Estimated reading time: 9 minutes
Showing posts with label Automation. Show all posts
Showing posts with label Automation. Show all posts
Modulus: Factory Automation - PC Review
April 08, 2026Automation, Factory Builder, Happy Volcano, Kwalee, Management Sim, Modulus: Factory Automation, pc, PC (Steam), review, Simulation Game, Strategy game
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Modulus: Factory Automation by developer Happy Volcano and publisher Kwalee—PC (Steam) review written by Susan N. with a copy provided by the publisher.
Estimated reading time: 9 minutes
From the creators of You Suck at Parking and The Almost Gone comes a new factory game called Modulus: Factory Automation. Since Happy Volcano has dipped their toes into a couple of different genres, fans of the factory building games were sure to be interested in another entry to it - especially if it offered something unique. I mean, factory games are rather addicting! And frankly my initial impression of Modulus: Factory Automation is quite positive.
But before we go into that, I want to quickly talk about the game Shapez since I do compare aspects of Modulus to it. So, if some of you are unfamiliar with the title, I will explain a bit so we are all on the same page. Your task is to make different shapes out of a few starting ones like circles and squares. These circles are made out of four smaller units with one rounded corner and the squares are simply made up of four smaller squares. With those shapes you have to chop them, paint them, and reassemble them into new shapes that you have to send into the center - the shipping point. In order to chop the initial shapes and paint them, you will have to place buildings down that perform the functions you need. This is important to know because the factory building process is similar in Modulus.
With that out of the way, we can continue on. At first one might think that Modulus is just another factory game where you put down miners on Polyrock, your main resource, and link those to machines with conveyor belts. However, there is a little bit more at play here. Unlike other factory games where players choose the item they wish to produce by erecting smelters and assemblers to craft the final products (for example, a motor), you instead create pieces of a puzzle through the use of cutters, assemblers, and painters - similar to the Shapez games. And as such, the game focusses less on the technicalities present in other factory games where machines have varying cycle times depending on the item, and it instead focusses on crafting parts efficiently within a fixed sized area.
Aside from the above, you will note that Modulus is unique because it cleverly combines aspects of building design from Shapez and factory design from games like Satisfactory or Factorio or Dyson Sphere Program. However, another difference between all of those mentioned titles, is Modulus restricts your building space where the others generally do not. And although you have unlimited resources at your disposal, you will have to buy more islands (again similar to Shapez) to have access to other resources needed to complete your objectives.
Because Modulus is set up to produce a final product by slicing cubes into smaller sections, the challenge comes from figuring out the best way to achieve that. At first, you will need to construct pieces to assemble a new floor of a building, but over time you can begin production of optional parts to be sent to the Delivery Dock for research points - again similar to Shapez - and if you send enough parts, you will gain access to new cosmetic items. These research points allow you to upgrade your factory by increasing the speed of conveyor belts or unlocking larger building to produce more parts.
The research tree itself lets you unlock new buildings or capacity increases. But before you can unlock some of the upgrades, you need the correct data cubes and the required level to attain them. Players cannot simply full ham the game without hitting those targets even if you have the right amount of research points to do so. Once you hit the requirements, Modulus becomes your oyster since you are not restricted by a time limit nor creatures attempting to complicate your progression. Thus, you can work as quickly or as leisurely as you wish with no penalty.
On the topic of research points, you are going to need to expand to different islands since the Hexacrystal to make blue pigment isn't available on the first island. Blue paint is used to color parts that you will put together in an assembler. This is necessary to progress further into the game. Later on, you will have to get some yellow pigment as well. Though, you don't begin with access to all of the islands. You will have to buy an island with the resources you need in order to fulfill your delivery targets. And if you're wondering, in order to get those new objects over to the delivery dock you will require the use of skylines. The skylines are essentially conveyor belts that travel over large gaps similar to bridges.
Now, the challenge of Modulus doesn't lie solely within the creation of parts, it also relies on how you lay out your factory because each island has a different layout. Some of them will have polyrock and hexacrystals whereas others only have polyrock. It's important to also note that each island can have unique resource locations that can make for some interesting games of tetris lest ye fall to the spaghetti gods of factory building games. Ask me how I know ;)
Once you get to blue research items, you'll be able to unlock blueprints which will make factory design much easier. Since you don't have to worry about some of the specifics, it will be easier to improve efficiency when you start needing more colors to make parts. And I don't even want to think about the parts that require yellow paint...
Now, we've talked a bunch about gameplay, but we haven't talked about anything else like the graphics or the UI or the overall experience of the game. At first, I was enamored about how easy it was to place operators down to get a nice production line going. It's even easier to delete a whole section and start anew, especially once you unlock other useful items like the splitters. Another amazing feature is the ability to seemlessly switch between operator functions and directions. For example, the splitter and the sorter are both located on the number '3' on the keyboard. Pressing the key once gives me the splitter but pressing it a second time switches to the sorter.
