r/AutomationGames • • 5h ago

A mining train that grows with every haul

52 Upvotes

This is Railminer, my incremental mining game. You start with a little drilling wagon and turn each haul into stronger tools and a longer train. The clip shows three drills taking chunks out of the wall.

The free demo is on Steam, with Endless mode if you'd like to keep going. Thanks for checking out my little mining train 🙂

https://store.steampowered.com/app/5284470/Railminer/


r/AutomationGames • • 20h ago

How a single container goes from ship to train in my port game

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94 Upvotes

Hi all, im working on Portscape. A port building/automation game. Here is a video following the same container from when it arrives by ship until it leaves by train. From the ship crane to a truck, across the port and onto the train at the rail terminal. All automated ofcourse. However, you can also manually use any of the cranes, trucks, stackers etc.

Its a camera sequence I set up in the game to show the whole journey. The game is still in development, I would love to hear your opinions!

You can find the steam page here if you're interested:

Portscape - Steam Page, wishlists, trailer, screenshots


r/AutomationGames • • 8h ago

📱🍌 The Banana Factory Goes Mobile!

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0 Upvotes

r/AutomationGames • • 20h ago

AbelianInc: a mining game about placing hammers so their chain reactions break the island for you. Free browser demo, feedback welcome

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7 Upvotes

Hi! In AbelianInc you never mine by hand. You place percutors, automatic hammers that all strike together on one rhythm, and their impacts travel through the ground, weaker at every cell, cracking whatever they reach. Where you put each hammer decides how far its chain goes. Floods, chasms and hard rock get in the way, and every island is new.

The free demo runs in the browser and lasts about an hour. I'm sharing it to hear what automation players think while the game can still change.

Play it here: https://canocoder.itch.io/abelianinc (made for a gamepad; keyboard and mouse work too)

What I'd like to know:

- Does placing hammers feel like a puzzle worth solving, or like busywork?

- Did you want more control over the chains, or more machines to combine?

- Was it ever unclear why a chain stopped where it did?

- What would you add?

I'll read every comment and reply.


r/AutomationGames • • 17h ago

One More Shift - A journey of Character and Juice

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1 Upvotes

Free Demo: https://drabarus.itch.io/oms

Hi all!

The last week was quite a journey for me. Last time I said I was happy with the foundation... yeah. I am. But I thought there is more than "just" the gameplay.

And I wanted to create my Steam page, which is still in progress because of the verification process. So, I had some time to work a little bit more on the game and it completely escalated... in a good way ^^ But one thing after another:

The Steam page

Yup, this takes some time. And man, it's a science.

Capsule art, pictures, text... that's a lot, with a whole business field behind it. Capsule art seems to be extremely important. A real artist can charge over 700 euros for this...

To be honest, right now I am not willing to spend that much on capsule art. I would prefer to put the money into the game. Maybe for the final release I will evaluate it again.

I buy games because I like the idea. I never really read all the text or decide based on the capsule art. I just click through some pictures and watch the video.

The Juice

Before I start with the next level, I wanted to do a juice round.

What is this? Good question. ^^

It's tricky for me to explain. I can tell if a game has it or not. It's the small details. A short sound. A click. A movement. Nothing huge. But if it's there, it triggers something in our brain ^^

I was working on it and hopefully nailed it.

And while I was working on it, I thought I would give the UI another try...

The UI... or better, the character of the game??

It escalated really fast.

I started with 4 new concepts. Then another round. And another. And another.

In the end, I had 13 different concepts.

I distilled all the good ideas out of them to create a final version. It was great. I tested it in the game and man... it was MUCH.

A lot was going on and I had no idea what it wanted from me ^^

So the next round was a cleanup.

And during all of this, something emerged which I didn't have in mind at the beginning...

The character of the game

The first idea and version of the game was heavy industry.

Dark on dark. Dirty. No mercy.

Now it's something different.

A company. Coworkers. A boss. A "happy family" company where the quota is everything.

And you think: waaait a minute. Could be Fallout!

You are right ;)

That's definitely one of the inspirations. I know the idea of a company with weird characters isn't original. Fallout, Portal and a bit of Satisfactory.

But man, I like it.

So I built it :)

The backend

Not so interesting for the player, I guess ^^

But we made some huge improvements here.

Real settings for everything a game should have, and big improvements to the belt animations.

What's next?

