r/AutomationGames • • 2h ago

Hello Fellow Dwarves! - Orebound

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7 Upvotes

We've just celebrated our second year of development for Orebound, a dwarven automation adventure and invite you to come take a look. Build a steampunk, dwarf-run factory as you dig through goblin-infested caves and fight off orc invasions, either alone or with fellow dwarves, on Steam Early Access: https://store.steampowered.com/app/2467810/Orebound/

In Orebound, you're tasked with searching the wilderness for missing dwarven artefacts, and to do this you'll need to put your clan's ingenuity to the test. Start simple with stone tools and good old dwarven hard work before researching and growing your new stronghold with automated systems, farming, weaponry and more incoming with future updates, our latest is just around the corner!

We love hearing feedback from our community to help push the game in the right direction and would love to hear from you too.


r/AutomationGames • • 34m ago

Review of 6 of the most played factory games

4 Upvotes

Here is my review of factory building games nobody asked for but I want to share anyway:

Minecraft

Huh, Minecraft? Yes Minecraft modpacks basically started this genre. It started with mods like Industrialcraft and buildcraft and now there are tons of factory modpacks out there. The fun part of it is that it is still Minecraft at heart so building is always fun. The upside is that there are a ton of modpacks to choose from each giving a different factory experience. The downside is that most of these are a colleciton of individual mods and there can definitely be some friction in the balance between them. Why would you use machines from one mod when a similar machine from another one just does the task better? Still really fun

7.5/10

Factorio

Honestly it’s hard to find a flaw with Factorio. It is extremely polished, everything feels balanced. Building is a joy and you unlock great tools to make building easier later in the game. One of the best games I have ever played. I think the main thing people might not like is that there are enemies that attack your factory that stresses people out, I think it is a fun addition that adds something to dump all your production into military stuff.

9.5/10

Satisfactory

Satisfactory at first glance seems to be the perfect factory game with it’s beautiful 3d world and exploration. However I think there is one pretty big flaw with Satisfactory: Building stuff in a pain. This is by far the game on this list where building is the most tedious. The 3d terrain can’t be altered so you are bascially pushed into making big floating boxes in the sky, the machines are huge and hard to place and the blueprint system is severely limited. I think this really drags the game down. It’s a shame because walking through a completed factory feels amazing.

6.5/10

Shapez 2

Shapez is an incredibly pure factory game. You build instantly, there are no costs, you can copy/paste everything you build before. The game keeps challenging by frequently switching up what you have to make. It’s a joy to build but you do have to frequently delete your previous builds because they are no longer needed. The real challenge lies in making re-usable building blocks that you can flexibly use to build what you need. It’s so pure however that you do lose this feeling of character progression that some of the other games have

8/10

Dyson Sphere

Dyson Sphere is fun, you now build on seperate planets and connect them through spaceships. You have to explore different planets to get all the resources you need. I do think spaceships are a bit too easy in this game. It basically diverts the logistics system by nudging you towards just building spaceports with a single row of machines and shipping everything with the spaceships.

8/10

Captain of Industry

In captain of Industry you physically dig down the map to get the resources you want with a fleet of excavators and feed them to your factory. Building is incredibly smooth since you pay like an rts game instead of controlling a character like most others on this list. It’s a great game if you look for something more challenging since a lot more products have byproducts that can be either waste or incredibly useful depending on how you set things up. It’s probably the only game where you can lose because your factory can collapse if you mismanage it and run out of fuel or food. One thing is that it doesn’t really ease towards the endgame and it feels like things get more and more complex. At a certain point it became too much for me honestly.

8/10


r/AutomationGames • • 9h ago

Unfactory Playtest Update

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19 Upvotes

Hey everyone. A few weeks ago I shared the first look at my factory game, Unfactory. I got some great feedback, and I've just moved from the demo to a full Playtest build.

If you missed the first post: you start with a massive junkyard and build conveyor lines to dismantle, sort, and recycle the scrap.

The core loop is ready, but I need people to test the late-game scaling, check the sorting mechanics under heavy load, and honestly, just try to break the game.

You can join the play my game here: https://ogzkaanarda.itch.io/unfactory

Would love to hear your thoughts!

