Hello Gunsmiths! We hope you're well! We have been working on a pretty major change to Gunsmith over the last few months. But we are excited to get this latest update out in time for the new year! Today we're putting the MINMAX update onto a testing branch! We've been doing a lot
Hello Gunsmiths! We hope you're well! We have been working on a pretty major change to Gunsmith over the last few months. But we are excited to get this latest update out in time for the new year! Today we're putting the MINMAX update onto a testing branch!
We've been doing a lot of research into factory functionality across the board and we needed to change how our factory system worked to make everything a better experience for players. We've changed how the back end system runs for the game and we're excited to announce the latest changes below.
We'd really love to get feedback on this system, we're going to leave the min max update on a testing branch over the next few days to iron out any unexpected bugs but anyone can play it on the "gunsmithopentest" branch.
This has taken slightly longer than we'd hoped but it's a large change to how the game runs and we think it's pretty important for the future of the game so we decided to go back and re-work out how the game runs. Which due to it's size has taken quite a while.
MAJOR Improvements to the Belt movement in Spline Belt mode:
Belts are now way more accurate no matter what FPS the game is running at.
Belts now have a proper flow rate they respect which is displayed in their tooltips, regular belts are 60/min and fast belts are 120/min.
Machine output and crafting is now much more accurate with the timings.
In Spline Belt mode machines now work with flowrate instead of seconds per item, everything is displayed in ItemsPerMinute (X/Min).
Added a feature where passthrough machines (Sewing machine, heater, etc) will adapt to the speed of the next belt to not cause bottlenecks.
If you output items from a Heater with a Fast Belt then items inside it will move with the fast belt's speed.
Enabled Physics Sub stepping for Physics Belts mode to allow for more accurate item movement at low FPS.
Overall we think this will be a great change to the game as we're hoping it will allow players to actually split/workout their factory setups way better and it's something we want to improve on in the future.
Thank you for your continued support whilst we continue to work on the game. It's slower than we had liked this year but we are still progressing and we hope we can do more in 2026!
Some smaller issues we've been working on
Fixed an issue with the item splitter.
Fixed a bug with machine names not displaying properly.
Fixed a few tooltip visuals.
Fix to the top bar sizing when the money and research numbers are too high, they would overlap the buttons.
Fixed the games Icon not displaying properly on windows.
Factory Management Overhaul & More! Gunsmiths! Thank you for your patience as we continue to shape and improve Gunsmith. Your support means the world to us, and we're working hard to deliver the experience you deserve. More updates are on the way! We’ve made several key chang
Factory Management Overhaul & More!
Gunsmiths! Thank you for your patience as we continue to shape and improve Gunsmith. Your support means the world to us, and we're working hard to deliver the experience you deserve. More updates are on the way!
We’ve made several key changes to how your factory is powered and managed—giving you more control, flexibility, and potential for beautiful and efficient factory setups.
Power System Rework
The way your factory consumes power has been completely reworked:
Line Control is no longer required to power machines. It’s now an optional feature for segmenting your factory into manageable sections.
Factory Power, along with utilities like Gas, Water, and Electricity, is now governed by Machine Capacity.
Every machine that is powered on consumes 1 unit of Machine Capacity.
To increase your Machine Capacity, you must recruit Factory Technicians and assign them to Technician Stations.
Technicians also increase your Server Capacity, which allows you to place Servers that further boost Machine Capacity. As you research bigger and better servers, a single Technician can support larger, more complex factories—both functionally and visually.
We have also added 6 new utilities models for gas and water
Power Controls & UX Improvements
You can now power the entire factory on or off with a single button—no need to rely on Line Control groups for global power management.
Multiselect → Duplicate and Prefab (Blueprint) systems have been improved:
These systems now support Technician Stations, Line Control, and Server placement.
When using these tools, the game will prompt you to hire the correct number of staff required for the placed stations.
Servers placed via Blueprint or Duplicate require sufficient Server Capacity in advance—they can’t "predict" unplaced Technicians or Stations that are part of the same Blueprint.
