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Showing posts with label Factory Builder. Show all posts
Showing posts with label Factory Builder. Show all posts

Modulus: Factory Automation - PC Review

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


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Eden Crafters - PC Review


Eden Crafters by developer and publisher Osaris Games—PC (Steam) review written by Valerie with copies provided by the publisher.

Estimated reading time: 11 minutes


Hello out there! So sorry for the long delay in getting a review out as nothing new has come my way yet. Since I did a preview for this game, I thought I would do a full review with all my likes and dislikes, score, and the coop factor. My partners in crime for this game are: Susan N. and Bryan. So, Eden Crafters, one of the many survival-crafting games that I love to play is the topic of this one.

Well, in the start of the game we still build items to unlock recipes and the planet we are on in our family game is Aetheria. On this planet the enemy is asteroids. We have to get our Rocket Launch platform built to intercept and destroy the oncoming asteroid intent on taking the main island in the sky we start on. When the asteroid does come in the beginning, our progress remains and we can continue on. The cinematic is awesome though!

Currently there are 4 planets to choose from: Echo Prime, Ocean, Aetheria, and Nova Terra. I really enjoyed Ocean planet both in the prologue and in its first playable stages. Our family game is on Aetheria and I just started to play on Nova Terra. 

Aetheria was released December 2024 and I've been having a whale of a time flying around to get to the different areas of this 'planet'. The way this planet is set up reminds me of an asteroid belt more than a planet. Then the terraforming process for breathable atmosphere and voila! A new place to live, build, and explore. I've had a lot of practice with the starting ship and now I feel better about landing on that tiny landing pad. I didn't have to build four pads together to make a large enough surface in the new game! More on this later.

In our coop game we are having some weird graphic issues, like in these three images. The left one at the target radical is a tree up in the air. This is in our family game on Aetheria, on the main land body. And in the second image, Bryan is looking at a refiner that is processing basalt. There's also a graphic glitch where you can see the ship on top from under either the landing platform, or the rocket launch platform. 

As before, I am still having terrain issues, and in our family game it is even evident inside the buildings! It feels so weird walking across a gap in the floor as you can see in the images below. It even causes me to avoid it through a long tunnel that was created to get to a resource we needed. The only thing my son Bryan will comment about the game is the terrain. "The voxel terrain with the character pathing over it constantly gets stuck. Still needs improvement."

I am still getting stuck on the terrain as I traverse it in search of ore deposits. I found that sometimes when I am stuck I can just 'dig' myself out, but other times? Nope, I have to respawn or die to get out of it. Thanking my lucky stars that we are playing on Normal level that allows us to keep our inventory when we die. 


Now on Nova Terra, which came out in June of this year, there is a mystery to solve. I love it! Letters left in buildings, and all sorts of equipment in ruins! Made my day when I started on this planet. As with Echo Prime, you travel to the different islands to hunt for resources and set up equipment to make the water clean and the atmosphere breathable.

As you advance through the game unlocking all sorts of equipment and resources in increments, not all at once, you can track that progress through the Tasks page under the Crafting guide. One other thing that we were wishing for in our coop game was the ability to text chat. 

Let's talk about some of the new items that are now in the game. There's an extra vehicle to play with! Ok, long vehicle! Yes, I am talking about trains! This will definitely make it interesting in our family game, and I'm sure we will make it work! I'm looking forward to using them on Nova Terra, so we shall see how that goes!

Recently another new thing to use is conveyor sorters. I can work with this since we use them a lot in both Satisfactory and Space Engineers. There's also a neat feature with the drone and conveyor belts where you can lift them to extend over terrain or your own spaghetti of conveyor belts. Of course, you have to use the terrain, ie: rocks, or machinery to do it! I wasn't able to hold alt or ctrl to lift it on its own.

Another thing I've noticed that is still popping up is the grass inside the shelter. It became prominent when we built the Material Analyzer which also advances our progress. I took a couple of screenshots so you can see what happens after the Material Analyzer is placed.

