About the Game
Factory Town 2 is a game about building a thriving tropical village, automating item production with conveyor belts, trains, and catapults, and feeding a giant volcano in exchange for super powers.
You start out on an uninhabited island in the middle of the ocean. After harvesting some resources you can build houses, shops, roads, and factories. This will attract new villagers, who can do your tasks for you! They'll buy the things you make, and you can use that income to upgrade your buildings and expand further.
As your economy grows, you'll need to solve bottlenecks and optimize supply chains using roads, bridges, trains, conveyor belts, and other automated delivery systems. Keep everyone's stats full by supplying them with food, water, clothing, luxuries, and other goods, and your tiny village will grow into a metropolis stretching across multiple islands!
All of this is happening under the watchful eye of a powerful but friendly volcano deity. By feeding items into the volcano, you can gain its favor and it will reward you with new recipes, technology, and upgrades. The volcano can even summon new islands from the ocean floor that you can use to expand your town when you need more space.
A day/night cycle, volumetric water physics, dozens of new items, overhauled town simulation, a controllable avatar and new transportation gadgets like catapults and ziplines offer fans of the original game a fresh and massively improved experience.
Dig trenches and place dams to control the flow of water from springs in the mountains down to your farms and reservoirs to ensure they are properly hydrated. Use waterwheels and windmills to turn drive shafts that can boost food and mineral processing power, or generate electricity that flows through power lines to run refrigerators or furnaces.
Produce dozens of different items including tropical drinks, pastries, ice cream, cooked meals, coffee, clothes, jewelry, books, medicine, and potions. Each item has its own set of worker-boosting stats, so you'll have to choose the best items to make based on what resources you have and the needs of your town.
As always, you can relax and build with no stress or fear of failure, since there are no harsh penalties or time pressure to punish players for experimenting.
Screenshots
8 imagesVersion Information
Steam Patch Notes
Official update history
Hope everyone is enjoying the game! Here is the first post-launch patch notes.
These changes are right now only on the beta branch. Note: It is EXTREMELY helpful for me to have as many people as possible on the beta branch, to help catch errors before they make it to the main branch! If you would like to help find bugs, and also get bleeding-edge access to fixes & features, here are the instructions on installing the beta branch version. You can switch back any time!
Right-click on Factory Town 2 in your Steam library
Click 'Properties'
Click 'Game Versions & Betas'
Click 'beta - public testing branch'
(If the game doesn't immediately update, go to 'Installed Files' from the same menu and choose 'Verify Integrity of Game Files)
If you notice any new unexpected behavior in this patch (i.e. that I broke something) let me know here, or in the Discord. Just mention it's from the beta branch so I know where to look.
Ok, here is what is actually in this patch:
Improvements
Changing the top-level item filter at Markets, Stockpiles, Barns, Crates, Animal Troughs, Harbors, and Catapults will now instruct workers at those buildings to supply those items.
Added new console command: “reset screen scale” which reverts screen scaling to default value, in case you made it too big or small to use
Selecting a Trough that is in a pasture will let you select the Trough so you can manage it, instead of the Pasture tile
Balance Changes
The Quest that unlocks Processing Productivity Level 2 now requires Processing Tome Lv 2 instead of Processing Tome Lv 1
Reduced the willingness of workers to shop for items they already had in reserve, causing them to do long shopping trips for items they didn’t need
Bug Fixes
Fixed bug: inventory hotbar would not immediately reappear after dismissing the View Mode tutorial panel
Fixed bug: potential crash if placing zip lines on top of workers while they are moving
Fixed bug: various logic issues with zip line pathfinding that might cause performance slowdowns
Fixed broken logic on IF computational block. Now, when it receives a true (nonzero) value, it will trigger its output functions.
Fixed bug: Meteor Blast button was not flashing correctly
Fixed bug: Could use Meteor Blast button even if you had no blast charges ready
Fixed missing label for Market research
Added pop-up to explain view mode toggle, which appears right after the quest to build a Market
Can select Italian language option, even though it is in progress
Fixed bug: Wood Stove, Coal Furnace, and fuel recipes within production buildings were not producing anything when Manual Labor modifier was turned on
Auto-Transfer upgrade is enabled on Pasture Barn
Fixed bug: Farm and Forester would not connect via AutoTransfer to adjacent buildings
Modified texture tint for Pasture Barn since it currently uses the same model as Stockpile
Changed version label from "Alpha" to "Early Access" ːdd_botː
Gameplay
Added “Neverending Quest” which appears after you shoot down the meteor - it allows you to continually power up mini volcanoes in exchange for more Meteor Blasts
Shooting down a Meteor now earns you Stardust. Each time you shoot down a meteor you get more stardust. However, requirements for powering up mini volcanoes also increase.