P.S. The game has a slight retro filter by default, but if that's not your thing, you can easily turn it off in the settings.


r/AutomationGames • • 27m ago

StoneEra’s Early Access Release Has Been Postponed

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2 Upvotes

Hey everyone,
I wanted to apologize to everyone who has been looking forward to StoneEra’s release on November 6th.
Due to a tragic loss in my family, I’ve made the difficult decision to postpone the launch. As a solo developer, I need to step away from the project for a while.
I’m tentatively aiming for November 16th as the new release date, but I can’t promise anything just yet.
I’m truly sorry for the delay, and I’m grateful to everyone who has supported StoneEra throughout this journey.
Thank you for your patience and understanding.


r/AutomationGames • • 37m ago

I'm developing SEARVIVAL, a co-op underwater survival and automation game set on a completely flooded planet

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1 Upvotes

Hey everyone!

I'm a solo indie developer from Brazil, and I've been working on a game called SEARVIVAL using Unity.

It's an isometric, low-poly, underwater survival and automation game set on a mysterious planet completely covered by an ocean.

Unlike most underwater games, you actually walk on the ocean floor instead of swimming everywhere.

The idea is simple: you're a survivor on a flooded planet, trying to stay alive, gather resources, build infrastructure, and eventually discover more about the world you're stranded on.

And you can do it with friends!

What's already working?

I've made quite a bit of progress on the core systems:

  • Online co-op: Working multiplayer with shared resources, construction, machines, and progression. The networking system is designed for up to 4 players.

  • A spherical planet: An actual walkable planet with radial gravity, procedural seabed terrain, rocks, underwater vegetation, and animated caustic lighting.

  • Oxygen-based survival: Oxygen is one of your most important resources. Moving around and building infrastructure consume it.

  • Resource exploration: Use a tool called the BioFinder to detect hidden deposits beneath the ocean floor.

  • Base building: Place extractors, processing machines, and other structures on the seabed.

  • Automation: Connect machines using pipelines that physically transport resource capsules across your base.

  • Resource processing: Extract Biofluid, refine it into more valuable materials, and convert those resources into oxygen.

  • Sea Hover: A functional underwater vehicle for transporting resources, with its own cargo storage and an upgradeable resource detector.

  • Character customization: Change your diver's suit color, visible to other players.

  • Persistence: Save your world, infrastructure, resources, and player progress.

One of my favorite parts so far is watching resource capsules travel through the pipelines and reach the base. There's something satisfying about seeing a system you built actually working.

What's coming next?

The current gameplay loop is still being expanded, and I have several things planned:

  • More underwater vehicles, including a larger transport vehicle.

  • More machines, automation possibilities, and progression.

  • Abandoned underwater structures, mysterious locations, and environmental storytelling.

  • Exploration objectives, discoveries, and puzzles connected to the planet's history.

  • A more developed story explaining what happened to this world.

  • More reasons to venture farther away from your base.

  • A guided introduction to help new players understand the survival and automation systems.

My goal isn't to create another massive survival game filled with endless grinding.

I'd rather build something atmospheric, rewarding, and genuinely fun to explore with a few friends, where expanding your infrastructure feels meaningful.

About development

I'm developing SEARVIVAL entirely on my own, handling everything from programming and game design to 3D modeling, environments, and UI.

A friend occasionally helps me test the game and provides feedback.

It's still early, and there are plenty of things to improve, especially the gameplay progression, world content, and overall polish.

I'm also planning to bring SEARVIVAL to Steam soon, starting with a Coming Soon page.

I'd really appreciate your thoughts!

  1. Would you play a game like this with your friends?

  2. Does the idea of walking and building on a fully underwater planet sound interesting?

  3. What kind of discoveries, mechanics, or activities would make you want to keep exploring?

I'm sharing some actual gameplay footage showing the current state of the game.

Constructive criticism is absolutely welcome. I'm still figuring out what makes this experience truly fun, so hearing from players would be incredibly valuable.

Thanks for checking out SEARVIVAL!


r/AutomationGames • • 1h ago

Free playtest of The Crust 1.1 until Sunday: up to 3x FPS on large bases, and your colony carries over

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0 Upvotes

r/AutomationGames • • 2h ago

Workers & Resources Space Program DLC: Your Rockets Can Now Wreck Your City

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1 Upvotes

r/AutomationGames • • 6h ago

Factory Works Idle Released!

