
An automation puzzle game in the spirit of The Incredible Machine to stretch your brain without the stress. Build chocolate-making contraptions out of conveyors, cannons and simple parts, then optimise them until they run themselves.
Modeled estimate, not a reported figure. How we estimate →
Discounts
Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0/day in the week to Sep 1 → 0/day in the week after.
Reviews, worldwide (the counter carries no country): 0/day in the week to Jul 21 → 0/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 25 chart moves that followed a price cut of more than 20% went a median of 10 places towards #1, and the 2,413 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
About
Captain Contraption’s Chocolate Factory is an automation puzzle game in the spirit of The Incredible Machine. Build a contraption out of conveyors, cannons and a short list of simple parts, press go, and watch it make chocolates without you.
Launch nuts into melted chocolate to make your favourite snack. Smash caramel against a wall to make bite-size bits. Crank up the E numbers by adding food colouring to everything. Each puzzle has as many solutions as you have ideas.
Most automation games want a machine that never drops anything. This one doesn't. Hit three quarters of the quota and the level is done, so a contraption that flings the occasional almond into the void is still a working contraption and you can go and build the next one instead of hunting a leak for forty minutes. The hard version is there if you want it - with leaderboards.
You watch the nut travel, you watch it miss, and you know why it missed. The machines are easy to understand and almost impossible to stop watching. When you finally do tear yourself away from the monitor it will be to grab a friend and show them the monstrosity you created.
You get the same level editor we built the game with, along with full Steam Workshop support for sharing what you make. Every level carries a leaderboard for efficiency and complexity, so you can establish whether your solution was clever or just brute force.
Pill Bug Interactive is Sean and Dave, two developers in Wales, BAFTA Cymru-nominated for Cycle 28. Our first contraption game, Making it Home, was about building a machine and then running around on top of it to keep it working. This one is about building a machine so that you can walk away and leave it alone.
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Engagement
Reviews
For the record, I played this game quite a bit while as a playtest and as a demo. So I am very invested in it's success, at this point. Just so you know where my biases lie. This game is a bit unusual for a factory game due to the large amount of chaos present, and even encouraged. Unless you purposely invest budget into preventing spillage, you will probably lose some of your product on the more complex levels. This is surprisingly by design. Only 75% of ingredients need to reach the goal to pass any objective in the game, nothing will require a higher percentage than that. If that intended imperfection aspect bothers you, this might not be the game for you. (Although, I think a challenge run where you try to do all 100% efficiency would be fun too!) There's a bit of a trial and error element to building factories that might get repetitive for some people, but it never did for me. You sort of get a feel for how to set up more and more stuff in a row without testing the machine as you go along, but it never gets to the point where you can fully solve a level in your head without running the machine. Watching ingredients roll or fly around never stopped being entertaining to me, even after setting up a line of conveyors or cannons or the 50th time. I think that leaderboard hunters will have a lot of fun trying to find what the minimum budget for every level is. Making a complex design, then taking it down conveyor belt by conveyor belt, or replacing something expensive and powerful with something cheaper but more specialized scratches the same itch for me as optimizing designs in Polybridge. The grid placement somewhat limits possibilities though, I think that eventually every stage's optimal score will be achieved. But there will be a good bit of fun before that happens. On level 3 you will encounter a puzzle that expects you to combine a toasted almond with melted chocolate. This means, passing both ingredients through an oven, then getting them to touch each other. Surprisingly, I believe that this is one of if not the most complex instance of processing ingredients in the game. There is no long chain of combining X with X, X and X to make a certain desert. I think this focused design works to the game's benefit, it allows it to focus on introducing unique ingredient physics and objects, sometimes limiting you to a specific combination of one or two which pose a unique challenge. Speaking of objects, sometimes they can be a little tad bit unintuitive. It's almost a puzzle in itself sometimes to figure out how to use them effectively. Up to you whether this is a pro or a con. Considering how the puzzles allow for a wide variety of solutions, I can't imagine a playthrough getting stuck due to this, but it might make it a whole lot more challenging. The visuals are a bit hit or miss. Considering the two person team I can't hold it against them, I think they did a solid job all things considered, but there is a sort of discontinuity between the designs of different game objects. This is a big nitpick but I'm also not a huge fan of the stains on the blocks in particular, I get that it's kind of the point, to look messy, but it kind of bothers me having the factory looking so dirty. The music is a bop, but usually fades well into the background while you build, which I think fits the game well! Jordan Rees did a great job on it. I think it goes without saying that I recommend this game considering how much I wrote about it. Please buy it! I really want them to be able to keep making games :D
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Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Korean, Simplified Chinese, Traditional Chinese, Welsh**languages with full audio support
Hours played at review time, across 27 reviews with recorded playtime.
Wow, what a surprisingly wonderful little game! It's a fun mix of engaging puzzles slathered in a hilarious candy factory theme with a good bit of crazy Rube Goldberg creativity sprinkled in. I've really been enjoying the incremental progress I've been making on each level, tweaking the angle of an almond-shooting cannon or adjusting the position of a conveyor belt so that the chocolate falls off in just the right way. As a fairly longstanding member of the Pullbugint Discord server, I went into this knowing there would be leaderboards. Originally, I thought that I'd just play each level to completion and move on to the next level, largely disregarding the public boards. Silly me! Once that first leaderboard popped up and told me that I could complete the level with half as many machines... I was hooked. Darn you all for including public leaderboards! After playing through the first set of many levels, I was pleasantly surprised at the amount of zen a series of cannons shooting candy floss into the air or the specific way chocolate bars can crash and flip into each other created. Sometimes it's the little things that create awesome moments, and this game is full of them. I have lots more to play, and I feel like I'm just getting started on finding out what the future levels have to offer, but so far the game is surprisingly addicting in a sort of wacky, fun way. Great job by all involved, including the epic soundtrack!
Fantastic game, love the puzzles and physics, feels really good when you finally make it perfect. The leaderboard is a good way to make you want first place on every level, it also have workshop and i will definitely try some of those levels after i finish the game. The Devs. are really nice, they truly deserve support, hope to see more games from them.
I had a lot of fun plying this one, it really scratches that "The Incredible Machine" itch! It also feels a bit like Lemmings with how the items come into and exit the stage. The music is really great as well, very chill. Game play is great, making your factory machines work and trying to perfect them is a lot of satisfying fun!
Super sick game, having a lot of fun already tinkering with the mechanics. big ups indie game devs
Very nice puzzle contraptions game, tons of content, amazing devs
Fun puzzle game
This is an excellent game. Very much like the Incredible Machines or Krusty's Funhouse (underrated). The concept of the gameplay is straightforward enough and you end up tweaking like you would in Spacechem to get that better performance. The soundtrack, I'm never usually bothered about in games. I will say I'm not sure it fits the game, but equally, its one of, if not the best I've ever heard in a PC game.
This game is really enjoyable. The physics work well. I still have to try the level editor which will give me so much more to play around with. A problem I had while playing on my older computer got resolved in less than twelve hours by a developer personally (Hi Sean!). I am recommending Captain Contraption's Chocolate Factory!
Fun puzzle factory game. Worth the price. Try the demo if not convinced.
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