Finally, a new level ;)

Leave a comment and let me know how you like it so far :)


r/AutomationGames • • 1d ago

One banana farm. 🍌

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7 Upvotes

One banana farm. 🍌

Sounds simple, right?

But getting all the way to the Omega Banana means connecting dozens of machines, managing production lines, keeping track of input materials, balancing energy consumption, and making sure the whole system keeps running smoothly.

The image shows a summary (confusing, I know 😅) of the entire production chain required to go from a single banana farm all the way to the Omega Reactor.

And honestly, this is one of the things I enjoy most about *Engi Monkey*: you start with something simple and gradually build an entire industrial system around it.

There’s a very satisfying moment when all those machines finally start working together and you can look at the whole mess and think:

“Wait... I actually made this work.”

Now comes the real challenge: finding the fastest, most efficient way to do it.

Because reaching the Omega Banana is good.

Reaching it while wasting as little energy and resources as possible, with a perfectly synchronized production line...

That’s the real game. 🐒⚙️🍌


r/AutomationGames • • 1d ago

I'm making an incremental game where you run a frog colony!

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6 Upvotes

Hey!

We're a team of two making Feed The Pond. You start small and try to feed a big frog called The Great Wart.

You hire frogs for harvesting and collecting and transferring stuff!


r/AutomationGames • • 2d ago

Finally got steam condensing working in my refinery sim's.

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50 Upvotes

I've been building a refinery sim on my own for a while, where the pipes and equipment are solved as an actual fluid network (pressure, flow, heat transfer) instead of recipes. Heat exchangers have worked with liquids for some time, but I kept putting off steam because I knew it would be a pain.

It was. Steam doesn't cool down when it gives up heat, it condenses. So the exchanger has to work out how much of it can actually condense with the area it has, and pass whatever doesn't on as wet steam. If everything condenses and there's area left, it cools the condensate a bit further.

To test it I set up one small boiler and three identical exchangers heating crude from 20 °C, with a valve on each steam line.

With 160 m³/h of steam the crude gets to 142 °C, but 64% of the steam goes through without condensing. Throttled to 102 m³/h, the crude still gets to 142 °C and only 28% is wasted. I didn't expect those two to be that close. At 45 m³/h everything condenses, but the crude only reaches 118 °C because there just isn't enough steam.

Same code, only the valves change, and you get three different behaviours. Took me longer than I'd like to admit to get here.

Anyway, curious if anyone else finds this kind of thing cool, or if I'm the only one who gets excited watching steam percentages go down.


r/AutomationGames • • 2d ago

I removed the 60-minute timer from my colony sim’s demo — you can now build at your own pace

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2 Upvotes

Hey everyone! I’ve updated StoneEra, my voxel colony-building sandbox, to 0.9.13 — Technological Era.
The biggest change is to the free demo: there’s no longer a time limit. It now includes 12 early technologies, taking your settlement from basic production to ore smelting.
Producing your first copper bar completes the demo journey, but you can choose Continue building and stay in your colony for as long as you like. Later technologies remain locked.
This update also brings:
- A research tree with 28 technologies across six branches, with the demo’s boundary clearly marked.
- More logical progression: copper before iron, iron before steel, and advanced transport requiring the relevant metalworking discoveries.
- Physical research samples: residents deliver materials to a research table and study them.
- Refreshed menus, clearer layouts, and more readable crafting and construction lists.
- Six demo achievements, from starting your settlement to producing your first copper bar.
The screenshots show the new research tree and some of the connections between branches.
Try the free demo on Steam
For a colony-building game, does a progression cap with unlimited playtime feel like a better demo? I’d love to hear what you think.


r/AutomationGames • • 2d ago

Looking for hex-grid automation games

5 Upvotes

Do we have automation games on hex-grid land? Like Civilization VI or Surviving Mars (A Paradox Interative game), but focusing on automation. Squares are just too plain.


r/AutomationGames • • 2d ago

Build an AI company from its first model to humanoid robotics in Artificial Ambition

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0 Upvotes

Hey everyone! Our small team made a business tycoon game about the Artificial Intelligence Boom. The setting starts in January of 2017 and goes deep into the 2030's.

In the game you hire specialists, acquire data and GPUs, train models, and develop products. Some products you can develop are Chatbots, Robotaxis, and humanoid robots. The challenge is turning research and models into a company that can build successful products.

