
Kaizen is an open-ended puzzle automation game from the original Zachtronics team, set in 1980s Japan. Design, build, and optimize production lines to create iconic products, like calculators, camcorders, and arcade machines.
Modeled estimate, not a reported figure. How we estimate →
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About
The year is 1986 and you are David Sugimoto, born and raised in South Bend, Indiana. Thanks to a family friend, you’re headed to Japan for your very first job at Matsuzawa Manufacturing.
Japan’s economy is booming. They’re looking for smart, young, motivated business professionals just like you. You’re going to go get to live that 80s executive life and jet-set around the globe, right?
…Right?
Initially promised a job with the international sales team, you show up at your new job and it isn’t a shiny office. It’s one of Matsuzawa’s old factories in the outskirts of Tokyo. You’re quickly put to work designing automated production lines. Do you have what it takes to survive as a rookie thrust into the fascinating world of factory automation?
From the creators of Opus Magnum, SpaceChem, and Infinifactory comes Kaizen: A Factory Story — another masterfully engineered game.
Weld, rivet, cut, and drill the optimal design and share your solutions to build the simplest, fastest, and sleekest items in your factory. Export animated GIFs to show them off.
But wait! There’s more! In case you want to take a break from factory life, you can spend your days playing Pachi-Sol, an exciting new pachinko-themed solitaire game.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Korean, Polish, Russian, Simplified Chinese, Traditional Chinese, Portuguese - Brazil*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
For me Zach-like games are usually hit or miss. I enjoyed U.V.S. Nirmana very much and was hoping that would enjoy Kaizen at least at same degree. In the end, Nirmana is a small game feeling like a spin-off and Kaizen is a major title from Coincidence, right? Well, yes and no. The game follows a pretty much familiar formula: with a set of the VERY basic tools you have to solve different puzzles. In this very case you need to assemble things: from toys to computers and from plastic food to clothes. And that's the first thing where the game feels a bit off. I can understand it for a sake of the genre, but cutting and then WELDING parts of gowns and pachinko machines still seem absurd. OK, it is not a critical problem after all. Let's solve puzzles. 5 of them, 10 of them... Well. This is an old thing from Zachtronics games: some of them are too much repetitive. And if in, for example, EXAPUNKS it has been solved with introduction of e-zines, several side activities like a programming of handheld console etc., making the game more engaging, Kaizen lacks all of these altogether. You get all your tools in a couple of initial levels. You always get the same assignment: assemble _something_. Yet the puzzles are pretty much the same and only variation is a form of a thing you ought to make. At some point the game becomes utterly boring. One thing worth mention is that in Kaizen you are practically not limited by space or allowed number of tools you may use. I would say it is kinda new approach for devs. Does it work? Well, partially: you may eventually solve everything by adding new tools on a workbench (sacrificing only your final score which is dismissible); on the other hand, you are not seeking elegance in your solution, you just go brute-force mode. And yes, as with Nirmana, I didn't like OST. Tunes are OK, but why are they bound to a particular level only? Would it hurt to just cycle through all of them in a random order? Question without an answer. Conclusion: I would not recommend this game. It's too long, too repetitive and lacks imagination Zachtronics/Coincidence developers are most famous for.
It’s a Zachtronics game. Here’s my ranking, you can probably figure out what I like and don’t like for yourself and that can inform your purchase. 1. Opus Magnum 2. Shenzhen I/O 3. MOLEK-SYNTEZ 4. Exapunks 5. Kaizen 6. Spacechem 7. Infinfactory 8. TIS I like each of these games though so don’t take any of the rankings as a criticism. Kaizen is easily the easiest but it does hit that Opus niche of being really fun to optimize.
Glad I waited for a sale here - I'm a huge fan of Zachtronics style games, and this one has the pedigree. Unfortunately, the toolset is really limited and it's almost all just pushing PNGs around and welding them together (or riveting binoculars together through the eyepiece). While I think this may have its place in the canon as the easiest, introductory Zach-like, there's not enough going on here for me. Normally I would stick with it for longer, but once I figured out that only the first unit's creation counts for the leaderboard score (you don't have to reset the workspace to create a second) I realized that this is missing some of the fundamental aspects of factory games and it lost its appeal for me.
A perfect entry point into the beautiful world of Zach-like puzzle games
Загадки, благо, действительно логические. Однако сложность растёт зигзагообразно. 2,3 или 4 лёгких, потом 1 дикая запара и духота, повторить. Было интересно, мозг потренировал с удовольствием, сюжет не самый плохой. Но даже мне, человеку, отвечающему за производство было геморно. В жизни производственную цепочку сделать проще))) Игру, в целом, рекомендую. Если вы не гуру само-мозго-др@чки, то только по скидке.
