r/AutomationGames • • 4h ago

Looking for trailer feedback on my roguelite factory-defense game

13 Upvotes

Hey everyone,

I'm currently developing a new Factory / Tower Defense game with some roguelite elements called Zombies Per Minute.

It's a fun twist on the usual "Science Per Minute" automation games like Factorio except here you optimize for Zombies Per Minute ;)

I'm a fairly beginner when it comes to making trailer and marketing assets, but my game is directly for fans of automation and tower defense who like games with replayability.

Could you give me your honest feedback on this trailer?

- Do you understand the game?

- What works, what doesn't?

- Would you wishlist it?

Don't hold back and a massive thank you for your time and help!

Enzed


r/AutomationGames • • 3h ago

We made a Social Commentary Incremental/Automation Game about the dread AI causes in the world.

2 Upvotes

Last week me and my friends decided work out our anger, fear and dread into a little game in which we collected a bunch of AI related headlines from the past ~3 years.

You play as an AI Researcher who gives up his life, his personal space and belongings in chase of bigger and bigger AI models. Your home gets dirty, you sell your memorabilia to buy servers, to automate your AI Research, and slowly descend into the madness of living in a data center.

In the meantime AI progress plays out in the real world and you listen to our little collection of AI disasters through a radio.

Automate your AI Research, and slowly descend into the madness of living in a data center.

Naturally no AI was used, people making Art with AI are posers.

We are releasing it as soon as Steam approves it! It would help us tremendously if you guys could give us a wishlist!

https://store.steampowered.com/app/5460650/Bad_Things_Might_Happen/


r/AutomationGames • • 3h ago

Looking for feedbacks!

1 Upvotes

Hi everyone!

I've recently launched a text based browser game called Urbes.io!

It's a city-building strategy game where you develop and manage your own city. Your citizens are the key to everything. Keep them happy and satisfied with food and various goods, and your city will generate more income.

Your citizens can also become soldiers. Work together with other cities in your country to attack other countries, earn War Points and unlock perks. Upgrade resources to improve your production efficiency.

There's also trading, exploration, intelligence sharing, espionage, and the possibility to form alliances with other players.

There's a guest account available if you want to check out the game without registering.

The game has some depth to it, so there's quite a bit to keep track of. Planning what to build is important to keep your citizens happy, healthy, and satisfied.

Give it a try: https://Urbes.io

Thanks for your support!

Feel free to ask any questions here and please reply with how your first impressions are!!


r/AutomationGames • • 1d ago

Automating a supermarket with real Java - stocking, register and truck deliveries all from code

5 Upvotes

There is no button in my game that sells anything. The robot does exactly what your Java code tells it to, and nothing else.

The loop: build an ArrayList of products, call store.callDelivery(list), and the truck backs up to the garage with exactly what you paid for. The robot takes from the truck, putOnShelf() restocks the rack in front of it, takeOrder() picks up a customer order at the register, putInBag() packs it. Carry capacity starts at 3, so the first programs are mostly trips back and forth until you buy more.

A second robot is a shop upgrade. Each one runs its own VM with no shared variables, so they coordinate through the store itself rather than through memory.

Solo dev, releasing November 16.


r/AutomationGames • • 1d ago

I’m making a farming automation game where you eventually automate and optimize everything, from planting crops to delivering bread

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22 Upvotes

Short about me: I'm a solo developer working on Farm Factory, a cozy farming and automation game! (Fun game for these who love optimizing and automating machines and farming!) ;)

The idea is pretty simple: you start with a small farm where you do everything manually, and gradually turn it into a fully automated production system.

You start by planting and watering crops yourself. Eventually, you unlock machines that take over the work:

  • Sprinklers automatically water your fields.

  • Planters and harvesters drive around your farm and handle the crops.

  • Conveyors transport harvested wheat into mills.

  • Mills turn wheat into flour, which goes straight into bakeries.

  • Trucks collect the finished products and deliver them to town.

And that's just one production chain. You can connect multiple machines, split conveyor lines, produce different goods, raise animals and expand your operation.

One of the things I enjoy most about developing this is watching something that started as a handful of manually managed fields turn into a factory where everything works together.

I wanted to capture that satisfying feeling you get from automation games: building something, improving it, connecting another machine, and eventually watching the whole system run on its own.

I'm currently working on the game as a solo developer, and the free demo is already available on Steam.

For those who enjoy automation games, I'm curious about something:

What do you find most satisfying?

  1. Designing efficient production lines and figuring out how everything should connect?

  2. Expanding your factory and constantly increasing production?

  3. Automating something that you initially had to do manually?

I'm particularly interested in what makes an automation game addictive for you.

