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Hi, and welcome to Dev Diary 5. In this post, we’re going to talk about a couple of smaller features we’ve recently implemented in Substructure to add a little bit more variety to the way machines and recipes work, and the sorts of setups players will need to …
Hi, and welcome to Dev Diary 4. After the last diaries foray into the depths of C++ this time let’s swing back to the artistic side of things, with a new feature: cliffs! Cliffs in Substructure serve a dual purpose: they constrain the playspace for our players…
Welcome to the third dev diary for Substructure. Last time, we looked at how we build up the layers of the planet visually: the terrain tiles, decals, decoratives, and generation logic that slowly turn a flat surface into something that looks like a strange, u…
This diary will walk you through the way we construct the various layers of the planet in Substructure. Detailing the technical approach we take to generate both the art assets that make up the world and the approach we take to combine these assets to achieve …
Welcome to the first dev diary for Substructure. With this series, we want to give you a closer look at how Substructure is being built, what we are working on, and how we are thinking about the game as it develops. Future posts will cover different parts of d…
This is going to be horrible for my free time. Substructure sounds like a real interesting entry into the factory building automation genre. Read the full article here: https://www.gamingonlinux.com/2025/12/factorio-mod-developer-and-hooded-horse-reveal-new-au…