Not enough plays yet to compare build 25 with build 24: it needs 10 sessions on each (build 25 has 0, build 24 has 0).
Builds
Every build stays playable.
B25
Build 25Latest79d39aa
Ore-patch readability, depletion wear, and dig-site tap fix
0 sessions0 players0 s median0 comments
B24
Build 241cb6085
Playtest fixes: the derrick drill is back, resume where you left off, drills you can turn, one output slot and cheaper pad ports
18 commits in this build
7f332a5 Drill: back to the derrick look (fence, lattice tower, turning bit, chute) from 5d914d9, on the 3x3 footprint; crown-lamp glow back on the tower (Kraig, Nov 3 2026 playtest: "I liked the way the miners looked before. Let's go back")
674e57d Pad: the small solar panel (top-left) and battery (top-right) back on the corners at 45 degrees, hazard stripes back on both bottom corners, still no level number; the shuttle about 11% bigger (Kraig, Nov 3 2026 playtest: "go back to the small panel and battery indicators 45 degrees on the pad ... make the ship slightly bigger on the pad"); test 58 follows
4728c45 Data, Select and Undo: darker, more solid buttons (background .42 to .8, a stronger edge; a greyed Undo at .65 not .4) so they read over the map (Kraig, Nov 3 2026 playtest)
82356b2 Resume where you left off: the save keeps what every building holds (belt items, machine buffers and outputs, fuel, tanks) and a saved game opens straight onto the map, no title card and no shuttle gliding in again (Kraig, Nov 3 2026 playtest: "it shouldn't like reset the ore. It should just pick you up immediately where you were"). Solar panels 2x2, batteries stay 1x2 (Kraig: "solar panels should be 2x2 ... keep the batteries 2x1"); 1x2 panels in today's saves keep their shape. Test 74; tests 71 and the footprint list follow
1e8b5e3 Building panel: speed, making and power shrink to one small line; a new In / Out row shows what the building holds (each input with what its recipe needs, finished items waiting, a drill's ore, a burner's fuel), live as it changes (Kraig, Nov 3 2026 playtest)
6480b2d Burner panel: a consumption bar (what's alight, draining, seconds left; out of fuel says so) and its fuel count 2/4 with the items queued; the item alight is saved too. The red power-shortage alert is a little see-through (Kraig, Nov 3 2026 playtest)
7da290e Ore patch: the yellow selection box goes round the whole 3x3 patch, centred on it, not its top-left tile (Kraig, Nov 3 2026 playtest)
8f59067 Sound comes back at once on returning to the game: one wake 80 ms after the page shows (was 300 ms) with a 0.3 s fade, which also handles iOS's 'interrupted' state, and any touch (pointerdown or touchend) wakes it if iOS refused; the gain is faded back up whenever it was left at zero (Kraig, Nov 3 2026 playtest: "the sound doesn't come immediately back after i come back to the game on my phone")
4512a77 Drills turn: Turn (or R) moves a drill's output to the middle of the next side; new drills still start facing up, a belt drag never moves the port, and a turned drill keeps its side through a save (Kraig, Nov 3 2026 playtest: "we should be able to rotate mine"); tests 37b and the footprint check follow
ccbf674 Pad pipe port (Moon and Mars): the right side's first port is blue with a drop and takes pipes only, the amber ports take belts only; it opens with the first pad upgrade; connections already plugged in keep working; Saturn and Ceres unchanged. A tip when stuck on water (the goal needs a fluid, a pipe is laid, no pipe port yet): upgrade the pad (Kraig, Nov 3 2026 playtest: "one of the new slots should be a pipe", "a tip to upgrade the pad to get liquid slot"). Test 75
3abce18 One output slot: every building holds one finished item (machines were 3, drills 2). A machine may work its next batch while that item waits but holds it, done, until the slot empties (no power drawn, shown as Output full); a finished item leaves at once when a belt takes it, so a fed line still rolls straight into the next batch (Kraig, Nov 3 2026 playtest: "buildings should have 1 output storage"); test 60 follows
cd8f113 Fix: a saved game past level 5 crashed on load (the opening's radio ran before the session log existed, since saved games skip the title card): start-up now runs after the rest of the script. Merger: priority is a tie-break, not a hold; any gap goes to whichever input is waiting, so a busy priority belt no longer starves the side belt or leaves the output short; the next item starts halfway across (Kraig, Nov 3 2026 playtest: "This merger is set up correctly but it isn't filling the belt"); test 45 follows
2532182 Revert the pad pipe port: any item, belt or pipe, goes in any open port again; the blue port, its tip and test 75 are gone (Kraig, Nov 3 2026 playtest: "i don't think we should have solid, liquid and gas ports for the shuttle pad, any item can go in any slot")
6330275 Dig site: the yellow selection box goes round the whole 3x3 site (Saturn's open-sky sections round their whole 4x4 too), not the corner tile (Kraig, Nov 3 2026 playtest)