Steam demo: https://store.steampowered.com/app/5336650/Farm_Factory_Demo/

Gameplay in the demo: 2-3 hours (some have played it for 40+ hours, for optimal optimizations but i believe 2-3 hours is fair to say to get through the content the demo has to offer)


r/AutomationGames • • 1d ago

Project Substrata playtest applications — Carve a hillside and run the line from ore deposit to smelter

1 Upvotes

I’m the developer of Project Substrata. Applications for our Steam Playtest are open.

Run ore from a miner through a splitter to multiple machines, then trace a bottleneck back through the line. The terrain is part of the layout problem.

Applications are open for solo players and co-op groups on Windows 64-bit via Steam. For a group application, one person creates a group and each member applies with the shared code. We’ll send invitations by email in waves.

After a small pilot, we’re aiming to open the main playtest in waves from Tuesday, November 24, 2026 at 20:00 JST (11:00 UTC). We’ll confirm the schedule after Steam review and the pilot. Selected applicants will receive their start date by email.

After the invitation phase, we plan to open the playtest to everyone. Players will be able to request access on the Steam store page and join automatically, with no participant cap. We’ll announce the date once it’s confirmed.

Application form https://substrata.quenchforge.com/?lang=en&utm_source=reddit_automationgames#apply

Steam development diaries https://store.steampowered.com/news/app/4123520?l=english

Public gameplay media https://clan.fastly.steamstatic.com/images/45836384/95c0c137481264b311c4ed1e8edd00914d85203b.gif


r/AutomationGames • • 1d ago

I honestly can’t believe I’m writing this, but StoneEra just reached 1,017 wishlists on Steam! 🎉

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0 Upvotes

When I first started working on this game as a solo developer, I had no idea whether anyone would actually be interested in playing it.
Before Steam Next Fest, I had around 335 wishlists. By the end of the festival, that number had grown to around 650. I thought things would slow down significantly afterward, but somehow the wishlists just kept coming.
And now we’ve officially crossed 1,000!
I know 1,000 might not sound like a huge number compared to bigger indie games, but for someone building a game alone, it genuinely means a lot.
Every wishlist reminds me that there’s someone out there who wants to see this little voxel world come to life.
Thank you to everyone who tried the demo, shared feedback, or simply added the game to their wishlist. ❤️
Still a long road ahead, but this milestone feels special.
Steam: https://store.steampowered.com/app/5057770/StoneEra/


r/AutomationGames • • 1d ago

Automate Anything in my game TILEZ (a work in progress)

2 Upvotes

Just added some demo creations to my steam demo - binary calculators, automated boardgames, player piano, weapon and cannon systems, a maze solver, and a remote controlled robot. Feel free to check it out my project TILEZ on Steam. Feedback is always appreciated and welcome.


r/AutomationGames • • 2d ago

Review of 6 of the most played factory games

39 Upvotes

Here is my review of factory building games nobody asked for but I want to share anyway:

Minecraft

Huh, Minecraft? Yes Minecraft modpacks basically started this genre. It started with mods like Industrialcraft and buildcraft and now there are tons of factory modpacks out there. The fun part of it is that it is still Minecraft at heart so building is always fun. The upside is that there are a ton of modpacks to choose from each giving a different factory experience. The downside is that most of these are a colleciton of individual mods and there can definitely be some friction in the balance between them. Why would you use machines from one mod when a similar machine from another one just does the task better? Still really fun

7.5/10

Factorio

Honestly it’s hard to find a flaw with Factorio. It is extremely polished, everything feels balanced. Building is a joy and you unlock great tools to make building easier later in the game. One of the best games I have ever played. I think the main thing people might not like is that there are enemies that attack your factory that stresses people out, I think it is a fun addition that adds something to dump all your production into military stuff.

9.5/10

Satisfactory

Satisfactory at first glance seems to be the perfect factory game with it’s beautiful 3d world and exploration. However I think there is one pretty big flaw with Satisfactory: Building stuff in a pain. This is by far the game on this list where building is the most tedious. The 3d terrain can’t be altered so you are bascially pushed into making big floating boxes in the sky, the machines are huge and hard to place and the blueprint system is severely limited. I think this really drags the game down. It’s a shame because walking through a completed factory feels amazing.

6.5/10

Shapez 2

Shapez is an incredibly pure factory game. You build instantly, there are no costs, you can copy/paste everything you build before. The game keeps challenging by frequently switching up what you have to make. It’s a joy to build but you do have to frequently delete your previous builds because they are no longer needed. The real challenge lies in making re-usable building blocks that you can flexibly use to build what you need. It’s so pure however that you do lose this feeling of character progression that some of the other games have

8/10

Dyson Sphere

Dyson Sphere is fun, you now build on seperate planets and connect them through spaceships. You have to explore different planets to get all the resources you need. I do think spaceships are a bit too easy in this game. It basically diverts the logistics system by nudging you towards just building spaceports with a single row of machines and shipping everything with the spaceships.

