🏭Industry '95 Dev Notes


Development Summary

We noticed the game's economy was breaking down after reaching Rocket Factory - progression became too fast and players were hitting the number ceiling at Quintillion (Qi). We planned a major overhaul to extend gameplay and rebalance the experience.

What We Planned:

1. Extended Factory Chain

  • We wanted to add 25 new factories beyond Infinity Engine
  • Goal: Keep the slow, satisfying progression from early game throughout the entire playthrough
  • From Cosmic Generator to Supreme Existence - each factory feeling meaningful

2. Number System Overhaul

  • The old system stopped at Quintillion (Qi)
  • We planned to extend it to Centillion (10^303) and beyond
  • Added 100+ number suffixes: Sx, Sp, Oc, No, Dc, UnD, DD, TD, and many more
  • Players should never hit a number ceiling again

3. Income Balancing

  • We identified exponential income growth as the main issue
  • Planned to implement hard caps on income multipliers
  • Reduced upgrade bonuses from 1.5x/2x/3x down to 1.35x/1.6x/2x
  • Added progressive cost scaling that increases with factory count
  • Limited max levels on certain upgrades to prevent runaway growth

4. Random Events System

  • To add variety and excitement, we designed a random event system
  • 3 event types planned:
    • 2X INCOME - Double passive income
    • 2X SPEED - Double production speed
    • 10X CLICKER - 10x click power
  • Events last 60-120 seconds with 3% spawn chance every 10 seconds
  • Animated timer showing time remaining

5. Quality of Life

  • We wanted to show active events clearly with pulsing animations
  • Better visual feedback for when events start/end
  • Improved number formatting for readability

Technical Changes Planned:

Economy Rebalance:

  • Factory base costs adjusted for smoother curve
  • Growth rate changed from 1.12 to 1.15 (progressive 1.17/1.19/1.21/1.23)
  • Prestige bonus reduced from +5% to +3% per point
  • Ascension bonus reduced from +15% to +10% per point
  • Max income multiplier capped at 10^12

New Content:

  • 25 new factory types
  • 25 new managers
  • Event system with 3 event types
  • Extended number formatting system

 Implementation Status:

Completed:

  • Factory definitions (40 total)
  • Number formatting system (100+ suffixes)
  • Event spawning logic
  • Event timer display
  • Income cap implementation
  • Progressive cost scaling
  • All manager definitions

Ready for Testing:

  • Full balance pass on all factories
  • Event spawn rates
  • Income progression curve
  • Number display accuracy

Projected Playtime:

  • Before: ~30 minutes to "beat" the game
  • After: ~8-12 hours for full progression (100%)
  • With Events: Variable, adds replayability

Known Issues to Watch:

  • Very large numbers (>10^300) may cause display issues
  • Event stacking was intentionally disabled
  • Save compatibility with old versions not guaranteed
  • Performance with 40+ factories needs monitoring

What's Next:

If this update is successful, we're considering:

  • More event types (3X multipliers, -50% costs, etc.)
  • Golden factories (rare, expensive, powerful)
  • Factory synergies (bonuses for owning multiple types)
  • Prestige tree (choose different paths)
  • Ascension upgrades (permanent bonuses)

Development Notes:

"The hardest part was finding the right balance between 'too fast' and 'too slow'. We ran hundreds of simulations to get the income curves just right. The event system was actually a last-minute addition, but it became one of our favorite features!"

"Extending the number system to Centillion was fun - we learned there are official names for numbers we never thought we'd need!"

- Made by Hollow Software

Files

Industrial Simulator 95 Classic Edition.zip 98 MB
1 day ago

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