One of the handy aspects of the UI is it's overall design. Aside from the above mentioned feature, there are a couple of tabs that you can switch between to place operators for specific block productions. The first tab is your all purpose hotbar with conveyors, splitters, sorters, cutters, assemblers, and stampers. On the second hotbar tab are all the operators used for production of the white and black pieces. The third tab is the same as the second but are buildings that require parts that have some blue paint. The fourth tab covers all the buildings required for the production of parts with yellow paint. The final two contain decorative blocks that you unlock through the delivery of parts.
While we are on the topic of the UI, I really love the fact that everything is easily displayed without cluttering up the screen too much. On the left hand side of the screen you will see your objectives and the hotkeys to copying sections or deleting operators and conveyors. On the right, you will see a small graphic of each piece you have pinned to the side so that you can craft them more easily. This means you won't have to memorize how one is supposed to look. And if one of the pieces you need to make is in a set, as they often are, you can press one button to pin all three of them instead of manually doing it. This makes building your next project part more easily than other factory games.
At the top of the screen on the left displays your current rank and experience level. Next to that are four crucial buttons which give you statistics on your progression in the game, how many parts drones you've delivered, what the next challenges are in order of difficulty, and the tech tree. Each page gives you enough information on what you need to do and need to focus on so that you can achieve your goals. And as time goes on, a mysterious entity will communicate with you. This entity gives you a couple of additional tasks that will take quite a bit to solve, not to mention a sizeable amount of research points to unlock!
Modulus also has a bar that displays how many research points you've acquired which makes it easy for you to build up while you are working on the next project you have going on. But one of the aspects I enjoy about the game beyond everything I've already talked about is the ability to switch between the day time and the night time. I love this button in particular because Modulus looks stunning at night time. Each building is designed in such a way that you can physically see where some of the parts will go to make the walls of the buildings. And all of the buildings have different lighting that will turn on when the night sky has revealed itself. As such, I've taken a number of screenshots just because of how beautiful the game looks.
Overall, I adore Modulus for so many reasons. I like figuring out how to craft the parts to erect buildings. I love the mechanic of having to buy other islands in order to expand your operation. I love that there is a mysterious entity that gives you a task or two that will take quite a bit of work to complete - and I'm curious as to what the story is behind the entity. And I love how easy it is to dive right into the game because you can quite literally lose yourself for hours putting together the perfect production line. It doesn't hurt that the robots you create are rather cute!
In fact, while I know that some of the production gets to be a little dull due to repetition of parts, I am rather impressed with Modulus. It scratches the itch of solving puzzles without a complicated storyline or high stakes. You can boot up the game at any time and continue where you left off without scratching your head each time. I will lose a ton more hours to this game as a result, and that is what I call a good thing. Thus, my overall rating on cute robot production, intrigue about the entity, puzzle solving, and stunning graphics, Modulus earns an easy 9 out of 10.
Score: 9 out of 10
The Farmer Was Replaced Available on MacOS!
January 27, 2026Automation, Farming simulator, MacOS, Metaroot, News, steam, The Farmer Was Replaced, Timon Herzog
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Zurich, Switzerland - December 18, 2025 | Metaroot and Timon Herzog are pleased to announce that The Farmer Was Replaced, a programming game featuring a Python-like language, is now also available on Steam for macOS, following a highly successful release with over half a million sales.
Following the hugely successful release of version 1.0 of The Farmer Was Replaced, which has sold over 500,000 copies and received over 96% positive reviews, the game is now also available on macOS.
In recent weeks, we have received hundreds of messages via various channels saying that the community wants a Mac version. Players have even written to us via private emails and messages. We are delighted to be able to respond to these messages by making the Mac build available today.
About The Farmer Was Replaced:
Program and optimize a drone to automate a farm and watch it do the work for you. Collect resources to unlock better technology and become the most efficient farmer in the world. Improve your problem solving and coding skills.
Links:
- Steam: https://store.steampowered.com/app/2060160/The_Farmer_Was_Replaced/
- Release Trailer: https://youtu.be/aP2WHQKJVsw
- Discord: https://discord.com/invite/kj33cJkeJn
About Timon Herzog:
Timon Herzog found his passion for making games when he was a teenager. In his free time he made many games in various genres and even released a small factory builder on Steam. Since he particularly liked the technical aspect of making games he went on to study computer science, where he got inspired to make a small programming game about farming. The game wasn't intended as a commercial project, but after it received great feedback, Timon decided to release it on Steam.
