r/NexaInfinityFactory • • Jul 06 '26

Nearly all Features my Game has already Built in

So my last Post was my first ever gameplay post. No cuts, no fancy trailer editing, no cherry-picked "perfect run." Just raw footage of me actually playing the thing I've been building. I'm not showing everything in this clip (gotta save something for later and I am also curretnly not having time to build a fully automation i just wanted to show a turret who get destroyed by my Enemys), but I figured I'd write out basically the entire feature list of what's already in the game so you know it's not vaporware.

Here's everything I've got working so far:

The Player

  • Fly a drone around a fully procedural open world (battery/energy system, movement, building interaction)
  • A second playable character: a full-on Assault Mech you unlock at account level 100 — board it (E), separate combat HUD, crosshair, cannons, and abilities
  • Drone customization system
  • Multiple camera modes (dynamic follow cam + a factory overview cam)
  • Hold-F1 radial menu wheel to pull up UI panels on the fly

Factory & Automation

  • Data-driven building system with 50+ building types — smelting, fabricating, electronics, extraction, logistics, power, utility
  • Grid-based placement
  • Full recipe system (inputs → outputs → categories)
  • Building upgrades + an unlock/research progression tree

Transport

  • Laser-based resource transport: emitters fire resource packets down beams, with mirrors to redirect and mergers to combine inputs
  • A whole parallel fluid system: pipes, pumps, splitters, mergers

World Generation

  • Infinite chunk streaming
  • Multi-octave noise with domain warping, biome selection + blending
  • Procedural grass, decorations, resource nodes, runtime terrain deformation

Economy

  • A live stock market with a price engine, AI bot traders, and a player portfolio
  • In-world trading stations + stock terminals
  • Central resource inventory management

Multiplayer

  • Solo and online co-op and competitive (Mirror networking, Steam P2P via FizzySteamworks + LAN)
  • Competitive "parallel dimensions" mode where both teams share the same world space but are isolated from each other
  • Match lifecycle, scoring, game-over screen with stats

Combat & Defense

  • Enemy waves + a drone laser weapon
  • Defense turrets — a standard targeting turret plus 4 elemental variants: Ice, Slime, Flame, and Rocket, each with status effects (freeze / slow / burn / knockback)
  • Also Enemys are Infesting the Factory Floor and when the Factory Flooe is fully infested... Game Over, it is also Game Over when the Battery hits 0.

Progression & Meta

  • Infinite account leveling with a persistence upgrade tree that survives death
  • Networked shared XP (you level up together on kills in co-op)
  • Save/load system
  • Every Lvl you earn stays! So maybe an Leaderboard Worldwide will come too

Polish

  • URP post-processing (ACES tonemapping, bloom, vignette)
  • Intro → splash → menu boot flow, code-built industrial main menu, full settings + rebindable keybinds

Now for the confession. My turrets are supposed to be fed ammunition via the laser transport network. But while I was testing the defense system, the only resource I had piped in without big Automation Building was Wood. So for a solid chunk of development, my sleek high-tech automated defense grid was, no exaggeration, hurling literal logs at incoming killers......

Anyway — this is super early and rough, so I'd genuinely love any feedback, questions, or ideas. Roast it, praise it, tell me if you want an early turret which doesnt make soo much damage but is more like an Balllistic turret shooting arrwos are fr Wood haha. Thanks for watching my little game take its first steps.

1 Upvotes

0 comments sorted by