Line Control Enhancements
Line Control Stations placed via Blueprint or Duplicate will now automatically create groups and assign machines to them, along with generating staff hire requests.
We’re working toward full compatibility with Blueprint and Duplication, where machines will eventually retain their Line Control group setups after duplication or blueprint placement. For now, this update is a strong first step toward that goal.
Tutorial and UI Polish
The tutorial has been updated to reflect all the changes to machine and factory power.
Some UI performance optimizations have been implemented, along with new icons to keep things feeling fresh.
Potential Future Features (QoL & Content Wishlist)
Here’s a sneak peek at features we’re considering for future updates. These are not listed in order of priority—just ideas we’re actively exploring:
Localisation will be getting another pass very soon likely this week!
New Items: We have a backlog of exciting features like missiles, drones, and other advanced items. These will come with unique machines and gameplay mechanics to keep things fresh.
Floor Painting: A highly requested feature! We’re working on a performance-friendly system that will allow larger floor painting areas without causing frame drops. Ideally, this would be handled asynchronously for smooth customization.
Full Blueprint & Duplication Support for Line Control Groups: Machines will eventually retain their Line Control group assignments when copied or blueprinted.
Improved Ghost Previews: We plan to enhance the ghost effect when placing objects, making it easier to see machine details, input/output indicators, and overall orientation.
Vertical Item Lifts: Transport items straight up with minimal space—perfect for compact, layered factory designs.
Further Optimization: Expect more performance improvements and better staff pathfinding.
Recipe Profiles & Presets: Create, tweak, and share custom recipe profiles (input/output timings and quantities) via Steam Workshop. Great for players who love ultra-precise factory setups or want to share creative challenges.
Deeper Systems Integration: We’re exploring better integration of Clients, Reputation, Notoriety, and IDC to give your global choices more weight and long-term consequences.
Thank you all for the continued feedback and support—we’re building this together, and we can’t wait to show you what’s coming next.
Hello everyone Rich here, today i'm happy to announce that we are finishing up on the games next update which will be centred around factory management. We will likely be finishing this update for next week and testing it. We're aiming to push this update in the next 10 days or s
Hello everyone Rich here, today i'm happy to announce that we are finishing up on the games next update which will be centred around factory management. We will likely be finishing this update for next week and testing it. We're aiming to push this update in the next 10 days or so.
Firstly I just wanted to say a big thank you to everyone for your patience whilst we've been making this update. It's taken us a bit longer than we anticipated to continue on the game but we have managed to get back into it.
Why are we here?
I also just wanted to take some time to explain to everyone why we got into this position with our studio. As everyone knows running a game studio is super tough, we've all seen how incredibly brutal it's been over 2024 and still continuing into 2025 for development studios. Tens of thousands of layoffs and tonnes of studio closures big and small. No one is safe and it's an incredibly risky business to be in.
Ultimately the first thing I will say is this is down to my management of how we run the studio and how we stay in the game. This has been a learning process since I started the studio all the way back in 2014. Some things we have got really right, some things we have not. This is part of the process of running a company and we faced our toughest challenges yet back in 2024. This essentially was a few things.
Declining income from all our titles as more games and hit the Steam Store and competing for growth.
Increasing costs in all areas of running a business, and in quick succession with rapidly increasing inflation.
Increasingly hard to get coverage on social media, which is one of the main drivers of external growth of games.
Large updates to our games not having the desired effect we wanted to improve the game for users and this ultimately not reflecting in reviews and feedback.
Paralysis of not knowing what to do next. Essentially we kept pushing updates to Gunsmith and the game wasn't growing or improving in game score.
There's a lot more to it but ultimately these were some of the major factors. All we can do is learn from what happened, why it happened and ultimately come out better on the other side of it. That is all part of the process of running a studio long term. I am happy to also take questions about this in the Gunsmith discord if anyone wants to speak to me about it. I have always been straight and open with people and the community about the life that is game development and I want to continue to do that which is why i felt i should communicate this with you all.
