Hi everyone!
Something a bit different this time. It's been a while since I've given a 'robust' update (well, at least here on Steam) on how things are progressing with Early Access build of Empire Water Works.
From looking at the Empire Water Works Steam News page, you might be forgiven to think that it's all demo-demo-demo updates, and not much more! 😅 However, please rest assured that I am head-down and have been for many weeks now, developing and adding ever-more features, fixes and enhancements to the Early Access as we steam closer and closer towards the Early Access release date of November 27th 2026!
With this post, I wanted to give you a bit of a summarization of a lot of the cool new features that will be making their way into the Early Access build, from day 1 of release!
NOTE: a lot of this info below has been posted on my Patreon page (https://www.patreon.com/cw/empirewaterworks) originally as 'members-first' exclusives, and the very latest dev news is always available there for exclusive members...err...first! If you choose the join my Patreon, you will also receive your name in the credits for the Early Access (and v1.0) versions when they are released!
Without further ado, here's the run down of some of what's coming down the pipes for Early Access!
🛠️ More contracts! Over a dozen new contracts will be available on initial Early Access release. Here's a sneak peek at the kind of vendors you'll be working with (more to be added during EA development):
Industrial:

Municipal:

🛠️ Fully functional and adjustable steam safety valve (which can affect boiler integrity if maladjusted) - you can choose to run the boiler conservatively (below 180PSI), or ramp it up past 200 PSI if you wish...but not without some consequences...

🛠️ Boiler Sight Glass drain and refill functionality - don't always rely on the sight glass to give you proper boiler water level readings! Occasionally it can 'freeze' and require draining and refilling...don't forget, otherwise you might find yourself dangerously low on boiler water...

🛠️ Steam cylinder lubricator feature depth additions - oil drop animations and flow control which can affect cylinder wear - dial-in your steam lubricator oil flow settings based off engine RPM, or risk engine wear! Flow too much oil and your steam oil consumption needlessly increases, causing you increased $$$ running costs!


🛠️ Enabled FOUR additional upgrades (prioritized based off Patreon poll!); more will be added during EA development, but these 4 will be in-game from release day:
Steam Cylinders Temperature Gauge
Boiler Supply Tank Electric Pump (also respects generator/grid source)
Steam Exhaust Jet Condenser

Fully functional Coal Crane! Load it up with coal sacks and easily move bulk amounts of coal to/from the basement...and yes, you can 'ride' on it yourself, too...if you're fast enough 😅

🛠️ Enabled the 'Machine Shop' (now called Repair Service) which will repair damaged/destroyed components on-site with realistic repair times and different vendor selection possible. More components will be added to the Repair Service during EA development post November release


🛠️ Mailbox mechanic; addition of variable Memos of Understanding from the Mayor's office, which dictate ever-changing edicts for the operation of the River Inlet Valves


🛠️ Enabled diesel tank refill process
🛠️ Addition of a new 'clipboard' pickup item allowing you to record data to the Ledger

🛠️ Addition of fully functional flow meters in the basement, which visually indicate the effectiveness of the water pumps in real time as they operate! Low flow could mean incorrect River Inlet Valve settings and/or loose pump head bolts!

🛠️ Revamped the basement with a proper 'floor' and bricked partitions in preparation for more EA development and mechanisms to be added in future!
🛠️ Plus more! (I will reveal as the weeks progress...)
At present, I am trying to spend the majority of September actually playing the game and fully testing all its initial features listed above and checking for good initial gameplay balance, etc, etc.
This is proving a bit more difficult than I thought however, as I have found room for a new gameplay mechanic or two very recently as noted on my Patreon...so you can also look forward to that! 😅
I want to make the initial Early Access release in November the best it can be, so stay tuned as I bring you more news over the coming weeks; in the meantime, here's more screenshots (below) of the EA build as it stands... 😎
Don't forget to jump in the Discord if you haven't already and be part of the discussions! https://discord.gg/yHtZ8RkPrP
More soon!






