작성 시간 09/08/2026

[Event] Event Participation

1. Individual Process UpgradesAs the macaron factory develops, the number of macarons requiring multiple machines to be used simultaneously increases. However, as the number of machines a macaron passes through increases, the output speed slows down, so if even one process slows down, the overall macaron production speed decreases.To solve this problem, I think it would be helpful if upgrades could be applied to individual machines to resolve bottlenecks.2. Factory Blueprint SharingIf we could share well-designed factories online, it would stimulate competition among friends and encourage the desire to build more efficient factories.

09/08/2026
09/08/2026 02:34 PM
작성 시간 09/08/2026

[Event] Participating in the event

1. Elements that interested meThe part I found most interesting was the structure that combines an automation simulation with a sales system.Usually, automation games focus on efficiently configuring production lines and increasing output, but this game adds a structure where the produced macarons are sold to actual customers and lead to profit, and the point that "the process I created connects to the actual results of running a shop" was impressive.In particular, the fact that the choice of ingredients and facilities, and how the production line is configured, affects the final sales results makes me feel that it has the potential to evolve beyond simple factory automation into the fun of running my own bakery.2. Ways to highlight the interesting elementsI think it would be fun to add more unique presentations to the existing customer system.Even now, elements like customer classes or preference changes exist, but during gameplay, those differences are mainly conveyed through numerical changes, so the customers felt a bit like similar NPCs.Even without adding complex customer AI, just using short lines of dialoguethat show the customer's situation and reaction could greatly increase immersion in the sales phase.For example: - "It's payday today, so I think I can afford a slightly more expensive macaron than usual."- "I'm here to find a macaron to give as a gift before a blind date. I hope it's delicious."- "I'm on a diet, but let's just pretend this macaron has no calories."- "I ate one last time and it was so delicious that I bragged to my friends, and now they all want me to buy them some."- "I saw this on social media and came here; I have to check if it's really that famous macaron." If the reason for purchase is expressed slightly differently for each customer in this way, the player can understand "why this customer is buying so much" even with the same purchase volume, and the feeling that the shop is growing will also become stronger.Also, if regular customers appear when you sell a specific macaron for a long time, orif reactions like "I visited because I heard a new menu came out" appear when you release a new menu, the choices in the production process and the sales results will connect more naturally.I felt that the attempt to combine the sales stage with an automation simulation itself was this game's unique differentiator, and if these small touches are added, the "fun of creating an efficient production line" and the "fun of growing my own macaron shop" can come alive together.

09/08/2026
09/08/2026 01:36 PM
작성 시간 09/08/2026
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[Event] Game interest factors? Things that would be good to add!
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In any simulation game I play, rather than the process of preparing for the simulation,I prefer seeing the results where the simulation directly takes place.For example, even in tower defense games, I prefer watching the result of the towers defeating enemies rather than the process of strategically placing them.In that regard, looking at the simulation elements of this game, it was a shame that it just repeated the appearance of characters coming to the display case and then disappearing.Of course, they do express emotions in their own way, but since only one emoji appears, I didn't feel much fun in watching it.So, here are some suggestions for things that would be good to add in this area!1. Make customer reactions like social media- It would be good if customers could see their thoughts in a social media format after purchasing macarons. If you create and add a variety of variations, I think watching those reactions could be a piece of content in itself. It would also be good to let people know about the "Macaron of the Week" by making it feel like it's trending on social media.2. Appearance of special customers- Personally, I feel the game lacks events, so it would be good to have special events like this. For example, it would be nice to have various variables, such as an influencer customer visiting and if they are satisfied, more people come in the next round, or a reporter visiting and reporting on the "dangers of macarons," causing fewer people to come in the next round. In the case of an influencer customer, it would be good to have at least some dialogue, even if not a special animation, in connection with the aforementioned social media feature.I enjoyed playing the game!

