so the first action and every action after it can be heard reliably.
- Game
Sound fix on desktop browsers
Game sounds were staying silent on some desktop browsers. Audio now switches on with your first click and plays normally from then on.
- Game
Futuristic sound effects
Taps, builds, purchases, rewards, minigames and alerts now have futuristic sound effects. You can turn sound off or change the volume on your Account page.
- Admin
New admin stat for cores spent on fuel
The admin liability dashboard now shows the total Factory Cores players have burned buying Reward Fuel, plus the total fuel minutes purchased.
- RewardsAdmin
Idle earnings reporting now includes everyone
The earnings dashboard now counts every recently active player with a placed Reward Generator, including unfueled generators earning the idle trickle. All placed generators continue accruing globally while players are offline.
- Rewards
Earnings keep running for everyone, even offline
Every player's earnings now advance automatically in the background, whether or not the game is open. Placed generators keep earning while you're away, and players without an earnings wallet yet get one created on their own.
- Rewards
Your earnings never fully stop
Placed Reward Generators now keep earning a small trickle (about 5% of their normal rate) even when they're out of fuel, so your earnings number always keeps ticking up. Fuel and batteries still pay far more, and this counts toward the same nightly payout.
- UITutorial
A simpler game, top to bottom
The menus are shorter (less-used pages like Data and Story moved out of the way but still work from their links), the Earn page has fewer words and one clear button, the Factory tier bar just shows your percent to the next tier, and the new-player tutorial is down to six short steps instead of nine.
- RewardsBattery WallUI
Battery Wall reminder on Earn
When your Reward Generators run out of fuel, the Earn page now points you to the Battery Wall so you can keep earning from stored energy.
- RewardsUI
A clearer path to real rewards
The Earn page now leads with one recommended next step and a simple four-part path: get a Reward Generator, earn fuel, keep it running and receive the nightly wallet credit. Daily games and optional tapping are tucked into expandable sections so the important actions are easier to find.
- FactoryFix
Factory power meter now shows the shared grid
The Power readout on every factory floor now shows total generation and demand across the entire factory, so a floor no longer incorrectly displays zero when its generator is elsewhere.
- FactoryFix
Fixed energy sharing between factory floors
Machines on floors without their own generator were silently treated as unpowered. The Hub now truly carries energy factory-wide: any generator on any floor powers every machine on every floor.
- FactoryUI
Removed glowing pulse from powered grid machines
Machines on the factory floor no longer play the cyan power pulse or generator glow animation, giving the grid a cleaner look.
- Rewards
Core fuel purchases have no limits
Trading Factory Cores for Reward Fuel is no longer capped — buy as much as you like, whenever you like, even past the usual fuel tank size.
- Performance
Replaced artwork is cleaned up automatically
When a picture in the game is swapped for a new one, the old file is now deleted instead of being kept around, and leftover artwork from past swaps has been cleared out.
- RewardsFix
Make-good credit for missed offline earnings
Players whose generators were fuelled between Sept 7 and Sept 11 received a one-time reward credit covering earnings missed while the offline payout issue was active.
- RewardsFix
Reward generators now pay for offline time
Fuelled reward generators keep earning while you are away, and that offline time is now included in the nightly payout even if you never opened the game that day.
- PerformanceFix
Faster screens and smoother controls
Game screens now reuse recently loaded progress, avoid duplicate menu checks and pause unnecessary background updates when hidden. The Gear Guide also downloads only when opened, reducing the initial load.
- FactoryFix
Machine pictures load instantly
The factory floor no longer flashes older machine pictures while loading. Your device remembers the current artwork and shows it straight away, so the factory appears faster.
- FactoryBatteriesFix
Energy numbers finally match everywhere
The power meter, your energy stockpile and the Battery Wall now read from the exact same factory grid. Only machines actually running a recipe draw power, so real surplus builds up, can be stored in batteries and sold.
- FactoryBalance
One power grid for the whole factory
Power is now shared across every floor instead of being trapped on the floor that made it. Spare energy on floor 1 keeps machines running on floor 2 and beyond.