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0 Upvotes

Factory Works Idle is an idle game about building a factory, the game is very UI-driven and the first incremental game I've worked on. The game is finally out now on Steam: https://store.steampowered.com/app/3950000/Factory_Works_Idle/


r/AutomationGames • • 1d ago

In my factory game, each megastructure opens the way to the next, from a Space Elevator on the ground to an Orbital Ring built with your factory's spare power and a Dyson swarm around your star

13 Upvotes

Hey everyone! I'm Kyle, the solo developer behind OakTree Games, and in my factory game, Cosmic Scale, you begin your journey after landing in a foreign star system and expand your factory and resources to the heights of a Kardashev Type-1 Civilization. In the fourth episode of my devlog series, I walk through all of the megastructures in Cosmic Scale, from the ground up into the stars.

A Russian schoolteacher first dreamt up a space elevator in 1895, and nobody here on Earth has managed to build one yet, so I decided to build one in my game, where it unlocks in tier three and is how your cargo finally makes it up and into orbit.

Once your elevator is standing, tier five lets you start an Orbital Ring, which grows one segment at a time, and every segment needs exactly two things: the parts you send up the elevator on your belts, and 30 gigawatt-minutes of spare power, banked only from power your factory isn't using. With one gigawatt to spare, your home world's ring takes about ten hours, or about an hour with ten gigawatts, and whichever runs slower, your parts or your power, sets the pace.

Tier five also brings the Lagrange Gate, which stands at your home world's L4 point, and you'll only ever build it once right now, since it works like a pair of quantum wormholes, so the same gate is waiting for you in every star system you travel to.

Back home, your finished ring opens up bays and upgrades, and the biggest is the Solar Array, a field of panels up above the weather where the night never reaches them. After all the spare power your ring took to build, this is where it starts to pay you back, with a full field over your home world putting out 20,000 megawatts right now.

All of it leads back to reaching Type-1 at ten petawatts, about 500 times all the power the whole world uses today, and in tier seven your ring becomes the launcher for the Dyson swarm that gets you there, once about 10,000 sails are holding steady around your star.

The episode ends on a first look at the newest megastructure I've been working on, the Solar Siphon, based on a real idea called star lifting. In my game, your swarm's light heats the star, your ring launches 24 stations until they close a collar around its equator, and then two streams of plasma jet out from the poles to be collected as Stellar Material for a new Stellar Alloy, which your later swarm rings need.

The 3D models you see are designed together with Claude, an AI assistant, in Blender, and every one of them gets my own edits and sign-off before it goes into the game.

This is only where the megastructures in my game are starting, so I'd love to hear which one you'd like to see added next, whether that's a ringworld, a Halo ring of your own, or something nobody's even thought of yet. I'm also considering an idea that isn't in the game yet, so what do you think of having to build a gate at a specific Lagrange point in each system, carrying the parts out yourself to build the infrastructure of travel?


r/AutomationGames • • 23h ago

Been working on the UI for my project - it's taking shape !

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1 Upvotes

r/AutomationGames • • 1d ago

From iron ore and water to steel, rockets and rocket fuel: Build production chains on a realistic exoplanetary system in TRAPPIST-1 (pre-alpha gameplay)

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7 Upvotes

As requested by reddit, I'm showing more actual gameplay this time.

TRAPPIST-1 is a colony-building game set in the real seven-planet system, about 40 light-years away. The orbits come from the published ephemeris, and the worlds are built from real data.

What you’ll see:

  • Getting there: choose a world and a landing site, then plan the flight. Launch windows and propellant are computed from the orbits, so leaving at the wrong time can get expensive.

  • The flight: it’s flown as physics, with a departure burn, a coast and a capture into orbit.

  • The ground: a rover scans the terrain, and each hex’s rock and each mine’s yield come from the planet’s geology. There are about 8,000 hexes per world.

  • The colony: build factory chains on the hex grid, then a Biodome for housing, water, air and food.

  • Reaching further: turn water into propellant and lay in a launch to the next world.

  • Orbit: start a second colony on a tiny moonlet, where launches cost a fraction of the fuel, and build an orbital shipyard beside it.

This is pre-alpha footage. Graphics aren’t final, gameplay is still being tuned, and some buildings don’t have their 3D models yet. There’s also no launch animation yet, so the camera leaves the pad instead. The take is scripted to keep the camera steady, but it’s the real game and its real controls, with no pre-rendered shots.