09/08/2026
09/08/2026 01:08 PM
작성 시간 09/08/2026

[Event] Idea submission

1. It would be great if users could assign presets to the areas they drag. Being able to produce menus requiring different processes than the existing ones simply by switching the assigned preset would improve user convenience.2. In my case, I proceeded by copying the same factories to each shop and modifying the materials needed for the process, but it was inconvenient to have to set up the same material layout multiple times. There was a copy? icon in the warehouse, but I couldn't figure out how to use it, so I would appreciate an explanation for it.3. When setting product prices in bulk, it would be nice to see how much has been added or subtracted. I didn't know if it was applied correctly, so I clicked it multiple times and ended up paying customers to take my goods, which led to a miracle where I became a debtor.4. Due to the auto-save feature, I couldn't recover from the situation above and had the misfortune of having to start over from the beginning. Even if there is an auto-save, it would be better to be able to select the point in time to load.

09/08/2026
09/08/2026 08:45 AM
작성 시간 09/08/2026
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[BugReport] Unable to proceed with tutorial
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It's the part where I produce coke to make macarons,but even after finishing it, it won't progress.

09/08/2026
09/08/2026 06:57 AM
작성 시간 08/08/2026
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[Event] Event Participation
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For a factory-building game, I feel like there aren't many elements that make you think about optimization or efficient layouts.

08/08/2026
08/08/2026 04:07 PM
작성 시간 08/08/2026
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[Event] Participating in the event.
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Perhaps because I've enjoyed playing Factorio, once I got used to the initial UI, I was able to play without any issues.As you progress through the game, there is a decoration feature, but it felt a bit disappointing as it seems to have no purpose other than being a visual element for the player.So, I was thinking, what if the macarons made with decorations required additional ingredients and had a higher selling price?Like handmade macarons^^

08/08/2026
08/08/2026 03:16 PM
작성 시간 08/08/2026

[Event] Participating in the event.

Personally, I like factory games, so I enjoyed the satisfaction of optimizing things.However, one thing I found disappointing was that it felt more like I was following given orders to create and sell recipes rather than running the shop on my own initiative.So, I think it would be good to add some unpredictability or variety to the game.For example, it would be great to have features like being able to create your own recipes and name them, the existence of various hidden recipes, special customers linked to events or trap customers, menus or missions related to big and small anniversaries and incidents within the fantasy world  , or specialized equipment to maximize the concept and achievements you can pursue autonomously  .

08/08/2026
08/08/2026 02:54 PM
작성 시간 08/08/2026
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[Event] Participating in the event.
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The most interesting part of playing the game was the concept of connecting the prepared worldview to directly expand, open branches, and manage macaron shops  Of course, in the current build, the shop management content isn't very prominent, so I assume others have already suggested ideas related to it.So, I thought of a slightly quirky idea.It is a system that introduces the specialization of the branch system and the concept of a store manager, creating differences in customer visits and income based on the manager's operational ability.(Of course, through a judgment that runs separately from the shop upgrade stats)Currently, you only connect the supply processes, so there isn't much difference between branches,so by having each branch create and continuously sell signature macarons linked to the store manager,we can build a system where you have to think about process facility strategies in various ways.In addition, what if there were unexpected events where each branch could become a shop that gets a [Great Success] buff by briefly riding an SNS trend, or even gets a [Business Suspension] nerf? After all, even under the same franchise, store-to-store differences exist!!