869cb35 Shuttle pad: each upgrade opens one port (16 levels), and they're cheap: 400 credits for the second port, about +25% each after, ~44K for all 16 (was 1/4/8/12/16 ports for 3K-60K, 98K in all); old saves keep the ports they had open (Kraig, Nov 3 2026 playtest: "each upgrade unlocks one slot and be cheaper"); tests and runs set every port open with level 16
012c29e Moon: the reactor opens at L7, a level after hopper pads (L6), not both at once (Kraig, Nov 3 2026 playtest: "getting hopper pads and reactor at the same time is too much", "maybe reactor after L6")
3686af2 Belt T: a belt tile fed from two or three sides takes them in turns (the side that went last waits while another has an item at its end), so neither belt starves (Kraig, Nov 3 2026 playtest: "this type of junction should take from each side in turns")
1cb6085 Playtests: each session summary carries a private random browser id (kept only in that browser's storage) and a 'me' tag for Kraig's own devices (open the game once with #me); pull_playtests.py groups sessions as Kraig / browser N / no id (Kraig, Nov 3 2026: "has anyone other than myself played the game yet?", "Yes, add it")
0 sessions0 players0 s median0 comments
B23
Build 2368ecc05
Nov 3 build: a new 10-second opening, real music and sound effects, and a look overhaul
2 commits in this build
5d914d9 Nov 3 2026 build: a new 10 s opening; real Artlist music (opening, day, night) and effects with volume in the pad menu; ore icons on patches; a closed chute on drills; pad battery bar on top, panel bottom-left, no level number; smaller ring, storage on the bottom edge; production bar in the building menu; L2 upgrade labels; battery cells are the meter; fullscreen build menu (Kraig: "build")
68ecc05 Nov 3 2026 look overhaul: footprints by function (smelter 3x2, joiner 2x3, solar and battery 1x2 strips, reactor 3x3 round, hopper pad 4x4, and the rest), rectangles turn with their inputs and outputs, old saves migrate (or keep their square); top-down buildings with one detail each, indicators fixed size on screen; Data mode rebuilt as icon cards with a summary line and the bottleneck. Reverts from Kraig's play of 5d914d9: music back to the synth drone (Artlist music files removed, effects kept), build menu back to the half-screen sheet (Kraig: "yes build it"; "go back to just the drone"; "revert to how it was before")
0 sessions0 players0 s median0 comments
B22
Build 2249cad60
Belt picking, Delete and copy-paste keys, machines that roll straight into the next batch, and one status ring per building
10 commits in this build
7280982 Belts: a tap picks one piece, again its section, again every belt touching it (Kraig, Nov 2 2026 playtest: "select one piece of the belt to delete. that should be the first selection")
71aa8fc Build sheet: a greyed building lights up the moment it's affordable (Kraig, Nov 2 2026 playtest: "once i get enough credits ... i want the building to ungrey and become available")
9453b05 Keys: Delete or Backspace deletes what's picked (belts, a group or a building) (Kraig, Nov 2 2026 playtest: "delete key should delete")
7547c57 Keys: Cmd+C copies the selected building (or a group), Cmd+V pastes it under the mouse (Kraig, Nov 2 2026 playtest: "command c v should copy paste selected building")
1482e80 Machines: a finished batch rolls straight into the next when inputs are stored, no idle frame, so lights don't blink (Kraig, Nov 2 2026 playtest)
1058419 Buildings: what a machine makes is a big icon in the middle of its roof, with a bold progress circle round it (Kraig, Nov 2 2026 playtest)
e69bf50 Buildings: middle icon about half the roof, thinner progress circle, no duplicate top-right tag (Kraig, Nov 2 2026 playtest)
91101cc Payload bonus when a level's shuttle goes (covers the new unlocks once, at least 2 min of earnings or 200); longer pad solar and battery bars set further in (Kraig, Nov 2 2026 playtest)
55d3bd6 Burner: pricier items burn longer (5 s x (1 + log2 value)), an amber circle round the firebox burns down with the item alight (Kraig, Nov 2 2026 playtest)
49cad60 Buildings: one indicator, the ring is the status (dark working, amber waiting or blocked, red no power); no badge or green light on ringed machines; glow only while working (Kraig, Nov 2 2026 playtest)
0 sessions0 players0 s median0 comments
B21
Build 21eabeae7
A new Chapter 1 intro on a dead Earth, drills that send ore straight out, and each machine's output shown on its roof
5 commits in this build
2c80700 A new Chapter 1 intro on the realistic story spine, a dead Earth everywhere, and Kraig's notes (Kraig, Nov 2 2026: "yes you can build the full intro")
db52f1c Drills send ore out the top middle, no turns (Kraig, Nov 2 2026: "the miner should always just send ore out the top middle. no turns")
618566b Mining outposts: two grey drill arms instead of the tank and the hut (Kraig, Nov 2 2026: "maybe just grey arms that move around to drill different areas slightly while the miner is working. i don't like the two mentioned there")