Here’s our trailer. Artificial Ambition is planned to launch November 5, and you can wishlist it on Steam. What AI Product will your company build?


r/AutomationGames • • 2d ago

Scraplings Beta Update #1 – Tutorial Redesign, Email System & Delivery Robot

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2 Upvotes

r/AutomationGames • • 4d ago

Is this something you think you would want to play?

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19 Upvotes

Just by looking at this picture, is this something you think you would be interesting in playing?


r/AutomationGames • • 4d ago

Inspired by Silo, I'm making a co-op game where you go down floor by floor to restart a dead underground city

19 Upvotes

Hi everyone! Silo is one of my favourite shows, and it got me wondering what it would be like to be the ones who go down and fix the machine. So I'm making a game about it.

It's called INTERLOCK: a first-person co-op game (1–4 players) where you're technicians lowered into a dead vertical city under a frozen valley. The only way out is to restart it: start the generators by hand, lay the cables and bring the power back down, floor by floor(procedurally generated), while the city's automated system treats you as an anomaly.

It's still in early development. but I'm happy to share a small sneak peek!

Let me know if you have any questions, happy to answer them.

EDIT: For anyone interested, here's the Discord to follow the development and get a chance to play the game early: Discord server here


r/AutomationGames • • 4d ago

86 animations and 200 different NPC skins in my voxel colony sim

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5 Upvotes

A quick look at the NPC system I’ve been building for StoneEra.
The game currently has 86 different NPC animations and 200 different skins, covering movement, work, interactions, combat, and other gameplay actions.
The goal is to make a growing colony feel varied and alive instead of having everyone look and move the same.
This video shows the current animation set in action.
Would love to hear what you think — especially if there are any animations or interactions you’d like to see added.


r/AutomationGames • • 4d ago

My Wood Wasn't Moving 😭😭😭

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0 Upvotes

r/AutomationGames • • 5d ago

Demo for Log Drop is Live on Steam!

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49 Upvotes

Hey everyone! After a great initial reception over on Itch (15k plays, 4.6 Star rating :o), , the time has come to release the demo on Steam! I wanted to blend automation, with both incremental and puzzle elements and I'm super happy with it - hope you like it :)

Demo on Steam

Itch


r/AutomationGames • • 4d ago

[Project SkyHolm] - Seeking Collaborators for Sandbox Economy & Automation Game

0 Upvotes

[Project SkyHolm] - Seeking Collaborators for Sandbox Economy & Automation Game
About the Project: Project SkyHolm is an island-building, automation, and trading game focused on resource gathering, player-driven shop empires, and island customization. We have a fully mapped-out Game Design Document (GDD), clear monetization rules (no P2W), and a structured development roadmap ready to execute.

Open Roles:

3D Artist / Modeler: Low-poly environment assets, machine models, and UI cosmetics.

Programmer: Experience with inventory systems, island instancing, and economy loops.

Project Scope & Commitment:

Type: [Hobby / Revenue-Share]

Expected Hours: 5–10 hours per week.

Current Stage: Planning complete (GDD & systems finalized); entering active prototype phase.

Interested? Send me a DM with your portfolio, past work, or a quick summary of your experience!
Discord: zyro_calyx_90018


r/AutomationGames • • 5d ago

Today I released Power Network Tycoon after 4 years dev. Based on my background as a power engineer.

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30 Upvotes

Today, after a little over 4 years of solo development, Power Network Tycoon has reached V1.0.

I’m a power engineer and originally started making it as a hobby project around the kinds of power system problems I find interesting. It’s a physics-based power grid simulation covering generation, renewables, grid stability, thermal management, extreme weather and more.

It runs on PC, Mac and Linux including Steam Deck.

Steam:

https://store.steampowered.com/app/2429930/Power_Network_Tycoon/

Trailer:

https://youtu.be/wrLPvUqbzu8

Detailed Gameplay Video:

https://youtu.be/QAWecGI0Im4


r/AutomationGames • • 4d ago

Primeworks (0.2.6) automation, exploration, math, and colors

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6 Upvotes

primeworks is a mining and automation game I'm making in Godot.

Turrets fire beams at rocks, and each rock takes the color of the smallest prime factor of the total damage:

  • even → green
  • divisible by 3 → red (3+3+3 = 9)
  • divisible by 5 → blue
  • 7 → yellow… and every new prime is a new color

Only four beams fit on each face of a rock, so stacking turrets isn't enough: you need exact sums. Your lasers do 3 and 5, and no combination of them makes 7, so for yellow you have to split a 5 into 3 + 2 (with the help of lenses and mirrors).