The Next Update
In better news! We've been reading over the feedback on the store and the discord and this is one of the largest features requested to change. Therefore we've put it to the top of the list of changes we want to make going forward. It's quite a massive change to the back end of the game so it's taken some time but we think it will be worth it.
Line Control Overhaul
We are going to be changing the line control system quite drastically, we have read many times that the line control system can become tedious when factories get large and people having been asking for a change here for a long time. We have decided going forward that we're going to put in a re-work of this system. From now on, all factories will have a machine capacity that requires server power for the factory.
This simplifies the factory management process completely. How does this work? Pretty simple, if you add more server capacity to your factory, you will increase your factories machine limit and all machines will run from this limit. This means you'll no longer have to tie machines to line control every time you want to set up a manufacturing line.
For example, one server rack might allow you to place 5 machines, they will all function from this and wont need any micromanagement. However servers will consume some power so you'll have to balance power generation for the factory.
You're also going to require a factory tech to run the servers as well. After that you'll be able to place machines and run them. Job Done.
New Server Rooms
This also means you'll be able to set up cool server rooms in the factory! We will be allowing these servers to also be upgraded in the research tree.
Line control is still in the game.
This doesn't mean that line control is gone. Line control will still be in the game and that will be optional so you can if you wish, manage specific lines of manufacture in the game.
We think this will be a positive change for everyone new and still with us. This means if you want more detail in your line control you can still have that option available but you can just place down servers if you wish and be done with it!
Updated Water and Gas Pumps
In addition to these changes we're going to be swapping out the old water and gas models that were really blocky and some of the first machines we ever modelled so they were pretty rough.
So Level 1 Water and Gas are being swapped out.
We are also adding another 4 new machines.
Level 2 and level 3 Water
Level 2 and level 3 Gas
There were no level 2 and 3 water or gas units in the game so on top of the line control rework we are adding these to the game to allow players to increase this capacity without having to make tonnes of level 1 water and gas systems.
The Future
We are aiming to continue Gunsmith updates and increase the rate of update drops in the coming months again. We are going to be reducing the update sizes to try and roll updates out faster rather than massive update chunks that will take ages.
So the ideal situation is going to be smaller, more manageable and more frequent updates to the game going forward.
Thank you to everyone who's still with us on the journey.
We will see you when we drop the factory management update!
Hello everyone. Rich here. It's been a tough year for the studio. I have made a video explaining whats gone on. Why updates slowed down and what we are doing in the future. I have tried to cover all the topics that have caused issues this year and moving on into 2025 we hope to r
Hello everyone. Rich here. It's been a tough year for the studio. I have made a video explaining whats gone on. Why updates slowed down and what we are doing in the future. I have tried to cover all the topics that have caused issues this year and moving on into 2025 we hope to rectify these.
2024 as you all know has been one of the toughest years in the games industry that I can personally remember. Thousands of jobs have gone and hundreds of studios have closed.
We have also been badly effected by the changing games market/industry and we've had to do everything we could over the last year to survive. Thankfully we have done so and we're still here to continue doing what we love.
We don't expect everyone to understand but we wanted to offer an explanation as to why we've been AWOL for the last 6 months.
Thank you for your patience and continued support. We will be back with you in the new year with some more developer updates!
We are going to be releasing more information about game updates coming in Jan 2025.
Until then i wish everyone a happy new year and all the best for 2025!
Hello everyone! For those who haven’t seen my post on Junkpunk, my name is Russell and I’m the newest member at SCT tasked to work on Gunsmith and Junkpunk. The YouTube video is a general discussion between Rich and I about the company as well as Gunsmith and where we're headed i
Hello everyone!
For those who haven’t seen my post on Junkpunk, my name is Russell and I’m the newest member at SCT tasked to work on Gunsmith and Junkpunk.
The YouTube video is a general discussion between Rich and I about the company as well as Gunsmith and where we're headed in 2024.