a1998e8 Belts: tap picks the straight run, again the whole line, again the network; drag paints; Upgrade, Match and Delete in one bar; every belt level its own colour and chevron count (Kraig, Nov 2 2026: "sometimes i just want to upgrade a part of a T but sometimes I do want to upgrade an entire group of belts")
eabeae7 Data on the map: each machine's output on its roof with a progress ring, one hexagon problem badge (red no power, yellow blocked or missing input), backed-up belts stand still, and a Data view with items a minute, power and the worst bottleneck (Kraig, Nov 2 2026: the world shows state, panels show numbers)
0 sessions0 players0 s median0 comments
B20
Build 20e5bb2df
A new cinematic intro, and a new name: Sol Factory
3 commits in this build
f4160c7 A new cinematic intro for Chapter 1: one tilt down from the title past Earth's rubble and the Orbital to the pad, then Chapter 1 · Luna (Kraig, Nov 2 2026: "Yes, build it")
606145e Rename the game to Sol Factory: intro and chapter titles, page title, How to play, share text and link, backup-code message; the home-screen page moves to kraigadams.com/solfactory/ (Kraig, Nov 2 2026: "Sol Factory", then "Let's change it to that")
e5bb2df Ceres end card reads SOL FACTORY (Kraig, Nov 2 2026: "Change to SOL FACTORY")
0 sessions0 players0 s median0 comments
B19
Build 197932d4d
A burner to start your power, mining outposts on ore patches, and machines with input slots
7 commits in this build
01b6070 Night clock drops below the contract when its battery warning would run into it (Kraig, Nov 2 2026: "The night alert shouldn't overlap")
d4c0eff Top of screen stacks so nothing overlaps (night clock, radio, power alert each under the last); the Moon pad's battery holds 1000 and a new game starts it full (Kraig, Nov 2 2026: "We should never have overlap", "a little bigger start battery")
8a1eddc Burner: burn any item for a little power, the first step before solar and batteries (Kraig, Nov 2 2026: "Burn any item for tiny energy")
bfb107e Burner: show burners in the pad's power line and in How to play
ad76218 Mining outposts on 3x3 ore patches, joined batteries and solar panels, connectors on every live link, a one-sheet build menu, a still day/night clock
43bf68c Machines hold one set of inputs with slots, drag a selection to move it, cost and refund floaters, half refunds, a rover garage, a battery bank, stamp copies by dragging (Kraig, Nov 2 2026)
7932d4d How to play: removing gives back half; drag a selection to move it
0 sessions0 players0 s median0 comments
B18
Build 18d6bbef9
Saturn's gas platform, then Ceres Yard (Chapter 4): Hearth in a drydock that grows as her parts arrive
3 commits in this build
83eaa59 Saturn checkpoint 1: worlds ship to a shared Saturn stockpile at their last pad rates while you play elsewhere
134238e Saturn: the growing platform, drifting gas bands and scoops, the import dock, staying afloat, wind and fusion, 13 levels, its opening and ending
d6bbef9 Ceres Yard (Chapter 4): Hearth in a drydock that grows as her parts arrive, three sections that change the yard, clay, ice and nickel-iron, 13 levels, the launch ending out to the heliopause
0 sessions0 players0 s median0 comments
B17
Build 173294488
Mars: its own save, new ores, an air extractor, dust storms, and its own opening and ending
4 commits in this build
ff84aea Seamless transitions: the opening dives into a landing spot on the Moon's face; the ending is one pull-back from the factory's lights to the Moon to the map
dfc3751 Mars, checkpoints 1-2: worlds with their own saves, Mars ores, air extractor, Sabatier reactor, 13 levels to hull plating, methalox engines and a heat shield; hidden behind #mars
7e01a7a Mars checkpoint 3: dust storms, the dust drone pad, smoothed canyons drawn as worn rock
3294488 Mars checkpoint 4: its opening (rust Mars, the dive) and ending (Mars's outposts, Hearth 6 of 12, Saturn next)
0 sessions0 players0 s median0 comments
B16
Build 16b835577
A new name, Heliopause, a story from Ceres Yard, and pad ports that open with upgrades
5 commits in this build
a9578ba Rename to Heliopause: title, intro, share text, site path /heliopause/ (internal ids unchanged)
c66a4ff Lore: Mission Control signs from Ceres Yard; shuttles go up to a depot station; a freighter hauls each world's parts to Ceres; the black hole loops the Sun
905601e The pad's ports: one to start (bottom middle), upgrades open 4, 8, 12, 16; amber gates on the pad; old saves keep all 16
c868f03 Branding B first pass: icon and Steam capsules rendered from the real game; capture tools in brand/tools
b835577 Ending: the story on the map after the whole Moon (freighter to Ceres, Hearth's first three pieces, Planet Nine, next stop Mars); opening unchanged
0 sessions0 players0 s median0 comments
B15
Build 15618c497
The ending: pull back to the whole Moon and the other outposts' lights, plus twelve achievements