08/08/2026
08/08/2026 09:55 AM
작성 시간 08/08/2026
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[Event] It was a killer journey.
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Building the production line also required some serious brainpower, and I managed to clear the entire demo, but Looking at the game's representative screenshots on the store page, you can't help but be in awe of the production lines, thinking, 'Wow, how did they even do that?'I have to start by saying that I was moved and inspired by how each one showed off its own sophistication.The points I think might need discussion regarding the game might be relatively simple.  (It's not exactly a suggestion. Since it was made with such great sense, I think it's entirely up to the creator's discretion.)There was a serious error in putting in materials during gameplay, and without even checking the simulation, which was my last line of defense,I just went ahead and opened the shop with pure guts, and a situation occurred where a bizarre mixture came pouring out in double. You can normalize the process again by quickly swapping out the materials, but since I didn't know that at the time, "Wow, the business is ruined today, what's the point of living on" I just sped up the game and accepted my fate. Then a situation arises where the capital goes into the negative, and   honestly, you can't even take out a loan at that tier, right? In this case, there's nothing you can do.If you look at the file name, you'll feel the determination of accepting a second attempt.   Still, I want to show how efficiently designed the lines were for the second attempt, but unfortunately, that clear message provided perfect privacy protection.  Actually, it's a good thing it was an enjoyable game,because starting any game over from the beginning is never easy.  I skipped the tutorial for the second playthrough,and I felt the absence of the live events that appear when the tutorial is on,but as long as I had a fast and accurate coke production line, I cleared the demo without any issues. .    The point is that some kind of second-chance mechanism might be needed to prevent situations like my first playthrough.Thank you, cheers.

08/08/2026
08/08/2026 09:19 AM
작성 시간 08/08/2026
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[Event] Ideas after clearing [1]
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Based on my experience playing the demo, I have come up with the most interesting elements and related ideas.Most interesting element - As expected from a factory-style game, there was fun in being able to compress facilities to the extreme on a tile-by-tile basis. However, the need to maintain process efficiency felt like a constraint on this autonomy, limiting modifications. Also, as facilities become more complex, most existing facilities have to be dismantled and new ones recreated; I thought a simpler method was needed for players who are not used to this or find it a tedious task.Idea- I think we can reduce the burden of factory facility planning by creating basic factory templates provided by the game that can be copied and pasted like a stamp, allowing players to plan in large chunks rather than tile by tile. You can develop your own factory from these templates, and it also has the advantage of showing how facilities operate at a glance by displaying factory template simulations rather than segmented tutorials.- It would be better to set the process efficiency based on the usage of tiles or facilities rather than maintaining the existing form. I wanted to try changing the factory in various ways, but the constraint of having to maintain the existing process felt like it limited my imagination. Therefore, it would be good to have a system that scores how much you can compress the factory facilities.

08/08/2026
08/08/2026 07:52 AM
작성 시간 07/08/2026

[Event] I think it would be fun if there were things like this too. [1]

The game is simple, but it has an addictive quality that keeps you playing haha.The best part was that you could produce different macarons depending on the ingredients you choose and how you process them.I thought it would be nice to have these as additional elements.1. CalendarIt would be nice to have trend forecasts, event announcements (e.g., Valentine's Day, strawberry harvest season), etc., on the calendar.If you could see trends or events, create products expected to be popular, and get a sense of achievement when your predictions are correct—leading to increased purchases, higher product prices, and increased shop favorability—that would be great.Also, it would be nice to be able to see the shop's growth trends on the calendar.2. Visits from VIPs like critics, magazine reporters, influencers, etc.VIPs would visit quarterly or randomly, and you would have to prepare macarons according to the VIP's taste.If you are given information in advance that the visiting VIP is a critic who likes fresh fruit and nutty flavors,and you make macarons with a combination of seasonal fruit and nuts based on their taste, you would receive a good review,and that review would appear in news or magazines a few days later, increasing customer visits for a certain period. Like a fever time effect upon success?3. Event for handling leftover macaronsMacarons produced in excess of sales remain, and it would be good to have a few ways to handle them.Use for promotion -> Temporary shop publicity effectProduct discount event -> Increase in number of visitorsCommunity donation -> Increase in shop favorabilityI enjoyed playing the game!

