
Explore and mine fully destructible worlds. Automate increasingly complex production chains. Delve deep to uncover an ancient civilization’s powerful secrets and learn to love the sand in this factory game where every pixel is a valuable resource.
Most likely between $2.1M and $5.8M. How we estimate →
Checked against 8 developer-reported gamesmedian error
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 97% | approximately $3.4M |
| GOG | $9.75 | 96% | — |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Cheapest copy: ≈ $3.80 on GOG · Brazil (−75%). Compare 30 prices in 15 markets →
Reviews
Themes across 1560 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
i eatd the snad
Played the demo and bought the game the moment it came out, well worth it. I've long been waiting for a game which uses simulated pixels in a factorio-esque context and this game far exceeds any hopes I had, cannot wait for further updates.
Played the demo about a year ago and have been waiting for it this to come out and they did not disappoint.
初玩还行,但是内容太少,没有反复玩的乐趣。而且作为生产线游戏其实是有点差的,他只有一条路走到尾的产线。最终产物除了拿来升级也没别的用处。有点像糅合了增量类型的生产线游戏。
the hype is real for some good reason!
Они взяли noita и совместили с factorio. Получилось охуенно. Одна из лучших игр про заводы в которые я когда-либо играл
Mine sand, get gold, build conveyor belts. What's not to like?
It's been out 5 days and I have 153 hours into this game. I don't think that adds up properly but the metrics don't lie. Needless to say its an amazing and addicting game. The systems you can design are endless. Great for problem solvers. Here is my rundown so far: It’s an idle-friendly game that you can just let run, but I honestly can't step away because I get completely consumed by the instant problem-solving. If you are into factory building, resource management, and setting up automated systems, this is exactly what you are looking for. What makes Sandustry so uniquely brilliant is the developer's pixel-based physics engine. Every single material particle in the game has its own mass, volume, and density, and the game's gravity topology obeys those rules. It creates beautifully frustrating logistical puzzles. For example, trying to drop specific petals into a sorting bin on a belt mixed with wet and dry seeds gets wild, because the heavier wet seeds will clog the sorters. My solution? I ended up building this crazy locomotive belt system using staggered launchers matched perfectly to the floating density of the target item so it sifts in perfectly while the junk bounces off. It's meticulous to build, but incredibly satisfying to watch run. The game is incredibly open. There are no strict rules other than the physics of the objects themselves. I constantly find myself thinking, "Well, if that's how that component works, I can just do X, Y, and Z," and then I just get to build it and test it. You can build amazing self-reciprocating systems like self-fueling flamethrowers or self-cooling condenser systems. I played the demo first and found some frustrating nuances, but luckily the Early Access release essentially addressed every single one of them. There are still a few buggy things here and there, but the developer has a great feedback process in place and is actively working them out. I've already essentially "beaten" the current Early Access content, but I'm still playing because I'm chasing that $1M gold mark (currently 2/3 of the way there!) and upgrading my power grid. I usually burn out on games quickly after the tutorial on some stubborn mechanic, but Sandustry has kept me hooked the whole way. Highly recommended.
top
Avant d'acheter le jeu, j'avais test la démo et j'avais trouvé ça sympathique mais je n'étais pas totalement convaincu car il y avait des éléments pas hyper clairs, le perso était lent, l'interface pas incroyable, trop petite. Globalement ça manquait de quality of life. Mais j'ai décidé de prendre le jeu par curiosité, en mode "au pire à 10 balles c'est pas un gros investissement et ça soutien le dev, et au fil de l'Early Access ça a le temps d'être amélioré". Verdict, sur le "vrai" jeu, même en ce tout début d'Early Access, tous les problèmes que j'avais avec la démo ont été résolu. Le jeu est juste beaucoup mieux foutu sur tous les aspects. Ça en fait un jeu addictif et très plaisant à jouer. Je ne sais pas encore ce qu'il y a en terme de durée de vie mais en tout cas c'est déjà très très cool. Pour une fois en plus on a un jeu où on est direct dans une sorte de mode créatif : pas de barre de PV, pas de coûts de construction, on peut traverser les structures, tout casser et reconstruire à volonté. Il y a un côté où le jeu va à l'essentiel. Et c'est bien sympa.