8 commits in this build
79ab120 Zoomed-out rendering 7x faster on big factories (half-size ground chunks)
3173150 The ending: pull back to twinkling lights, then the whole Moon; Moon complete card with stats and Share (Kraig's idea)
db717d9 Ending: the other outposts' lights on the Moon (Kraig's idea)
44925c2 Ending: a held beat, Mission Control's last transmission, and a Chapter 2 card with an email sign-up (Kraig's notes)
595f731 Ending: three-line transmission and a chapter ladder (Kraig's note)
7eeb6f1 Achievements: twelve for the Moon with fixed ids (Game Center / Steam ready), toast on unlock, list on the pad panel; kept through Start over
bb12feb Achievements stand apart: gold medal banner on unlock, a small medal badge on the pad panel, a medal grid marked just for fun
618c497 Build tips in words only: no ring on a guessed spot for the Smelter, Press, solar panel or battery
0 sessions0 players0 s median0 comments
B14
Build 145186125
Upgrades cost power, hopper pads, rate goals from level 4, and ore patches that wear
5 commits in this build
21329ab Remove the Status button and view (Kraig's note)
344695b Moon look: lunar regolith, maria, craters and grit; long dark lunar night; no fog, whole map open; new save key
6a34493 Single ore spots with grades, mixes and dig sites; the Moon item tree (ilmenite, anorthite, regolith, ice; Electrolyzer, Greenhouse, 3x3 Fabricator; 13 levels ending in the three final items)
5f356d0 Fluids in pipes: water, oxygen and hydrogen ride pipes drawn like belts (one fluid per pipe, speed tiers, crossings, flush); belts refuse fluids, pipes refuse solids
7121980 Moon power: long lunar night (45% of the day), fission reactor (steady 30), peaks of eternal light where solar never goes dark
33ba408 Filter (one item to its own side), Recycler, and the Drone depot (drones fly up to five items to the pad; trips grow with distance; power per flying drone)
79a2fb0 Machine upgrades 1-5 (speed and power x1-3, level k costs k x base, full refund, saved per building); undo now gives back exactly what a change cost and keeps credits earned since
05516aa Stats and bottlenecks (real output per minute in panels; Status view tints machines working/waiting/blocked/no power with a count line) and Back up / Restore save codes (PL1: + base64 UTF-8 JSON) in the pad panel
3867794 Shuttle A1: six ribbed shipping containers (darker frame, ribs, corner fittings) in the colour of what filled them
76410f9 Feel and story: WebAudio sound (day/night pad, build clicks, launch rumble, level chime, mute in the pad panel), radio messages at key moments, tutorial pointers for the first three levels, haptics, intro from orbit (short logo on later launches), landing dust; home-screen page colour to the Moon's
41cd55d Build menu in two columns when long; shorter How to play that fits a phone (cards scroll); haptics only after a first tap; scripted checks in tools/bwtest.js (T.all)
507a39c New game camera and first tip use the nearest regolith spot
0 sessions0 players0 s median0 comments
B7
Build 73bc25d7
Low power shows on the machines, the pad gets its own solar panel and battery, a new shuttle, and a new name: Payload
7 commits in this build
38b3648 Top pill shows credits only; low-power banner appears when the factory slows
75246b4 Low power shows on the machines: pulsing warning lamps, dimmed flickering glow at night
91cb90e Pad has its own small solar panel and battery; empty at night the factory slows to a stop
5bdd1dc Pad panel and battery at 45 degrees in the top corners
80ab0c2 Shuttle pad is 4x4
ca2deff New cargo shuttle: long box hull, swept wings, side boosters
3bc25d7 Payload: new name; home-screen web version at kraigadams.com/payload (page builder, icon, publish script)
0 sessions0 players0 s median0 comments
B6
Build 6de1868b
Credits for deliveries, open grassland for the first map, and cargo shuttles instead of a rocket
8 commits in this build
26ad9b4 Credits: deliveries earn by item tier, building costs credits, refunds on remove
f490f3f Top pill: credits, bolt, then a long battery shape
923c9c1 Battery back to a thin bar
7dd5c39 First map is open grassland; Mars desert kept as a later biome
7e440c4 Shuttles replace the rocket: small cargo shuttles fly in, load 6 and fly off
807c906 Beaconworks v4: straight-locked belt drawing with preview and edge scroll, auto crossings, per-line belt speeds 1-5x
fcd6b66 Splitter: pick the priority output side (Even, Straight, Left, Right)
0 sessions0 players0 s median0 comments
B1
Build 1f9696db
Versions 1 and 2, as Beaconworks: a belt factory on an alien moor, 6 levels and 13 items; tap to build, drag to lay belts
2 commits in this build
faaae2b Beaconworks v1: belt factory on an alien moor, 6 core levels, 13 items
f9696db Beaconworks v2: minimal look, tap to build, drag to lay belts, items per minute; DESIGN: endless, longer, sold
0 sessions0 players0 s median0 comments
Stats
No plays recorded for all builds yet. Press Play above: your session is the first.
