Foundry hit EA about a year ago, I gave it a shot then. It is a 3D procedurally generated world, built on voxels (key point, that), that experimented with some ideas. Right up until mid-game, the idea of a mega bus remained practical. You could build mega structures in pieces, and finally robots along assembly lines. It felt a bit like Lego, where you could see the potential but were missing a few bricks.
My gripes then were about powering mining bases (high/low voltage stuff is way too complicated), and throughput logisitics are essentially capped due to lack of trains (or their equivalents), making a mega bus effectively starve itself. You couldn’t effectively ‘make numbers go up’ beyond a certain point.
Update 2 Notes
Last fall the devs surveyed folks for what they wanted to see on the roadmap. Top of list was production-related changes, balances, and similar items. They did want to see a greater expansion of the robot production chains! So we got Galactic Markets, which apparently is a system that allows you to sell your robots to space folks. From the patch notes, my selection of highlights:
- Added Galactic Commerce:
- New Galaxy map:
- Procedurally generated galaxy on each fresh game start.
- Unlock galactic sectors and acquire trade licences to sell your robots to planets.
- Set up and manage supply routes between planets to distribute your robots.
- Buy and sell resources on the galactic market.
- Compete for market dominance against other companies. (Hoping this is not PvE for markets)
- New Space Station Features:
- Dozens of new station upgrades.
- Spaceship Management: Buy spaceships of different types and assign them to various tasks.
- Establish trade routes to the galactic market.
- Sales Platform: Sell your products to casual customers.
- R&D Lab: Earn XP and levels on each produced robot and improve your products.
- Fuel Station: Produce your own spaceship fuel to supply your spaceships instead of buying it from the market.
- Many new robot types for you to build and sell.
- Choose your company name and logo.
- New Company Rank system: Increase your rank based on your lifetime earnings.
- New Shipping pad buildings to ship items between the space station and the planet.
- New station terminal building to contact the space station.
- Keep track of your finances on various accounting-related charts and tables.
- New feature that allows you to pay back your debts.
- New research options to fit the commerce narrative.
- Countless balancing adjustments.
- New Galaxy map:
- Pipe system 2.0: New and improved pipe flow simulation, including performance improvements. (I liked the old pipe system, anything to avoid Satisfactory’s version)
- Added new smart conveyor drag mode. (It’s much improved)
- Added new starting planet option which affects which biome and resource distribution. (This seems like a bad use of dev time. More later…)
- Added orbital uplink tool and space laser that can be used to terraform large areas.
- Added lava caves and lava smelters. (Caves in general are neat in concept, not neat in execution)
- Added new Tundra biome.
- Added new jungle/sandy desert/forest critters.
- Added new underwater decor/vegetation.
- Add new freight elevator III/IV. (This is a massive improvement)
- Incompatible with prior saves, meaning a fresh start is required.
Trade Interface
There really isn’t much here to be honest. You get a new building early on that enables shipping of material to the space station (this building doesn’t require inserters or power, which speaks volumes to game design choices), which makes a number go up. The space station itself has no interaction outside of a menu. What the dev stream has shown seems like a precursor to something larger, which still seems like on the edge of potential.
I am in the early portions, just having unlocked green science. Maybe there’s more to this.
Overall Thoughts
On the one hand, cool that there’s new systems and very curious as to how this will work out long term. It’s weird building end-game systems and asking every player to sink 20 hours to actually test it, but hey, that’s EA I guess. I’m looking forward to a much different set of goals to try out.
On another, there are some core balancing issues that still seem present. Great to see Freight Elevator improvements on throughput, because splitters and multiple elevators was a pain – there are no other vertical belt options. The game still keeps splitters behind alternate research paths (this feels QoL to me), the 3rd row inserter is way too late in the tree (on the edge of QoL and bad design), and power management still feels painful until you build acres of solar panels (there wasn’t occlusion before, so a tower of panels actually works).
Games like this need effective logistics… there’s still a fair chunk of work needed. Some interesting ideas here, but there’s still a ton of rough edges and strange mechanics. I remain hopeful they can figure this out and deliver it in a reasonable timeframe.









