In development
Build the factory. Command what it builds.
Cut into the deposits, run ore down a belt, and light the smelters. Then take what comes off the line and send it into a war you win by out-producing.
What it is
A factory builder with a front line. You mine, smelt and automate a desert basin, and every belt you lay is measured against an enemy that will not wait for you to finish your build.
The colony does the work. Machines are raised by hand, hauled to by workers, and powered by a grid you can absolutely overdraw. Nothing in the chain is free, which is what makes the shape of your factory the shape of your army.
At a glance
Systems
Four things the game is actually about.
Belts and junctions
01Conveyor lines carry ore from the deposits to the smelter stack, splitting and merging on the way. Throughput is a hard ceiling, and a line that starves is a battle you lose twenty minutes later.
A grid that runs short
02Drills, smelters and assemblers all draw from one shared pool of power. Overdraw it and everything slows together — the game will not pick a victim for you.
Built, not conjured
03Placements go down as ghosts and a worker has to walk out and raise them. Expansion costs bodies and minutes, so where you expand next is a decision with a price.
An army you have to afford
04Units hold formation and hold ground, but what you can field is capped by what came off the line this minute. Attrition is a production problem wearing armour.
Screenshots
in-engine · pre-alpha
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Latest devlog
Notes on building the game — the systems, the rewrites, and the things that turned out harder than expected.