
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.
Modeled estimate, not a reported figure. How we estimate →
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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
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
注意:游戏内的简体中文标记为“英文”,但是翻译存在部分缺失,建议直接使用英文游玩(也许繁体中文没有这样的问题,我不确定)。我意识到这一点是切到英文之后无意间发现风-水之间的一项传送带科技是可以建筑在裂隙上(即无视地形)的,但是简中的翻译完全漏掉了这句话。另外这游戏是不是回头要改中文名啊,游戏内标题画面的公告甚至不叫自己默特术士——不如说怎么能直接把mote音译成默特!哪有这种事! 很好玩,现在打到一周目endgame阶段,看开发记录里似乎通关一次之后可以有新内容,不过我还没玩到。 基于六大元素的科技和发展方式很有意思,而且考虑了元素之间的对立后,每个位面实际上只能使用五种元素的建筑,这就给产线规划带来了极大地变化和设计空间。叠加上全新的六边形地格,可以做出很多有意思的产线。 其他中文评价中提到的问题大多存在解决办法(也有些是在这半年的更新中解决的),有蓝图,有埋地电线,也有其他类型的发电传电方案、有大规模快速拔草、有基础的自动保存、建筑可以自动压掉铺的路等(没错这里没提到的问题就确实还存在) 比较可惜的是游戏的优化似乎略差,考虑到多个位面需要同时处理也可以理解。UI设计有时有些困惑,比如土-火之间的一项磁石科技可以推动箱子来实现大量物品物流,但是这一建筑有六个可以接受箱子的位点,每个位点的具体配置(比如箱子满时发送)是需要单独选中设定的,我因为一直没有意识到需要手选需要控制的位点而迟迟无法正常使用这一建筑。虽然有飞行魔法和加速魔法,玩家的行动力终究还是有点差,不太支持长途跋涉,不过游戏内有传送门建筑我还没科研出来,也许其实很好用。 总的来讲现在已经足够有趣,未来更是可期,等通关一次或许会追加评测吧。
游戏相当不错,作为传送带自动化游戏,区别于横平竖直铺设的异星工厂,乐趣翻倍了
Update: Stepping away for now. What the game wants you to do and the tools you have are too far apart at the start. The early objectives should be in smaller chunks that spoon-feed each increase in automation, rather than being walls you suddenly must scale. Dealing with environmentals also should be a non-issue after 30 minutes. It's annoying setting up new areas and clearing things one by one. Original: The Salt Mastery step in the Life path is insane for the stage of game you're in. For starters, you don't have a good way to get salt and reagents together yet, so it's weird to tell the player to automate the Salt Prisms. A couple minutes of manual resource moving gets you to saltways, then you can automate it. Cool. But THEN it smacks you in the face with automating 2 infusion altars which creates a large jump in logistics compared to one. These steps shouldn't be pushed so soon when the user has barely started 1 setup, and doesn't even have the needed tools at the start of the Salt Mastery step. Also, the hands only moving things in a straight line creates a ton of annoyances.
总体还行,六个位面都还挺有意思。就是风位面我至今玩不明白……我也不知道怎么玩……
Its a game. Its fun 🤡
нуууу такое себе факторио намного приятнее тут же ждет макаронная фабрика из конвеиров просто тупо из за того что горизонт в ровную линию ложится а вертикаль как змея и это очень не удобно вывод 6 гранная сетка не очень для таких игр в факторке 4 гранная и всё удобно понятно
很好玩,六大位面各有特色,又相互影响,建筑群又不同。 希望能增加更多的远程传输手段,地图几乎无限大,但是缺乏长距离运输手段,后期很困恼 另外不同位面之间互通的手段也能增加就好了。
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).
Thinking in hexagons really makes my brain itch.
畫面太鮮豔風格雜亂容易視覺疲勞 格子從4邊變6邊不是甚麼問題,想些不一樣的佈線和佈建就好 設備生產東西不能鎖定單一配方去生產固定的東西不確定是好是壞,要玩到後面更多配方才能確定 跟factorio的遊戲方式太像又沒有做到更好 撇除掉畫面太鮮豔和設備不能鎖定單一配方問題不看 格子4邊變6邊是有增加一點不一樣,但變化沒有大到可以跟factorio劃清界線 玩起來會一直去比較,但因為沒有做到更好就會讓人覺得玩起來差不多不如直接去玩factorio 我感想是不玩有點可惜,但玩下去會覺得浪費時間 所以就退款了
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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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