Production Line leaves Early Access tomorrow! (new trailer)

My super-complex spreadsheet which I use to track the spending and income for my latest game (Production Line) informs me that I have been working on it for 3.12 years, and have spent a (very roughly estimated) total of 9,115 dev hours on it. The game is leaving early access tomorrow! In truth I have […]

Long numbers and dumb coding in Production Line

I have a few reports of a bug in production line where people have got VERY good at the game and amassed tens of billions of dollars. Nothing actually crashes, but financial reports start filling up with gibberish like $-1,-4,-2,-0,-1,-3,-5 and so on. The cause is simple, the fix difficult(ish) and the wider implications worthy […]

Production Line development cost breakdown

Only part of the ‘true cost’ of producing a game is the narrowly defined ‘development cost’, as it should also theoretically include an allowance for ongoing studio costs over the lifetime of making the game. The cost of heating my home office, the accountant, the webhosting for all my sites (including this blog) and depreciation […]

Production Line updated to 1.61 on the steam ‘unstable’ build

Lots of cool stuff in this update to Production Line, which will get further checks, tweaks and balancing before I roll it out to the main Early Access steam branch, GoG and Humble widget customers. Here is a list of all the features, and notes on the biggies: [version 1.61] 1) [Feature] Loans can now […]