Measured by the ShipGames recorder in every build: anonymous, no names or cookies. A session counts once the player presses something; bots and rapid repeat plays are left out.
Feedback
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Devlog
Behind the scenes, build by build.
B24Drafted from the build history
Builds 17 to 24: more worlds, and Sol Factory
Mars, Saturn's gas platform and Ceres Yard came next, then a burner to start your power and a new name on Nov 2: Sol Factory. The Nov 3 build added real music and sound and a look overhaul, and the playtest fixes kept coming.
B16Drafted from the build history
Builds 9 to 16: an ending, and Heliopause
Nov 1 was a full day of Kraig's notes from his iPhone: a new intro, Mission Control, slimmer belts, glass buttons, a day and night clock. It ended with the Moon's ending, twelve achievements, and a new name, Heliopause, with a story from Ceres Yard.
B8Drafted from the build history
Builds 3 to 8: shuttles, then the Moon
An evening of quick notes: solar power, credits, cargo shuttles instead of a rocket, and a new name, Payload. Later that night it moved to the Moon: regolith, a long lunar night, ores with grades, fluids in pipes and a reactor.
B1Drafted from the build history
Builds 1 and 2: a small factory game
Sol Factory started on Oct 31 as Beaconworks, the same genre as Builderment with its own world, and a hard cap: 6 levels, 13 items, 4 buildings, one map. Version 1 was a belt factory on an alien moor; version 2 made it tap to build and drag to lay belts, for a phone.
Build clock
134 h 17 minfrom the first commit to build 25Self-reported
From the game's own git history: 209 commits, 25 builds. Self-reported. Not verified: GitHub has no record of these commits being pushed. Checked Nov 4, 2026 by tools/verify.mjs (gh CLI).
B25 Ore-patch readability, depletion wear, and dig-site tap fix
B24 Playtests: each session summary carries a private random browser id (kept only in that browser's storage) and a 'me' tag for Kraig's own devices (open the game once with #me); pull_playtests.py groups sessions as Kraig / browser N / no id (Kraig, Nov 3 2026: "has anyone other than myself played the game yet?", "Yes, add it")
Belt T: a belt tile fed from two or three sides takes them in turns (the side that went last waits while another has an item at its end), so neither belt starves (Kraig, Nov 3 2026 playtest: "this type of junction should take from each side in turns")
Moon: the reactor opens at L7, a level after hopper pads (L6), not both at once (Kraig, Nov 3 2026 playtest: "getting hopper pads and reactor at the same time is too much", "maybe reactor after L6")
Shuttle pad: each upgrade opens one port (16 levels), and they're cheap: 400 credits for the second port, about +25% each after, ~44K for all 16 (was 1/4/8/12/16 ports for 3K-60K, 98K in all); old saves keep the ports they had open (Kraig, Nov 3 2026 playtest: "each upgrade unlocks one slot and be cheaper"); tests and runs set every port open with level 16
Dig site: the yellow selection box goes round the whole 3x3 site (Saturn's open-sky sections round their whole 4x4 too), not the corner tile (Kraig, Nov 3 2026 playtest)
Revert the pad pipe port: any item, belt or pipe, goes in any open port again; the blue port, its tip and test 75 are gone (Kraig, Nov 3 2026 playtest: "i don't think we should have solid, liquid and gas ports for the shuttle pad, any item can go in any slot")
Fix: a saved game past level 5 crashed on load (the opening's radio ran before the session log existed, since saved games skip the title card): start-up now runs after the rest of the script. Merger: priority is a tie-break, not a hold; any gap goes to whichever input is waiting, so a busy priority belt no longer starves the side belt or leaves the output short; the next item starts halfway across (Kraig, Nov 3 2026 playtest: "This merger is set up correctly but it isn't filling the belt"); test 45 follows
One output slot: every building holds one finished item (machines were 3, drills 2). A machine may work its next batch while that item waits but holds it, done, until the slot empties (no power drawn, shown as Output full); a finished item leaves at once when a belt takes it, so a fed line still rolls straight into the next batch (Kraig, Nov 3 2026 playtest: "buildings should have 1 output storage"); test 60 follows
Pad pipe port (Moon and Mars): the right side's first port is blue with a drop and takes pipes only, the amber ports take belts only; it opens with the first pad upgrade; connections already plugged in keep working; Saturn and Ceres unchanged. A tip when stuck on water (the goal needs a fluid, a pipe is laid, no pipe port yet): upgrade the pad (Kraig, Nov 3 2026 playtest: "one of the new slots should be a pipe", "a tip to upgrade the pad to get liquid slot"). Test 75
Drills turn: Turn (or R) moves a drill's output to the middle of the next side; new drills still start facing up, a belt drag never moves the port, and a turned drill keeps its side through a save (Kraig, Nov 3 2026 playtest: "we should be able to rotate mine"); tests 37b and the footprint check follow