While playing on Nova Terra, the music is the same throughout. Relaxing and atmospheric. The environment hazards have a louder track, but you are still not stressed out by it. 

Circling back to the flying that Susan N. is having trouble with. I'm sure there are a few others out there with the same issues, so I shall impart my way of using the ship. Its pathing has changed with the recent fixes, so, it makes it that much easier to fly. Before the recent fix to the flight path, as you head toward a mountain or land body that is high up, the ship would pitch up on its own and level out. After the patch, the ship levels itself and you are the one using spacebar to fly up and over the mountain.


The main tip I found that is the easiest to manage is to use the spacebar to get into the air and just tap the forward direction key (W) so that the ship is just barely going forward. Don't just hold the forward key and barrel through the skies if you're not used to it because you definitely overshoot your target landing area! Take your time. The keys A & D are your left and right. No, there isn't a reverse. That's your fancy flying turn around to get back to where you want to be. Sometimes I have found that it is a very 'wide' turn!

When you use the S key to bring the ship lower down, if you are careful enough, you can use that to your advantage so that you line up with the landing area. As you get down low enough (because the ship is in automatic landing mode) tap the forward key a couple times to go forward again and then S to land. Took me a few tries to learn this trick, but it has helped immensely with easing my frustration in landing! 

There are new upgrades to the map and a couple of them I am both not fond of and hopeful that a color change will fix them. The sulfur and the gold are almost identical in color. I wish they would use a darker with a bit of brown in the yellow for the sulfur. Also, the graphene & basalt grey fades into the terrain when you are zoomed out making it harder to plot your course for that resource. My suggestion for the sulfur color would be #7e6815. For the basalt and graphene, use black and/or an image of the resource itself.

And now a few words from the newest member to the game Eden Crafters. Susan N., what do you think of the game? Did you have any issues at the start?

--

Hello!

I got my hands on a copy of Eden Crafters a little while ago when a friend of mine gifted the game to me. Naturally, I had to hop into the game and see what it was all about.

My adventures began on a planet that has large bodies of water with tons of radiation and immense heat. Unlike in the family game where we can erect water collectors to feed the greenhouses and ground fertilizers to create a breathable atmosphere, I had to place several water pumps and purifiers to have the same results. Trying not to die to a high level of heat still takes me for a ride.

Now, some of the aspects I like about the game are things pertaining to ease of placement and a couple modes of transportation that aren't available in other automation games like the aforementioned Satisfactory. For example, you can get a land paver, which is not something you can get in other titles. I am also a fan of a steady progression system that doesn't give players too many options. Although, with the good things like transportation and the ability to remove or add sand to the area, there are some minor gripes I have. For one thing, in single player and in multiplayer modes, the game doesn't always register if parts of a building are present. What I mean is there are times where the floor is missing a panel or certain parts of the terrain will peek through the walls as though they aren't solid objects. Yet, there are points where entering the drone mode will cause the camera to get stuck inside wind turbines or solar panels on the roof of a building you're in. 

Another minor issue that we encountered in multiplayer occurred when my brother would place a building extension, but my mom and I would still see a solid wall. I'm uncertain if that issue is due to the connection between our computers or something else, but it would sometimes fix itself with a restart or after leaving the area and returning.

Although, those minor issues I mentioned above don't fundamentally change the enjoyment of the game, they just add to strange elements that hopefully see improvement over time. But there are some features I wish we had in the game. In multiplayer, it would be wonderful to have a distinct icon or indication of who they are on the map. This could be as simple as each person chooses a color that they would appear on the map in, or perhaps their work uniform is a randomized color set by the game which would carry over onto the map. Another way this could be achieved is simply adding the players username or initial on their icon. 

There is only one thing that bothers me the most about Eden Crafters and that has to do with your ship controls. I don't know what it is about it but I'm not a fan. I prefer to walk or use a buggy or sit on a conveyor as it takes me to my destination instead of using the ship that I actively avoid using. Honestly, I couldn't begin to explain what it is that I don't like about it, but I know that some people will need to adjust to the flying in Eden Crafters. Perhaps with time I'll improve, but for now I avoid it like the plague.

