Latest Updates

Everything that has actually shipped in Empire of Gears, newest first. Balance changes, fixes and new systems all land here.

  1. 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.

  2. 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.

  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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.

  9. 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.

  10. 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.

  11. 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.

  12. 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.

  13. 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.

  14. 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.

  15. 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.

  16. 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.

  17. 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.

  18. 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.

  19. 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.

  20. 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.

  21. 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.

  22. 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.

  23. 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.

  24. 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.

  25. 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.

  26. 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.

  27. 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.

  28. FactoryAdmin

    Decoration shop controls

    Factory decorations now cost Factory Cores, remain reusable after purchase, and have admin-editable prices, availability and artwork.

  29. 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%.

  30. 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.

  31. 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.

  32. 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.

  33. 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.

  34. 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.

  35. 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.

  36. 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.

  37. 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.

  38. 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.

  39. 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.

  40. 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.

  41. 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.

  42. Rewards

    Clearer Core-for-Fuel reporting

    Fuel bought with Factory Cores is now fully tracked, including how much reward payout that fuel generated.

  43. Rewards

    Better reward-to-Core conversion rate

    Converting reward dollars to Factory Cores now pays 225 Cores per dollar, up from 150.

  44. 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.

  45. 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.

  46. 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.

  47. 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.

  48. 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.

  49. 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.

  50. 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.

  51. 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.

  52. 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.

  53. 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.

  54. 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.

  55. 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.

  56. 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.

  57. 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.

  58. 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.

  59. 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.

  60. 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.

  61. 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.

  62. 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.

  63. 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.

  64. 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.

  65. 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.

  66. 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.

  67. 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.

  68. 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.

  69. 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.

  70. 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.

  71. 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.

  72. 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.

  73. 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.

  74. 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.

  75. 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.

  76. 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.

  77. 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.

  78. 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.

  79. 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.

  80. 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.

  81. 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.

  82. 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.

  83. 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.

  84. 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.

  85. 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.

  86. 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.

  87. 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.

  88. 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.

  89. 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.

  90. 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.

  91. 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.

  92. 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.

  93. 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.

  94. 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.

  95. 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.

  96. 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.

  97. 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.

  98. 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.

  99. 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.

  100. 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.

  101. 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.

  102. 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.

  103. 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.

  104. 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.

  105. 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.

  106. 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.

  107. 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.

  108. 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.

  109. 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.

  110. 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.

  111. 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.

  112. 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.

  113. 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.

  114. 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.

  115. 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.

  116. 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.

  117. 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.

  118. 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.

  119. 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.

  120. 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.

  121. 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.

  122. 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.

  123. 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.

  124. 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.

  125. 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.

  126. 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.

  127. 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.

  128. 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.

  129. 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.

  130. 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.

  131. 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.

  132. 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.

  133. 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.

  134. 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.

  135. 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.

  136. 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.

  137. 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.

  138. 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.

  139. 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.

  140. 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.

  141. 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.

  142. 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.

  143. 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.

  144. 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.

  145. 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.

  146. 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.

  147. 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.

  148. 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.

  149. 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.

  150. 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.

  151. 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.

  152. 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.

  153. 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.

  154. 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.

  155. 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.

  156. 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.

  157. 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.

  158. 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.