
The engineering roguelike. Construct your combos by wiring circuits. Build crazy machines to zap the monsters and trigger satisfying chain reactions. Discover devastating synergies and create overpowered builds.
Modeled estimate, not a reported figure. How we estimate →
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): 0.43/day in the week to Sep 8 → 0.86/day in the week after.
Reviews, worldwide (the counter carries no country): 0.38/day in the week to Jul 21 → 0.8/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

Craft your own skills by wiring up modules. Some generate energy, others amplify or store it, and others convert it into effects. Pick from over 150 unique modules to construct crazy machines, discover devastating synergies, and create overpowered builds.
Connect the right modules and watch chaos unfold: Energy cascades through your circuits, triggering satisfying chain reactions. Feel like a mad scientist as you tinker, experiment, and discover new ways to amplify your power.

Every turn you have to decide where you want to put your energy: Into your blaster module? Do you have to crack a healing potion? Or do you store energy in a battery to prepare an even bigger move next turn?

Turns can be tactically pushed and pulled forward or backward in time: Dodge volcano eruptions and lightning strikes, slip before your enemies on the timeline or throw them into a devastating Grav-Spike.

Your adventure leads you through strange biomes where tricky enemies try to ruin your day. Compose your racks wisely to deal with the procedurally generated and progressively dangerous threats.
Between runs, return to your camp to upgrade buildings and unlock permanent progression. Store your favorite modules, expand your collection, and even build your own custom character.

Engagement
Reviews
Themes across 70 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Underrated game. This game scratches that thinking itch with the addition of blasting enemies. When you get a good combo going, its oh so satisfying to blast enemies to smithereens! I had a lot of fun playing this during early access and recommend people pick it up. Good replayability and a fair few different characters to unlock and play.
我实在是搞不明白为什么一个roguelike游戏的局外成长和局内商店用的是同一个货币,甚至自定义人物的装备也是从一局游戏里搬走。初始人物装备根本没有战斗力,我要花钱买装备,花钱改装备,还要攒钱盖房,我花了那么多力气改出一个雷霆大配件,只能在boss战之前搬走?我搬走了还打什么boss? 更可笑的是[b] 打boss通关居然一点奖励都没有 [/b]?你给点等离子也行啊?那我还费这个力气打boss干什么我请问了?我前三关多攒点等离子,盖盖营地,打完直接把雷霆大配件搬走,直接去送死还能让我再保留一个配件到下一把,显然比打boss战更优。当然你可以说解锁剧情有一个前置条件是所有人物都通关一次,但通关一次之后你的营地根本建不到一半,后期只能这种送死打法建营地。 另外进游戏前不能看人物初始装备都有哪些,实在痛苦 一把游戏40min左右,但其实事件非常之少,[b] 大量配件隔回合冷却导致完全无法实现自动化 [/b],大量时间都在接线 画风很不错,但是开场CG比主线的还多,剧情可以说是基本没有 嚯牛批,打完火箭关你又说每个人都要过一次火箭关,你有那么多内容吗,就硬拖游戏时长 [b] 一款全方位的半成品游戏 [/b]
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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, German, Simplified Chinese, Japanese, French, Russian, Portuguese - Brazil, Spanish - Latin America, Korean, Traditional Chinese, Ukrainian, Spanish - Spain
Hours played at review time, across 70 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Greaaaaat game
创意不错,但落地下来并不是很好玩,但也没啥缺点,打了几轮组件的组合一直都挺束手束脚的,设计的比较保守,比如孔的颜色等经常会卡你一下,并没有类似背包英雄的那种构筑的快感
If you like inventory management battling (e.g. like backpack battles / backpack heroes) with a emphasis on combo building, this one is for you.
Fascinating, even if I don't understand what is going on.
Good fun, a fresh concept. A true joy to find a game like this. It takes advantage of the mechanics a rewarding way, more than I was expecting. Wire, rewire, move things around. Every turn there is a lot to do.
感觉还挺有新意和想法的游戏,作者也非常积极的收集玩家意见和反馈。可重玩度、roguelike与强度之间的平衡也不错,值得好评。
A solid addition to the roguelike genera. Winning isn’t quite as hard as some other games, and there’s not too much in the way of variety between runs (most events are the same, for example) but it ends up being fun regardless. The wire system allows for interesting combos in each run and a level of skill expression once you learn how to manipulate the order of triggers to maximize the energy received from sensors, or mitigate the downsides of some of the more powerful modules. Content is introduced in a reasonable manner, it’ll take somewhere around 15-20 games to get most stuff unlocked, depending on how aggressively you produce plasma. Overall a good game, well worth the $16 price tag.
extremely good, very surprised it hasn't been more successful provides combat puzzles and decisions that are far more fulfilling and multi-faceted than your typical deckbuilder roguelike like STS
Selling now
See how fast this game is selling right now — estimated copies and revenue per day from recent review growth.
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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