All of that said, I love the graphics style and the ability to terraform the planet sand piece by sand piece. Watching the foliage and trees grow as you progress towards a breathable atmosphere is highly satisfying. I enjoy being able to fulfill automation dreams in Eden Crafters and the Warehouse is a game changer of a building. Honestly, more automation games need this sort of feature, because as you get to late game, running back to storage for resources is a pain in the butt.


Another thing I oddly enjoy are the asteroids. It creates a level of urgency without making you go crazy. Though, I will state that I didn't experience the asteroids in my solo game, and only saw the mechanic in the family game - which is definitely unique for this genre.

Overall, I enjoy Eden Crafters immensely and I can't wait to explore the other worlds and build an epic facility both in my single player game and in the family game. Honestly, I think while the game is not perfect, I think it deserves at least an 8 or even 8.5 out of 10 because I'm having a blast playing the game when time permits.

~~~~~ 

And that wraps up our review of Eden Crafters! My last thoughts are; I'm having a whale of a time in this game. The graphics, the survival and building aspects, the new tools, and the trains. The small little fixes to the map where we can see how much power we have in each grid, the water consumption, and the newest icons for resources found with the new tool. Even my flying gets a nod in the enjoyment of this game. I’m also going to give it an 8.5 out of 10 score. 

 

Score: 8.5 / 10

 


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Early Access of New City Builder 'Modulus' Releasing on Oct 22nd!

21 JULY 2025 | Belgian Indie Studio Happy Volcano is cranking the conveyor belts into overdrive for Steam Automation Fest (July 14-21), bringing its modular factory sim Modulus front and center with its recently updated demo, a brand new creator program, and the reveal of its Early Access launch date: Oct 22, 2025. With over 100.000 wishlists, 42.000 demo downloads, and a 96% Very Positive rating on Steam, Modulus has quietly built a serious reputation, one voxel at a time.


Mark Your Calendars: Early Access Launches October 22nd

Steam Automation Fest marks the final stretch before Modulus enters Early Access this October. Players can look forward to:

  • The Tech Tree - Unlock new islands, upgrades, and tools with Data Shards.
  • Advanced Systems - Sorters, Warehouses, new Drone deliveries, and deeper logic automation.
  • Cosmetics & Customisation - More visual flair, more creative freedom.
  • Player-Led Goals - Module challenges, weekly prompts, and build-your-way gameplay.
  • Want to get involved? Join the Happy Volcano Creator Program!


We’re also proud to launch the Happy Volcano Creator Program, open to Twitch streamers, YouTubers, TikTokers, writers and community hosts. The goal? To celebrate creativity and grow together, across Modulus, You Suck at Parking, and The Almost Gone, plus all future projects (🤫 shh there may be a surprise coming your way). 
  • Early access to updates
  • Exclusive merch
  • Creator-only giveaways
  • Dev Q&As & collab invites
  • Shoutouts, support, and co-stream visibility

👉👉 Apply to be added to the Happy Volcano Creator Program  👈👈



About the Game

Modulus is a relaxing sandbox factory sim where you don’t just solve problems, you design the components that make up the solution. Using operators like Cutters, Stampers and Assemblers, players craft 3D modules that physically form the voxel-art buildings that make up their sprawling factories. 

There are no enemies, no timers and absolutely no failure states! Just you, your machines and the deeply satisfying hum of artistic problem solving.

Key Features

  • Design the Pieces, Not Just the Puzzle – Create modules from raw materials, then use them to construct massive structures that visibly grow from your creations.
  • Automate with Purpose – Build to fulfill objectives from the Colony, or forge your own path when a mysterious signal challenges your directive.
  • Modular Visual Payoff – Your factories don’t produce abstract data. Every module you make appears in the buildings you construct, block by block.
  • Peaceful Production – No combat. No timers. Just deeply satisfying, stress-free automation.
  • Creative Mode – Break free from objectives and build voxel wonders with unlimited resources and tools.
  • A Meditative Factory Game – Shape beautiful, efficient systems in a game that prizes creativity, experimentation, and flow.



New Parts on the Line: Demo Update Highlights

Just like the factories in Modulus, the game itself is constantly evolving. After journeying through the playtest conveyor belt, the demo has seen major upgrades, shaped directly by community feedback.

