Kubifaktorium Progress Report #4

Hello there! In today’s update I bring you the latest Kubifaktorium progress report. Progress reports are 10-15m videos which showcase the new features I’ve been working on as well as my road map for the near future.


– Buildings are now obstacles! Colonists will no longer walk through houses and workshops or on top of bonfires. Colonists will also avoid to trample on your planted crops. 🙂
– Improved the way the collision is handled for rocks and other environment objects.
– Your colonists will now go on top of the platform in train stations instead of clipping through them.
– Gameplay: Houses now have an entrance parameter and colonists will (try to) go there when they claim or enter a house. Colonists now sleep “inside” of buildings.

Upgrade system

– Tool UI
– Gameplay: All items now start at poor quality when produced.
– Gameplay: Added the upgrade workshop. In the upgrade workshop your colonists can combine two items of a given quality to obtain one item of the next quality level.
– Gameplay: There is now a failure chance for most tasks. The base level is 50% and it decreases depending on the tool in use.
– Gameplay: There is now a critical success chance. A critical hit in combat does +50% damage. A crit in mining gives you a bonus item. A crit in crafting creates tools of quality 2 instead of 1.


– UI: Changed the general theme. Windows, panels and tool bars now have a slight frame around them and a slight drop shadow.
– UI: Opening a modal panel now creates a dark background layer below the panel.

Ease of life

– You can now place buildings on top of items. Before construction begins, your colonists will move the offending items to free tiles.
– You can now build farms and groves on top of items. Before tilling and planting begins, your colonists will move the offending items to free tiles.


– UI/Gameplay: You can now filter items based on their quality. (This affects tools and weapons.)
– UI: You can now see which colonists are idle in the colonist management screen.
– UI: Tools and colonists carrying a tool now share the same UI.
– UI: The mod selection screen now supports multiple pages of mods.
– UI: The custom map screen now supports multiple pages of scenarios and modifiers.
– UI: Clicking on a tile will now select the corresponding claim flag.
– UI: Made it easier to right-click-link stockpiles.
– UI: You can now deselect using right-click.

Under the hood

– Upgraded to Unity 2018.3.0 and C# 7.2.
– Upgraded to Post Processing Stack v2.
– Upgraded to new TextMesh.
– Replaced the bug report tool with the new Unity user reporting. Reports now automatically include a save game which might help me find issues.


– Visual: When you expand your territory, your new area spawns happy little particles.
– Visual: Added particle effects and “animation” to building deconstruction.
– Music: Added 2 new daytime tracks and 3 new nighttime tracks.
– Audio: Added several new sounds.


– Modding: You can now add sound effects via modding! I’ve added the kubi.example.coastwaves example mod
– Added DiscordID, SteamID and Role to UserModAuthor.
– Added support for reskinning! Mods can now replace the voxel models that are in the game. (Note that icons might not get updated unless you clear them in the cache (Kubifaktorium/IconCache).)
– Modding: Mods can now overwrite parts of existing objects. This allows you to rebalance parts of the game if you so desire. Added the “massive sheep”, “speedy colonist” and “stone bakery” examples.
– Modding: You can now enable or disable mods in the user mods screen. Only active mods are processed.
– Modding: Mods (can) now have a priority which can be set to influence their loading/processing order.
– Modding: Added a lot of documentation and added it to the XSD-file. So, if you use an XML-editor, you now get information on all available elements and how to use them.

Performance (separate video)

– Huge performance improvement: I’ve added simplified shadow meshes to many models. This reduces the vertices having to be rendered a lot. On my pc. this reduced rendering time from ~11ms to about ~7ms per frame. Combined with the changes from the last patch, you will probably get around 50 to 100% more FPS now.
– Shadow casters
– Profiling
– Huge performance at startup: The processed voxel models are now cached and saved on the drive. Subsequent starts are much faster as existing models do not need to be reloaded. When it messes up, you can purge the cache here: Kubifaktorium/ModelCache.
– Vergleich Ladezeiten
– Performance (CPU): Drastically reduced the number of backend callbacks.
– Performance (CPU): Disabled the automatic physics simulation. It is now only triggered when required for raycasts.
– Performance (CPU): Removed an unnecessary tile enumerations.
– Performance (generation): Improved performance and memory footprint of tile generation.
– Performance (generation): Reduced the number of dependency injection calls.
– Performance (generation): Removed overhangs from meta object repository (eliminates lag at end of map generation) and improved their creation process.
– Performance (generation): Mesh combination is now done in smaller batches.
– Performance (generation): Changed AudioInfo to combine multiple audio clips.
– Performance (rendering): Made some voxel models a bit more performant.


Try the free (outdated) demo: https://kubifaktorium.itch.io/kubifaktorium
Kubifaktorium on Backerkit: https://kubifaktorium.backerkit.com/hosted_preorders

Blog: http://www.kubifaktorium.com
Facebook: www.facebook.com/Kubifaktorium
Discord channel: https://discord.gg/dyzzGUp
Steam: https://store.steampowered.com/dev/mirkostudio

#indiedev #indiegame #gamedev #kickstarter

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