
An alchemical automation game of ever-changing logistical puzzles across six Elemental planes. Each Element transforms how you generate power, move resources, and defend your factory. Cultivate your own garden of possibility with dozens of uniquely shaped structures in this hex-grid sandbox.
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About
MoteMancer is a fantasy automation game set across six overlapping Elemental planes. Design elegant systems on a Hex Grid, combining ingredients, structures, and magic to reshape the world through alchemical insight.
Grow Mana Roots and Mana Leaves to collect power from the sun. Weave Streamways to move ingredients across your base. Each Element offers unique mechanics, and each plane brings its own puzzle pieces to the table. Combine Elements for powerful, synergistic effects.
Infuse ingredients to uncover their hidden potential. Unlock new tools through experimentation where every combination is a chance to discover something unexpected.
Learn spells to Nudge structures, Levitate across terrain, or use Daycaller to control the sun itself. Magic isn't just power, it's part of the puzzle.
Six overlapping Elemental planes, procedurally generated and seamlessly traversable in real time.
Automation on a Hex Grid, with dozens of unique structures that reward clever positioning and planning.
Ingredient-based research, enabling multiple simultaneous lines of discovery.
Element-specific tools and power systems, encouraging distinct solutions for each plane.
Entropy, a creeping adversary that tears through the fabric of reality and tests the resilience of your systems.
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*, Polish*, Portuguese - Brazil*, Portuguese - Portugal*, Russian*, Spanish - Latin America* +3 more
Engagement
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Motemancer is a great variation on a factory game without deviating too much from quality of life or other mechanical expectations to be frustrating. There's a lot of creativity here in how the different elemental planes work and synergies in research. The "entropy" (which is the game's threat you need to manage and/or exploit, instead of enemies) is also a pretty solid mechanic and I like how there's a whole reward tree for dealing with it. Some of the planes' mechanics, however, don't really land too well for me, and after a quick tl;dr, the rest of this review is going to be me griping about some things I didn't find fun. First, some basic good and less-good observations: Good: - Creative elemental stuff taken to its logical extension - Hex grid and the neat stuff that can be done with it - Entropy as a threat to manage - Game runs well and has enough quality of life (e.g. decent blueprints, pipetting, etc.) to avoid frustrations Less Good: - Elemental limitations on planes is a severe double-edged sword (forces exploring new mechanics, disappoints by forcing unique blueprints on every plane due to elemental restrictions) - Clearing entropy with spells is only fun for the first 5 times, then becomes extremely tedious - No apparent incentive to build megafactories -- achievements are tuned for replays of the main objective and infinite research options aren't very compelling for scale in the way that e.g. Factorio's are. Air power is abundant but pretty annoying to set up and difficult to visualize. Air-based grippers (inserters) are clearly trying to get you to "think hexagonally" rather than in straight lines, but it's *extremely* easy to send the wrong resource onto a saltway (belt) because they're always pulling or pushing to two different places and, again, it's difficult to visualize. In factory games I generally like the little bit of "puzzle solving" you need to do to get a compact production line. Motemancer is good at this, too, and I had fun lining things up to load lots of items onto pedestals in an area that I had left too cramped. On the flipside, certain buildings (especially Shadow Plane) and the Runeshrooms (sort of an advanced form of beacons that spans multiple tiny structures to operate) seem to want you to do a LOT of puzzle-y fiddling to get them going. That was frustrating at first, but I worked through it, only to realize that I couldn't use the blueprints I had carefully made in pretty much any other Plane because you're blocked from building e.g. Shadow buildings in the Life plane, and that includes Runeshrooms themselves. Basically the game is intentionally set up so that no one plane can benefit from ALL of the really cool stuff you unlock. And that makes sense from a balance point of view, but it also adds a lot of frustration when you feel like your progress has been needlessly blocked. All that said, I understand needing to force the player to engage with certain mechanics, and the game succeeds there. I just wonder if it could be done a little better. Finally, when I finished my first (long) game, I look at Foundations, which are game modifiers, and saw that most of the remaining achievements were associated with them. Unfortunately, few of them seemed very fun to me, and I'm currently setting the game down for a while, kind of wishing I had some incentive to make a megafactory instead of replaying with very difficult modifiers. As a final note on megafactories, the "infinite upgrades" you can get aren't super interesting. Some of them do contribute to scale (as Factorio set the standard for), e.g. one improves Runeshroom (beacon) effectiveness, and another allows collectors to run faster. But others seem kind of pointless, like increasing mana capacity (who's using spells for that long? And if the goal was to make hand-crafting a little more viable late game, then you'd want regeneration, not capacity).