07/08/2026
07/08/2026 11:39 PM
작성 시간 07/08/2026

[Event] Ideas related to trends [1]

Personally, when I think of macarons, I imagine colorful and pretty trendy items, and factory-style games = mass production automation.In the game, it felt a bit passive because it proceeds by changing ingredients and structures to match the set product that is trending each turn.There are a huge number of menu types and even a customization feature,so I wonder if we could use these to more actively create trends,or show competitors and market conditions (trends, popularity forecasts),and have the player adjust facilities more actively in line with the market's trend cycle while watching that,and separate high-end menus that are unique or labor-intensive, like developing a new menu for the first time -> nationwide trend,and create new trend cycles that didn't exist before; what do you think about that?For example, there could be trend cycles that last from 1-2 turns at the shortest to over 5 turns at the longest (providing information on how popular it is through percentages or forecast expressions).If it seems like strawberry flavor is going to be trendy, the demand and price for strawberry-related macaron menus would rise, butthe cost of ingredients would also rise, so if you jump on it late, you'd have to buy them at a high price and sell them at a discount.You could also predict trends in advance, buy ingredients cheaply beforehand, and then mass-produce and release them to make a profit.You could develop a new menu for the first time and do business with the 'original' title, or there could be a retro craze for something that was popular in the past.I think it would be fun if things flowed in a more active and fluid way like this.

07/08/2026
07/08/2026 05:03 AM
작성 시간 06/08/2026
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[Event] I have thought of some systems that would be worth adding. [1]
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Interesting elements : The fun of factory operation and growthThe most interesting part was that it doesn't just end with optimizing the production line, but the point of growing the factory like a businesswas the highlight. If this part is further developed, I think players will have a greater attachment to the factory and more motivation to play long-term.First, an employee hiring systemwould add a lot of depth to the operation. For example, if roles were differentiated by job type—such as part-timers increasing revenue by improving customer service and sales efficiency, engineers managing equipment durability or repairing breakdowns quickly, and managers handling difficult customers or improving store operational efficiency—the fun of running the factory would be even more vivid.Also, a growth visual effect where the store's appearance changes as the rank increaseswould be nice. If it's a method where the sign gets bigger, the interior becomes more luxurious, and decorative elements are added one by one, rather than just increasing numbers, players can visually feel the growth process. I believe these changes will increase the satisfaction of "a factory I raised myself" and further strengthen the game's immersion.Additionally, a customer preference systemwould make the management elements more lively. While the current focus is on how efficiently to produce which products, if it is designed so that each customer has different preferred products or ingredients, new choices will arise in production strategy.For example, "Customers who prefer macarons with almond flour get a 1.5x profit increase when purchasing that product", "Regular customers looking for chocolate macarons", "Trend-following customers who only buy new products" If various customer characteristics like these are added, it would be fun to optimize the factory according to the customer base even with the same production line.Along with this, if a guidebook to check customer information or a consumption trend system is added, I think the fun of a management simulation that analyzes market demand beyond simple factory automation will be further strengthened.★ (I thought about the images and abilities of the employees as an example.)Salesperson - (Number of visiting customers increases through friendly service  Upgrade 1.2x ▶ 1.3x ▶ 1.4x .....)It would be more interesting if each employee was given unique effects, such as increasing customer satisfaction or improving sales amounts.Engineer - (Increases production speed by improving process efficiency  5% ▶ 6% ▶ 7% ....)If an equipment durability system is introduced, it would be good to include a function for engineers to repair equipment.(Durability system - A system where the durability of the process is consumed little by little as time passes) Manager - (Uses excellent negotiation skills to get upgrade costs discounted by 5% ▶ 10% ▶ 15%.)Alternatively, it would be good to have an ability that lowers the rank-up criteria by utilizing excellent sales skills.If a system is created where dissatisfied customers express their complaints, it would also be good to have an ability to resolve difficult customers with low satisfaction. 

