
Build, automate, & optimize production lines across sky islands with real spatial constraints. Every production line is an open-ended puzzle: which operators to use, how to route your belts and how to fit your factory into the landscape. Your solutions, like your factories, are uniquely your own.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
Every market we collect.
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): 0.57/day in the week to Aug 31 → 0.86/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

Modulus doesn’t hand you the solutions. You’re given a module to produce, how you produce it is entirely your call. Every production line is a puzzle you design yourself: which operators to use, how to route your belts, how to configure each step in the chain. There’s no single correct answer, but there are trade-offs to every choice you make.
The terrain is part of that challenge. Forget vast open plains, Modulus puts you on sky islands with real spatial constraints. Where you place your production lines matters. Working within the confines of the islands, connecting across the gaps, fitting your factory into the landscape rather than sprawling across it, is all part of the challenge of Modulus.

Modulus is a creative sandbox factory simulation where you don’t just solve problems, you design the components that make up the solution.
Build and automate elegant production systems using modular engineering tools: cut, paint, stamp, and assemble 3D building blocks called modules.
From logic-driven problem solving to free-form expression, Modulus blends base-building, resource management, and thoughtful strategy in a game that rewards both beauty and efficiency. There’s no single solution, only the system you create.

Programmed by the Colony to supply bots with relentless efficiency, your purpose was clear, until a signal from deep space changes everything.
The Grand Neural Network is calling.
To connect, you must construct massive Neural Monuments: vast, intricate structures that test the limits of your engineering, logic, and scaling automation strategies. Caught between your creators and something far greater, you begin to question your programming and pursue a deeper sense of purpose… one module at a time.

No enemies. No combat. No timers.
Modulus offers a relaxing, low-pressure take on factory automation, where experimentation and optimization thrive. Build at your own pace and enjoy the quiet satisfaction of systems that simply work.
For those who want to build without constraints, Creative Mode offers full access to tools, paint, expanded module sizes, and unlimited resources. There are no objectives just you and the grid. Design voxel art, test complex layouts, or invent something wild. It’s your sandbox.

Modules aren’t just resources, they’re the building blocks of your factory. Each one you craft becomes a visible part of a structure rising in real time.
The more complex the goal, the more intricate your modules must become, rewarding strategic planning, creativity, and system optimization.