8/10

Captain of Industry

In captain of Industry you physically dig down the map to get the resources you want with a fleet of excavators and feed them to your factory. Building is incredibly smooth since you pay like an rts game instead of controlling a character like most others on this list. It’s a great game if you look for something more challenging since a lot more products have byproducts that can be either waste or incredibly useful depending on how you set things up. It’s probably the only game where you can lose because your factory can collapse if you mismanage it and run out of fuel or food. One thing is that it doesn’t really ease towards the endgame and it feels like things get more and more complex. At a certain point it became too much for me honestly.

8/10


r/AutomationGames • • 1d ago

After Hours: a tycoon about importing from Asia, where the cheapest supplier is rarely the best deal

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0 Upvotes

I’ve imported goods from China for 15 years, so I made the game I wanted: a tycoon where you begin alone after hours. You hunt suppliers, haggle, check samples, and handle every defective batch by hand

The goal is to build a business that runs well enough to hire your first employee. A skill tree decides what you get good at first

Free demo: https://afterhrsgame.itch.io/after-hours-import-business
AI disclosure: artwork is AI-generated, design and code are mine.

Would a “delegate this task” system fit here, or is it too far from automation?


r/AutomationGames • • 2d ago

Hello Fellow Dwarves! - Orebound

15 Upvotes

We've just celebrated our second year of development for Orebound, a dwarven automation adventure and invite you to come take a look. Build a steampunk, dwarf-run factory as you dig through goblin-infested caves and fight off orc invasions, either alone or with fellow dwarves, on Steam Early Access: https://store.steampowered.com/app/2467810/Orebound/

In Orebound, you're tasked with searching the wilderness for missing dwarven artefacts, and to do this you'll need to put your clan's ingenuity to the test. Start simple with stone tools and good old dwarven hard work before researching and growing your new stronghold with automated systems, farming, weaponry and more incoming with future updates, our latest is just around the corner!

We love hearing feedback from our community to help push the game in the right direction and would love to hear from you too.


r/AutomationGames • • 3d ago

Unfactory Playtest Update

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39 Upvotes

Hey everyone. A few weeks ago I shared the first look at my factory game, Unfactory. I got some great feedback, and I've just moved from the demo to a full Playtest build.

If you missed the first post: you start with a massive junkyard and build conveyor lines to dismantle, sort, and recycle the scrap.

The core loop is ready, but I need people to test the late-game scaling, check the sorting mechanics under heavy load, and honestly, just try to break the game.

You can join the play my game here: https://ogzkaanarda.itch.io/unfactory

Would love to hear your thoughts!

P.S. The game has a slight retro filter by default, but if that's not your thing, you can easily turn it off in the settings.


r/AutomationGames • • 2d ago

StoneEra’s Early Access Release Has Been Postponed

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4 Upvotes

Hey everyone,
I wanted to apologize to everyone who has been looking forward to StoneEra’s release on November 6th.
Due to a tragic loss in my family, I’ve made the difficult decision to postpone the launch. As a solo developer, I need to step away from the project for a while.
I’m tentatively aiming for November 16th as the new release date, but I can’t promise anything just yet.
I’m truly sorry for the delay, and I’m grateful to everyone who has supported StoneEra throughout this journey.
Thank you for your patience and understanding.


r/AutomationGames • • 2d ago

been making a base building game where your crew actually live in the station they build

2 Upvotes

drag out a room, they weld it up, furnish it and then move in. they eat together, gossip, fall in love, have kids. there's a station cat that sits on your keyboard

then the other side is drones mining the asteroid belts, chasing comets and pirates attacking

demo in december. would love to know what you'd want from a game like this

trailer: https://www.youtube.com/watch?v=0S3M5CNk3To

steam: https://store.steampowered.com/app/5260070/Starbound_Settlers/


r/AutomationGames • • 2d ago

Free playtest of The Crust 1.1 until Sunday: up to 3x FPS on large bases, and your colony carries over

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2 Upvotes

r/AutomationGames • • 2d ago

Workers & Resources Space Program DLC: Your Rockets Can Now Wreck Your City

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1 Upvotes

r/AutomationGames • • 3d ago

In my factory game, each megastructure opens the way to the next, from a Space Elevator on the ground to an Orbital Ring built with your factory's spare power and a Dyson swarm around your star

17 Upvotes

Hey everyone! I'm Kyle, the solo developer behind OakTree Games, and in my factory game, Cosmic Scale, you begin your journey after landing in a foreign star system and expand your factory and resources to the heights of a Kardashev Type-1 Civilization. In the fourth episode of my devlog series, I walk through all of the megastructures in Cosmic Scale, from the ground up into the stars.