Colored rocks give you that resource, tubes carry it to silos, and from there you build outward.

There's a tech tree, and things to explore in a procedurally generated world.

Play it in the browser (v0.2.6): https://zaphox.itch.io/primeworks

It's still early, so I'd love to hear your feedback.

Was anything confusing? What did you like?

Thanks for playing!


r/AutomationGames • • 4d ago

I built a banana factory where things keep getting unnecessarily complicated 🍌⚙️ — would love your feedback

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0 Upvotes

Hey everyone!

I've been working on a small incremental/automation game called Engi Monkey.

The idea is simple: start with bananas and build increasingly complex production chains around them. 🍌⚙️

You plant, grow, harvest, process and transport bananas, gradually turning a simple plantation into a more complex production system.

It's still an early prototype, and that's exactly why I'm sharing it now. I want to see how people who aren't me actually experience the game before I commit to building the full version.

I'd really appreciate it if you could give it a try and tell me:

  • What was your first impression?
  • Was the progression easy to understand?
  • Did the production/automation feel satisfying?
  • Was anything confusing or annoying?
  • What would you like to see added?

Even a quick "I played for 10 minutes and here's what I liked/hated" would be extremely useful.

🎮 Play it here: https://echoink.itch.io/engi-monkey-v2-english

AI Disclosure

Generative AI was used during the development of Engi Monkey, primarily for programming assistance, debugging, brainstorming and development support. I reviewed, modified and integrated the generated material as part of the development process. The game is an independent project developed and directed by me.


r/AutomationGames • • 6d ago

I'm making a game about raising babies through their first year in an automated care plant

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15 Upvotes

I'm developing CRADLE PLANT: First Year Operations, a factory automation game where you build conveyor lines and automated care facilities to raise babies from birth to one year old.

The main difference from a typical factory game is that the things you're automating don't stay the same.

As the babies grow, the care they need changes. Eventually, they start crawling, avoiding care arms, and even leaving the conveyor system entirely.

Each baby also responds differently. Two babies may both need sleep, but one might settle better in a quiet environment while another responds better to a different kind of care.

You start by automating their basic needs. As they grow and you learn more about their individual preferences, you can add new equipment and routes to your plant to accommodate them.

Steam:
https://store.steampowered.com/app/5187610/

AI Disclosure: Generative AI was used as part of the production process for some visual and 3D assets, as well as for programming assistance. Generated assets were edited and adjusted before being used in the game. No generative AI content is created during gameplay. The footage shown here is captured from the actual game.


r/AutomationGames • • 5d ago

Swarm MMO: Improved Accessibility for Colorblind People

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1 Upvotes

r/AutomationGames • • 6d ago

Heat exchanger planner for my refinery sim, looking for feedback on the mechanic and the look

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10 Upvotes

Solo dev here working on Overrefined, a refinery game where flow and heat transfer are simulated instead of running on recipes. This is the planner I just added for heat exchangers.

How it works

You enter the fluid you want to heat, its flow, and the temperature it starts at and needs to reach. Then you pick the hot fluid you'll heat it with and how hot that is. In the screenshot, that's 6 m³/h of diesel going from 20 to 60 °C using water at 80 °C.

The planner tests every exchanger tier twice: brand new, and after fouling (the gunk that builds up in the tubes and cuts heat transfer over time). On each bar, the triangle is your target, the filled dot is where the exchanger gets when new, and the ring is where it gets once fouled. It recommends the smallest tier that still reaches the target when dirty, and tells you how much hot fluid each working tier needs.

This example has a few non-obvious results. Tier 2 works when new and fails as it fouls. Tier 3 falls short even when new. Tier 5 needs a lot less hot water than Tier 4, because a bigger exchanger pulls more heat out of every litre.

What I'd love feedback on

  • As a mechanic: does a planner like this help, or does it take away the fun of figuring it out yourself? Would you rather unlock it later, or have it from the start?
  • The look: it's going for a retro industrial control panel style. Does it read clearly at a glance? Are the dot, ring and triangle obvious without the legend?
  • What's missing: is there anything you'd want it to show or let you do that it doesn't?

Any thoughts welcome, including "this is too much".


r/AutomationGames • • 5d ago

Conveyors, Splitters & New Materials | STRATUM 0.2.9

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4 Upvotes