Here’s what’s new:

  • New Systems – Paint production via Dye Mixer and Oil Rigs; pigment-based buildings
  • Updated Map – Additional oil and polyrock resource zones
  • New Models – Harvester Pad with updated footprint
  • Tutorial Overhaul – Fully revised to reflect new mechanics and build on feedback
  • Operator Improvements – Visual feedback, shortcut keys, and a new Counter operator
  • Quality-of-Life Features – Highlight valid resource nodes, delete foliage, rotate operators more easily
  • UI Enhancements – Detailed operator panels, speed indicators, updated objective tracking
  • Art & Performance Upgrades – Improved animations, foliage, textures, and VFX
  • Creative Mode – Fully unlocked sandbox with no resource limits
  • This is the game's biggest update yet, offering deeper mechanics and even more ways to express your factory-building style. You can read the full patch notes on Steam.


About Happy Volcano

Happy Volcano is an award-winning, remote-first game studio based in Belgium with a tight-knit team of just 11 senior specialists. Backed by Hiro Capital and Sir Ian Livingstone, known for crafting bold, innovative games with original mechanics and lasting appeal. Their past titles include the critically acclaimed You Suck at Parking® and The Almost Gone.

Currently developing Modulus, a meditative factory automation game that combines creative expression with strategic depth. Happy Volcano believes in inclusive collaboration, sustainable production, and building games that surprise & delight players around the world.


Copyright © 2025 Happy Volcano, All rights reserved.
Article by: Susan N.
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Eden Crafters - PC Preview


Eden Crafters by developer and publisher Osaris Games—PC (Steam) preview written by Valerie with copies provided by the publisher.

Estimated reading time:  9 minutes


In this open-world game you are challenged with turning a hostile planet into a habitable haven for all of human kind. You have the ability and equipment to temper the climate, and to create a breathable atmosphere! Oh, and on top of all that you get to turn toxic lakes into clean water! Talk about a huge undertaking, but you are given planets where resources can be found to be forged into parts for the machinery to automate your way to bigger buildings and advanced equipment. You start out with two planets to terraform, Ocean World we had in the prologue along with the toxic water planet called Echo Prime. Aetheria comes out later this year, and the rest in 2025.



So, for those of you who have already played Ocean World: Eden Crafters Prologue, let us introduce you to Eden Crafters Early Access! The second planet is our choice for our coop play and the first thing we noticed is how much the landscape resembled the Ocean World with more hills and landmass. Part of the terraforming process on this planet extends to the water where it is toxic, so we have to filter it too. There also isn’t any ‘disaster’ like the huge wave that you have in Ocean World and we are very thankful for that. The main reason being we don’t lose our power grid.

We can’t help but notice just how much this game plays like Planet Crafters and in some parts like Satisfactory. The building parts for our base are a different texture to the ones in Subnautica and Planet Crafter. During our progress in the game we found that crafting some of the automation parts unlocked other parts and building pieces. The material analyzer is a new machine in the game that gives us more unlocks as we discover more resources. You can’t do any of the material research ahead of what is active, nor can you put in the amount already collected so you have more inventory space. We've also noticed that there isn't any visual representation of supplies put into the material analyzer for it to process the next research item.

The starting area is along the coastline of an island. You have a ship with some starting supplies: 2 oxygen capsules, 2 food rations (+50hp), some cement, and the starting tool (which is auto assigned to button 1). You sit in the ship to replenish your oxygen until you grab enough resources to make your starting building. This game also allows you to build from inside your base provided the connecting wall turns green. Since I am the person invited to my son’s game I found that I could not build on a wall of the building that my son had already placed. That is very annoying along with the not being able to use the Ctrl key and left click on a resource to transfer all of it to a container.

