Factorio Price Boost Next Month

Early Access game Factorio announces an upcoming change that will represent the final price of this manufacturing simulation as it emerges from Early Access (thank Jeremy). The Windows, macOS, and Linux game us currently $20.00 USD, but they say this will rise to $30.00 (or the local equivalent) on April 16th. They explain the change, and remind everyone they have a strict policy against discounted sales:
Version 0.16 has become stable, and this means that there is one last step for us to reach the 0.17 which will probably become 1.0 version. Then Factorio will finally step out of the Early Access zone. This will take some months but the roadmap is clear for us.

We feel that now is a good time to adjust the price of the game. The price of the game has been growing steadily together with the game becoming bigger, more stable and polished. After careful consideration, we have decided to set the new price of the game to 30 USD (or your regional equivalent). This change will become effective as of 16th of April 2018. This is the final Factorio price update, unless something unforeseen happens, so it will also be the price for the game for 1.0 release.

As you probably know we have a strict no sale policy. The game will not go on sale on Steam or any other platform. This basically means that purchasing before the 16th of April 2018 is the only way to buy the game cheaper than the increased release price.
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Re: Factorio Price Boost Next Month
Apr 1, 2018, 04:19
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Re: Factorio Price Boost Next Month Apr 1, 2018, 04:19
Apr 1, 2018, 04:19
 
Mr. Tact wrote on Mar 31, 2018, 20:16:
Numinar wrote on Mar 31, 2018, 19:30:
But they eventually get REAL nasty, and almost act like a timer as the big fuckers will soak up lasers and bullets for days. Setting that wall up with trains that resupply repair and rearming robots might make it maintenance free in terms of your time (the most precious of resources) but as with resource and water distribution funding those just right settings for your preferred style can be a challenge. I’m all about that rail world preset and variants of it which neuters the critters somewhat.
*meh*

In the end game, when power is a total non-issue due to you having either nuclear power or large fields of solar panels and you have sufficiently researched your laser upgrades it is just a matter of taking the time to setup the defenses.

I have a map which traveling east to west takes a Locomotive without cargo cars and using rocket fuel a five full minutes to cross on a nearly straight path, some minor kinks but nothing worth mentioning. The map is at least as tall as it wide. And I have that entire area walled off and covered with enough laser turrets that I rarely even see damage alerts. And even when I do, I tend to ignore it since I have the entire wall covered with roboport construction zones. Each roboport having 25 robots, walls, lasers, power poles, and 100 repair packs. It has been literally 100s of hours of game play since the last time something was actually destroyed.

That is next level madness. Love it but I've never developed the skills or maybe stayed on a map long enough to get to that stage. I usually rocket and then start again!
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