
Create, automate and defend an impenetrable base. Assemble and command a Bot army to combat an entire Piratebot invasion. Build, program and battle your way through five different zones.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish, Japanese, Korean
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
很遗憾的是机器人有时候会停止工作,不知道什么原因。而且这个续作并没有加入创意工坊。
Autonauts vs Piratebots is an inventive automation-strategy hybrid that expands the peaceful logic-puzzle roots of the Autonauts formula into a more goal-driven experience built around conflict, defense, and recovery. Developed by Denki and published by Curve Games, the title reframes automation not as an end in itself, but as a critical means of survival in a world overrun by hostile mechanical pirates. The result is a game that still celebrates creativity and efficiency, yet constantly pressures the player to adapt those systems under the threat of invasion. The premise immediately establishes a sense of urgency. Piratebots have swept through automated settlements, stealing resources, capturing friendly bots, and dismantling infrastructure. As the newly appointed commander of the Autonauts Defence Force, the player’s task is to reclaim lost territory, rebuild shattered production chains, and ultimately strike back against the pirate leadership. This narrative framework gives structure to the sandbox nature of automation, providing clear objectives while still allowing players to approach problems in their own way. At the core of the experience lies the same visual programming system that defined the original Autonauts. Players “teach” bots by recording sequences of actions, which can then be repeated autonomously. In Autonauts vs Piratebots, this system becomes far more than a productivity tool. Workerbots must gather resources, refine materials, and maintain farms at scale to support a growing war effort. Every inefficiency matters, because automation directly feeds military production, defenses, and expansion. Well-designed routines feel immensely satisfying, especially when they continue functioning smoothly while the player’s attention is pulled elsewhere by combat or exploration. Combat introduces a new layer of complexity without abandoning the game’s automation philosophy. Military bots such as warriors, archers, and knights can be trained, grouped into squads, and given behavioral routines that dictate how they respond to threats. Rather than direct micromanagement, battles are often won or lost before they begin, depending on how well squads are programmed and supplied. When Piratebots raid your base or you launch an assault on an enemy stronghold, watching coordinated units carry out their routines successfully can be one of the game’s most rewarding moments. Enemy encounters range from roaming pirate patrols to fortified outposts and large boss battles. Named pirate leaders serve as milestones in progression, each requiring preparation and adaptation rather than brute force. These encounters highlight the game’s central theme: automation is power. A poorly organized base can collapse under pressure, while a thoughtfully designed production and defense network can withstand repeated assaults with minimal intervention. That said, combat can occasionally feel uneven, as bot behavior may require manual correction, especially in complex terrain or chaotic fights. Exploration plays an important supporting role. The world is divided into multiple zones, each offering new resources, challenges, and opportunities to expand automation systems. Clearing pirate-controlled areas unlocks space for new factories, farms, and defensive layouts. This loop of exploration, rebuilding, and optimization keeps the game moving forward, preventing automation from becoming a purely abstract exercise. Every new area feels like a puzzle, asking the player to design systems that fit both the terrain and the threat level. Visually, Autonauts vs Piratebots retains the bright, toy-like aesthetic of its predecessor. The simple, colorful art style prioritizes readability, which is essential when managing dozens of bots performing interlocking tasks. The interface emphasizes clarity over spectacle, helping players track production lines, squad assignments, and threats without unnecessary clutter. Audio design is understated, reinforcing the rhythm of construction and conflict without distracting from the constant mental problem-solving the game demands. The pacing alternates between calm optimization and sudden urgency. Long stretches of planning and refinement can be interrupted by pirate attacks, forcing players to evaluate whether their systems are truly resilient or merely functional under ideal conditions. This tension is one of the game’s strongest qualities, as it transforms automation into a living system that must survive disruption. Failures often feel instructive rather than punitive, encouraging players to rethink layouts, improve redundancy, and refine bot logic. Overall, Autonauts vs Piratebots succeeds as a meaningful evolution of the automation genre. By introducing conflict and clear objectives, it gives purpose to efficiency and transforms abstract optimization into a strategic necessity. While some rough edges remain in combat execution and bot behavior, the depth of its systems and the satisfaction of seeing self-sustaining solutions hold up under pressure make it a compelling experience. For players who enjoy automation, programming logic, and strategic planning wrapped in a whimsical but challenging framework, it offers a rich and memorable sandbox where creativity truly becomes a weapon. Rating: 7/10
fun
游戏是个好游戏,但是其到了中期就开始有些枯燥了,尤其体现在小金库的上限和兵的智能程度,小金库很容易填满,但是造兵又很容易花光,结果就是机器人必须等金库攒满了才能造兵,或者搞稻子的小队捧着稻草这些站在原地被卡死,而且造兵前如果开了武器产线还会在造兵前提前花完导致旁边架起武器塔而一个兵都没有,而且海盗的劫掠战感觉不痛不痒,调兵又很麻烦,尤其是如果海盗站在区域边缘打它们它们就只会原地挨打,结果就是这边在忙产线,那边直接原地团灭,太tm不智能了,反正打可能直接让我没了部队,还不如让它们劫掠完事我再修来的省事,结果就变成海盗劫一下我,我劫一下海盗,没完没了搞得我很烦,但是议和以后游戏又变得很无聊,取消议和又有30min的CD。。。基本上玩上十来个小时就会进到这种状态,确实很难言。。。
Gets tedious very quickly. Teaching bots how to chop and store logs isn't very interesting and makes you question the whole concept. Bots are also not visually distinct or anything, and the whole automation thing just becomes an unorganized mess. Building things is also an absolute chore because you literally have to pick up every single building material and also literally dump every single one on the construction site. This is one of these games that look interesting at first but aren't fun at all.
Really fun for people with crippling autism!
funny robots go ding ding
Habe es im Stream (WildMics) angetestet. Pros: - Ausführliches Tutorial - Grafik: Unter anderem Kinder ansprechend gestaltet - Verschiedene Seeds - Auto save Cons: - Tutorial an einigen stellen nicht gut erklärt bzw. vermutlich nicht gut übersetzt - Gab dafür keine Subs im Streams Fazit: Wer automatisierte Games mag, kann rein gehen.
[b]Incredibly Iffy[/b] In this game you have to do all the work programmers do for you in other games. In a normal strategy game you just select a worker and right-click a resource to get. In Autonauts you have to build a robot, build a workbench, create 2 versions of a tool, program a robot to get resources from multiple chests, tell it to make that tool, program a robot to use that tool and in what area and to get a new tool if the old one breaks. That's a lot of work, even for an assembly line game. While you're trying to concentrate on learning and doing this trees and such shake quickly on screen from being interacted with, and the tutorial shows you big blinking arrows. Imagine trying to pay attention in class while the teacher shines a strobelight in your face. I couldn't even deal with this for half an hour.
开头的闪电真的超级亮,闭着都能感觉很明显的白光,更不用说看了,弄得人很不舒服
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