Added Stardust Boost upgrade for buildings: adds 1000% production speed and turns building a glowing yellow color
Expanded final victory cutscene
Added bonus track that plays after final victory cutscene
Items sent to mini volcanoes no longer contribute to overall favor level
Bug Fixes
Fixed bug: workers in a building could get stuck in an “Idle” state instead of helping with Crafting tasks
UI
Progress bar on workers who are Crafting now updates over time, and moves faster based on workers’ crafting speed
Fixed bug: workers trying to drop off an item at a full building will instead consider working inside a building. This also solves a softlock state with Manual Labor modifier, where a building was full, not producing anything, and all workers were stuck trying to drop off items
Added icons for Grow Grass, Cut Grass, and Paint Terrain
Trains now account Blockers and Filter blocks on rail tracks. The path validity is calculated when they start moving, it doesn’t yet take into account changes that happen while the train is moving.
Fixed bug: Water Pumps were not operating unless they had rotational power supplied (this is supposed to be true if "Manual Labor" modifier is on, but it was being applied to games without this modifier as well)
Gameplay
Create Custom Game now has ability to add Game Modifiers when creating game
Added game modifier: Difficult Recipes. Increases complexity and cost of many recipes
Added game modifier: Manual Labor. All production buildings require workers. Worker production bonus increased. Water Pump (which can now only run via rotational power) produces water twice as fast
Added game modifier: Marathon. Increases coin cost and XP thresholds in many places
Added game modifier: High Standards. Raises happiness thresholds required for increasing population
Added game modifier: Head Start. Maps start with some basic research completed
Added game modifier: Floating Cities. Removes requirement for foundation blocks on buildings
Added Game Status overlay when in main game menu, showing game type and active modifiers
Removed worker distribution flags from Steam Turbine, Steam Boiler, Mana Transmitter, Fountain, Coal Furnace, Wood Stove, Solar Panel, Electric Motor, and Bonfire
Added worker distribution flags for Farm and Forester
UI
Item transfer panel now supports multiple rows of items, for example, when workshop is assigned many complex recipes
Added names for biomes
Bug Fixes
Fixed bug: “The End??” achievement not triggering
Fixed bug: rotational power boost would still apply its effect for the remainder of the game session even if rotational power had been depleted
Fixed bug: when loading map, avatar would sometimes respawn near volcano instead of keeping its last saved position
Fixed bug: transaction alerts were not correctly fading in / out
Gameplay
Added more tomes to mini volcano random quests
Agent Trigger and Inventory Sensor can now be rotated
Added icon that appears over the avatar’s head when you’re in free look mode. Clicking this icon will return to avatar mode.
New Interface option: “Find Avatar Icon”, which lets you turn off the icon that appears over the avatar when in Free Look mode
Steel Rails have a different texture than Iron Rails
Improved display for message board and sign post
Villagers primary selection tab is now ‘Status’ instead of ‘Tasks’ (and the previous empty 'status' tab has been removed)
Added new biomes: square, circle, and mesas. (Square and Circle do not appear in the default list of biomes)
Bug Fixes
Fixed bug: player could get softlocked if they used the ‘X’ button on the audio controls panel while in the launch menus
Fixed bug: Fish were never visible by default in the global inventory
Removed the ‘Add Task’ cursor target behavior when you have highlighted a rail car (only Steam Train Engines can assign tasks for trains)
Fixed bug: when in underground view, rail carts and animals were highlighable, and highlighting an above-ground animal or rail cart would cause the camera to switch back to above-ground view
Fixed bug: header on Rewards panel was not localized
Fixed bug: “Not linked to any resource” tooltip was not localized
Fixed bug: “None” label on mastery panel was not localized
Dialogue panel will expand its height if the text requires it
Fixed bug: Avatar unable to transfer items to / from Farms and Foresters
Rail cars that aren’t steam train engines no longer attempt to load legacy saved tasks, which was causing pathing errors
Fixed bug: Crops that were cultivated and not next to native crops would never gain affinity
Removed obsolete “Crush Result” item from list of liquids
Fixed bug: toggling the “Tutorial Highlights” preference would not change the displayed preference value
Added Flight ability. Toggle with the F key. Unlocked by the “Flight” research, which requires one super power token.