- AdminNew players
Precise walkthrough click targets
The draggable marker in Admin → Tutorial now sets exactly where a player should click. Its size can be adjusted precisely from 24 to 180 pixels, while the message stays automatically out of the way.
- New players
Tidier walkthrough messages
Walkthrough message cards can now be placed exactly where they read best on screen, so they never cover the thing you are being asked to tap.
- New players
Easier walkthrough building
The walkthrough is now built by picking a page and a spot on screen from simple menus, dragging steps into the order you want, and adding several steps at once.
- New players
The walkthrough now points at what to tap
The new-player walkthrough highlights the exact button or area on screen, dims everything else and waits for you to tap it before moving on. You can replay it any time from the Replay Tutorial button in the menu.
- Production
No more limit on offline earnings
Your factory now pays out for the whole time you were away, however long that is. The old 2-hour (12-hour for Pro) cut-off is gone, so long breaks no longer cost you production.
- RewardsPrestigeReferrals
Every reward generator is open, and prestige no longer touches your stocks
Reward generators can now be bought at any point in your factory's growth — no more tier locks. Prestiging keeps your entire stock portfolio intact. Referral rewards, factory floor prices and build-skip costs are now tuned live, so they can be balanced without an update.
- Achievements
Bigger trophy stand
Your achievement stand now holds up to 20 badges instead of 10, so you can show off twice as many of your favorite unlocks.
- Achievements
Badges now unlock on their own
Achievements like Millionaire and First Sparks now unlock automatically the moment you hit the milestone, and pay their cores, cash and fuel straight away.
- Achievements
A better looking trophy stand
The Achievements page now uses its full artwork as the backdrop, and the ten trophy slots sit exactly where they belong on the picture.
- Achievements
Achievements and a trophy stand
There's a new Achievements page under More. Every badge shows what it pays out, and you can pin your ten favourites to a trophy stand at the top of the page.
- Rewards
Your rewards counter only goes up now
The green rewards counter builds up through the day and no longer drops when other players fuel their generators. Whatever it shows is what gets paid into your wallet at the nightly settlement.
- Rewards
Idle reward balances go back to active players
If an account goes six months without playing, its unredeemed reward balance now returns to the shared Player Reward Pool and is paid back out to active players over the normal payout window. Balances with a pending cash out are never touched, and simply playing keeps your balance yours.
- Progression
Factory ranks now go up to 12
The factory ladder used to stop at Mega Factory, which made the higher Reward Generators impossible to unlock. There are now eight more ranks above it, from Automated Complex all the way to Stellar Empire.
- Minigames
Daily quiz questions are now randomized
Each day's quiz is drawn at random from the full question pool, and the answer choices are shuffled too, so no two players see the same set in the same order.
- MinigamesCores
New Daily Science Quiz
A short multiple-choice science quiz is now available once a day from the Earn page. Every correct answer pays Factory Cores, and a perfect run adds a bonus plus generator fuel.
- RewardsUI
Cleaner Rewards screen
Payout history is now collapsed by default and can be expanded with a tap. The wallet card now only shows the main redeemable balance, without the extra 'Available to redeem', 'Expected tonight', and 'Redeemed' sub-tiles.
- RewardsUI
Cleaner Rewards screen
Removed the 'Paid + pending today' and 'Tonight's current limit' sub-tiles from the Rewards page so the big green nightly estimate is the only number players need to watch.
- Rewards
A clearer nightly reward estimate
The large green reward ticker now follows what you are currently expected to receive at the next nightly settlement after pool, daily and monthly limits. It stops at that amount and resets after settlement, with no carry-over.
- FactoryQoL
Queue skip cost always visible
The Build & Research Queue now shows how many Factory Cores a skip costs on every job — even when you don't have enough yet, the button shows the cost and points you to the Shop.
- FixesSaves
Fixed a rare bug that could reset a factory
In rare cases the game could open with a blank factory when your save failed to load, and then save that blank factory over your real one. The game now double-checks with the server before ever starting you fresh, and it refuses to save if your factory looks smaller than what's already stored — it asks you to refresh instead. Affected players have been compensated.