06/08/2026
06/08/2026 01:52 PM
작성 시간 06/08/2026
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[Event] Participating in the event. [2]
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I really liked that in the recipe customization, I could customize the shape and color of the macarons to whatever I wanted.Perhaps because of that, I felt it was a bit disappointing that the macarons had to be made according to pre-set recipes.So, I thought, what if we could make and sell macarons freely instead of following fixed recipes?Instead, since customers have desired grades and attributes, what if we made it valid if the macarons are made with ingredients that match those grades?I thought it would be good if we could change not just the appearance but also the ingredients in the recipe customization. As the ingredients change, there should be corresponding pros and cons, like the cost of the ingredients used...So... I thought it would be more fun to make and sell various macarons to the player's taste by using desired ingredients that match the grade and attributes, rather than making macarons that just fit the grade and attributes.Below are suggestions for improvement / bug reports.When restarting after closing the game...When closing the game, the windowed mode check is unchecked, but it appears in windowed mode and shows 1920x1080, but it seems to be running at 2560x1440?I feel like it might be because I'm using a QHD monitor...?It might not be clearly visible in the screenshot... but this is a screenshot showing that even though windowed mode is unchecked, it is in windowed mode and appears as 1920x1080 in the screenshot, but is actually running at 2560x1440.Conveyor beltI think it's strange that it notifies you that it's not working with no response when pressing W during placement.I found out at the very end that they connect automatically when you attach them while installing the conveyor belt... I think it would be good to teach this in a tutorial, and that unnecessary description about it not working should be removed.Map expansionWhile playing, there is a 1000 currency icon that looks like map expansion, but since it can't actually be used, it made me waste time clicking around to find out how to use it.I gave up and kept playing, and later a tutorial popped up saying I could buy it... Wouldn't it be better to have the map expansion tutorial appear earlier, or make the map expansion icon visible only after the tutorial?Bulk product price settingI still haven't found a way to see how much the product price is currently set to (+-) in the product price setting area.Is there no place to check how much the price is adjusted (+-), or have I just not found it?I think it would be good to show the current (+-) status of the currency applied right below the bulk product price setting.Favorite ingredients?Normal...A situation where some ingredients for favorited macarons are not visible.There is an issue where ingredients for favorited macarons do not appear, and you have to click 'Show all ingredients' to see them.Sales profit for each branch?Issue where both branches show the same final sales profit (bug).This week's statusSales status RetropolisSales status ServalThere is an issue where the sales profit for all branches looks the same, but it shows correctly in the sales status.Issue of being covered by tooltipsThere is an issue where it is covered by the selected tooltip when trying to install a conveyor belt.Conveyor belt jamming bugThere is an issue where macarons cannot pass over the conveyor belt and stop.Macaron stops at the right splitter at 7 seconds.Macaron stops at the left splitter at 15 seconds (it moved normally before that).

06/08/2026
06/08/2026 08:17 AM
작성 시간 06/08/2026
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[BugReport] Continue error [5]
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I am unable to continue the game after the update. I would appreciate it if you could let me know how to resolve this.

06/08/2026
06/08/2026 06:19 AM
작성 시간 03/08/2026
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[Notice] 업데이트 2차 공지 [1]

안녕하세요, 게임에 관심을 가져주시고 플레이해주신 여러분에게 감사합니다! 이번에도 게임의 기능들을 개선하고 오류를 수정해 업데이트 하였습니다. 업데이트는 8월 4일 오전 5시~6시 사이에 적용될 예정입니다. 1. 튜토리얼 진행 방식 수정 마카롱을 직접 생산하기 시작하는 시점(1단계)부터 특정 재료의 가격이 상승하기 시작하는 부분(5단계) 전까지 여러 구간에서 짧지 않은 텀을 두고 있는데, 그 기간을 간소화해 게임의 템포를 조정하였습니다. 이 부분은 유저들의 의견을 들어보고 다시 조정해볼 계획입니다. 2. 오류 수정 -창모드가 설정한 것보다 작은 크기로 표시되는 현상을 수정하였습니다. -해상도 목록에서 화면 크기만 표시되며, 중복으로 표시되는 현상을 수정하였습니다. -안내 창의 일부 요소에서 설명을 보조하는 그림들이 추가 및 수정되었습니다. -상점 영역에서 자동 다중선택이 되지 않도록 수정하였습니다. -튜토리얼에서 지시문을 완료하고 다음으로 넘어가기 전 예기치 못한 키입력을 받지 않도록 수정하였습니다. 오류를 제보해주시고 개선 방안을 제시해 주신 유저분들에게 감사하다는 말씀드립니다!

