
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
The dark souls of factory games...Took me 5 hours to just clear the first game and I have played every factory game, every vampire slayers.... Spears and good charms (always crit) helped. The way I think about it is, assemblers 1 = modify resource, assembler 2 = DPS, assembler 3 = potions etc. There are purple upgrades in the corners - be sure to get those for potions. Damage Potion is extremely useful. Overall, a worthy foe.
Good concept, I hope the game will get polished in the future. It's too difficult, factory editing is clunky (we really need a way to copy and move parts of the factory). Getting parts of your factory to not work for a few levels is way too impactful to be so random. My feelings (and review) are positive, but that's mainly because of the potential for a better future
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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
Fun game. If it weren't cheap I wouldn't recommend. It really is popcorn factorio x popcorn vamp survivors. Tl;dr get it on sale or if the hyperfixation gremlins have chosen it as a worthy sacrifice. I like it! The problem is that the two gameplay styles DO NOT MESH WELL AT ALL. Sure it's neat and all but the main problem I experience is that once you have the "optimal way of building", you also now have a theoretical output cap that can only be extended by random rolls while also needing to perform physical labor at the starting four levels of a run. "why would you only need four levels" because on runs as characters that aren't VERY CLEARLY designed to be a "challenge run with next to no meaningful advantages", you can radically accelerate the economy enough to build 2-3 copies of the same weapon engine so long as you're not also constructing reagents to bind to them (you're not) or doing something else that requires six Assembler IIIs. Despite having cleared the game on Arcana 4 i have not one time gotten both charm slots filled on characters that allow me to obtain two at designated times in the run. Yes, even in endless. It's just too often the case that it feels more optimal to just sit there and grind money because the shop's not gonna give me anything more valuable than power crystals or occasionally small totems that are actually ♥♥♥♥♥♥♥ worth it once most of my board is filled. There are a couple totems that take advantage of your excess inventory such as Cat and Squirrel totems our lords and saviors, but ultimately it means nothing because there's just an unsung point where conveyor/assembler speeds CAP OUT. WHY???? The scaling is based on our build and the luck we get with totems/tokens. Oh also there are just some totems that completely upheave your entire creations, meaning you feel compelled to choose between a suboptimal run I like the game. I like it more than I should. It clearly has more soul than people seem to be giving it credit for. It's just a shame that needing to do labor at the beginning of every run makes it feel monotonous and boring when you stop getting ideas for experimentation.
번역 안되어있지만 대충 재밌게 할 수 있음 1.hydro stream 이 너무 사기적임 2.어셈블리 요구량에 비해 너무 데미지가 안 나오는 등, 밸런스가 안 맞음 개발자에게:한글화 해주세요
I love automation games. I don't normally care for bullet heaven games, but this game looked really interesting and I was sure a mix automation and bullet heaven would be enough to spice things up. It wasn't This bullet heaven game does a number of things but you'd guess the thing that is half the title would be more important. as it stands the automation is shallow and boring. You might like this if you like bullet heaven and don't particularly care about automation.
Great concept but once you've managed to clear the first, unreasonably difficult stage of the game you've already seen everything it has to offer.
I have literally no idea why people are complaining about this game, the factory building is pretty satisfying and you can get some pretty ridiculous stuff going.
Despite the limited play time I think the games is really good, especially considering it is their first game, the back and forth of building a factory in a calm environment and running through the throngs of enemies make for a good trial by fire playstyle. I would like to control where some spells fire but that is my only complaint so far maybe more resource node types but that might be too much and lead to bloat like pointless spells or make some spells too resource intense to be worth it
A lovely game on the steam deck. Hours of fun. I recommend rebinding one of the face buttons to 'q' and a rear button to 'ctrl' for some quality of life. Speaking of, it would be nice to have a bulk delete for later levels. But this is difficulty in its own way: the game is pretty easy to win once you know the moves, but if you understand it as you need to build a factory from the first that can be expanded to the highest levels, it's more of a design challenge. The game does appear to be abandoned by its developers, But without any updates it's still a great 10-12 hour experience. I'm just getting onto the next difficulty levels, and I'm excited for what comes next.
Only played for about 2 hours as the gameplay was pretty repetitive due to lack of enemy diversity and interactions during the actual rougelike phase. As a proof of concept, i think this idea works and works well it just needs a little more development and features. I have decided not to refund and hope the developer will use this to continue to produce games and get support for their next title. I almost think dropping the bullet hell part and making it autobattle or simulated might allow the developer to focus on the automation part as the key gameplay. As it stands, the factory part is unabalanced and hard to manipulate due to missing features, and the bullet hell rougelike part is missing pieces to make it fun and interactive. Not sure how possible it would be, but if you could simulate while you build the factory that would allow you to focus heavily on the building aspect and give you the pressure of a rougelike.
Players by region
Where this game's players are, estimated from review languages.
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