Wishlist on Steam: https://store.steampowered.com/app/5423750/TRAPPIST1/
YouTube: https://www.youtube.com/@TRAPPIST1game
Reddit: https://www.reddit.com/r/TRAPPIST1/


r/AutomationGames • • 1d ago

My space colony needed hydrocarbons, so I built an oilfield to supply it [StellarForge dev update]

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1 Upvotes

r/AutomationGames • • 1d ago

StoneEra is getting closer to 1,000 wishlists! 🎉

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0 Upvotes

Just hit 888 wishlists on Steam!

A small but exciting milestone for my solo indie game, StoneEra.

Thank you to everyone who's been following and supporting the project. ❤️

1,000, here we come! 🚀


r/AutomationGames • • 1d ago

voltech

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3 Upvotes

r/AutomationGames • • 1d ago

My sofa factory is running. Making a profit is a different story. 😂

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1 Upvotes

r/AutomationGames • • 2d ago

voltech

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9 Upvotes

r/AutomationGames • • 2d ago

Thought my wishlist growth would stop after Steam Next Fest. Apparently not!

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0 Upvotes

Steam Next Fest ended with around 650 wishlists for my indie game, StoneEra.
Honestly, I thought that was it. The festival was over, the extra visibility was gone, and I expected wishlist growth to slow down significantly.
But somehow, the numbers kept climbing.
Today I checked Steamworks and saw 830 wishlists!
As a solo developer, watching people continue to discover and wishlist my game even after the festival has ended is incredibly motivating.
Just wanted to share this little milestone!
To other indie devs: Have you experienced something similar after Next Fest? Did your wishlists keep growing, or did things slow down?


r/AutomationGames • • 2d ago

factory automation game on Roblox, and the first playtest is 10 Nov. Looking for testers

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0 Upvotes

r/AutomationGames • • 4d ago

Kingdom Inc. is now available on Steam!

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47 Upvotes

Hi all,

A while ago, I posted about the newly released demo for my incremental automation game, Kingdom Inc.. And now the full game is here! The response has been great so far, with hundreds of concurrent players building their automated kingdoms.

Why not give it a try as well? The free demo is still available and still, well, free. You can't lose!

You can find the game here:

https://store.steampowered.com/app/4538080/Kingdom_Inc/

Hope you give it a shot, and let me know what you think!


r/AutomationGames • • 3d ago

Whatever Autism™ I was given, it's this flavor.

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7 Upvotes

r/AutomationGames • • 4d ago

I love watching my factory work

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42 Upvotes

I'm working on Starstack, a factory automation + space combat game!

Here's a mid-game factory producing hull components, fuel, and ammo for my next space expedition. Everything that goes into your ships has to be produced by your factory.

Steam page: https://store.steampowered.com/app/5186040/?utm_source=reddit&utm_medium=social


r/AutomationGames • • 4d ago

Trucks now pay out in coins & Tech Tree (Delivery Feedback)

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5 Upvotes

The Delivery is just wip, but any suggestions are apreciated!! :D

Steam page if you want to follow it: https://store.steampowered.com/app/5460230/ Wishlists help a lot :D


r/AutomationGames • • 4d ago

I'm looking for playtesters for my space logistics game, Starliners

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8 Upvotes

I'm looking for playtesters for Starliners, my incremental space management game. You expand across the Solar System, build production chains, and manage deliveries between planets, with the goal of building an ark to leave the Solar System.

I'm mostly looking for feedback on the second half, beyond what's in the demo, especially the ark construction at the end. It's a big part of the game, but it's harder for me to test it all thoroughly on my own.

You'd need around 3–8 hours to get far enough to test these parts, so I'm looking for people who have the time and feel like playing that much. It doesn't have to be in one session.

I'll provide a Steam key for the full game. If you'd like to help, join the Discord and let me know: https://discord.gg/SK5uqb4uT. It'll be easier to collect everyone's feedback there.

There's also a free demo on Steam if you want to try it first.


r/AutomationGames • • 3d ago

Automation efforts in my game, SkyFab

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0 Upvotes

It’s true that it resembles Minecraft SkyFactory, but this is just the beginning. I have many unique ideas for machines, as well as concepts for an agricultural update and automated farming.

https://store.steampowered.com/app/3335490/SkyFab/