
The AUTOMATION bullet heaven! Build your custom spellcasting factory and tear through endless waves of monsters. Unlock 20+ characters and 100+ golden totems to craft broken roguelite synergies and survive the swarm! Build, automate, autocast, OBLITERATE!
Modeled estimate, not a reported figure. How we estimate →
About
Design your factory build from scratch to autocast your spells!

Survive relentless waves of monsters against the clock!

Don't worry, the battle pauses while you’re building and browsing through recipes!

Stock up on factory parts, totems, power crystals, and more!

Which golden totems will you draft? Can you unlock them all for your collection?

Unpredictable boons and cursed zones require course-correction to keep the factory running.

Conquer 10 Difficulty Levels filled with challenges and elite monsters!

20+ playable characters and 100+ totems await your discovery!

Unlock all 20+ playable characters
Over 60 Spell Recipes to master!
Draft from over 100 Animal Totems to strengthen unique synergies.
Endless Mode after you survive the 20-minute battle!
Climb through 10 Difficulty Levels in the Arcana Trials!
Daily Challenge Mode!

Stop by our discord to leave feedback and share your builds! (Link to discord in the sidebar)
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Restarting blueprints every time a run restarts doesn't feel too good. As well, progression feels too much regards to spells, there's no flow, were at the very beginning just by testing out different belt paths, got through multiple "fire" spell versions. There needs to be a better/little bit more linear path to get these skills. As well a lot of QoL is missing.
TL;DR: This game is quite hard, slow paced, and the factory elements are definitely the focus here. Tentatively giving it a thumbs up, but I'd give it a neutral if I could. This is a complicated game to review for several reasons. Firstly, this is [b] primarily [/b] a factory game. The vast majority of play time is on the factory screen rather than plodding around the map. In a way, this is a good thing because the factory is where most of the interesting things happen. On the other hand it means that while the action parts of the run are only 20 minutes, in real time each run takes at least an hour (unless you die quickly). The factory controls are pretty rudimentary, no copy/paste, no bulk erase, and no blueprinting system. This isn't terrible because the size of the grid is [b] very [/b] limited and assemblers and splitters do have some filtering options. Totems and charms are a very interesting addition which can drastically change the goals of your factory while permanently taking up space. A big part of the game is the very limited space you have to work with, the cost of buying components, recycling, and the exponential cost of re-rolling (yes, the RNG plays a BIG role in this game). Secondly, the action parts of the game are passable but aren't great. Like Vampire Survivors you don't really control much. You control movement (the starting character is glacially slow), when to dash (quick move + invincible on a cooldown), and using scrolls (if you have any in your factory). Pickups are limited to coins, hearts for health, and every now and then a free rare totem selection you have to stand on for a moment to pick up (and redeem in the factory). On the plus side, every now and then you'll be offered a random perk to skip entering the portal to your factory giving you an interesting tradeoff, and there do seem to be a few "hidden" mechanics so there may be more depth here than it first appears. Thirdly, this game is [b] hard [/b] . In the 20ish hours I've played the demo and the full release I have yet to win a single run. More importantly, I feel as though I've hit a wall around the 4 minutes remaining mark on my runs and haven't progressed beyond that. Part of this is no doubt me, but even after coming to several realizations about how to play better I'm no closer to breaking that 4 minute wall then I was in the demo. As a veteran gamer with 2+ decades of experience, I'm starting to suspect that this may be one of those games where there's a "right way" to play, and every other path is just there to give the illusion of depth and alternative paths as a sales talking point. If I find that to be true, rest assured I'll be switching this to a thumbs down, but for now it's just a suspicion that I hope will prove false. This is a game with potential and I'd like to see it live up to that.
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Languages: English
Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Absolutely fantastic game. I have done "everything" there currenty is on offer and it was a blast. Game starts off pretty difficult until you understand how to scale your damage. Then it gets much easier until you start pushing the higher difficulty levels. Has a great mix of predetermined power and RNG power that i really want in more roguelites. Highly Recommend, if you like to figure out how to best optimize the size of your factory. Efficiency in space and making things as small as possible is so rewarding the further you get into this gem.
Keine Zeit, muss Fabrik bauen für mehr bummbumm.
I'm insanely bad at this game and I haven't made it past the first real level of the game but I'm still having fun and there's alot to be said about that. 10/10.
The RNG is just too punishing. You can have the most perfectly optimized factory possible and still lose because you just didn't get any good totems.
Game is glitchy, not in the sense that it's unplayable, but there are a good few very annoying bugs. For example: Assemblers don't have an internal input or output queue. This causes recipes with 1 ingredient and 1 output to produce correctly, while recipes with 2 or 3 ingredients and 1 output with the same crafting time will get stuck waiting for a full output to clear and waiting for inputs, causing recipes with more ingredients to produce at a slower rate even though the crafting time is the exact same.
Really fun game, but feels unfinished or not polished. - The factory builder needs copy, paste and bulk delete. Without it, it's just tedious to refactor parts of the factory. - Factories behave weirdly (e.g. "waiting for input" while all inputs are available and waiting to enter the factory, similarly for "output full"). - Ratios are difficult to understand when crafting times are modified but only show one decimal number. These things make building the factory feel a bit like a guessing game and less satisfying. Again, very fun gameplay loop, so I hope this gets improved.
I absolutely love the idea behind this game.
This game, is amazing, but if you try to treat this like Factorio you will fail. The idea with the belts is to put cheap spells as filler at the front of the belt and have the main stuff get on the belt sooner, since a straight line take priority over things entering the belt. Once you have master this the game is very fun! The wizards you play as have there own strengths and weaknesses and you have to build your factories around them. Try not to spam your belts with cheap crap and enjoy :D
Players by region
Where this game's players are, estimated from review languages.
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