- EarnFuelFixes
Production bonus progress fixed
The daily Production bonus was only counting cash from older-style machines, so most players saw it stuck at zero. It now counts every dollar your factory earns, including resource sales, at 1 point per $1,000.
- FuelEarnBalance
Free fuel rebalanced
Daily free Reward Fuel has been rebalanced so payouts stay sustainable long term. The Production bonus now needs 500 production points and gives 20 minutes of fuel, daily free fuel limits are 240 minutes (400 with PRO), and Energy/Steel conversions give slightly less fuel per unit. Minigames, contracts and daily claims are unchanged.
- EarnFuelFactory
Production bonus now works
The daily Production bonus on the Earn page now actually fills up as your factory runs. You earn 1 production point per $1,000 of factory cash produced each second; hit the daily target to claim free Reward Fuel.
- FactoryQuality of life
Protect resources from auto-selling
Each stored resource now has an "Exempt from auto-selling" switch, so the materials you want to keep stay in storage no matter how much you produce.
- Support
Faster support replies
Our support desk now lights up the moment a player message needs an answer, so tickets and contact messages get picked up sooner.
- PrestigeBalance
Prestige reward formula
Prestige rewards can now grow by a set number of Factory Cores for every dollar earned past the goal, with a maximum payout cap.
- PrestigeBalance
Per-prestige core rewards
Factory Core payouts can now be tuned prestige by prestige, so the reward for each reset can be set exactly instead of following one shared formula.
- AdminPrestige
Cleaner prestige reward preview
The admin prestige settings page now shows each prestige level as its own card, with the lifetime cash goal and the Factory Cores earned at that goal separated and easier to read instead of crowded columns.
- RewardsSupport
Better cash-out time estimates
If your generators are idle for a while, our support view no longer says a payout will 'never' arrive. It now projects your time to the $5 minimum from your own recent earning history instead.
- RewardsSupport
Clearer answers when you ask us about your rewards
Our support team can now see a player's reward earnings over the last 30 days and an estimate of how long it will take to reach the $5 cash-out minimum, so questions about payouts get a straight answer much faster.
- RewardsFuel
More ways to fuel your Reward Generators — no Cores needed
Fuel no longer has to be bought with Factory Cores. There is a new daily production bonus that pays fuel once you hit the day's production target, and you can now burn spare factory energy or spare steel straight into generator fuel. The free daily claim is bigger too, mini-games and contracts pay more fuel, and the daily fuel ceiling has been raised for both free and PRO players.
- Season Pass
Season rewards can be set tier by tier
Season Pass rewards are now picked individually for every tier on both the free and premium lanes — Factory Cores, factory cash, Reward Fuel, Steel, Energy or a cosmetic — so each step of a season can be tuned without rebuilding it.
- Season Pass
Season Pass now explains how points work
The Season Pass page lists exactly how you earn season points — contracts, mini-games, the Guess Box, daily fuel, buying a Reward Generator, prestiging and store purchases — with the points each one pays. The free reward lane is also clearer: it no longer looks locked behind a purchase, and each tier shows how many points you still need.
- AdsRewardsSeason PassEmpire PRO
Ads are gone — Season Pass and Empire PRO are here
Every advert has been removed from the game. Reward Generators are now fuelled by playing: claim free fuel each day, finish contracts, win the mini-games or trade Factory Cores for fuel. Two new options help keep the prize money flowing: Empire PRO is a monthly membership with more daily fuel, a bigger fuel tank, monthly Cores, double season points and exclusive cosmetics; and the Season Pass adds a four-week reward track with a free lane everyone can climb and a premium lane full of Cores, fuel and cosmetics. Your balances, wallets, generators and pending cash-outs were not touched.
- PrestigeBalance
Prestige goals are now tunable
The cash goal for your next prestige and the number of Factory Cores it pays out can now be adjusted by the team, so prestige pacing can be balanced without waiting for a game update.