Just like with Junkpunk, I am going to be deep diving into Gunsmith and finding out what it needs to take the steps towards a 1.0 release. I've started my playthrough and am already picking up on general improvements to be made.
Improvements to the research tree are a frequent request from the community, something I want to be looking into working with.
This game feels to me like a paradox strategy one, and i feel as though introducing different narrative branches which have story & factory based impacts would make for a satisfying player experience. As well as implementing events to shake up and make gameplay more intriguing.
Changes to factory building, management and expansion to reduce feelings of tedious repetitive gameplay.
Please feel free to send me feedback and any suggestions for things you want to see in upcoming updates! My name is Dimir in the Gunsmith discord so just give me a message :)
I'm looking forward to working on Gunsmith and hearing your suggestions.
Russell
Edit:
Hey guys I just wanted to add an extra message down here in response to some of the feedback that’s been given.
Truthfully, I am brand new to this game, a story based progression system similar to HOI4 was an idea I was floating around with because I enjoy that kind of thing in the games I personally play.
But you are all right, this is a factory management game, not an entrepreneur narrative game.
So rather than focusing on designing and adding new content that ultimately does nothing to solve the fundamental issues that this game has. I’ll be working to fix the already existing gameplay mechanics, and rework current content to bring Gunsmith to the full potential of a factory management game that we believe it can be.
Hello everyone, i've put up an update for Gunsmith in a video, its fairly lengthy but it also addresses a few things about the game, it's future and generally a chit chat about game development. I have been really busy for the last few months and my update consistency has dropped
Hello everyone, i've put up an update for Gunsmith in a video, its fairly lengthy but it also addresses a few things about the game, it's future and generally a chit chat about game development.
I have been really busy for the last few months and my update consistency has dropped so I apologise for that but hopefully we can get back on track.
Theirs some items i missed in the video so I'll put them below so you can check them out.
The Gunsmith 1.0 will be adding a tonne of content, as i said above some of which I was reminded of after I finished the video. I'll put a brief list here of the items we are going to launch 1.0 with.
MBT - main battle tank for the vehicle production line.
All the different types of tank munition and their individual lines. This will include such stuff as HE,COMP,APDS and APFSDS rounds just to name a few, there will be more in the final push.
I'll let everyone check out the screens before we continue.
We will also be introducing a range of missiles in the game of various capabilities all the way up to cruise missiles.
These of course these will have their own lines and manufacturing processes.
Landmines, Claymores and C4 will also be making an appearance.
On top of all this we will be adding a drone line to the game.
On top of that content we will be putting in various artillery rounds as well.
And last of all we will be adding more guns.
The only unfortunate news is that I am going to postpone this update from October. I will likely announce a new date shortly but as you can see above there is a colossal amount of content going in and this has taken some time. I have read a lot of user feedback and people are saying to polish and delay and we listen to feedback and take it seriously so I am doing just that.
As I explain in the video there also are a few things about how the game works im not happy with and I want to get more player feedback on before we put in the final systems and leave it be.
Im sure you can all understand. We are going to make the 1.0 rock. You might find me randomly pinging you and asking for your feedback on the game if you have left a review or a note in the 1.0 section of the discord.
Thanks again for everyone's support. I hope you enjoy the preview content.
Today we are announcing a provisional date for Gunsmith to leave Early Access, we will be announcing a precise date closer to the time however we are happy to announce we are aiming to release Gunsmith 1.0 at the end of September or early October this year! I have made a video wi
Today we are announcing a provisional date for Gunsmith to leave Early Access, we will be announcing a precise date closer to the time however we are happy to announce we are aiming to release Gunsmith 1.0 at the end of September or early October this year!
I have made a video with my thoughts and the overall plan for Gunsmith going forward.
If you dont want to watch the video then a quick summary;
Theres a few more features we want to add before 1.0 focusing on the globe / politics / gameplay in that area.
