Ore Factory Squad Early Game Walkthrough
Full-release Ore Factory Squad early game guide: first hours, tool upgrades, contracts, and first automated factory line.
Hour Zero: Setup and First Contracts
Launch Ore Factory Squad full release after optional demo practice. Host co-op world or solo save. Open warehouse terminal — accept two staggered Copper contracts, not simultaneous Gold fantasies. First cash buys pickaxe upgrade and basic bins near lift site marked on deed map.
Customize controls in settings before descending — remap interact and build mode if defaults conflict with muscle memory from other sims. Enable Patch 7.0 voice for co-op squads immediately.
Reference contracts guide for payout pacing and controls for binding defaults.
Hours 1–3: Shaft and First Smelter Row
Dig central shaft toward Iron while collecting Copper side nodes. Install Modular Mining Lift module when shop unlocks — surface conveyor trunk straight to one Copper smelter and one Iron smelter with splitter at lift hub.
Unlock jackhammer when Iron hardness blocks pickaxe pace. Dynamite only for tutorial-marked clusters until escape routes are habit.
First forklift when smelter bins overflow during walking hauls — see vehicles reference.
Hours 3–6: Contract Rhythm and Co-op Roles
Establish role rotation: miner, builder, logistician, foreman on contracts. Keep one easy Iron job as cash baseline while attempting higher payout Copper component contract if assemblers unlocked.
Do not buy second property yet — stabilize one deed lift throughput and warehouse staging pads. Premature expansion splits cash and attention.
Automation depth in automation guide; layout tips in factory layout.
Early Game Milestones Checklist
Checklist: jackhammer owned, lift feeding splitters, dual smelter types running, forklift or truck license purchased, no active contract below ten-minute safety margin, co-op voice tested, keybindings documented for all players.
Begin warehouse robot savings if contract board shows three concurrent job types incoming — robots pay off mid-game but need early cash discipline.
Achievement starters among 35 Steam goals often include first contract totals and first lift depth — glance all achievements without grinding yet.
When to Leave Early Game
Transition to mid-game when Iron income is passive via belts, co-op roles stable, and contract board regularly posts Gold or property deed offers. Move to mid-game expansion walkthrough at that point.
If progress stalls, use contract priority tool to break cash logjams instead of random mining.
Frequently Asked Questions
What is the first purchase after tools?
Modular Mining Lift module and first smelter row usually beat cosmetic or premature second property.
Solo vs co-op early game speed?
Co-op faster with role split; solo learns all systems but takes longer per contract cycle.
Should I accept every contract?
No — accept what smelters can supply plus one buffer tier. Decline or abandon impossible timers early.
When do Gold contracts appear?
After Iron automation stable and depth reachable with jackhammer — typically late early game edging mid-game.
Can I rush achievements early?
Some early achievements unlock naturally; avoid derailing economy for niche goals until mid-game walkthrough phase.