- RewardsCores
Turn reward dollars into Factory Cores
Don't want to wait for a payout? On the Real Rewards page you can now swap whole dollars from your wallet straight into Factory Cores — 225 Cores for every $1, which beats buying the same dollar's worth in the store.
- Battery WallEnergy
You can always charge a battery again
Batteries only take over for your generators once they are completely full, so a part-full battery keeps charging instead of instantly switching itself on when you have no fuel left.
- Battery WallEnergyAutomation
Batteries switch on automatically when fuel runs out
When your reward generators run out of ad fuel, your batteries now start supplying power on their own — you just flip them back to charging yourself once you have fuel again. With the Automation Core, a battery runs all the way down before switching itself back to charging, only kicks in again once it is full, and gets patched up automatically so only one damaged spot is ever left for you.
- Battery WallEnergyInventory
Battery Wall now uses live factory surplus
Batteries now charge from the factory's real production-minus-usage surplus even when its stored reserve is zero. Installed batteries can also be returned to inventory and reinstalled later without losing their stored charge.
- Battery WallEnergy
Battery charging no longer stalls
The Battery Wall now keeps a steady transfer timer while the factory updates, and wall refreshes no longer overwrite energy that was just stored. Excess factory energy now moves into charging batteries every five seconds.
- Battery WallEnergy
Factory surplus now reaches the Battery Wall
The Battery Wall transfer now stays connected to the signed-in factory, so surplus energy is deposited every five seconds at the selected charge rate. The wall refreshes immediately after each transfer and clearly shows when it is charging or waiting for energy.
- Battery WallEnergy
Battery charging fixed and easier to watch
Batteries now pull from your stored factory energy every few seconds, at each cell's own fill speed and your chosen charge rate. The Battery Wall also shows your factory's energy and three decimal places of stored kWh, so you can watch it tick up in real time.
- Battery Wall
Battery Wall balance can now be tuned live
Battery sizes, fill speeds, core prices, drain rate, reward rate on battery power, wall slots and maintenance wear are now adjustable settings, so the Battery Wall can be balanced without waiting for an update.
- Battery WallEnergy
Batteries now charge from your factory's energy
The Battery Wall no longer fills itself for free. Batteries now draw from the spare energy your factory produces, and that energy leaves your stockpile as it's stored. A new charge-rate control lets you send 25%, 50%, 75% or 100% of your spare energy into the wall, so you can keep the rest running your machines.
- RewardsNew
New: the Battery Wall
Spare factory energy is now stored as kWh in a new Battery Wall. Switch a battery off to charge it and on to power your Reward Machines once their ad fuel runs out — battery power burns much faster than fuel and pays at half rate, but it keeps you earning while you're away. Batteries start at 500 Factory Cores, bigger premium banks are available from $0.99, extra wall slots are $1.99 each, and a $4.99 Automation Core charges and switches the whole wall for you. Batteries wear out over time, so tap the damaged spots to repair them.
- Site
Search engines now see the right pages
Private in-game pages like the factory, store and leaderboard are now clearly marked as off-limits to search engines, and the public page list no longer includes the email opt-out page. Only the pages meant for new players show up in search.
- FactoryBalance
Late-game machines need far less Steel
Steel required to build advanced machines has been cut sharply and now caps at 2,000. The Quantum Fabricator, which previously demanded 10,000 Steel, is now reachable without grinding Steel for days.
- Factory
Stored Steel now works for machine purchases
Machine purchases now count Steel protected by the auto-sell slider as well as Steel Press output. The shop also compares costs against the combined total, so it no longer says you are short when enough Steel is already in the Hub.
- Factory
You choose how much stock to keep
The Hub used to always sell everything above a fixed 250 units of each resource, which left players short of materials for big machines. On the Data page there's now a slider: set how much of every resource your factory holds back — anything from selling it all to keeping 5,000 units on hand — and only the surplus above that is auto-sold.
- FactoryWorld Map
Clearer machine costs, and a tunable world map
Machine cards now tell you when raw steel is what's holding a purchase back, instead of leaving the Buy button greyed out with no reason. Behind the scenes, region costs, bonuses and beacon positions on the world map can now be adjusted, so the map can be balanced without a new release.