Were going to also be taking a look at the huge list of requests of features that people want for 1.0 and of course implementing some of them. ( the good ones )
More QOL and fixes but we are fairly happy with this.
0.7.beta patch changelog - Fixed a bug where decorations didn't properly load their effects on resting objects. - Fixed a bug with boxes not moving properly after you move the racks. - Fixed a bug with the Assembly Workshop and its collision resulting with issues regarding large
0.7.beta patch changelog - Fixed a bug where decorations didn't properly load their effects on resting objects. - Fixed a bug with boxes not moving properly after you move the racks. - Fixed a bug with the Assembly Workshop and its collision resulting with issues regarding large objects like the Humvee bonnet. - Made a few timing tweaks to craft speeds and output speeds that should slightly improve timings in cases where machines drop to 0 input items in inventory.
Massive news! We will be revealing the final road map to our 1.0 release and launch out of Early Access for Gunsmith. Yes that's right we will be 🙌 CONFIRMING A LAUNCH DATE NEXT WEEK! 🙌 This means that we are going to be getting our final ideas, improvements, features list toge
Massive news! We will be revealing the final road map to our 1.0 release and launch out of Early Access for Gunsmith. Yes that's right we will be 🙌 CONFIRMING A LAUNCH DATE NEXT WEEK! 🙌 This means that we are going to be getting our final ideas, improvements, features list together along with all your feedback and were going to finally do it! 💪 Cant thank you all enough for coming on the journey with us over the last 5 years. We also have a small update with fixes and improvements coming out now! ( in fact i just put it live ) I'll drop that news below. However....
I want to show you all something...
5 Years ago I made this video.
https://youtu.be/2qQqGi77MCI
5 Months ago I made this video.
https://youtu.be/wiGuim4chwI
I just want us all to take a second and realise how amazing that is. All of us ( that includes you reading ) have made this happen. Everyone that's jumped in early. Years ago for some of you. Have helped us push it all the way and this will be our first Early Access to finished game launch. That is the power of Early Access and proper indie development and it's only been through your continued support and awesomeness that we have manged to achieve so much!
It's been super tough, and we've had to make more games and secure our little indie dev company with multiple revenue streams to make sure we can survive this crazy competitive market but you've come with us through the whole journey and thank you so much for that! I hope we can continue post 1.0 to add more things to make and expand the game even more.
We will definitely need to get more traction because Gunsmith aint cheap yo. So we are going to try and get that momentum for 1.0 and if you think there's a YouTuber that would play it then let us know in the Discord!
On a side note, another milestone for the studio as a whole, we have got a new game coming out that we'd love to share with you all. If you're a fan of city builders and comedy then we think you'll love this.
I'll drop a link below. It launches at 6PM tonight and i hope you'll take a look and jump in if you like it! Thank you for your continued support as an indie studio and not just on Gunsmith. We love you all. ❤️
0.7.beta patch changelog - Fixed a bug where decorations didn't properly load their effects on resting objects. - Fixed a bug with boxes not moving properly after you move the racks. - Fixed a bug with the Assembly Workshop and its collision resulting with issues regarding large objects like the Humvee bonnet. - Made a few timing tweaks to craft speeds and output speeds that should slightly improve timings in cases where machines drop to 0 input items in inventory.
Dual Belts are here! Hey everyone Rich here hope you're well. Today we are super happy to announce that Gunsmith now supports 2 different types of belt. Releasing tonight at 6PM UK - London Time. As you all know, we are constantly listening to the community and improving the game
Dual Belts are here! Hey everyone Rich here hope you're well. Today we are super happy to announce that Gunsmith now supports 2 different types of belt. Releasing tonight at 6PM UK - London Time.
As you all know, we are constantly listening to the community and improving the game based on your feedback. We are super supportive of all our players and we've constantly tried to make the game better for everyone to play. Earlier on this year we noticed that some of our players are die hard physics fans and there was no way our new system could possibly cut it.