03/08/2026
03/08/2026 01:28 PM
작성 시간 01/08/2026
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[Event] Features I would like to see added to the game [1]
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I am writing this because I felt some features essential for factory-style games were missing.1. Facility EfficiencyIn factory-style games, efficient placement is a crucial part of the gameplay.And since numbers are essential for calculating efficiency, it is a shame that in this game,the only way to see the efficiency of a facility is by running a simulation.It would be great if you could display the efficiency, even simply, in the detailed view.2. Make facility installation more convenientCurrently, the process to install a single facility is quite long, and I would like to see it shortened. The image below is from another factory game, which has category tabs,so you can install most facilities with just two clicks.I would like to see tabs or groups placed at the 12 o'clock or 6 o'clock positions like this,so that we can find and build the desired facilities more quickly.3. Automatic alignment for conveyor beltsCurrently, when changing the direction of a conveyor belt, the user has to rotate it one by one,and since there are not only 4 directions but also L-shapes, to get the desired layout,it is inconvenient because you have to rotate it multiple times. The image shows how it automatically adjusts by recognizing the direction change,and while implementing that might be difficult,I think it would be great if you could at least add a feature that automatically switches between horizontal and vertical when bringing a conveyor belt close to a facility. 

01/08/2026
01/08/2026 10:05 PM
작성 시간 01/08/2026
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[Event] The fun of this game, and suggestions for ideas [1]
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This is my first time experiencing a factory management game, and it was satisfying just to watch 'the situation where each process meshes and runs exquisitely as I configured it.' However, to make players more immersed in the game itself, it would be good to introduce these ideas.<Idea 1> It would be nice if each customer had various stories.- Of course, if you think about a real-life macaron shop, there might be only one or two customers out of 1000 with a story, but this is a game, right? It would be fine if unexpected situations occasionally appeared, allowing you to listen to and resolve a customer's story.- Taking manga as an example, in cooking manga, it is common for customers' various stories to appear and for them to be resolved through cooking. A story like, "Yes! This is the taste of the kimchi stew my mother, who passed away from an illness when I was young, used to make every day!"? It would be good to refer to such stories.- Then, it would be fun to recruit customers who get along well as factory employees (or part-timers), and if recruited, they could provide buffs to specific parts of the factory operation. Furthermore, if the relationship with that employee deepens and leads to a personal meeting...? I think this might be going a bit too far, but I mention it because it seems like an interesting idea.<Idea 2> It would be nice if many 'customers full of personality' appeared.- Since the game graphics are somewhat flat, visual boredom seems inevitable. It also seems like there are almost no crises occurring in real-time.- In the case of the game 'Ace Attorney', to overcome the limitations of a static text game, they intentionally made the personalities of each character (witnesses, prosecutors, lawyers, etc.) extremely strong. It would be good to refer to it. Characters whose wigs fall off in surprise, a parrot appearing as a witness, a grandmother who chatters at an incredibly fast speed, etc.<Idea 3> It would be nice if various 'unrealistic macarons' also appeared.- In the 'Cookie Run' series, there are tons of cookies with absurd 'flavors', right? But since the gameplay is casual and cute, no matter how unrealistic they are, they are all accepted. I believe the same principle applies to this game, and it would be fine if many unrealistic macarons appeared. The feeling of "What is this lolololol" is definitely a positive emotion and part of the game's fun.- For example: Guk-ppong (national pride) flavored macaron, stock investment jackpot wish macaron, 220V electric shock macaron, laser-emitting macaron, etc.