- InterfaceWorld Map
New look, and a world map to conquer
The whole signed-in game has a new holographic blue interface — glowing panels, clearer resource readouts and a redesigned bottom bar. A brand-new Map page shows a live world map: tap any glowing beacon to open that region's details and claim it with Factory Cores. Eight regions, from Europe to an Orbital Ring, each adding a permanent bonus to your entire factory. Regions now unlock based on how many times you've prestiged, from 1 for Europe up to 15 for the Orbital Ring.
- Factory
Fairer machine build times
Build times no longer double with every copy you own, so early machines stop ballooning into day-long waits. Starter machines now finish in well under a minute, while the biggest endgame machines take a proper half-hour or more.
- Minigames
New daily minigame: Guess Box
Pick one of six mystery crates once a day on the Earn page. Five crates hold factory cash, Factory Cores or generator fuel — one is a 'better luck next time' dud.
- Store
Empire Starter Pack now includes 500 Cores
The Empire Starter Pack bundle now grants 500 Factory Cores instead of 350, alongside the extra factory column and the Auto-Tap Manager.
- Fix
Removed cash-out ETA from Real Rewards
The estimated time until a player reaches the $5 cash-out minimum is no longer shown on the Real Rewards page, because the number was too variable to be useful.
- Fix
Machine shop now explains locked purchases
When a machine like the Quantum Fabricator needs another machine first, the shop card now says exactly which one is required instead of just disabling the Buy button.
- Admin
Cash-out estimates focus on active players
The staff cash-out timing panel now only counts players who have played in the last 7 days, so idle accounts no longer skew the averages.
- Admin
Admin cash crediting
Staff can now credit or remove factory cash for any player from the admin area, alongside the existing core credit tool. Every change is logged.
- Fix
Cash-out ETA removed from Real Rewards
The estimated time until you reach the $5 cash-out minimum has been removed from the Real Rewards page because the projection was too variable to be reliable.
- Fix
Reward Machines stay where you put them
If an ordinary machine ended up on the same spot as a placed Reward Machine, the Reward Machine was quietly sent back to your inventory. Now the Reward Machine keeps its spot and the ordinary machine goes back to inventory instead, so nothing you paid for disappears from the floor.
- Fix
No more progress rollbacks from an old tab
If your browser was still running an older version of the game, that stale tab could save its outdated factory over your newer progress. The game now checks for new versions every minute and refreshes itself automatically.
- Fix
Fixed a leftover ad banner
A thin red banner could get stuck at the bottom of the screen after watching a rewarded ad. Ads now always close cleanly when they finish or fail.
- Improvement
Better behind-the-scenes ad tracking
We added a game-wide view of how many ads players have watched today, this week, this month, this year and in total, so rewards and pool funding are easier to keep honest.
- Improvement
Cheaper floor expansions — now on every floor
The extra build column on your first floor is now $0.99 and the extra row is $1.99. Every other factory floor can now buy its own extra column and row too, priced a little higher the further up you go.
- New
New daily game: Pylon Play
A second free daily game joins Gear Match. In Pylon Play you swap terminals to untangle the factory wiring so no cables cross — each clean pylon scores, boards get harder as you go, and every run pays 5–15 Factory Cores, three runs a day.
- Improvement
Tier II Reward Machines get their own look
Tier II Reward Machines now show dedicated artwork on the factory floor instead of a generic icon, matching the Tier I treatment.
- Improvement
Inventory tier tabs
The Inventory panel now has All / T1 / T2… filter tabs, so a long list of unplaced machines and Reward Machines is easy to browse by tier.
- Fix
Hub upgrades can no longer roll back
A Hub upgrade could slip back to its previous level if the game was open in another tab or the page reloaded at the wrong moment. Hub level, floor unlocks, tap upgrades and paid unlocks are now saved the instant you buy them and can only ever move forward.