Therefore we decided to do something we think is a first. Gunsmith now supported TWO entirely differently belt systems in the game. I dont think any other game does this... Let me know if they do but now you have the power to choose. Physics madness or Snapped belts. Both are great fun and now you as a player have the choice to go down whatever route you would like.
All you have to do is start a new game and you have the power to choose either mode you'd like to play.
Thank you all for your continued support. Gunsmith continues to grow into a title we are super proud of and we think you'll love this now they belts are back.
We have also rigged up the physics system so now you can use all items in the small and medium range so now both systems are fully compatible back to back.
Obligatory RIP fps when you have thousands of items.
As im sure you can all imagine having a double system is super complex will almost certainly spawn some bugs so let us know and we will as always fix them up!
Hey everyone Rich here hope you're well, i've made a pretty long 25 mins-ish video taking a look at the physics belts in their new form and whats going to be happening with them, you can see that goodness here; We've added alot more to the old physics system and we will be retrof
Hey everyone Rich here hope you're well, i've made a pretty long 25 mins-ish video taking a look at the physics belts in their new form and whats going to be happening with them, you can see that goodness here;
We've added alot more to the old physics system and we will be retrofitting it even more to add medium belts to the mix as well over the next few weeks.
I will also be getting a group of closed play testers to help us test as this update is pretty significant and there's no way we will catch all the issues alone.
Releasing on the
9th of may
This means Gunsmith as of its next update that I am happy to announce will give players both physical belts and locked system belts offering 2 styles of game play something that we don't think has been done before so we're really excited for that.
We hope you all enjoy the return of the belts and the physical nightmares the bring for players and developers alike :D
Hey everyone Rich here and today im dropping some news on the next update for Gunsmith, this will be a pretty awesome feature and i've done a 10 minute video explaining exactly what the plan is and why are we bringing the old belts back! We've listened to a tonne of feedback and
Hey everyone Rich here and today im dropping some news on the next update for Gunsmith, this will be a pretty awesome feature and i've done a 10 minute video explaining exactly what the plan is and why are we bringing the old belts back!
We've listened to a tonne of feedback and community ideas and we think we have found a great solution!
Hey everyone, Rich here, today is a pretty huge day for us. Beta for Gunsmith is finally upon us. We will go live with this version around 8pm LONDON UK time or ( GMT ) I’ll drop the trailer here; it is on the Steam page anyway but here as well if you want to see it. If anyone mi
Hey everyone, Rich here, today is a pretty huge day for us. Beta for Gunsmith is finally upon us.
We will go live with this version around 8pm LONDON UK time or ( GMT )
I’ll drop the trailer here; it is on the Steam page anyway but here as well if you want to see it.
I don't usually get the time to spend a considerable amount of time writing up my thoughts as im a full time dev and a dad of 2 young kids but we've actually for once been ahead of schedule so I thought id take some time to chat and share my experiences working on Gunsmith over the last few years.
It’s taken four years of development to get here and a lot of hard work and learning. I wanted to take some time out to do a write up for those interested to read what it was like to get to this point and what we’ve learned over the years.
When we first started off working on the project we were fairly new to UE4 however we were excited because we could see how powerful and easy it was to get to grips with the engine.
We all had a super long journey of self teaching and experimenting, learning to make 3D models, learning to write blueprints, learning to make a game from scratch even.
We knew that we wanted to make a factory game based around the arms trade and we thought if we combined that with some fun crafting we would have a pretty good game on our hands. What we didn't realise is how many people would actually really like the idea.
With this idea came our biggest strength and our biggest weakness. A great idea, however with a scope far surpassing that of 2 people. We were just super hyped and ambitious at the time and I thought screw it let's go for and we will work that out later.
Well it turns out that making a 3D factory game with over 500 items that all need their own graphics recipes and balances is kinda time consuming. Just to name a few things.
But the enthusiasm for your first original game is a huge driver especially when people are enjoying it and the feedback is positive.
The journey to get to the BETA has been absolutely crazy and the amount of things we have added is actually quite incredible for a team of our size and I'm super proud.