Whether you’re solving intricate logistics puzzles or designing the most aesthetically pleasing factory possible, Modulus is built for creative expression. No two factories will look the same, your solutions, like your factory, are uniquely yours.
Begin with basic resources and learn the core systems. As your production needs scale, unlock new mechanics, tools, and challenges that deepen your understanding of logic, optimization, and modular design mastery.
Engagement
Reviews
Themes across 102 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I have completed all but the last bot and last monument building. The game is fun when there is something to do, but then you just wait for your challenges and goals to complete. Probably 75% of my play time is afk/idle time. I'm not even the type of person to leave factory games idle like that, but there's just nothing else to be doing. The build space is limited and there are only so many resource patches. Once a challenge shape is completed, you can delete that entire factory because it's not used for anything else. It's not like a crafting game where you make an iron rod or whatever and then use the iron rod to make something else. You put cubes together, paint them, cut them, rotate a piece of it and put it back together. Delete the factory and do it all again with different color, cut and rotation. I don't mean this as harshly as it may come off, but I've played free games on [a different platform] that have more to do than this game does. I would only recommend this game if you have already beaten most of the other factory games or are just looking for a simpler one.
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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, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese, Dutch
Hours played at review time, across 103 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
needed another year in the oven. the way it is, it has way too much downtime, particularly towards the end. in factorio you can scale up if you are waiting, but here, with limited building space, you can do nothing but wait. and then the game has the audacity to criticize your idling. did nobody play test this? performance gets noticable hangs towards the end as well.
Overall I think the game is fun but I believe the devs have moved on and there is no new development happening. No updates to features, factory elements, tech tree or challenges. Game is dead as far as I can tell. They did launch a different new game which they announced on this products updates instead of updating this product. So....
I am a huge fan of this genre but this game needs a review beat down. The game feels more like a series of puzzles and production constraints. Pro's - I like that it is very easy to create building (no power, money, etc), just place, move, delete, etc. - Copy and move will be your BFF. - Its not to hard to scale, the efficiency heat map will be your 2nd BFF - decent tech tree Con's (and constraints) - Not a fan of the 'island' approach. Huge constraint. As you evolve, you eventually learn you placed a production chain on the wrong island. There isn't a lot of flexibility to recover from early, unknown, mistakes. Islands force you to build production inputs everywhere. It is difficult to manage with naming and labeling limitations. The game offers air transportation frieghters, but they are very limited. It kills me that you have to map port to port. Otherwise you end up getting the wrong product in different storage ports/units. Huge pain in the a## - You can spend hours designing a single widget (puzzle). I am not just talking about the setup, blocks, colors, processors, etc. How many ways can you slice a 4 x 4 widget into an 8 x 8 pallet? More than I would have imaged. - The challenges are meaningless time sinks once your hit the production goal. The setup and time investment doesn't feel satisfying like it does with meaning widgets.
普通に面白いんですがやってること自体はShapez2なので、あっちの方があらゆる面で洗練されてて用地も立体的だし値段もほぼ同じなことから、ゲーム性だけを求めるならあえてこちらを買う理由はない感じ。 ただShapez2が無機質な生産ライン製造感が強いのに対してこちらは多少建築感があるので、箱庭的な空気が欲しい人、あるいは平面的なラインを好む人にはこちらの方が合うかもしれない。 Factorioのピースフルモード程に資源管理に悩みたくなく、かと言えShapez2程に曲がりくねったパイプに頭悩ませたくない、と言う層がおすすめの対象。
This is very similar to Shapez 2 where you are manipulating blocks to make arbitrary and ever more complex shapes. There is no time pressure, but you are going to find yourself in a lot of space pressure and using most of the resources on the map. It's pretty solid from what I've seen with my only major complaint being navigating the tech tree.
Very fun automation game. I absolutely loved the challenges. Making a massive spaghetti factory to make a single challenge part at a reasonable speed was really fun. And after I finishing that part, deleting the entire godforsaken factory felt so satisfying... Like I was clearing out a bunch of browser tabs after finishing a project. Personal favorite blueprint was making a 12x12x12 mega cube, painting it whatever color, then breaking it back up again into 4x4x4 pieces. I used it everywhere and it saved so much time, space, and resources that would have been otherwise spent on making paint. Another thing I loved doing in this game was never wasting a single block. I would send all "scraps" back to be recycled into 4x4x4 blocks and sent back into the chain. Loved every second of it until I ran out of challenges and the main quest ended :(
Adoro i factory game come questo. Gioco tranquillo che ti fa ragionare se vuoi ottimizzare al massimo i vari flussi di costruzione. Vedendo la quantità di lingue disponibili mi aspetto anche l'italiano in futuro (anche tradotto da AI), fino ad allora non darò il voto positivo reale che questo gioco si merita.
今作に関して他の方々のレビューを見て本当に色んな視点があるものだと驚きました 視点・感じられてる事が全然違う そんな傾向がここまで強いゲームはそうない 僕の18時間のプレイの感想としては このゲームはストラテジーではなくパズルゲームだ、という点に尽きます ストラテジーとして見た場合の厳しさも緊張感も全くないです 元々そういうコンセプトで作られているタイトルであってそれに気付かなかった自分が悪かった パズルゲームが好きな人はどっぷりハマれると思います
戦闘や探索が必要ないボクセル工場シミュ。 立体版Shapez、あるいは、襲撃がない・資源が枯渇しないFactorio。 [h3]良いところ [/h3] ・ひたすらライン構築に集中できる ・図形がそのまま"工場"として組みあがっていく視覚的な楽しさ ・切断・打ち抜き・結合を駆使して効率的に作るパズル要素 ・デモを含めた親切なチュートリアル [h3]微妙なところ [/h3] ・マップが狭い&無意味な障害物の数々 ・施設のサイズと形状が中途半端 ・塗料の要求数が多すぎる この手のゲームにありがちな、資源の枯渇によるラインストップや導線修正、防衛のためだけの設備や弾薬を用意する必要がないのは個人的に嬉しいポイント。 施設の設置に資金や物資を要求されないので、効率的なライン構築のための加工手順を試行錯誤できるのもいいところ。 ただ、新しい設備や部品が解放されていくたびに気になってくるのがマップの狭さと塗料の需要の膨らみ方。 正方形の島がいくつも並んだマップになっていて、それぞれ資源以外に無意味なオブジェクトが並んでおり、それを除去する方法ができないので見た目以上に活用できる範囲が狭い。 中盤以降は色付きのブロックを多用することになるが、そのたびに塗料が必要になる。 新しい部品を作るたびに色の数だけ塗料を作る工場を立てて、塗装設備まで原料を運んで…という流れが発生する。そしてマップが埋まる。 また、搬送系の立体交差がほとんどできないためコンベアの敷き方も重要になる。 その結果、とにかく小さい範囲に工場を敷き詰めることが必須になってくるので謳っているほどの自由度はないのがもったいない。
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
Players also reviewed
The games this title's players most often review too — audience affinity.
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