01/08/2026
01/08/2026 03:06 PM
작성 시간 01/08/2026

[Event] Macaron Factory [1]

It was interesting to see a game where you become a factory editor, building, decorating, and growing your own factory.Starting small and gradually expanding, the game's defining feature seems to be the massive amount of growth and optimization required as you progress.The fact that you sell macarons based on your abilities and choose which menu items to produce is a bit disappointing, as it forces players to play based on the efficiency typical of these types of games.Also, since this game is Macaronpolis, how about providing growth elements related to macarons? Currently, the game feels like it could be Candy-polis, Chocolate-polis, or any other dessert name without making a difference. Adding interior elements related to macarons to strengthen the game's identity, or adding processes to source macaron ingredients, would give more internal meaning to the name Macaronpolis and make it more immersive and fun!

01/08/2026
01/08/2026 08:05 AM
작성 시간 01/08/2026

[Event] Participating in the event [1]

1. Interesting aspects of the gameThe automation process of designing the factory and mass-producing macarons was very systematic and immersive. The ingredient processes added with each promotion were a great system that kept me playing without a dull moment.However, once the factory reaches a stable state, I felt bored just watching the screen, so I thought it would be good to have unexpected interactive elements like a macaron thief to maintain the player's immersion.Early stage (manual): If you click on the thief with the mouse to catch them before they run away, you receive extra gold as a reward.Late stage (automated): As the factory grows and there are more branches, it becomes tedious to catch them manually, so you can place a system to upgrade security facilities like CCTV, security robots, or sheriff NPCs. It could provide the fun of perfectly building the process of catching thieves into an automated line.2. Reason for recommendationI think it would be more immersive if the flow of feeling the manual satisfaction of clicking in the early stages and then automating even that through technological advancement in the later stages fits perfectly with the game's automated factory concept.I think it was a solid game that was truly faithful to the basics.I'm looking forward to this game. Good luck, developer!

01/08/2026
01/08/2026 08:04 AM
작성 시간 31/07/2026
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[Event] Cold capitalism despite the cute appearance [1]

 I'm not very familiar with this genre of game, so in my first playthrough, I kept running at a loss, couldn't pay back my loans, and didn't have money to lay down rails, so I ended it myself, in my second playthrough, I managed to figure out some know-how and just as I was about to make a profit and expand, the demo ended.  What I found interesting about this game is that it's a cold capitalism simulation game disguised as a cute tycoon-style game.  "Let's move to a new continent and become a legendary CEO!" it lured me in, but if you accidentally press sell with the wrong macaron settings, days' worth of profit flies away, and even when the factory isn't running, the daily store maintenance costs are deducted as fixed costs. Also, you can't gauge the expected profit until actual sales, and  if you run out of funds, you can only rebuild the production line with the equipment you have in storage. Loans aren't easy to get, and even if you do borrow, it's not easy to pay them back by the maturity date. It turned out that setting up too much equipment compared to the early stages of the demo version was the problem, and once I reduced the equipment, I started to make a profit. At this time, I felt a bit disheartened, but at the same time, it was interesting. While maintaining the current system of realistic simulation, for the sake of beginner friendliness and refreshing the repetitive stage progression,1. During the simulation process before sales, I wish I could estimate whether the new factory design is more efficient than the previous design through a prior indication of expected expenses and profits.  2. Although there was a coke price increase event in the demo version, I think that if unexpected events such as the depletion and unavailability of certain macaron ingredients  also appeared, it could serve as a refreshing point for the game progression, which could otherwise become tedious.3. Also, when sales are good or bad, instead of just indicating whether there is a profit or loss, I wish there were emotional expression effects or BGM output in the game screen, such as joy or despair, depending on the volatility of profits and owned funds.      

