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2D Factory

Start bare-handed in a quiet forest. Chop, mine, then let machines take over: steam power, a grid you wire yourself pole by pole, trains, and finally a reactor. Five biomes, five tiers, 58 achievements. Solo or online co-op. A cosy top-down automation game.

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About the Game

You start with nothing but your hands and a machine in your backpack.

A forest. Morning light. No tools. You pull wood off a shrub, work a rock loose, and set your Factory Engine down in the grass. Everything after that is on you.

The factory grows because you fed it

First you carry ore by hand. Then a mining bot does it while you're somewhere else. Then a belt. Then a router sorting three ways. Then a train hauling steel across a desert you had to cross on foot the first time.

Nothing here is busywork. Every upgrade deletes a chore you actually felt.

Steam first. Electricity is earned.

Water, coal, pressure. A boiler makes six steam per second — total, not per side — so hooking up a fourth machine is a real decision, not a formality. You'll watch the flow rate and think about it.

Electricity comes later, and you string it yourself: hold a wire, click two nodes, watch the preview turn green. Wind and solar when the weather cooperates, coal when it doesn't, oil at Tier 4, and turbines behind a reactor at Tier 5. When supply runs short, batteries cover the gap before anything slows down — and if they can't, every machine gets the same fair fraction. Nothing silently starves.

Five biomes, and you walk to all of them

Forest, desert, mountains, tundra, volcanic badlands. Two thousand blocks of land, then open ocean out to the edge of the world. Each biome holds what the next tier needs: copper and iron, then bauxite and gold, then steel and titanium, then oil, then uranium.

Sail a boat across a lake. Build a rover and drive it. Lay rails and stop walking.

Things that carry things

Belts in iron, aluminium, steel and polymer, each twice the last. Routers with per-side filters, throughput limits, output priorities and an overflow side — one of them replaces a splitter and a merger both. Pipes for water, steam, acid and crude, and tanks that hold a thousand, five thousand, ten thousand. Steam locomotives pulling three wagons, then electric ones pulling five.

Greenhouses that grow flax, hemp, cactus or a whole tree, forever, without replanting. A battery charger to fuel your rover. An incinerator for everything you overproduced.

Reach the atom

Centrifuge the ore. Seal a fuel rod. Feed a reactor and hear the turbines answer. Then deal with the waste, because a barrel is the only thing that dissolves it and the reactor stops at three untreated. Fold the map in half with a teleporter.

Finish the Atomic Core and the credits roll — then keep playing. Sandbox unlocks, and the achievements you missed are still there.

Build it with a friend

A Steam invite or a six-character code, and someone drops into your world. The host owns the simulation, so nothing drifts out of sync. Guests keep their inventory, their tools and their own stats between sessions. There's chat, per-player numbers, and allow/block lists if you'd rather keep it quiet.

Cosy on purpose

  • Day and night, four seasons, rain and storms, fireflies at dusk
  • Ten original tracks that come and go instead of looping at you
  • A journal that explains every machine with its real numbers, revealed as you discover things
  • Four languages, remappable keyboard controls, colourblind modes, reduced motion, minimum font size