Your build menu is called up with the Q key and your inventory with the TAB key. That inventory screen also shows your personal survival equipment and as you progress through research and unlocks you’ll find a few more openings for new survival equipment. The health, energy, and oxygen bars on the bottom left of the screen with a temperature gauge above it lets you know when you are low on health (replenished by food), energy (replenished by power from base building), and oxygen (also replenished from base buildings and oxygen capsules with tanks unlocked later). One gripe here is the fact that using our starting tool drains away the energy (or stamina) where we feel it should be a separate bar to itself. Standing still also replenishes your energy/stamina bar.

One thing my son noted is his building of something out on the water quite a piece away that should have a building distance limit. However, I did get him to use buildings to make a long tunnel to get out to the item to disassemble it for proper placing along the coast. In the above screenshot you can see the poof of disassembling smoke which I found a nice touch. There are no distance markers or features for us to know how far away things are. Satisfactory has a distance limit which is shown by both text warning and the object turning red. Satisfactory also shows the distance to resources on the compass as well as highlighted on the map. Planet Crafters has a 500 meter build limit away from the player.

Crafting in the game is easy enough. The build menu, even with the tabs for the sections of objects to build, we found the recipe pinning very useful. There is the starting workbench and then not long after we can build and use the assembling bench. One big discrepency I noticed in the production assembler machine is the amount of resource boxes for input aren’t even. So, when I was crafting iron beams, there were two slots being used for the plate while only one slot for the rods which has the greater amount needed to produce one iron beam.
 

Another thing we noticed with the crafting process is that the detail will only show the per minute statistic, and only on the build menu screen. It doesn't show on the machine information and resource screen. For analytical minds with detailed strategic planning, my son found that missing stat created a gap in his counts of resources to parts created when accessing the machine menu. For myself, it was cumbersome to constantly pull up the build menu screen to refresh my memory of the per minute stats. My son also noted that there is “no way there’s that much waste” in most of the recipes. That adds to the fact that he found the recipes unrealistic. 

My son and I both love the drone for building! Since we don't use stairs that often at the beginning after unlocking, it helps greatly in placing our power network on top of the building. Later when we tried out using the stairs for inside the base we found out that the block used to fill that area back in didn't quite make it to the edge to seal up the building for your oxygen. That would be hazardous in an extreme environment if one only built the first floor and then placed the stairs.

In building up our automation processes we were annoyed that we could not cross conveyors, nor was there any verticality to create a stream-lined automated production line like in Satisfactory. The ‘spaghetti network’ is real when you view your handiwork and that your network shows up on the map. Is that intentional? We don’t know, but it wasn’t a pleasing sight. There is an object in the game now that we can view the terraforming process in greater detail than the tasks menu. Definitely colorful and detailed when you can pick out the areas that you had already terraformed.

A few more cons to this game. There isn’t an autorun feature, and my son has a problem with the health degradation due to hunger being your health gauge and not a food gauge. The gold and sulphur icons on the map are too close in yellow color to distinguish one from the other at a glance. It takes hovering over the icons to see which is which. Another con is in the second player joining the game. When I joined my son’s game the text of my name blocks the vital stats between the energy and oxygen on his hub.

When we are running around we were constantly getting stuck on the terrain voxels. The time it takes to build up the terrrain takes away from the build time for our base and the terraforming process. Later we get access to a vehicle that can smooth out the terrain, and if you’re not careful, take down a mountain! Also, one glitch with the steamroller where it dipped into the ground or popped a wheely happened if I wasn’t holding down the left mouse button to ‘smooth’ the terrain. That made it hard to line myself up to smooth out a slope. 

I get that same glitch with the rover when travelling over uneven terrain. It's almost forgiving in not getting stuck, but damned annoying when trying to steer!

