
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 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 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
Super jeu d'assemblage, zen (pas d'argent) mais qui laisse une grande possibilité d'optimisation.
Did i think i was gonna sink almost 100 hrs into a lil automation game about making lil robots? No lmao. But here we are. This game was so engaging and i was determined to get to the end of it and see the final moment of the story. It was the perfect mix of challenging and rewarding and made me feel so smart to figure out the best, most space-efficient production line for every building. Would highly reccomend for any factorio/satisfactory/shapez enthusiast!
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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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
还不错的自动化工厂游戏,拥有比较独特的拼方块机制,唯一有些不爽的就是这个地块限制,大概能明白制作组是想让玩家多动脑子,搭建紧凑且高效的产线,而不是一直干无脑的扩大产线这种体力活,但实际游玩起来很影响体验,因为科技线是逐步解锁的,所以就要一直建了拆拆了建,玩到终期阶段的时候是真的很无力,每个岛都塞得满满的,都是努力的心血,不想重建了,新出现的那个中心岛也根本不够建那些复杂的产线,就没啥动力再玩下去了。总体来说瑕不掩瑜,还是给个好评吧,建议制作组出一个平地模式吧。
Ein interessantes Spiel. Es hat keine Unendlichen Bauoptionen wie zb. Satisfactory. Es hat begrenzten Platz und man muss, nach updates, gerne mal was neu optimieren. Das Prinzip einfach erklört, du Produzierst einen 8x8x8 würfel, und musst den so zerschneiden und wieder zusammen kleben und noch teilweise färben das etwas komplexes in voxelgrafik entsteht. es macht viel aus wie man was zerschneidet, es entscheidet ob es die kette einfacher macht oder komplexer. 3dimensionales denken ist hier extrem wichtig. produktionsmengen sind hier relativ unwichtig und schnell keine probleme. die herausforderungen sind noch mal eine extra liga und alleine dafür kann man immer eine insel reservieren und ständig neu bauen um neue modelle zu bauen. ich empfehle es sehr wenn man mal eher nicht schön bauen will sondern komplex in form. es brauch aber am ende wie satisfaxtory viel zeit ..
The type of game you can really sink into and when you look up the sun is rising. Fantastic game with satisfying clean graphics. Love <3
갓 겜.
It's fine. I think it offers this moment where you're cutting, recoloring, and sticking blocks back together where you reach a flow state and then it just goes back to what it is most of the time: feeling starved for space and materials. Put another way, it's a factory builder where "the factory must grow" doesn't work, because you just run out of resource nodes and run out of space on your little islands and have to stop building.
This is a really neat cube assembler / factory automation game. The idea of mining and assembling these generic cubes into more and more fantastic and intricate shapes is fantastic and implemented in a satisfying way. Lots of little finishing touches are there for you factory builders... build cost is free; you can copy and paste easily; you can delete easily. All the buildings are upgradable, and there is a huge tech tree. Laying conveyers is easy and straightforward. Although you can manually set underpass and bridges, the game will actually automatically create those for you when you sweep large conveyer lines. The presentation is great. I do wish the island were bigger, or maybe you could buy your way to bigger islands. I will continue to have fun with this for a while.
Great
If you are a fan of Factorio be prepared. The limited space is nothing I like and my biggest critic. I also stopped playing because of this. But I still recommend it, if you like the challenge and disadvanteges of limited space.
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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