Sound comes back at once on returning to the game: one wake 80 ms after the page shows (was 300 ms) with a 0.3 s fade, which also handles iOS's 'interrupted' state, and any touch (pointerdown or touchend) wakes it if iOS refused; the gain is faded back up whenever it was left at zero (Kraig, Nov 3 2026 playtest: "the sound doesn't come immediately back after i come back to the game on my phone")
Ore patch: the yellow selection box goes round the whole 3x3 patch, centred on it, not its top-left tile (Kraig, Nov 3 2026 playtest)
Burner panel: a consumption bar (what's alight, draining, seconds left; out of fuel says so) and its fuel count 2/4 with the items queued; the item alight is saved too. The red power-shortage alert is a little see-through (Kraig, Nov 3 2026 playtest)
Building panel: speed, making and power shrink to one small line; a new In / Out row shows what the building holds (each input with what its recipe needs, finished items waiting, a drill's ore, a burner's fuel), live as it changes (Kraig, Nov 3 2026 playtest)
Resume where you left off: the save keeps what every building holds (belt items, machine buffers and outputs, fuel, tanks) and a saved game opens straight onto the map, no title card and no shuttle gliding in again (Kraig, Nov 3 2026 playtest: "it shouldn't like reset the ore. It should just pick you up immediately where you were"). Solar panels 2x2, batteries stay 1x2 (Kraig: "solar panels should be 2x2 ... keep the batteries 2x1"); 1x2 panels in today's saves keep their shape. Test 74; tests 71 and the footprint list follow
Data, Select and Undo: darker, more solid buttons (background .42 to .8, a stronger edge; a greyed Undo at .65 not .4) so they read over the map (Kraig, Nov 3 2026 playtest)
Pad: the small solar panel (top-left) and battery (top-right) back on the corners at 45 degrees, hazard stripes back on both bottom corners, still no level number; the shuttle about 11% bigger (Kraig, Nov 3 2026 playtest: "go back to the small panel and battery indicators 45 degrees on the pad ... make the ship slightly bigger on the pad"); test 58 follows
Drill: back to the derrick look (fence, lattice tower, turning bit, chute) from 5d914d9, on the 3x3 footprint; crown-lamp glow back on the tower (Kraig, Nov 3 2026 playtest: "I liked the way the miners looked before. Let's go back")
B23 Nov 3 2026 look overhaul: footprints by function (smelter 3x2, joiner 2x3, solar and battery 1x2 strips, reactor 3x3 round, hopper pad 4x4, and the rest), rectangles turn with their inputs and outputs, old saves migrate (or keep their square); top-down buildings with one detail each, indicators fixed size on screen; Data mode rebuilt as icon cards with a summary line and the bottleneck. Reverts from Kraig's play of 5d914d9: music back to the synth drone (Artlist music files removed, effects kept), build menu back to the half-screen sheet (Kraig: "yes build it"; "go back to just the drone"; "revert to how it was before")
Nov 3 2026 build: a new 10 s opening; real Artlist music (opening, day, night) and effects with volume in the pad menu; ore icons on patches; a closed chute on drills; pad battery bar on top, panel bottom-left, no level number; smaller ring, storage on the bottom edge; production bar in the building menu; L2 upgrade labels; battery cells are the meter; fullscreen build menu (Kraig: "build")
B22 Buildings: one indicator, the ring is the status (dark working, amber waiting or blocked, red no power); no badge or green light on ringed machines; glow only while working (Kraig, Nov 2 2026 playtest)
Burner: pricier items burn longer (5 s x (1 + log2 value)), an amber circle round the firebox burns down with the item alight (Kraig, Nov 2 2026 playtest)
Payload bonus when a level's shuttle goes (covers the new unlocks once, at least 2 min of earnings or 200); longer pad solar and battery bars set further in (Kraig, Nov 2 2026 playtest)
Buildings: middle icon about half the roof, thinner progress circle, no duplicate top-right tag (Kraig, Nov 2 2026 playtest)
Buildings: what a machine makes is a big icon in the middle of its roof, with a bold progress circle round it (Kraig, Nov 2 2026 playtest)
Machines: a finished batch rolls straight into the next when inputs are stored, no idle frame, so lights don't blink (Kraig, Nov 2 2026 playtest)
Keys: Cmd+C copies the selected building (or a group), Cmd+V pastes it under the mouse (Kraig, Nov 2 2026 playtest: "command c v should copy paste selected building")
Keys: Delete or Backspace deletes what's picked (belts, a group or a building) (Kraig, Nov 2 2026 playtest: "delete key should delete")
Build sheet: a greyed building lights up the moment it's affordable (Kraig, Nov 2 2026 playtest: "once i get enough credits ... i want the building to ungrey and become available")
Belts: a tap picks one piece, again its section, again every belt touching it (Kraig, Nov 2 2026 playtest: "select one piece of the belt to delete. that should be the first selection")
