Release Date and Roadmap

Widget Inc.

A hybrid factory builder / incremental clicker game. Starting from humble beginnings, master the many crafting processes to build up resources and expand your factory. Then, using your newly automated production, unlock new technology and grow ever closer to your goal of spreading to the stars.

Hi all, Tomorrow around [b]18:00 UTC[/b], Widget Inc. will finally be available on Steam! Thanks for coming along on this journey with me, it's really exciting to see so many people hyped for the launch of my game. So many of you have already downloaded and tried the demo, so you'll be happy to hear that you can continue your demo save-file and carry your progress over to the main game. So get right to work, unlock those remaining tiers of Technology, and start progress on building your first rocket! And, if all goes well, it'll be the first out of many. [h1]Roadmap[/h1] Widget Inc. is releasing as a full game, without Early Access. You shouldn't buy the game based on any promises of future development. However, I do intend to keep updating the game for a while to come. Some updates may be minor, others will definitely have a big impact on gameplay. In no particular order, here are some of my current plans: [list] [*][b]Translation[/b] I've had several requests to translate the game into languages other than English (in particular: Spanish, Brazilian Portuguese, Chinese). Right now the game's code is not set up for translation, so I'll have to do some reworking. [*][b]Statistics[/b] One common "complaint" is that the game lacks certain useful statistics about your production. Most of all, it needs a way to quickly gauge your maximum production level based on your current factory layout. But aside from that, I also want to add some nice history graphs of production levels over time, which should help in identifying bottlenecks and reflecting on your factory's progress. [*][b]Prestige[/b] Right now, you can launch a rocket (or several), and restart the game afterwards with a big production multiplier. While this is a fun "New Game +" option, I think it needs something extra to stay interesting in the long term. I want to add more postgame content that truly makes your next run different from the ones before. This will probably be in the form of a secondary tech tree, where you can spend your Prestige points to unlock powerful new gameplay options. [*][b]Blueprint Tools[/b] While it's nice to be able to clone sections of your factory to expand your production quickly, this tool could use some more attention. I want to add the ability to save and recall blueprints, as well as rotating and mirroring their placement. [*][b]More mid-game content[/b] Right now, the early game is interesting because the game is new. Afterwards, you unlock the clone tool and truly start expanding your factory. And then, at the end of the game, you need to scale everything up to immense levels in order to sustain enough Omega Widget production. However, lost in the middle is a stretch of the mid-game that feels a bit "samey" to me. No new systems unlock, and there's nothing exciting to explore. I want to add more content to this part of the game to make it a truly unique experience, and not just a bridge to the end-game. [/list] Right now, I don't have a timeline for future updates or anything like that. I'll probably take a week or two off after launch, to get all of the Widgets out of my head. And we'll see how it goes after that! Thanks for coming along on this adventure with me! Cheers, Tom