8/10, a solid Zach-like puzzle game. Will defs return to it someday. The music and theme are pretty great. I don't mind the VN-style elements; though I must say I were a bit surprised by the rhythm game cameo at the start! (as surprised as the character themselves, I'm sure! - so I'll write that one down to story telling.) Eventually the mechanics felt a bit repetitive (still engaging enough, I suppose). I've finished the game over the course of one day. I don't really feel like there is a lot of replay value right after finishing it besides optimizing your designs for better speed/compactness/cost, and there's only so much one can do before boredom strikes and it is time to move on. There is a section with "cut" puzzles and game mechanics too - perhaps I will come back to more of those when I get bored of something else! :D Also, the "solitaire" is pretty fun, once you figure it out! :D
かなり面白いんだけど連続してやるものじゃないねコレは…… 途中、コーヒーメーカーのステージで二進も三進もいかなくなってしばらく断念。8ヶ月ぶりぐらいに起動してやったら何とか解けたので再開し、先日晴れてエンディングを見るに至りました。 このように書くと難しくて複雑なパズルのように思えるかもしれませんが、”クリアするだけ”ならかなり簡単なゲームです。コーヒーメーカー相手に泡吹いて斃れる醜態を晒すこともなかったかと。しかし血眼になってまで普通のクリアを拒絶したくなるだけの魅力がこのゲームには秘められています。これに関しては後述します。 [h3]快刀乱麻の対極[/h3] 快刀乱麻[カイトウランマ] わやくちゃに絡まった麻縄をバッサリ行くこと。即ち、難解な問題を華麗に解決すること。 このゲームのパズルはそのようには出来ていないし、クリアした時の感情は恐らくカタルシスの類です。 部品同士を繋げる溶接機がワークの進路を妨げ、余肉をトリムするカッターが余計な所に穴を開ける。自分自身の仕事であるから誰の所為にも出来ない成果。あゝなんとままならぬことか! そのようにして眼前の脅威…もとい前段階の目的解決の為に設置された今になっては障害物を、何とか避けながら解いたパズルは歪そのもの。洗練には程遠い結果…… それでも貴方は偉業を成し遂げました。それで良いのです。 [h3]眺めましょう![/h3] 出来上がった製造ラインが動く様子を眺めましょう。 些か無駄があるかもしれませんが、複数の機械が規律に従って動く様子を見れば脳の報酬系にじゃぶじゃぶ注いでくれますよ。 動かす、繋げる、回す、削る……全て貴方が設計した成果です。壮観ですよ。 その成果はgifとして出力もできます。製造ラインの配置と動きの保存もできます。昭和では考えられない令和技術の粋も、あなたの仕事を支えます。 [h3]妥協、或いは挑戦[/h3] [b]挑戦です(断言)。[/b] 妥協はありません。 この成果に貴方は満足ですか? 無駄にグルグル回したアクチュエータの動きに不満はありませんか? そうですか、そうですよね。 [h1]改善の時間だ![/h1] 長すぎる工程を! 多すぎるアクチュエーターを!! 広すぎる作業エリアを!!! [h1]改善しろや!![/h1] 歪に出来上がった製造ラインが稼働する様子を見ればすぐに貴方は気付くはずです。 あれ? この作業同時に出来ないか? アクチュエーターを動かした方が安く済まないか?? ワークの送り出しに無駄があるのではないか??? [b]沼だぜこれは……[/b] しかも沼はこれだけじゃ終わらねえ。 [b]フレンドの統計が見れちまうんだ!![/b] 額の汗を拭って結果を見たら、お前のフレンドは2手も早くクリアしている…しかも値段さえちょっと安い! あああ!!? ああぁあぁぁあ!!? お分かりでしょう? ぼくがコーヒーメーカー相手に半べそかきながら取り組む理由がッ! 要は”最適化したい!”という[b]挑戦[/b]こそがこのゲームの支配的要因なのです! ただパズルを解くのではない、出来上がった物に責任を持つ。実際には競技的なこのゲームは、最も脳味噌のスポーツなのかもしれないですね。 大量のパズルを解くゲームではなく、コンペティション的なジャンルに有ると思います。そういうのが性に合ってる方は是非是非、是非に挑戦んでみてください。 余談 なんとかクリアしたコーヒーメーカーは当初8工程でしたが、色々洗練した結果5工程まで短縮できました。 本当に取り組み甲斐のある課題ですが……多分このステージが全体的に詰みやすいスポットだと思うので、興味を持ってプレイしてみるも進退窮まった方は、一睡してみる事をおすすめします。マジで効きますから。
Крайне рекомендую всем, кто никогда не пробовал подобные игры. Никогда до этого не играл в симуляторы конвеера (Shenzen I/O, Opus Magnum, даже Factorio прошла мимо меня). Эта игра в щадящем режиме погружает в процесс, уже во второй главе начинаешь по несколько раз перепроходить отдельные задачи, пытаясь выйти на лучший результат в отдельной категории, иногда чувствуешь себя дико умным, чаще не очень умным, особенно если начинаешь искать в интернете как решили другие люди. В любом случае очень приятно выделить вечером 1-2 часа чтобы отвлечься и покрутить задачки, после прохождения уже планирую вкатиться в Opus Magnum. Единственное, что стоило бы добавить - четвертую метрику оценки, суммарный результат, т.к. решения, направленные на оптимизацию всех 3 метрик выглядят наиболее приятными и впечатляющими.
That Pachinko mini-game deserves a game of its own!
Бывают небольшие, но очень качественные игры. И это одна из них. Безупречное исполнение видно в каждом пикселе!
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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