B21 Data on the map: each machine's output on its roof with a progress ring, one hexagon problem badge (red no power, yellow blocked or missing input), backed-up belts stand still, and a Data view with items a minute, power and the worst bottleneck (Kraig, Nov 2 2026: the world shows state, panels show numbers)
Belts: tap picks the straight run, again the whole line, again the network; drag paints; Upgrade, Match and Delete in one bar; every belt level its own colour and chevron count (Kraig, Nov 2 2026: "sometimes i just want to upgrade a part of a T but sometimes I do want to upgrade an entire group of belts")
Mining outposts: two grey drill arms instead of the tank and the hut (Kraig, Nov 2 2026: "maybe just grey arms that move around to drill different areas slightly while the miner is working. i don't like the two mentioned there")
Drills send ore out the top middle, no turns (Kraig, Nov 2 2026: "the miner should always just send ore out the top middle. no turns")
A new Chapter 1 intro on the realistic story spine, a dead Earth everywhere, and Kraig's notes (Kraig, Nov 2 2026: "yes you can build the full intro")
DESIGN: realistic story spine and the new intro plan (Kraig, Nov 2 2026)
B20 Ceres end card reads SOL FACTORY (Kraig, Nov 2 2026: "Change to SOL FACTORY")
DESIGN: note the ending's heliopause card stays as lore
Rename the game to Sol Factory: intro and chapter titles, page title, How to play, share text and link, backup-code message; the home-screen page moves to kraigadams.com/solfactory/ (Kraig, Nov 2 2026: "Sol Factory", then "Let's change it to that")
A new cinematic intro for Chapter 1: one tilt down from the title past Earth's rubble and the Orbital to the pad, then Chapter 1 · Luna (Kraig, Nov 2 2026: "Yes, build it")
B19 How to play: removing gives back half; drag a selection to move it
Machines hold one set of inputs with slots, drag a selection to move it, cost and refund floaters, half refunds, a rover garage, a battery bank, stamp copies by dragging (Kraig, Nov 2 2026)
Mining outposts on 3x3 ore patches, joined batteries and solar panels, connectors on every live link, a one-sheet build menu, a still day/night clock
Burner: show burners in the pad's power line and in How to play
Burner: burn any item for a little power, the first step before solar and batteries (Kraig, Nov 2 2026: "Burn any item for tiny energy")
Top of screen stacks so nothing overlaps (night clock, radio, power alert each under the last); the Moon pad's battery holds 1000 and a new game starts it full (Kraig, Nov 2 2026: "We should never have overlap", "a little bigger start battery")
Night clock drops below the contract when its battery warning would run into it (Kraig, Nov 2 2026: "The night alert shouldn't overlap")
B18 Ceres Yard (Chapter 4): Hearth in a drydock that grows as her parts arrive, three sections that change the yard, clay, ice and nickel-iron, 13 levels, the launch ending out to the heliopause
Brand/tools: showcap records any world
Saturn: the growing platform, drifting gas bands and scoops, the import dock, staying afloat, wind and fusion, 13 levels, its opening and ending
Saturn checkpoint 1: worlds ship to a shared Saturn stockpile at their last pad rates while you play elsewhere
DESIGN: Saturn interview (one growing platform, drifting gas bands, real shipments from the Moon and Mars at their last rates, staying afloat, wind and fusion)
B17 Mars checkpoint 4: its opening (rust Mars, the dive) and ending (Mars's outposts, Hearth 6 of 12, Saturn next)
Mars checkpoint 3: dust storms, the dust drone pad, smoothed canyons drawn as worn rock
Mars, checkpoints 1-2: worlds with their own saves, Mars ores, air extractor, Sabatier reactor, 13 levels to hull plating, methalox engines and a heat shield; hidden behind #mars
Seamless transitions: the opening dives into a landing spot on the Moon's face; the ending is one pull-back from the factory's lights to the Moon to the map
B16 Ending: the story on the map after the whole Moon (freighter to Ceres, Hearth's first three pieces, Planet Nine, next stop Mars); opening unchanged
Story draft 2: short intro, the full story as the Chapter 1 reward
Intro draft 1 for review: the map before the Moon (published as an artifact)
Branding B first pass: icon and Steam capsules rendered from the real game; capture tools in brand/tools
The pad's ports: one to start (bottom middle), upgrades open 4, 8, 12, 16; amber gates on the pad; old saves keep all 16
Lore: Mission Control signs from Ceres Yard; shuttles go up to a depot station; a freighter hauls each world's parts to Ceres; the black hole loops the Sun
Publish_web.sh: the old payload folder is gone
Rename to Heliopause: title, intro, share text, site path /heliopause/ (internal ids unchanged)
B15 Build tips in words only: no ring on a guessed spot for the Smelter, Press, solar panel or battery
Achievements stand apart: gold medal banner on unlock, a small medal badge on the pad panel, a medal grid marked just for fun