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
i got this game to support the game dev/ since the premise of this automation game was so different, while being hopeful to see where the dev takes the game. i figured to let it cook more before i sink way way more time into this game. over all it feel like an solid game play loop, after trying the newest updates think the game is still on track.
Hex-grid magic Factorio I really like the art. The audio is also non-offensive which is surprisingly rare for me. Dev is responsive on the discord. Modding enabled. The different element branches are all interesting. With different building sets for each. The research is actually awesome in an unintended way. I can set up one thing to be researching, And with the branching research paths, start setting up an assembly line for another So I'm making progress while making progress. And that feels great! Yeah, I really like this one!
freakin great game for all factorio lovers!!
I tend to enjoy factory builders, and puzzle games. This game is both. Every element has its own style for how buildings are shaped, creating interesting puzzles where you need to work around the chasms spread across each plane, but also with the shape of each building, especially since unlike most games the grid here is hexagonal. Devs are very active in discord and respond to bugs/suggestions/questions, and I genuinely love the design of the worldbuilding. Elements opposing each other can't be built on the other one's plane (think fire vs water), but also don't tend to fit quite right together on planes where they can both be built further selling the concept of them not working together.
The game is in a nice state at this point. It has some varied tools from plane to plane, although it is possible to use the same tools you favorite tools almost everywhere if you wish, since they are usually denied on only one or two plane at most with default rules. Using the hexagonal grids is not intuitive, as the first instinct would be to make straight horizontal or diagonal lines, so it might seem to be an odd choice of grid. However it allows some alternative designs when going for hexagonal modules, making the factory more organic. I haven't explored much of it but it might even lead different planes to have different looks due to their unique logistical and power infrastructures. For what concerns pacing, the research system centered around providing various items to progress incentivizes box crafting a bit too much at times. This especially because numbers for the first researches are smaller and might require a specific item for one research and nothing more until you get that element mastery. I ended up rushing to the end before accessing all researches or the infinites as automating dozens of different items felt too time consuming. Since the game is early access, performance is not yet there. Some optimization rolled out recently which reduced the performance impact of multiple planes but I was still experiencing some degree of stutter or reduced FPS when zooming out or going through planes. I also encountered some bugs during gameplay. A few were minor graphical glitches, like misplaced spell effects, item icons popping out of nowhere and sparks from different planes showing through. A few others were affecting functionality as well but nothing game breaking.
Amazing factory game with a refreshing fantasy/alchemy theme. The different elements add a very fun twist so there's a lot of variety in strategies and builds. Plus the dev is very responsive and works closely with the community to make the game better.
This is quite a unique and interesting take on the factory automation genre. I have thoroughly enjoyed my time with it so far! If you love automation, and factory building, it's kind of like a logistics puzzle, but with elements that are pertinent to what you're collecting. Overall this is awesome, and I am super excited to see where the developers go with this one... it can only be one way... up!
This game decided to take all the worst parts of factory games. Cant even fill blueprints until your in the final plane.
This game has a dedicated dev, plentiful updates, beautifully painted artwork, a gorgeous living world, and a solid premise. The puzzling nature of production lines and layouts is revamped by the hex-grid format, and the diversity of options for problem-solving to create the next reagent is delightful. Instead of brute-forcing solutions by throwing endless numbers of resource into a void, you're challenged to thoughtfully lay out a logistics solution that will slowly bear fruit, whilst you work on growing your next objective. If you like 2D factory builders, try this game (demo was full of content when I tried it). Worth it at full price even in EA, and definitely worth it if it's on sale. tl;dr: Magic Factorio - but a hexgrid! Worth every penny.
Players by region
Where this game's players are, estimated from review languages.
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