
Facteroids is a 3D factory building game about asteroid mining in space. Prospect, mine and manage your production lines in a variety of scenarios and procedurally generated worlds across the entire Solar system.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Czech, German, Japanese, French, Traditional Chinese, Spanish - Spain
Engagement
Hours played at review time, across 46 reviews with recorded playtime.
Reviews
Themes across 46 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
Me gusta, divertido y absorvente!!! Un juego relajado sin complicaciones añadidas, es decir, hace lo mismo que otros juegos más grandes sin la necesidad de volverte loco.
Abandoned game. No patches or new features
It's a mixed bag. I've got 40 hours into it, so it's definitely worth the entry price, but it wears out its welcome a lot earlier than the better factory games. The root mechanics are moderately complex. Not nearly as deep as Factorio or Factory Town, but there's more to them than something like Per Aspera. The Asteroid Hopping mode isn't much fun. You quickly fill the current map, and then you move on to a slightly bigger asteroid and rebuild your factory from scratch. This gets repetitive really quickly. Worse, you're not advancing much each time - I played it through 3 asteroids, and the 3rd still had 2 of the 5 basic ores locked. I went back to the campaign after that because I was seeing more of the game that way. The campaign is a succession of puzzle maps. Some of the puzzles are interesting, some of them are trivial, and some are downright tedious. Far too many of them have some very specific gimmick. Often, they disable some specific part of the game, like creating new buildings or blocks, because the scenario would be trivial if you were playing normally. Despite the name of the game being "factory asteroid," most of the campaign maps take place on a planet surface. Which is fine, building on actual asteroids mostly just means you're playing on a really small map. Some of the production chains are really weird. For example, making stainless steel, steam, or pizza requires lava. It's not important, even if it is jarring that you're doing things like running power cables made out of ice. The game has research, but you don't want to bother with research most of the time. Many of upgrades you can research are expensive and not very valuable. It's not cost-effective to spend 3x as many resources on a mine when it only increases mining speed by 30%, and the mine has a limited number of minerals, so you end up throwing it away when it runs out. All too often I found I didn't install upgrades even if they were pre-researched in the scenario. The main exceptions were technologies that were required to win a specific scenario. Some mechanics, like flooding to fill lakes, are definitely undercooked. Water spilled on the surface behaves very oddly. Fortunately, they're not core mechanics, they're stuff you'll do once or twice for a puzzle and never again. It's kind-of 3 dimensional. Most of the time you're really playing in 2 dimensions. You can build your own blocks, and construct odd bridges around your factory with them, but on many maps it's prohibitively expensive to do so. Dumping 100 of anything onto a tile with a "landfill" item makes a new block, but even 100 concrete is a somewhat substantial investment. Stainless steel blocks only take 10 stainless steel, but stainless steel is a high-tech, expensive material. In any case, you're not going to be building a multi-level factory like in Satisfactory. On the positive side, some of the puzzles _are_ pretty interesting. I enjoyed building the space station where you have to trade for all your minerals - it was a bit like playing a "skyblock" challenge in Minecraft. Complete with the ability to manufacture new real estate for your factory out of those stainless steel blocks. The developer also seems very responsive. There's not a lot of traffic on the game's discussion board, but he seems to participate there when questions or concerns come up.
ネタは良かったけど詰めが甘かったゲーム。根本的にこうとかではなく、ちょっとした数値を変えるだけでもっと洗練できたのに・・・と惜しい気持ちになってしまう。 例えばストレージの容量を1000個くらいにして、代わりに母船の容量に制限をかけるだけでもゲーム性が変わったはず。母船が無限集積所になってしまっているせいで作業感が強く、小惑星の地形改造が簡単に出来てしまう。 要するにおすすめしません
Having a very touchy drag scroll and the eyedrop select tool being the same hotkey in middle mouse button makes this game one of the most frustrating factory games ive played. Not having the option to change it makes it unplayable unless i want to destroy my wrists by clicking and trying 5 times to contiue with belts or pipes.
The whole game looks quite unpolished and doesn't give a good first impression. But what it ruined for me withing the first ten minutes is, that the camera always keeps zooming in, when you rotate the asteroid. wft should this 'feature' be for? I think I thoroughly checked all the settings and this seems to be the way the game should be played. Absolutely annoying. Rotate a bit, zoom out. Rotate another bit, zoom out.
Relatively simple game, and not nearly as punishing as it could be (I consider this a good thing). Good automation game, with the 3d twist that can bend your brain a bit. All in all, consider it if you're a Factorio player or any other automation game player.
It's just not polished enough yet... even the tutorial is easy to get stuck in and difficult to understand at times.
Had the game for 3 days and already put 40 hours into it, when i can't seem to stick to 1 game for longer than 5 minutes .....enough said!!! Can't wait to see how this game progresses there's so much potential here, however at 55k stone from my first 2 asteroids seems a bit much on the resources maybe its just me.
I love it. FYI the full game is WAY better than the demo. Interesting take on the factory builder genre- you are on the outside of a 3D asteroid made of blocks. You can build on any face of the blocks. Terrain is destructible. And the missions in the campaign are awesome.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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