About Metaroot:
Metaroot is a small publisher and marketing agency based in Zurich, Switzerland. The company has published the programming game “The Farmer Was Replaced”, the Tetris-like city puzzler “River Towns”, the steampunk auto-shooter “Airships: Lost Flotilla”, and the nature simulation game “Of Life and Land.”
Learn to Love the Sand in a New Game by Hooded Horse!
June 26, 2025Automation, Early Access, Factory, Hooded Horse, Lantto Games, News, pc, Sandustry, simulation, steam
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June 17, 2025 | Hooded Horse is proud to announce it’s adding a new game to its world-class portfolio of games – Sandustry. Mine, refine, and automate the world in this factory/automation game where every pixel is a physical object able to be harvested and manipulated as players delve deep to discover an ancient civilization’s powerful secrets and learn to love the Sand.
Players will find themselves stranded on a procedurally generated planet, armed with nothing more than their wits and a (slightly unnecessary) passion for industrial automation. Discover countless chemical and physical reactions and exploit them to develop production chains, build a pixel-perfect factory, or just embrace the chaos through webworks of conveyor belts and lifts – so long as they get the job done! Be warned, sand will get everywhere.
Explore a fully destructible world, digging, demolishing, and decoding everything in sight – build factories, expand logistic networks, and delve deeper underground to unlock new technologies and discover the secrets of an ancient civilization. Did we mention the sand?
Sandustry will be localized from English into German, French, Spanish, Italian, Polish, Czech, Hungarian, Turkish, Ukrainian, Russian, Brazilian Portuguese, Simplified Chinese, Traditional Chinese, Korean, and Japanese.
Sandustry is coming to PC via Steam Early Access.
About Hooded Horse™
Hooded Horse is a publisher of deep strategic and tactical games, including Manor Lords, Against the Storm, ENDLESS™ Legend 2, Old World, Norland, and 9 Kings. With people and partners around the world, our goal is to empower and support developers in doing what they do best: creating world-class experiences for their audiences.
You can learn more about us via our Steam publisher page or website, as well as our social channels: Twitter, Bluesky, Facebook, YouTube, and Discord.
About Lantto Games™
Lantto Games is an independent game studio run by solo developer Lantto. It specializes in systems-driven games built around novel mechanics that spark emergent gameplay and reward player creativity.
You can find out more via the official website, YouTube, and across social channels such as Twitter, Bluesky, and Discord.
Build An Epic Robot Ant Colony in 'Microtopia' Today!
February 27, 2025Automation, cordyceps collective, Goblinz Publishing, GoG, Microtopia, News, pc, simulation, Steam
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February 18, 2025 – Cordyceps Collective and Goblinz Publishing are thrilled to announce that Microtopia, a fresh automation game with a quirky futuristic aesthetic and a unique twist, is out today on PC via Steam and GOG for a base price of 19,99 USD, with a 10% launch discount for the first two weeks.
In Microtopia, you’ll manage a colony of robot ants, design a network of transport trails, explore unique environments, and expand your settlement.
Your goal? To reproduce! Create young queens that will fly out during the nuptial flight to spread to distant lands, starting the cycle anew.
KEY FEATURES
- Establish Your Colony: Deploy your queen to build a thriving ant colony in a world of electronic waste.
- Command Your Ants: Use trails and buildings to guide your ants as they collect materials, produce goods, and feed the queen.
- Optimize & Innovate: Utilize logic gates to sort ants on different parameters to create efficient workflows.
- Evolve Your Workforce: Upgrade ants into specialized castes like drones, diggers, and inventors.
- Unlock New Tech: Progress through a tech tree to access powerful upgrades and abilities.
- Explore & Expand: Fly to nearby islands, uncover colorful biomes, discover new plant species, and harvest their resources.
- Reproduce: As with all life; your goal is to reproduce! Gather up enough resources to build young queens to let them fly out and start new colonies!
About Cordyceps Collective
Cordyceps Collective is a collaborative endeavor formed by Game Director Tijmen Meijer, Programmer Maarten Brouwer, and Art Director Floris Kaayk, all based in The Netherlands. This team previously developed the indie game Next Space Rebels, released in 2021 across multiple PC and console platforms and published by Humble Games.
The soundtrack for Microtopia is crafted by renowned Dutch composer and sound artist Rutger Zuydervelt, celebrated for his work on the soundtrack of the indie hit game Astroneer.
About Goblinz Publishing
Goblinz is an indie game developer and publisher based in France specializing in strategy and management games. The studio’s first title Dungeon Rushers debuted in 2016. Following the game’s successful launch, the studio followed up with Robothorium, released in 2018 and has since worked on numerous other titles such as Legend of Keepers, Terraformers, Hero’s Hour, and more.
You can find out more about us on our website, our Steam publisher page, our YouTube channel, our Discord server, and our X account.


