Some of the biggest lessons we’ve learned, shock, planning what you are going to do is actually much faster in the long run rather than just running with an idea. Some of you might notice on our other games that we have been developing generally much faster and that's because we are vastly more experienced in the planning and execution process.
Gunsmith has definitely taken longer than I would have expected it to take. About halfway through its life cycle we were starting to feel the pinch of a game that was not growing as fast as it should have been or was starting to lose momentum.
This put us in a situational crisis where I personally had to make tough calls. Do we plough ahead with Gunsmith and potentially this situation does not get better and we are in a really risky place, or do we try and get more games onto the market to support our team as a whole.
Ultimately we went with option 2 which paid off and has allowed us to continue development on Gunsmith.
I do want to probably make a video explaining my views on Early Access games, having more than one title in development etc in more depth at some point but in short. With my experience speaking from a developer that has grown a company from nothing to multiple titles.
This notion of having to finish a game totally 100% or die on your sword has got to go. I urge any developers who are in a financial rock and hard place. Do not wait for your game to randomly turn its fortunes around as you could run out of time if you can't achieve this and then the dream is over.
If that happens you will never finish the game. There's an argument to say that if we went full tilt on the game it could have gotten more popular but we were feeling that was a super high risk roll of the dice.
Gunsmith fell into a situation where it made us enough money to get on our feet, stay comfortable for a few of those early months, however then the burn rate of the money started to catch up as every month is not super profitable. I can't complain at all, it’s been a blessing to have a game provide us with this much long tail but it just didn't have the early explosion we needed to finance a title of this magnitude.
All of this was a massive learning curve for us. Especially when you consider we started at “let's make this cool factory game” and then years later im discussing diversification of titles and long tails of development etc.
I would actually have loved more than anything to just have been able to finish Gunsmith and wrap it up. But it just didn't play out like that and you sometimes have to play the hand you're given. I’ve never been a quitter, and people close to me will tell you, I can be down but i'm not out, not unless it’s literally impossible and I have zero options. I will try my hardest to not fail. Sometimes we get a lot of the classics. Abandoned game omg !!11. Not here. As ive always said, my company will deliver on the promises we make unless there is an impossible situation.
We would never cut and run and until I'm no longer in charge ( dead ) that won't happen. I think it's happening far too much in the industry now even when some of us make millions it’s still a cut and run. Anyway, I digress.
So we did what we had to and although its taken longer than I would have liked we are finally getting there. Its been a slow burner but we are super proud of where the game is now and we hope all of you that have stuck with us in the long haul will enjoy what is coming in the Beta and what's to come in the run up to the full 1.0 launch.
I will say a super huge thanks to everyone that has supported us to this point. Without you all we would have no reason to continue so a massive thank you. You know who you all are. Also a big thanks to the SCT team. We are a tiny team of 5 now but we are absolutely rocking it and with everyday that passes we get better and better at making high quality titles on a low budget.
After this Beta goes live we will be going to get an update ready for our other game JUNKPUNK, its also a factory game so if you like what you see maybe hop on over there and play that.
Don't worry theres no more games in the works until Gunsmith is finished. But i can't wait to share more of my game designs with the world and im really excited for the future.
Lastly I will say, we always need your help in telling people about our games and dropping us reviews so shameless plug time… If you’re still here, tell a friend, tell a Youtuber or drop a review. It would really help us out.
Hey everyone Rich here, so today im putting out some news about another huge change coming in the Beta, a new research system! So we have been working for ages on this new system. As per usual I have made a nice video showing all the new system integrations and improvements that
Hey everyone Rich here, so today im putting out some news about another huge change coming in the Beta, a new research system!
So we have been working for ages on this new system. As per usual I have made a nice video showing all the new system integrations and improvements that you can view here!
As you can see we've done a tonne, it's been awesome working on the research system and hopefully this will allow us to build in this area as well.
For those of you who are continually asking for the physical belt system to come back, i hear you, i hear you. Give me some time and I will think of a solution. I have one in mind that I might be able to do but not 100% sure yet.
