Dev diary

From workers to conveyor lines

How production grows: first your own hands, then hired workers, then lines that run on their own, and finally a whole plant with its own books.

If GUNS INC. has a spine, it is the way production grows. Here is how it looks today.

In the flat you do everything by hand. With the first workshop you can hire a worker. Workers are found through a recruiting app on the laptop, run up to three machines and a bench each, get paid daily in cash, and walk out if you stop paying them. They only differ in speed, and the wage follows the speed.

Conveyor belts and a yellow gantry in a bright, mostly empty factory hall
8 October 2026: belts and a gantry in a hall that is still mostly empty.

In the industrial hall you can go further and let machines do the work. A conveyor line assembles without anybody standing at it. Material feeders take parts from your shelves, belts carry the real parts from machine to machine, a palletiser stacks ten of the same thing onto a pallet, and pallet racks store them. Connecting is placing: everything flows in at the back and out at the front.

On 1 October I built the biggest site so far, the warehouse at the docks: thirty machines, eight workers, twenty printers. The game's title screen is rendered from inside it. And on the night of 8 October the production endgame went in: the plant keeps books, the Plant app shows where the bottleneck is, lines can be planned and copied, and hired staff sit at desks in your offices and keep the material flowing.

A palletiser with an empty pallet at the end of a conveyor, labelled 0 pallets made
7 October 2026: the palletiser waiting for its first pallet.
A worker in a hard hat at an office desk with a computer and a whiteboard
Office staff at their desk, the same morning.

It is the part of the game I enjoy playing most. There is a particular kind of calm in standing in a hall you built and watching it run.