- FixBalance
Machine Parts are craftable again
Machine Parts could only be made on a Welding Robot — but building a Welding Robot needs Machine Parts, so players got stuck. The Assembly Table and the Steel Press can now run the Assembly Yard recipe (Steel + Lumber → Machine Parts), so the path to the Welding Robot is open from the start.
- Fix
Reward Machines stay on the floor
Fixed a problem where a placed Reward Machine could quietly go back to your inventory if a factory machine ended up on the same square. Reward Machines now get moved to the nearest free space on that floor instead, and only return to inventory if the floor is completely full.
- FeatureBalance
Rotation removed and conveyors retired
Machines no longer need to be rotated or wired with conveyor belts. Anything you place delivers straight to the Hub, chain bonuses come from simply placing machines next to each other, and old belt tiles are cleared out of existing factories automatically.
- UI
Clearer factory grid and new machine artwork
Machine icons and labels now scale up on larger screens so they stay readable, power and Hub tiles fill their squares properly, and unnecessary power symbols and artwork-covering machine labels have been removed. The Steel Press and Welding Robot have brand-new artwork, while the + Machine panel now has tier buttons (T1, T2, T3…) and a simple two-column list instead of side scrolling.
- Fix
Core balance protection
Fixed a bug where Cores credited by minigames, ads or referrals could be counted more than once while moving between screens. Affected balances were corrected and the game now blocks any Core increase that didn't come from a legitimate reward.
- FeatureFix
Reward factory expanded to seven floors
The reward factory now runs up to seven floors. Floors 2–4 unlock with Cores, floors 5 and 6 also require prestiges, and floor 7 is a one-off unlock. Generator placement, moving between floors, inventory counts and multi-tile footprints were all fixed along the way.
- Feature
Character Shop, goggles and founder cosmetics
All cosmetics now live in one Character Shop. Goggles were added as a 50-Core item and can be worn on their own or together with a helmet, leaderboard portraits are separate from full characters, and there's a founder-exclusive item for early supporters.
- FeatureBalance
Rewards, cash-outs and support portal
Cash-out requests now use whole dollars from $5 up, funds are held while a request is pending and returned if it's rejected. Payout totals finalize at midnight Central, and there's a built-in support portal for tickets instead of email-only contact.
- Feature
Admin artwork controls
Game artwork — machines, power, Hub, reward generators, characters and cosmetics — can now be swapped from an admin panel at any time, with correct scaling and one-click restore to the original image.
- Website
Public site rebuilt around real game content
The pre-login website now has a full how-to-play page, a detailed game guide, a native FAQ, an updates log, an about page and a contact form. The old external FAQ link is gone, and copy across the site now only describes systems that are actually live.
- BalanceFeature
Earn tab: fuel gauge and steadier ad rewards
The Earn screen shows a live fuel gauge that drains second by second, with stored fuel capped at six hours. Rewarded ads for Cores are limited to one every 20 minutes for 2 Cores, and fuel ads use a one-minute cooldown with a visible countdown.
- UI
Simplified navigation and progression
Navigation was rebuilt around Earn, Factory, Shop, Data and More so new players aren't shown systems they haven't reached. Advanced systems are hidden until they're ready, and the Shop now groups Core packs, licenses and cosmetics.
- UIFeature
Data control room replaces the old Produce tab
Production analytics moved into a single Data dashboard with live gauges, production-chain breakdowns and your overall factory progress bar in one place.
- BalanceFix
Build tree rebalanced, packaging lines retired
Packaging lines were removed because they no longer had a role in the chain, machine-part recipes were fixed so they can actually be produced from starting machines, and every shop machine now has a tooltip explaining what it does and what it needs.
- FixUI
Recipe picker and connector fixes
Placing a machine that needs a recipe now opens a picker automatically, and machines missing a recipe show a pulsing SET badge. Assembly tables draw their connector lines correctly when linked to a neighbouring machine.
- Fix
Save reliability improvements
Fixed a race condition where a slow save read could overwrite newer progress. Saves are now validated before they load and autosaves are held back until a good load is confirmed.