If the player has never used flight, and is in a campaign map, and it’s unlocked, a prompt to try the flight key will be shown.
Features
Create Custom Game menu now allows you to choose a list of available biomes used in map generation
Balance / Gameplay
Underground view is always enabled in Custom Games
Farms and Foresters can now be upgraded to allow auto-transfer
Fishery can now be upgrade to allow auto-transfer, or increase max workers
Added some randomness to cultivation logic, so that workers at farms / foresters will randomly cultivate even when there are lots of fully grown resources to harvest from. But if the collection building has less than 10 units of an item, it will still be heavily prioritized
Bug Fixes
Fixed bug: Farm and Forester workers were not restricting their harvest selections to just linked resources
Fixed bug: Farm and Forester workers were not getting the same harvesting speed bonus that Harvester Hut workers do
Fixed bug: workers at non-recipe buildings would show ‘Crafting’ when there was no other task to do. Now, they are correctly marked as Idle
Fixed bug: Fishing Hut workers would continue to fish, even when fishing hut was totally full
Fixed bug: pressing the ‘randomize’ button on the Create Game Random Seed property would not update all of the displayed seed labels
Fixed bug: manually modifying the random seed in the create game panel would not apply its value
Fixed bug: tooltips were wrong in the Item Stats panel for the different stats & needs that an item provides
Fixed bug: non-localizable terms “ResearchTypeTire” and “AnimalProducts”
Crop Planting Rework
Regular farming actions are now unlocked with quests: achieve mastery in the crop by harvesting it, and you’ll unlock the ability to plant it
Created new quest tab & category “Cultivation”, which holds all the new cultivation quests
If cultivation quests’ requirements are met on legacy maps, those quests are marked as automatically completed & claimed so you don’t need to click through a bunch
Removed restriction that crops must be planted near crops of the same type
Crops can now be ‘native’ (spawned with map) or ‘non-native’ (manually planted). Non-native crops have a fraction of the crop yield of native crops.
Non-native crops can convert to Native crops, but slowly. They get 1% Affinity each time they regrow, 1% each time they are cultivated by Farm or Forester worker, and a bonus 1% for each native crop of the same type they are adjacent to when they finish growing. At 100% Affinity they become fully native crops
Removed “Import” farming options - no longer needed since you can plant crops anywhere
Farm / Forester changes
Workers and Farms and Foresters are now able to harvest items as well as cultivate
Farms and Foresters now have checkboxes to allow harvest and or cultivation behaviors for their workers. (Legacy maps only have ‘cultivate’ checked to maintain behavior consistency, but new buildings placed will have them both checked by default)
Misc Features
Added new Super Power Perk: Cloud Blocks. These new blocks cost 250 gold each and can be built at any height, and can support buildings and all other structure types without requiring supports themselves.
UI
Cultivated crops now show a “Cultivated: Yield x2” item on their selection status panel
Balance
Max workers for Farm and Harvester Hut increased from 3 / 5 / 8 to 5 / 7 / 10
If a worker’s inventory is full of incompatible items when they attempt to run a pick up / harvest behavior, they discard those items
Steel Rail tiles now let trains move at twice the speed of Iron Rail tiles
Bug Fixes
Fixed bug: was unable to use the move tool to reposition trains
Fixed bug: ‘wake the volcano’ achievement would trigger when loading a custom map. It should only trigger when starting up a new campaign map
Fixed bug: multiple workers would target the same resource for cultivation
Fixed bug: clicking the “Move” button from a building’s selection panel while already moving the building would cause it to reposition to world origin (inside the volcano)
Removed check for ‘cancel’ button during text entry, as that could sometimes be triggered by normal typing
Fixed bug: build previews were not appearing when moving logistic blocks
The avatar interact key (default: E) that opens an Item Transfer panel when used on a building, can now be used to toggle that panel off
Fixed bug: was not possible to place a building that required shorelines (Harbor, Fishing Hut)
Fixed bug: Fishing Hut workers were not applying the harvesting speed bonus from Fishing Rods
Added more stats and achievements
Fixed bug: the "U" (upgrade) hotkey could be used to bypass requirements on House upgrades
Added some stats and achievements (not available in the demo version)
Current Release
Build 24659768
Uploaded Aug 19, 2026
System Requirements
How to Install
Factory Town 2.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
Needed when extracting (WinRAR / 7-Zip) — not a site login.
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