31/07/2026
31/07/2026 07:13 AM
작성 시간 30/07/2026
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[Notice] 업데이트 1차 공지

안녕하세요, 게임에 관심을 가져주시고 플레이해주신 여러분에게 감사합니다! 게임에 대한 여러 의견들을 받아, 특정 기능들을 간소화하고 발견된 오류를 수정해 업데이트 하였습니다. 1. 다중 선택 여러 개의 설비를 선택할 때 기존에는 Ctrl을 누르고 드래그를 해야하지만, 현재는 드래그를 시작하면 자동으로 다중 선택이 가능하도록 수정하였습니다. 설비를 하나만 선택할 때와 동일하게 마우스만으로 여러 개의 설비들을 선택할 수 있습니다. 2. 설비 변환 몇몇 설비는 형태를 변환할 수 있습니다. (전송대, 거품기 등) 기존에는 W를 눌러야 형태를 변환할 수 있었지만, 현재는 변환된 설비도 목록에서 바로 선택할 수 있도록 수정하였습니다. 변환된 설비는 목록 옆에 모든 설비 아이콘을 눌러 확인할 수 있습니다. 또한 변환할 수 있는 설비는 버튼에 커서를 올렸을 때 관련된 정보가 표시됩니다. 3. 회수, 복사 등 여러 상태 구분 설비를 회수하거나, 설비를 복사하거나, 청사진을 배치하는 등 여러 상태를 쉽게 구분할 수 있도록 화면의 테두리로 표시합니다. 4. 스토브인디 상점 아이콘 추가 스토브인디 상점 페이지에 바로 접속할 수 있는 아이콘이 타이틀에 추가되었습니다. 5. 글씨체 수정 튜토리얼의 설명이나, NPC 대사의 가독성을 높이기 위해 글씨체를 수정하였습니다. 6. 오류 수정 -상점과 멀어져있을 때 상점의 판매이익이 갱신되지 않는 현상을 수정하였습니다. -변환된 전송대가 특정 방향에서 제대로 작동하지 않는 현상을 수정하였습니다. -튜토리얼 첫 부분에 특정한 키를 누르면 제대로 진행할 수 없는 현상을 수정하였습니다. -새로 개점한 분점을 배송기와 연결하지 않고 진행할 시 게임이 멈추는 현상을 수정하였습니다. -최근 설비 목록의 쪽수를 전환했을 때 도움말이 갱신되지 않는 현상을 수정하였습니다. 이 외에 유저들이 추가로 발견한 오류를 확인하고 있으며, 튜토리얼 개선 방안에 대해 구상 중에 있습니다. 앞으로도 게임을 지속적으로 업데이트 하고, 공지하도록 하겠습니다.

30/07/2026
30/07/2026 06:38 AM
작성 시간 29/07/2026
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[Event] Record-based content [1]
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At first, I struggled with how to arrange the facilities and structure the production flow, but after gradually understanding the design direction intended by the game, it was fun to see a multi-functional factory come together by modularizing existing processes and expanding where necessary.Personally, I think the charm of factory games lies not just in achieving the final production volume, but in the process of a factory that was initially lacking and inefficient evolving into a systematic production system over time.Recording the state of the factory at each promoted round,·Total production volume·Highest daily production volume·Most used facility·Production efficiency increase rate compared to the start·Most improved process·Most utilized production line (e.g., specific material → finished product connection)and checking things like these would make it fun to look back on how the factory has been developed so far.Also, if titles matching the playstyle, such as 'Efficiency Expert', 'Expansion Specialist', 'Perfectionist', or 'Infinite Expansion', were granted based on these records, it would give each factory a unique personality even if the same goal is achieved, and I think it would act as a motivation to keep developing the factory.

29/07/2026
29/07/2026 10:32 PM