Super hyped to get some testers into the beta next week, then we will put it live on the 9th!
Hello everyone Rich here, massive news coming for Gunsmith, were happy to announce a major update coming 9th December 2022. Gunsmith Beta update is coming! This will mark a massive milestone in the games development! I've made a short video with some insight with current dev prog
Hello everyone Rich here, massive news coming for Gunsmith, were happy to announce a major update coming 9th December 2022. Gunsmith Beta update is coming! This will mark a massive milestone in the games development!
I've made a short video with some insight with current dev progress for you all to enjoy!
Hey everyone RIch here, i've made a 10 minute video showing off the new UX improvements we have in the works. I think you're all going to like this a tonne! Let me know your thoughts as we continue to work and improve the game. Huge changes and improvements coming as per usual. E
Hey everyone RIch here, i've made a 10 minute video showing off the new UX improvements we have in the works. I think you're all going to like this a tonne! Let me know your thoughts as we continue to work and improve the game. Huge changes and improvements coming as per usual.
Hello everyone Rich here, i'm dropping an update on the development of Gunsmith! We've got some super exciting stuff in the works that we are really happy with. The progress is going well and next week or very soon after i'm sure we will have something tangible to show to the com
Hello everyone Rich here, i'm dropping an update on the development of Gunsmith! We've got some super exciting stuff in the works that we are really happy with. The progress is going well and next week or very soon after i'm sure we will have something tangible to show to the community!
I'll drop a video below that I made a few weeks back but i've been so busy i've not put it on the official Steam channel so here it is. I will also write some stuff below to explain in text form where we are at with Gunsmith.
So we took an annual break over the September period and I took 2 weeks to actually build a dev studio in my back yard ( more to come on this ). However apart from that, I've been playing a tonne of games ( that are not mine / ours ).
I've been studying on the value that games create for both their players and their games. I have seen upon coming back to design that Gunsmith has lacked a huge amount of potential for both us as a studio/creators and also value for players.
Our main goal for the last 2 years has been content, content,
CONTENT.
However when I take a deeper look at this I essentially just see now a giant buffet of food with no real direction. All our scenarios are essentially a sandbox leaving the player to ultimately quit the game because they are bored.
I don't see that as the worse thing ever, the fact someone has sunk so much time into the game they exhaust it is actually a massive compliment, however I would like players to quit their play session on a high rather than a low. I digress slightly.
Being extremely critical of our own work means that when we see how we pick scenarios, countries etc to play. Really what is the point. There is no real difference. So therefore this is something I now consider a major part of the game that needs improvement as a matter of urgency.
I think the best way I have started to look at certain things with our games is the fact that I am also a huge fan and player of multiple games and genres of game. I have to ask myself "would I be happy if i was playing this and it wasn't my game" and the response to myself is, absolutely not I would think XYZ is super under performing.
So we have been quietly taking a look at all these issues over the last few weeks and even some days spending nothing but 2 hours straight breaking down exactly what happens in Gunsmith, how we start a game, how the user interacts, what we think is lacklustre and what needs major improvement.
We have identified huge portions of User Experience we think we can massively improve upon.
Next week or soon after I shall drop another update with more to show and tell but we are very excited.
I think we will be breathing new life into the game with the next major update that is coming soon.
So overall, it's been a nice break to go and come back with a fresh look on how to design games better, how to make the experience better for the players and really make the most of what we have also put into the game. I'm hoping this will really improve many aspects of game play.
Thank you all for your continued support during this games Early Access journey!
Hey everyone, Rich here, over the last week we have been taking a tonne of feedback from players and tonight were showing off some new stuff to come for the end of the week. Thanks for all the feedback and i've made another video showing our progress and what we are working on! H
Hey everyone, Rich here, over the last week we have been taking a tonne of feedback from players and tonight were showing off some new stuff to come for the end of the week.
Thanks for all the feedback and i've made another video showing our progress and what we are working on!