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Kill Factory

An arena-based trap builder where defenses aren’t placed—they’re assembled from interconnected modules. Combine weapons, magnets, rotors, and elemental effects, fight with your cursor, and rebuild the factory before every new wave.

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Search Google: Who developed Kill Factory?Developer scaleThe operating scale of the game's developer.
Search Google: Who published Kill Factory?Publisher scaleThe operating scale of the game's publisher.
Search Google: Is Kill Factory self-published or published by Flat Lab?Publisher statusHow the game's publishing relationship is classified.
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Search Google: Who controls the creative direction and IP for Kill Factory and Flat Lab?Creative controlWho appears to retain creative control of the game.
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About the Game

In Kill Factory, your weapon isn’t a single tower—it’s an entire machine.

Mount crossbows and lasers on beams, spin them with rotors, drag enemies into circular saws with magnets, redirect projectiles with fans, and combine fire, cold, poison, and electricity. A clever design turns the arena into a finely tuned production line—one that manufactures nothing but death.

Wretches, cultists, and thieves close in from every direction. Some can take a beating, others are vulnerable to specific damage types, and thieves will try to reach your base and make off with your money.

Your traps operate on their own, but this is no spectator sport: the cursor is a weapon too. Keep it over enemies, finish off anything that slips through, and catch wisps to temporarily increase your attack speed.

After each battle, spend your bounty on new modules and upgrades. The upgrade tree makes the factory stronger, but it also introduces new enemies, increases their numbers, and makes each new wave more dangerous.

Features

  • Modular trap building with no prescribed blueprints.

  • Crossbows, lasers, saws, magnets, rotors, shockers, and elemental emitters.

  • Mechanisms, projectiles, and status effects that interact with one another.

  • Active cursor combat alongside autonomous traps.

  • Enemies with distinct vulnerabilities and behaviors.

  • An upgrade tree that expands both your arsenal and the threat you face.

  • A constant cycle: upgrade → build → fight → rebuild.

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