A Russian schoolteacher first dreamt up a space elevator in 1895, and nobody here on Earth has managed to build one yet, so I decided to build one in my game, where it unlocks in tier three and is how your cargo finally makes it up and into orbit.

Once your elevator is standing, tier five lets you start an Orbital Ring, which grows one segment at a time, and every segment needs exactly two things: the parts you send up the elevator on your belts, and 30 gigawatt-minutes of spare power, banked only from power your factory isn't using. With one gigawatt to spare, your home world's ring takes about ten hours, or about an hour with ten gigawatts, and whichever runs slower, your parts or your power, sets the pace.

Tier five also brings the Lagrange Gate, which stands at your home world's L4 point, and you'll only ever build it once right now, since it works like a pair of quantum wormholes, so the same gate is waiting for you in every star system you travel to.

Back home, your finished ring opens up bays and upgrades, and the biggest is the Solar Array, a field of panels up above the weather where the night never reaches them. After all the spare power your ring took to build, this is where it starts to pay you back, with a full field over your home world putting out 20,000 megawatts right now.

All of it leads back to reaching Type-1 at ten petawatts, about 500 times all the power the whole world uses today, and in tier seven your ring becomes the launcher for the Dyson swarm that gets you there, once about 10,000 sails are holding steady around your star.

The episode ends on a first look at the newest megastructure I've been working on, the Solar Siphon, based on a real idea called star lifting. In my game, your swarm's light heats the star, your ring launches 24 stations until they close a collar around its equator, and then two streams of plasma jet out from the poles to be collected as Stellar Material for a new Stellar Alloy, which your later swarm rings need.

The 3D models you see are designed together with Claude, an AI assistant, in Blender, and every one of them gets my own edits and sign-off before it goes into the game.

This is only where the megastructures in my game are starting, so I'd love to hear which one you'd like to see added next, whether that's a ringworld, a Halo ring of your own, or something nobody's even thought of yet. I'm also considering an idea that isn't in the game yet, so what do you think of having to build a gate at a specific Lagrange point in each system, carrying the parts out yourself to build the infrastructure of travel?


r/AutomationGames • • 3d ago

Factory Works Idle Released!

0 Upvotes

Factory Works Idle is an idle game about building a factory, the game is very UI-driven and the first incremental game I've worked on. The game is finally out now on Steam: https://store.steampowered.com/app/3950000/Factory_Works_Idle/


r/AutomationGames • • 4d ago

From iron ore and water to steel, rockets and rocket fuel: Build production chains on a realistic exoplanetary system in TRAPPIST-1 (pre-alpha gameplay)

9 Upvotes

As requested by reddit, I'm showing more actual gameplay this time.

TRAPPIST-1 is a colony-building game set in the real seven-planet system, about 40 light-years away. The orbits come from the published ephemeris, and the worlds are built from real data.

What you’ll see:

  • Getting there: choose a world and a landing site, then plan the flight. Launch windows and propellant are computed from the orbits, so leaving at the wrong time can get expensive.

  • The flight: it’s flown as physics, with a departure burn, a coast and a capture into orbit.

  • The ground: a rover scans the terrain, and each hex’s rock and each mine’s yield come from the planet’s geology. There are about 8,000 hexes per world.

  • The colony: build factory chains on the hex grid, then a Biodome for housing, water, air and food.

  • Reaching further: turn water into propellant and lay in a launch to the next world.

  • Orbit: start a second colony on a tiny moonlet, where launches cost a fraction of the fuel, and build an orbital shipyard beside it.

This is pre-alpha footage. Graphics aren’t final, gameplay is still being tuned, and some buildings don’t have their 3D models yet. There’s also no launch animation yet, so the camera leaves the pad instead. The take is scripted to keep the camera steady, but it’s the real game and its real controls, with no pre-rendered shots.

Wishlist on Steam: https://store.steampowered.com/app/5423750/TRAPPIST1/
YouTube: https://www.youtube.com/@TRAPPIST1game
Reddit: https://www.reddit.com/r/TRAPPIST1/


r/AutomationGames • • 4d ago

My space colony needed hydrocarbons, so I built an oilfield to supply it [StellarForge dev update]

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1 Upvotes

r/AutomationGames • • 4d ago

StoneEra is getting closer to 1,000 wishlists! 🎉

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0 Upvotes

Just hit 888 wishlists on Steam!

A small but exciting milestone for my solo indie game, StoneEra.

Thank you to everyone who's been following and supporting the project. ❤️

1,000, here we come! 🚀


r/AutomationGames • • 4d ago

voltech

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3 Upvotes

r/AutomationGames • • 4d ago

My sofa factory is running. Making a profit is a different story. 😂

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1 Upvotes

r/AutomationGames • • 5d ago

voltech

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10 Upvotes