Flying the ship was a challenge for me in the prologue and now in the early access game I found that challenge remains. The controls are W for accelerate, A & D for left & right directions, moving mouse changes your view, and S for landing. I am unsure whether or not S is also used to slow my flight as each press just brought me down lower to land. Oh, and get ready for takeoff with the SPACE BAR! 

While flying at such a fast speed, it makes it very hard to line up to set down on the landing pad. Sure, I could use the controller to call it back to the landing pad, but that isn't the point when I want to land where I had put the pad in line with the production I was going to take ingots/parts for my next project.

All in all the game feels very relaxed, and you can build and move at your own pace. There are no time limits to anything (except maybe not enough power or water for machinery to run) even at night. 

So, while we continue on with our coop game, we leave you with happy thoughts that things are going to improve and more stuff for you to accomplish. We are having a great time with expanding our power grid for the next phase of advanced machinery to build more stuff in our efforts to terraform this planet! Echo One, do you copy? I couldn't resist!

 

Score: N/A 


Update:
Since we're still going strong playing our coop game, I thought I'd let y'all know that I am having a whale of a time with my jetpack I finally built for myself! A heck of a lot easier than flying either of our ships we have. I had made an extra large landing pad *laughs* just so I can line myself up to land the cargo ship.




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The Space Age Industrial Revolution Has Arrived, Final Factory is Out Now!

Explore the unexplored with automated mobile space stations, mega structures, and a fleet of spaceships.  

Boulder, CO, April 9th, 2024 - The final frontier is open for business as Final Factory launches into Steam Early Access today! Intergalactic manufacturing and mega factories reign supreme as players explore the vastness of space while building moveable space stations and defending their builds from hostile alien forces in bullet-hell style combat.

 

Final Factory blends factory building and spaceship design with exploring the vast reaches of space. From beautiful star nebulas to the terrifying depths of black holes where light itself can not escape, take your battleships and massive fleets to combat hostile alien life. Unlock secrets of an ancient civilization and receive materials that can take your factory to the next level. 

 

Show hostile alien forces what humans are capable of with a unique blend of RTS, factory management and classic bullet-hell gameplay to combat scenarios. Unlock and upgrade new abilities through a sprawling tech tree to protect your creations from incoming enemies. Reap the rewards from every encounter to bring back to base to improve productivity and continue the path of conquering the unknown. 

 

Final Factory is available now on Steam Early Access for $29.99. For a limited time, players who are eager to be the first to explore the stars can enjoy a 20% launch discount of $23.99. Players can chat with other cosmic factory explorers by joining the official Discord.


Features:

  • Automate Everything: Set up automation to make all aspects of your stations run like clockwork. Design space stations and connect them through careful logistical planning. Automate the production of a massive fleet of ships that will grant you special abilities and help you defend your base against the local aliens.
  • Design Sprawling Space Ships: Every station in Final Factory can move! Slap a rocket onto anything to make it go faster. Design huge battleships that can house their own fleets for battle. Or design and program cargo haulers to carry items to different parts of your factory.
  • Build Massive Scale Mega Structures: Create mega structures like Dyson Spheres and Dark Star Gates to supercharge your factory and delve deeper into the unexplored reaches of space. Scale your structure across an infinite map.
  • Command Your Fleet: The local aliens aren't happy about your presence in the system. Command a great fleet to defend your factory and expand. Gain access to new abilities depending on your fleet composition and take on your enemies in bullet-hell style combat. Or play the game on pacifist mode for a relaxed experience!

About Never Games:

Never Games is an indie development studio based in Boulder, Colorado. The studio aims to create emergent games with community-driven gameplay that allows player creations and builds to dictate how a game unfolds. Never Games began developing its debut title Final Factory in 2018 and plans to release in spring 2024. For more information, please visit: https://www.nevergames.com/#


Article by: Susan N.



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