Achievements: twelve for the Moon with fixed ids (Game Center / Steam ready), toast on unlock, list on the pad panel; kept through Start over
Playtest launch: trailer draft as captured; caption says Chapter 1 of 4
Fresh-player pass: a scripted new game to level 5 (15/15); pacing checks rate goals
Ending: three-line transmission and a chapter ladder (Kraig's note)
Ending: a held beat, Mission Control's last transmission, and a Chapter 2 card with an email sign-up (Kraig's notes)
Ending: the other outposts' lights on the Moon (Kraig's idea)
The ending: pull back to twinkling lights, then the whole Moon; Moon complete card with stats and Share (Kraig's idea)
Zoomed-out rendering 7x faster on big factories (half-size ground chunks)
B14 Level 3 anorthite help, trimmed late money, stamp-again Copy with a modules tip, toast logging (from Kraig's playthrough)
Rate goals from level 4, patches wear (never dry), more mixed patches, belts draw power (Kraig's design)
Power buildings upgrade; hopper pads (rocket hoppers, one per pad, cargo upgrades, one input side) (Kraig's notes)
DESIGN: power radius scrapped; build anywhere stays
DESIGN: open idea, power relays vs build anywhere (decide after the playtest)
First ore spot straight below the pad: the first belt is one straight drag; keep top-down for good (tilt plan dropped)
Playtest launch kit (draft) and the tilted-camera build plan
Playtest checks: pacing and reachability tool; first launch goes straight to play (How to play stays on the pad)
Buildings redrawn in the lunar hardware style
Remove the peaks of eternal light
Credits and the level goal on one line at the top
WASD and arrow keys pan the camera; keys typed into text boxes never act on the game
Design upgrades: goal strip, stuck-machine bubbles, tabbed build sheet, machine panel with stats and one Upgrade button
DESIGN: the asteroid island doesn't shrink
DESIGN: asteroid belt map as an island with zero-g piers
DESIGN: Mars dust comes from storms; drones clean automatically
DESIGN: Mars dust-cleaning drones; link to the four-world mocks
Tools/pull_playtests.py: read the public game's playtest sessions and notes
Web playtests: on kraigadams.com, session summaries and player notes go to the site's playtest store; Send a note on the pad
B9 Quiet documentary intro; Survey says nothing left in range instead of charging
Survey pad: a rover drives out, uncovers the nearest hidden dig site and drives home
Belt lines upgrade like buildings; edge arrows point at scanned dig sites
Upgrades: +0.25x speed a level, next level 0.75x base x 1.25 per level
Endless building upgrades: one Upgrade button, each level 3x the last
Playtest build: sensor array and hidden dig sites, ore panel, locked inputs, shuttle only for level shipments, slower and costlier balance with 3 upgrade levels
DESIGN: first Moon playtest notes
B8 New game camera and first tip use the nearest regolith spot
DESIGN: Moon build (v-moon) section
Build menu in two columns when long; shorter How to play that fits a phone (cards scroll); haptics only after a first tap; scripted checks in tools/bwtest.js (T.all)
Feel and story: WebAudio sound (day/night pad, build clicks, launch rumble, level chime, mute in the pad panel), radio messages at key moments, tutorial pointers for the first three levels, haptics, intro from orbit (short logo on later launches), landing dust; home-screen page colour to the Moon's
Shuttle A1: six ribbed shipping containers (darker frame, ribs, corner fittings) in the colour of what filled them
Stats and bottlenecks (real output per minute in panels; Status view tints machines working/waiting/blocked/no power with a count line) and Back up / Restore save codes (PL1: + base64 UTF-8 JSON) in the pad panel
Machine upgrades 1-5 (speed and power x1-3, level k costs k x base, full refund, saved per building); undo now gives back exactly what a change cost and keeps credits earned since
Filter (one item to its own side), Recycler, and the Drone depot (drones fly up to five items to the pad; trips grow with distance; power per flying drone)
Moon power: long lunar night (45% of the day), fission reactor (steady 30), peaks of eternal light where solar never goes dark
Fluids in pipes: water, oxygen and hydrogen ride pipes drawn like belts (one fluid per pipe, speed tiers, crossings, flush); belts refuse fluids, pipes refuse solids
Single ore spots with grades, mixes and dig sites; the Moon item tree (ilmenite, anorthite, regolith, ice; Electrolyzer, Greenhouse, 3x3 Fabricator; 13 levels ending in the three final items)
Moon look: lunar regolith, maria, craters and grit; long dark lunar night; no fog, whole map open; new save key
DESIGN: interview on black hole, shipping, other worlds, story, length
DESIGN: power, buildings and transport per world
DESIGN: item trees for all four worlds; pipes that work like belts
DESIGN: world 3 is Saturn
DESIGN: story (rogue black hole), the Moon as world 1, greenhouses
DESIGN: twelve real-science parts of the colony ship
DESIGN: four-world campaign, colony ship ending, one purchase for worlds 2-4